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Nothingness

Two Thousand Club

  • Appearance: (What does your character look like? Either a picture or a description will do)

    Name: (What is your character's name?)

    Age: (How old is your character?)

    Gender: (What gender is your character?)

    Race: (Faunus or Human)

    Aura Grimm: (Yes or No? If yes, add which Grimm you were injected with?)

    Role: (What is your character? Hunter, huntress, traveler, Atlas military, etc?)

    Sexuality: (What gender does your character find attractive?)

    Height: (How tall is your character)

    Weight: (How much does your character weigh?)

    Backstory: (What shaped your character to how they are today? No less than a paragraph.)

    Weapon: (What weapon does your character use for a weapon? Any special properties/transformations?)

    Semblance: (What is your character's semblance? Remember to also add weaknesses to balance out your character as well.)

    Aura Color: (What color is your character Aura)

    Dust: (If applicable, does your character prefer one particular element over another or use a variety?)

    Talents: (Does your character possess any particular talents special to them; such as hacking into computers, crafting, etc.)

    Hobbies: (What does your character do in their spare time?)

    Theme: (Optional) (What music defines your character?)

    Other: (Optional)(Anything else you might want to add.)

 
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"Violence is never the answer, but survival is the key to life."

BASICS
Name
Nicknames
Gender
Age
Aura Grimm?
Aura Color

D.O.B
Race
Sexuality
Role
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Taenya Azariah
Taya, Tae, Nya
Female
23
No
Silver-dipped glacier blue
August 3

Lioness Faunus
Bisexual
Huntress (hiding), Chieftess /Heiress to Lion Faunus / unknown Village which fell


1fa6719eb03e646da698c6952225d3d984293edb_00.jpg

APPEARANCE Taya is a petite faunus standing at a small 5 feet even in height, she also weighs a very light 102 lbs. which is light for her age and species. She is slightly muscled and has a lithe and athletic build. Her face is elegantly shaped and has high cheekbones which give her a very aristocratic look (something she inherited from her family). She has slight sun-kissed tan skin with long curly tawny hair streaked with copper highlights. She has two cat-like ears which are often covered by a blue bandanna which hides her ears against her head. She does have a lioness tail which is often wrapped around her skirt like a belt. Her eyes are an exotic almond shape and their color is a startling glacier blue - when you get a close look at her pupils you will find them to be slit like a cat. She also has large ivory fangs which are more cat-like than anything else. Most of the time this faunus will wear a dress that is high-low on the skirt (which is ebony black with blue accents). The top of her dress is corset-like and goes from white to black and blue. The top is also long-sleeved. Around her left arm is a ribbon bow which is a light blue color wrapped around the upper portion of her arm.


  • PERSONALITY
    Taenya is a sweet soul once you get to know her. However, first, you need to get past the more skittish side of her true self. Taya is incredibly shy, quiet, and oftentimes doubtful of her own abilities. She is extremely sly and shifty at first glance with a cool temper that could freeze a river solid. She is pretty wary and cautious of anyone she doesn't know and she oftentimes prefers her solitude. Underneath all of this is her more positive attributes. Taenya overall is extremely loyal and honest to those who gain her trust. She will never ever leave a friend or family member behind. She is patient and adores younger faunus/students. She has a sweet temper and is super intelligent. Despite all this she does prefer to keep her identity as a Lioness faunus secret except to a team she is on or her best friends. She can be protective and extremely determined when it comes to those she cares about. If you betray her trust, however, do not expect to ever win it back. She doesn't give up and sometimes can push herself too hard. Once a task comes in she refuses to leave until it is done. This does mean she can overwork and exhaust herself constantly.



    REPUTATION
    Taya doesn't have the best reputation in the world actually. Most would consider her the glacier queen or even the Wraith of Ice due to her temperament. Don't let this get a hold of you though. If you were to ask any young faunus who their favorite teacher or friend was and they all will glomp Taenya happily. Despite her cool exterior this faunus has a real soft spot for tiny ones. Tae is not pleased with her reputation and some might even go as far as to spread rumors and myths that the Glacier Queen is a white fang member. She is absolutely not. She doesn't at all support the White Fang period. Though her Wraith of Ice alias comes from the trouble she likes to cause to the group on occasion.





 
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Name:
Liliya "Skathi" Bogatyr

Age:
Mid-30s

Gender:
Female

Race:
Kept a secret

Aura Grimm:
No

Role:
Traveling vigilante, not known to be a licensed hunter

Sexuality:
Pan...ish

Height:
~170cm/5 foot 6 inches

Weight:
"Enough."​

Appearance:
Liliya appears to be a cold woman with pale, almost white skin who carries herself in a deliberate, measured manner. In a world where racial lines are still all too often drawn, Liliya does not wear her species on her sleeve, though the furry scarf and the moth pin she bears might say otherwise. Her pink hair is perpetually kept in a bowl cut that mostly obscures her eyes from prying gazes. Is she in fact a rare moth Faunus? Or is she a human with strange fashion sense who doesn't mind being thought of as such?


Backstory:
As far as family background is concerned, the less known about Liliya Bogatyr, the better. What is known is that she was an active member of the Atlesian military during the onset of the Dust crisis, and her service history shows a conspicuous blank period that those in the know can tell coincides with the initiation of the Aura Grimm project. Despite the incredible risk and cruelty of said endeavor, the four kingdoms were dealt severe (if not quite fatal) blows by the Grimm, while hunters and Aura Grimm alike were cast to the winds.

For her part, something that Liliya saw, maybe even something she did, changed her. She went AWOL soon after. In such accursed times, the terror wrought by the hands of mankind does not cease, and at some point rumors arose of a wandering avenger, bearing the demeanor of the mythological hunter (no, not that kind) Skathi would emerge from the shadows to strike at bandits, aspiring warlords, and other miscreants alike. As well as any Grimm, of course.

Such a figure rarely lingered long in one place, but always she showed especial interest in tracking down any Aura Grimm or Revenants in particular that might be in the vicinity. Whether seeking redemption for her own sins or seeking to clean up someone else's mess, Skathi continues on.

Weapons:
Ageha:
A comparatively low-tech weapon adapted to the current age. Ageha takes the form of a naginata with a segmented handle and a ceramic blade. Joints along the handle allow Ageha to be bent and locked in a curved shape. Combined with a string hidden in the shaft, this allows it to be converted into a longbow.

Perun:
A large gauntlet that appears to be one half of a pair, resembling not so much a fist as a hollow cylinder of metal with a handle inside it. Perun and its pair were not originally Liliya's possession, and while it serves well enough as a shield or bludgeon in close quarters, the difficulty of access to Dust means she rarely uses its full capabilities. Should it be fueled, a sharp punch with Perun can project a precise, long range beam of the corresponding Dust's element, or a smash against solid matter can discharge the same energy in a blast.

Semblance:
Glide:
Liliya's semblance enables her to glide above or against any matter she could physically contact at a steady speed, regardless of position. This ability manifests as a thin but visible mist between her and the surface, and can carry her up surfaces in defiance of gravity. However, the ability ceases if her concentration is broken, or if she slows down too much. While the mist prevents her from receiving harm or being otherwise affected by contact, it does not protect the rest of her. Hence, she could glide over burning coals without being harmed, but if they were burning with enough intensity, every other part of her body other than the soles of her feet can be harmed by the heat and smoke.

Aura Color: Pink

Dust:

While generally not favoring the use of Dust in the present state of affairs, Liliya used to favor the use of wind or water Dust to create diversions to support her style of fighting.

Talents:
Combat training per the standards of the Atlesian military
Wilderness survival
Tailoring
Cooking

Hobbies:
Liliya often carries a sketchbook in which she draws landscapes and clothing designs. She also seems to get a certain enjoyment from observing and tracking animals, but never harming them.
 

  • Appearance:
    Carcass.png
    (Credits to Picrew, Taeko maker 2)
    Name: Yzabella Hawthrone
    Age: 15
    Gender: Female
    Height: 5'3
    Weight: 115lbs
    Race: Human
    D.O.B: November 1
    Aura Grimm: Negative
    Role: Avenging Huntress, The rookie
    Sexuality: Heterosexual

    Backstory: A young maiden born into the mighty Kingdom hopeful of Vale. Generations of Hawthornes were not that of lavish lifestyles and royalties, they were simply just the everyday workers for humanity. They were Carpenters, Seamstresses, and Bakers even at the jaws and claws of Grimm they remained vigilant and avoid them to work another day.

    To this day, the blood of Hawthorne lives on. In a small humble general store in the southwest side of Vale. In the more obscure areas. Yzabella has grown to know that this would be her life. To help her mother work around the store even at a young age.

    Her Brother the firstborn of the family was different. He was adventurous at heart. He wanted more than to be confined into the store walls and into the world outside beyond the walls of Vale He wanted to be a Huntsman just like all the stories he has read about them. Braxton Hawthorne, Hunter of Grimm. A dream title to become a hero. While his worried mother was against her son's wishes, she couldn't really stop her son for achieving his dream. Yzabella knew her Brother as a Student of Beacon, Leader of team BRSA (Barossa).She looked up to him for his daring yet noble deeds. Aspiring to follow in his footsteps

    Unfortunately, the Hawthorne's horrendous fates were soon to set in motion. The catastrophic fall of Beacon made headlines on the Hawthorne General Store corner TV. Mrs. Aurelia Hawthorne fell to her knees as she knew her son was defending it’s very grounds, till his last breath, at the time. The young Yzebella was old enough to realize the Dire reality. A wheelchaired young lady entered the family store 2 days after the fall. In her arms was the her brother’s weapon. The FLAMMA DISCORDEAI. It was Braxton’s teammate

    Now it rests at home as above the store as a symbol reminder of her brother. Later years were quiet. Until just last year. 4 group of masked robbers entered the store armed with metal bats and small firearms. Both were held at gunpoint while closing the shop in an attempt to use her semblance that her brother secretly unlocked for her. She tried to escape, quickly punished with a bat to the cheek by one of the goons, knocking the girl out. Her mother acted out of rage, attempted to fight back with the revolver under the counter and a violent shootout ensued after.

    Yzebella woke up an hour later nearly buried in store supplies and the near metal rack slamming itself to her. Store was a mess products, consumable items, bullet shells and holes, broken tiles, scracthed walls and smeared blood everywhere. Mrs. Aurelia was found beside the broken entrance doorframe. All the glass pane windows from outside looking in shattered. This horrific incident caused irrational panic to the girl fleeing the trashed scene in injuries and her deceased brother’s weapon in hands.
 
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  • Appearance: B6C82C69-42AE-47F6-940F-06F8EF2DD172.jpeg

    Name: Itel Lazuli

    Age: 25

    Gender: male

    Race: Human

    Aura Grimm: Nevermore

    Role: Hunter

    Sexuality: Homosexual

    Height: 6’0

    Weight: 194lbs

    Backstory: itel grew up near atlas in his families blacksmithing business which consisted of itel, His older brother Nyte, their mother Cyana and their father Oceanus. From a young age he learned how to create weapons and armor, aspiring to be like his father Oceanus. Much like the rest of his family, when he became of age he traveled to beacon after being accepted into the academy to become a hunter. he made a name for himself as a well established hunter and soon after graduating he set out into the world with the goal of making the world a safer place but his dreams were very short lived. Soon after graduation, his entire team (team IVRY) were taking and forced into the Project Grimm. For years Itel was experimented on snd eventually the scientist deemed him a success before subjecting him to grueling training to develop his abilities into the perfect super soldier.

    A after nearly six years of being tapped, he was given the opportunity to escape alongside a small group of fellow lab rats. He travel to his home to find that it had been burned down with his parents inside, the only thing that survived was the forge room with all the tools intact. Determined to seek revenge, he crafted a weapon that incorporated the weapons of his family members which consited of a long bow for his mother, a scythe for his father and sickles for his brother. Now he hunts Grimm while searching for answers for what the scientist did to him along with helping fellow hunters that he comes across by mending their armor weapons in honor of his father.

 
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  • LCzS2YS.jpg
    Name
    Xander Seong

    Age
    32

    Gender
    Male

    Race
    Snow Leopard Faunus

    Aura Grimm
    Yes. Wyvern

    Role
    Ex-Hunter / Ex-White Fang

    Sexuality
    Bi-sexual

    Height
    6'0

    Weight
    186lbs
 
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Appearance:
A6D01DCB-B2B7-49A8-ABA8-75E886ACFECF.jpeg
C4C25375-239D-41ED-A710-13CD5666207B.jpeg
Name: Poe L. Kuma

Age: 19

Gender: Male

Race: Human

Aura Grimm: No

Role: Hunter with the Atlas military manly doing under the book

Sexuality:Bi

Height: 5’9

Weight:179lbs

Backstory: Poe had a decent life growing up. Raised by a family of deer Faunus farmers in Atlas. His parents and sibling were always nice to him even though they were treated, badly by humans.Poel often would get bullied or be there to watch it happen to Faunus. For this reason, he often ends up fighting a lot growing up. It also helped that he had a neighbor whose parents ran an inn around his age named Hilda that would always back him up and he did the same for her.

Growing up did everything he could to help his family and Hilda’s family make money helping out mechanics. After a fight one day Hilda said they would become for hunters and after thinking about it a little he said he would. After years of training and a bit of difficulty he eventually got put into Atlas academy and she got sent to Vacuo. But one the day right before departing their village was attacked by an especially savage a horde of Grimm while defending a village until the military showed up ending in only he and Hilda surviving and he was missing a arm .The only thing Poel could do was while recovering and having his arm replaced was train thinking of nothing but joining Atlas wanting to do nothing more and bearly saying goodbye to his friend. Poe decided to stay a hunter working closely with the Atlas military.

He now sends his time working with Atlas making sure to check up Hilda. While whenever the chance shows itself removing all Grimm off the face of the world.

Weapon: Star Fall
A Trident with a collapsible staff that when fully shortened is like a three-headed dagger. When not in use it sits comfortably on his hip like a sword would.


Omega
His arm given to him by the atlas military to replace his arm. But after constantly working on it he has given it the ability to change modes and focused beams.

Semblance: Negative Domain: Poe can make a physical field around him with his mind that change in size and length. They can be durable, and a strong magnetic pushing force to them because of that they are hard to move sometimes making him having to do it manually. He is limited to three at once right now whenever he makes more they are always unstable and pop in and out all over the place. The longer he keeps them up the more taxing it is on him. If he focuses he can turn it into a concussive wave but there is a 50-50 chance he will pass out from it. Another way he is working on is individual things will not be able to pass it.



Aura Color: Galaxy blue

Dust: He will load it into his arm to give it a different beam types.

Talents:
Greasy
Good with machines usually working on his arm to improve it. Sometimes messing with vehicle just to pass the time.

Matching
Doing his best at mid-range combat is even harder for him now after he got his new arm. Not wanting to use it as a excuse for his strength always training to try to match his physical skills to keep up with the upgrades he makes to it.

Acute senses
Living with Faunus all his life gave him a bit better senses than most humans.



Hobbies:
Working on his arm, he is always trying to see if he can make it better

Training

Bird watching

Gardening a bit


Theme:
 
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Appearance:
With Armor: The armor itself features a hole for Turic's tail to slip through. Along with this, through the eyelets, Turc's glowing eyes are the only visible thing on Turic's body barring his tail. The horns are forged from fallen enemies he had been contracted against, with the consistency of them being as follows:
Human Bone: 67%
Animal Bone: 10%
Grimm Bone/Bone Like Material: 3%
Antler: 10%
Faunus Horn: 10%
Yusif.jpeg
Under Mask:
Yusif Under Armor.jpeg
Lizard Tail (Not to scale): Similar to an armadillo lizard's tail, but much larger on Turic's body (about "4'10 in length). Resilient against most forms of attack and an effective weapon.
lizardtail.jpeg
Name: Turic Yunif

Age: 27

Gender: Male

Race: Faunus

Aura Grimm: The Hound

Role: Open Contract Mercenary

Sexuality: Heterosexual

Height: 5'11

Weight: 155 lbs

Backstory:
Born, like many Faunus, in Menagerie, Turic was born into violence. His father, a warrior Faunus and mercenary, gone for weeks at a time, his mother a dangerous crazed Faunus who not only abused him but pumped his head full of images of violence and hatred, finding no solace in the world he lived in. Years of trauma and abuse led only to more and more contempt for the world around him. As he sprouted into an adult, his father's name and reputation trailed him, for both good and bad. Following in his father's footsteps, Turic became a initiate mercenary among a large guild, comprising of both Faunus and Human members, a true show of equality in a time of turbulent politics and social constraint.

As the battles of the White Fang and human governments waged on, Turic felt no obligation to the Faunus terrorists or the Human oppressors. To him, they were all buyers, all customers for Turic's abilities. With that attitude and actions in place to match it, he found himself on both sides of the war, killing Faunus' and Humans alike, all paid killings who Turic enjoyed arguably too much. His battles and many experiences led to his run in with the legendary Hunters. Seeing their prowess and power, Turic knew he needed it. He wanted it, and he would have it. Shedding his mercenary role and turning in his weaponry and open status, he traveled to the academy on his pilgrimage of power.

Arriving newly to the academy, the excruciating screening and vetting for students only bored Turic, focused all on the teachings and subject matter of the many skills, semblances, and fighting style given by the academy. Learning and learning, the steadfast student Turic had become had lead him to learning his semblances quickly and being assigned missions earlier on then most students. This is not to say he was a prodigy of unprecedented types, but he was an adept student and capable one at that. With missions galore to be done, threats coming on mount from Grimm without end, Turic took every single one he could, only wanting more experience, more power, more hand over those he deemed under him. During this time of success and trial, Turic developed his insatiable lust for power, his undying God complex only reinforced after every battle.

But, during one of his man excursions into Grimm territory, this time, a vast valley littered with tunnels from ancient lava tubes. The gung-ho student was going along as usual, clearing tubes of Grimm and other pests he deemed unworthy of life. This included mostly animals, some insects. As he was venturing out into the valley once more, patrolling the lava tubes looking for more victims of his unbeatable hand, he spotted a abnormally large Grimm, his shoulders and arms bolstering that similar to a silverback gorilla, yet at the sight of Turic, it ran into one of the many lava tubes. Pursuing without fear, if anything with joy, Turic bolted into the lava tubes, tracking the footsteps of the large creature, till at some point, the footsteps no longer tracked along the hard stone. The silence was deafening for the young warrior, until without notice a strike was given against his head. He did not fall but kneeled in pain, drawing his sword and slashing into the dark in the direction of his supposed attacker. Swiping and slashing at every sound, he became enraged. Fighting tooth and nail against an invisible enemy, he finally caught a figure of the dark. Tackling it to the ground, he wasted no time drawing his sword, ready to stab the mysterious beast through the heart before he was brought to complete black by another, much harder hit to the head.

Waking in a sterile, unrecognizable room lined with white concrete slabs, Turic came to find he was chained to the ground, thick tubes piercing his neck and back seeming to disappear into the ground into small barely noticeable holes. Looking around in bewilderment and anger, Turic pulled on his chains with force enough to crush and elephant skull. Screaming and tearing at the bolted chains, a voice boomed into his concrete chamber, the screeching opening of a mic with too much feedback blaring as an opening message before the disembodied voice spoke. They informed Turic of his involvement of a new experimental procedure, and that the tests would begin shortly. With a click of the microphone off, the tubes soon filled with liquid as black as the void of space, filling the veins they punctured with black, spreading visibly all over. For a moment, everything was normal, then it was hell. Turic's insides burned, his muscles constrained, his eyes instantly bloodshot.

As time went on in the chamber, he only got more of the blood, his body exhausted after every trial only for it to be shocked alive by the mysterious goop. During this time, Turic did not get unchained, he did not see a new splotch of concrete, didnt even hear another voice but the one he heard on his first day. The experiments lasted all day, everyday, without stop, just one of these days, he longer felt pain from the goop. The pain first started from his face, his skin feeling as if it was hot magma, then his eyes, then his entire head. This lasted till an excruciating head enveloped him, resembling that of a deformed and bone covered canine head. Just for a moment, Turic felt some impending darkness, some doom fill his body. This only last the moment before he passed out and dropped onto the floor, exhausted beyond measure.

Waking, Turic was surprised to no longer find his chains attached to his arms. His cell, busted and broken with black marks flowing along the hard cement walls. A hole lead out into a large facility corridor, the halls endlessly stretching out, doors lined against the walls, many now busted open or non-existent. Walking through the demolished facility, Turic found a room marked 'Armory'. The room's door was shut tight and still held up against many noticeable attacks against it. Using what strength he had, he bashed against the door, till finally, it flew into the wall inside the room, the door plunged into a thick slate of concrete like a dart in a board. Looking into the room, Turic found many huddled and scared scientists, all who dared not move in the presence of Turic. Looking in other places, the glint of Turics armor and sword screamed at him for their reunion, Turic complying without question as he dawned his armor and sheathing his sword. Before his helmet could be put on, Turic caught a glimpse of his reflection, the face of a man he had never seen before filled the silvery surface of his helmets back. His eyes were blackened barred his pupils which glowed a vibrant green. His face had become damaged, with scars and scratched lining his many feature. He was born again with the power he wished for and knew it. Finally equipping his helmet, he turned to the huddled scientists, drawing his blade as they cowered in fear. Screaming in terror one of the scientists asked what Turic wanted from them, and without fail or pause, Turic answered back one word. Death.

Weapon:
Exile: A 3ft long sword, primarily used one handed by Turic, its metal resembles a damascus pattern.
Luciendar.jpeg

Semblance:

Hydratic Force: Upon will, Turic can summon 2 dragon heads consisting of a thick layer of electrical field that attached at the base of his neck. These heads share the same knowledge and capabilities as Turic in the moment they are summoned, with their knowledge on par and their understanding of the situation on hand coming from Turic. The heads themselves are also physically present, able to block attacks and interact with the world around them. The heads also hold the ability to breath electricity for short spans of times. With this though, too much use of the electricity can push the heads and Turic to the edge and result in a quick end to Turc's ability to fight or even stand. Holding the dragon heads form for extended periods of time also puts Turic out of commission for as long as he had them summoned, and if for too long, can result in a coma or death of Turic. Damage to the heads do affect Turic physically with pain shared between the heads and Turic, but the heads can regenerate their form limitedly before they are exhausted and cannot be summoned for an extended period of time, this also drains Turic immensely but does not put him out of commission like other instances.

Aura Color: Midnight Purple


Dust: Preferred Incendiary, Lightning and Fire.


Talents:

Experienced Swordsman: Highly skilled in sword fighting, Turic is a foe to be weary of when engaging in sword to sword combat
Moderate Tactician: Not a man of genius or tactical knowledge, Turic knows a thing or two because he has seen a thing or two and applies that to his tactical planning in both attack and defense.
Adept Fighting Stylist: Being well versed in fighting styles from the academy and in the real world, he has become a jack of all trades in many fighting styles.


Hobbies:
Sword Fighting, Camping, Animal tracking, Drawing crude scenery depictions
Personality: Turic suffers from a God complex, which leads to immense amounts of overbearing projection of force, an untouchable attitude, and the feeling of superiority being very obvious through many if not all interactions given out by Turic


Theme: I Am Better. (Turic's mindset)


Other: Turic has a soft spot for canines, a new found thing after the Grimm Project.
 

  • fHZylRR.jpg
    You wanted something blown up so I came as fast as I could. Where's the target?

    Name: Hannah Maria von Hochfeldschloss

    Age: 15

    Gender: Female

    Race: Dog faunus

    Aura Grimm: No

    Role: Superheavy support, Heiress, Best Girl, Aspirant Huntress

    Sexuality: Hetero

    Height: 1,64m

    Weight:
    64 kg

    Backstory: Hannah was born to the Hochländers, an odd people who live up north on Sanus just off the coast of Vytal. They are a series of clans that live on hilltop fortresses directly next to fairly flat and otherwise idyllic pastoral farmland. While the land is great for farming, it lacks the natural defences against Grimm. As such it’s scarcely inhabited. While the fortresses themselves are well protected, parties that leave the safety of their hill have to deal with a more or less constant stream of attacks from both Grimm and other clanners. Hochländers are constantly fighting over harvests, resources, glory and just for the hell of it. The joke goes that the only thing Hochländer clans hate more than the other clans are outsiders trying to mess with their affairs. Any forgeign invasion results in more or less instant unification of the area for however long it takes to beat up the invader and take their stuff.

    Historically they can trace their roots to former sections of Mantle’s army that broke off from the kingdom as it descended into the insane dictatorship that would kick off the Great War. Records from the era are spotty and mostly oral but what is for certain is that a large amount of the martial traditions started out as old military regulations. To this day the clans still use dress and colour codes to indicate their family allegiance. What exactly the codes are vary from clan to clan. For example the Meermeisters clan use polished, blue anodized breastplates, and trident shaped fasteners on their clothes.

    Within these dress codes though, individual expression is highly encouraged and celebrated. Individual sigils, dress styles, and trophies from old victories mean no two Hochländers dress exactly alike. They are not like those stick-up-the-arse Atlesians who insist on dressing in just plain old white all the damn time! Every clanner knows all-white is for kids who haven’t passed their coming of age ceremony.

    Atlesians tend to respond with ‘Who cares what some backwater hillbillies think?’ when confronted with these opinions.

    Their chief exports tend to be mercenaries, grain alcohols, and fashionable armours.

    The daughter of a clan chief, Hannah herself is painfully shy. As an only child, she grew up sheltered and doted on to start with. On top of that she’s shy. She prefers the basic leather jacket in her Clan’s dark blue with red and gold highlights, and doesn’t really venture much further than that. Her fluffy hair is kept short and practical. She isn’t comfortable around people without her security blanket. She bonded most closely with her uncle when she grew up, the Clan’s forge-father and chief weapon specialist. Her ‘Uncle Manny’ taught her most of everything she knew, and was the first to encourage the use of her sharp observational skill and deft hands.

    Hannah never cared much for the prized duelling combat styles of the clan, and heavily struggled with them. Due to this, her shyness, and her growing interest in technology, she became a bit of an outcast in her own clan. Hannah’s parents stepped in if the bullying got too overt, but they could do nothing about her growing isolation. No one really cared for her long diatribes on the differences between Atlesian Akatsiya self propelled artillery versus the Vale Thumper heavy mortar carriage, if she ever got comfortable enough to open up to them in the first place. Deeply afraid to offend her parents by just sitting at home all day, she did her best to become useful for her clan’s field expeditions. Together with her uncle, she built the loot hauler that she uses to this day. She carried gear, took care of the base camp, and lent support with the heavy weapons mounted on the vehicle.

    Hannah isn’t completely sure what she wants to do with her life yet, but this is where she feels most comfortable. Others can take the lead and the spotlight, she’s happy to ensure there’s a home to come back to.

    Now while holding down the fort, even if said fort is mobile, is fine, upstanding, and very feminine behaviour in the clans, her parents worried about her isolated nature. A forge mistress is a fine and respectable title, but she was destined for leadership. Tinkerers do not necessarily make great leaders.

    In a bid to get her to go out more, they decided to take her along to the Vytal festival. They hope their daughter will make actual friends among those more familiar with technology. Secretly, they signed her up for the beginner end of the tournament. Surely, even though she’s not much of a fighter, she should be able to deal with civilians, right? On top of that, they’ve snagged invites to a few parties. For Hannah an opportunity to socialise further, and for her parents a chance to lay down the groundwork for an arranged marriage should the worst come to pass and she’s still an oddball outsider.

    Hannah herself remains blissfully unaware of her parents intentions and is just supremely happy to ride out into the wider world. She looks forward to cheering on her Clan brothers in the tournament, and meeting new people that hopefully don’t find her obsession with armoured vehicles weird.

    How bad could this get?
 
Name: Ace Viperidae
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Age: 19

Gender: Male

Race: Viper Faunus

Aura Grimm: No

Role: Atlas contractor

Sexuality: Heterosexual

Height: 5'8

Weight: 140lbs

Backstory:
Ace a 'Hunter of huntsman' a fancy title if he ever actually fought or found one, nowadays huntsman hunting means just pointing and accusing some guy you don't like the look of than sending Ace to dispose of them . Yet despite this job title Ace hides a deep seated secret he still finds huntsman really cool and even if its from old condemned magazines or ads featuring them the pure style and killing technique stroked something inside of him after all they are kindred beings in his head.

Ace did odd jobs for a time acting as a handyman to people extending from plumbing to being a hitjob artist , practically a saint compared what hunters did in a mockery of heroism , not even recovering his sister's corpse from within their academy, leaving everyone he knows to to be tore apart, but you know what Ace always bounces back, totally no ill feelings towards them they only forgot about one of their prospective students, ditching him in a random outpost somewhere, eloping with the Grimm the past isn't important. Ace always bounces back and you know life is good now, working for atlas for the past six months has brought wealth for him putting to practice his skills, get to chat up a nice sounding handler lady, a company bullhead and plenty of discounts with the work mainly requiring wearing a getup that inspires confidence in his clients as apparently they seem offset by a snake eyed man then hunting a rogue 'huntsman' without aura. Aiming for a true tests of his inventions and skills and to sate a obsession born from a cocktail of worship and bitterness.

Weapon:
  • Suppression Pressure - the wrists of his suit hold flamers of dust underneath having one use before needing to be reloaded but can be used for a variety of uses such as acting as a flamethrower for the dust's element or to use hard-light if necessary serving as all purpose tools for many problems.
  • Atlas hotline - though not a typical weapon the helm worn serves as a communication device towards his handler in atlas due to something called 'accountability' while providing the opportunity to ask for support based on what he sees and transmit information back to his handler for external support.
  • Hunter-brand knife - a backup in his arsenal being a simple flip-knife that was canceled in production due to the brand risk huntsman brought with it's 'serrated flaming blade' and the capacity for neat tricks its a source of entertainment and irony .
Semblance:
Sound vacuum- A aura of silence is amassed around him on activation with the aura cost increasing over time and size of the bubble with it's main usage being to mask any sound in the effected bubble being used to track down quarry's, cheating such things as subtlety with his footsteps or discreetly deal with the unwanted in a populace, though of course the advantage given is only good for ambushes and against Grimm this barely has a effect.

Aura Color: Magenta

Dust: Electricity is the preferred dust of Ace though due to Atlas sponsorship the availability of dust supplied to him grants him a choice pick which he smugly abuses.

Talents:
  • Inventor/gadgeteer - tinkering and making various tools for his trades a skill helped by the abuse of the funding Atlas gives him for his jobs nowadays with most of his income being pumped into these inventions to be hidden and pulled for usage when he clocks in.
  • Tracking and investigatory skills.
  • Viper heritage - The Faunus traits inherited from his parents consisting of snake like eyes that can see in the dark along with a venomous bite.
  • Aircraft license - has learnt to fly a airship and own one to fully use the benefits of being a atlas contractor and travel at greater ease.
Hobbies:
  • Crafting and tinkering.
  • Hunting down hunter memorabilia.
  • Keeps up to tabs and bids on developmental and experimental weapons despite their unviability.
  • Knife Tricks.


Other:
  • To his peers he is noted as having a venomously friendly altitude.
  • cannot shoot straight at all.
  • Has a atlas lent bullhead.
  • Immune to any sort of poisoning including alcohol.
 
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Buc Irons
Appearance:
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Age: 59

Gender: Male

Race: Elk Faunus

Aura Grimm: No

Role: Huntsman

Sexuality: Hetero

Height: 5'3"

Weight: 136lbs

Backstory: Buc's story is a long one filled with a whole lot of nothing. Oh there's a few highlights here and there, like the time he gathered all the courage he had to ask Isobel Boyd to the village dance, which much to his surprise she accepted. Or his first Grimm, a Beowolf that got separated from it's pack in it's eagerness to get at the fledgling Hunters. He had taken it's head off after several messy swings. But perhaps the most exciting part of his life, it also the darkest, was the Siege of Beacon. He was there the day it fell, and saw first hand the seemingly endless horde of Grimm that just, kept, coming.

After the Siege, he was not welcomed back as a warrior but as an outcast. It was his fault the school fell, that he survived the battle and managed to crawled to that no name village. It would not be the last, and the more people he came across that spat at/on him, the more he grew to hate people. He became like a hermit, traveling from one place to the next and staying just long enough to sell his services for supplies, for even though he was an outcast, Huntsman were a necessary evil in this new world.

Weapon: Slung over one shoulder is the great sword Cwellere Efennes, or in layman's terms, Even Executioner. Taller than Buc, he is still able to quickly unsheathe the massive blade thanks in no small part to the explosive Dust charges situated near the mouth of the sheath, which once un-stoppered can also be used as a crude shotgun. Buc can even use this to coat this massive weapon in Dust, though due to the current global Dust situation, he does not like doing so.

Semblance: Taking up a wide stance, Buc finds whatever little shred of inner calm he has and goes into the Blade Bliss, allowing him to achieve the impossible. He has overpowered opponents many times his own size, kept pace with monsters that was to fast to see, he has even, upon occasion, deflected bullets while in this stance. And though this is powerful, he is an aging warrior. His body simply cannot keep up with the demands put upon it by this stance, and will eventually give out.

Aura Color: A steely grey.

Dust: Fire, it is simple and does as he expects it to.

Talents:
1. A respected swordsman, many think he should have been officially made a master for several years now. The one thing stopping them from actually doing so is tracking down the old coot and keeping him in one place long enough to actually give him the title
2. You cannot survive long in the wilderness without knowing what you can and cannot eat, drink, touch, and sleep on. He has learned all these things and then some.
3. A full fledged Huntsman, Buc knows many things about the Grimm, such as what they are and where to stab them for the desired effect.

Hobbies: Buc is a bit of a craftsman. From his survivalist backpack hangs handwoven lanyards, carved charms, knick knacks and shiny rocks he found along his travels he's fashioned into something he finds pleasing to the eye. Who'd have thought this rough and tumble man had an eye for art?
 
~Zaffre Triskaideka~
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J-just passing through. Here, let me help
Zaffre

Age: 19

Gender: Female

Race: Human

Aura Grimm: No

Role: Wanderer/unregistered Huntress

Sexuality: Straight

Height: 5'8

Weight: 180 lbs

Backstory:
A merchant's daughter from the floating islands near Lake Matsu, Zaffre was an earnest girl with little interest in the Grimm apocalypse, the huntsmen, or the academies. The dust shortages benefitted her family, who sold gravity dust from the lake. Zaffre, did, however have curiosity on how everything around her, especially machinery worked. She ended up helping with the small cargo ship multiple times. She also ended up breaking the small cargo ship, multiple times, to the chagrin of her family.

Times, however, changed, when a huntsman, ended up at their door. Bloody and without aura, he crawled to their front door, practically begging for help. The Triskaideka were nervous to help him, afraid of the Grimm that would show up. He claimed to be skilled, that he had nearly killed the Queen Lancer, when it had shown up. A Grimm that looked human. It had nearly killed the huntsman, and tossed him to the Queen to finish off. He'd barely evaded her, and ended up on the manor by the Lake.

It was about that time, buzzing could be heard. Windows shattered as black wasps flooded the house. Several workers tried to fend them off, banisters, pickaxes, whatever they could find. The huntsman stood up, even as those around him cursed him for bringing misfortune on the house. Then a large Grimm, larger than the rest, burst through the wall. A Queen Lancer.

Zaffre stood wide eyed at the attack, watching Grimm tear people apart, injuring her mother. Then she watched the Queen aim it's stinger at her father.

Zaffre screamed 'No', everything going in slow motion. A red pulse shot out from her, and the chaos seemed to stop. Slowly, each and every Grimm in the area turned to her. Everything went silent for a moment, except for the buzzing. Then, in unison, they lunged, leaving everyone else alone.

Zaffre booked it, running as fast as she could to the small cargo ship. Loading into it, she took off, the swarm of Grimm still chasing her. She heard a 'thud' against the ship, and took off, fearing one of their stingers was attached, and afraid more would pin her unable to fly away. All throughout the floating isles they chased her, but something in her rear view mirror caught her eye. Hanging from a harpoon, was the huntsman from before. He kicked lancers away, and pulled out a pistol. A few shots rang out, before the Queen fell, and still he laughed, even half dead.

She managed to evade the Grimm long enough to land with the huntsman, if only to get him inside.

"My, my, unlocking a semblance like that? You could have a real talent as a huntsmen. Let me teach you a few tricks of the trade."

Zaffre did not have much talent, but she was at least eager, spending a year with the strange man, quickly learning that her returning home was, put mildly, a bad idea. She seemed to attract Grimm every night, and the huntsman even admitted he hadn't had such a tough time since 'initiation', whatever that was. Though, he did ask her constantly if she had a landing strategy. She did shine with weaponry, and soon upgraded his harpoon, making the blade more wicked, and the penetration more severe. She even ended up with her own weapon.

About a month ago, she split ways with the huntsman, helping people where she could, but not daring to use the title, or actively look for trouble... it seemed to find her as was. A few small towns over run, even with Zaffre trying to help evacuate them, and a few nights overrun by herself and barely escaping, and now low on supplies, Zaffre decided to try a bigger city in Mistral for a while. And hope no one figured out her semblance in the meanwhile...
{GM note, happy for that Huntsman to have been anyone{

Semblance:
Beacon
Zaffre can condense negative emotion and emit as a beacon, attracting Grimm in the area to her with a red pulse of light. While she can condense it for greater effect, it's always somewhat on, Grimm always see her first, though they aren't compelled to chase her, she's certainly a target. It's most effective against Grimm, though she can send chills at people by sheer force of negative emotions, though this doesn't tend to be very helpful.

Aura Color: Blue when active or breaking, Red when using semblance
Note: Low Aura, meaning it shattering is fairly common.

Dust: Fire & Gravity, as much as Zaffre can obtain! Though... this tends to not be much. Has enough on her generally for 3 shots each.

Uses:

Gravity Wheels
- Uses Gravity dust to stick to surfaces, able to ride upside down as long as she has dust.

Fire Trick Shot
- Shooting a fire dust round and regular round together, the two collide infront of an opponent's face, exploding outward in a fiery cone meant to blind foes. The shot is decently powerful as well, Zaffre occassionally using it to disrupt techniques.


Weaponry:

Cycles of Heaven
A set of fire and wind wheels connected by a chain, not only is it also a gun, it's also a bike! Cycles of Heavens has a few modes

* Wheel Mode - As a fire & wind wheel set, it is a large round disk with several spikes for catching weapons, or impaling an opponent. On the front of both wheels is a mini automatic pistol, which tends to do low damage, but has a decent rate of fire. In a pinch, Zaffre can load the guns with fire dust for some heavy damage, but too much will burn out the barrels. A single, long chain connects both wheels together, with several rods strewn in with the chains. She can fire the guns from either wheel.

* Bike mode - Withdrawing the spikes in the two wheels, the spikes become spokes. The chain stiffens, allowing its rider to lay across its rods. The bike itself is powered by gravity dust spinning the outer disks. The dust shortage has made this mode impractical for travel... but with Zaffre's semblance it is ideal for running from Grimm!

* Grapple mode - An in-between mode, the spikes suddenly spinning outwards, allowing Zaffre to break, or to use her chains as a grappling hook.

Night Vision Goggles
A set of goggles Zaffre designed herself. They work in low light, and keep smoke and debris out of her eyes. Another function they have is to automatically darken in response to light, preventing her from getting blinded from most means. They cost her a pretty penny, so Zaffre is more than little cautious about them getting damaged. She put them down as a neccessity after being attacked camping at night and forced to flee in the dark. She missed a log with her bike, and ended up embedded in a tree.

Boxed Emotions!
A simple box, that's wood Zaffre has found is able to store aura. She tends to use it in conjunction with her semblance when she really needs to attract Grimm. When it's closed, it sucks a bit of her aura out. When it's opened, all the aura, and emotions surges out in a pillar of red light, emptying in a single strong beacon. It takes at least a week to recharge. It's made of Mahoghany. Mahoghany.

Talents:

Weapons Designer - Zaffre's very intelligent and handy, her bike made from materials she was able to obtain on the run. It constantly requires her care due to this, and her unable to afford good quality for it, but given a workshop and supplies, Zaffre's pretty good at upgrading anyone else's weapons. In combat, her only useful skill against humans is she can generally deduce weapon design and aim for weaknesses in the weapon to try and break it.

Proficient Marksman - Zaffre has shown to be very accurate with her guns, using them for trickshots for more than just damage, such as shooting dust cartridges midflight to make them explode.

Acrobatic - Zaffre's weapons are difficult to use, and when she does, more often than not, she's getting flung about more than they are. But, thankfully, she's graceful enough on her feet, and steady with her hands. She always is moving in combat, a sense of self-preservation if nothing else!

Analytical - Zaffre tends to take a while to really get started in any combat situation, not dedicating resources at first as she studies opponents, Grimm and Human alike, finding weaknesses, and patterns to how they work. This can be a detriment as she's generally one of the first chased.

Weak Aura - A negative semblence and weak aura both work against Zaffre, while she's the target of Grimm attacks, she can't take many hits.

Unlicensed Pilot - Zaffre helped with a cargo ship and its maintenance since she was young, and is more than able to fly most craft. If not, she can read a manual very fast, with only a little panicking as the ship lurches.

Hobbies:
Metal Scavenging - Zaffre sees treasure in scrap metal, and tends to carry a box of scraps for future projects, though she's often quick to abandon it. She knows most types of metals and how to work with it, and more often than not, it's price... which is where most of it goes, as a girl's got to eat somehow.

Tuning Weapons

Gushing on Airship Designs

Not Starving

Myth: Pandora's Box

Emblem:
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Appearance: 16623450078466210239030434370378.jpg
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Name: Asher Cobalt

Age: 16

Gender: male

Race: Faunus

Aura Grimm: no

Role: "weapons smith"

Sexuality: (What gender does your character find attractive?)

Height: 7'2

Weight: 130kgs

Backstory: Asher comes from the Cobalt family that owns a small but relatively high-end company and produces custom weapons to order for its customers priding themselves on getting their customers anything they wanted and normally designing and making stuff alongside their workers Asher, of course, was no exception rather enjoying tinkering with stuff, and working on orders. The sharp decrease
in hunters and there associated professions/ staff leaving an awkward situation for a business that customer base was largely hunters, resulting in Asher deciding to leave home hopefully to make a bit of money by showing off the weapon his family produced while maybe doing some good along the way.

Weapon: a large gun-sword cannon like thing that fitted high powered explosive or soild slugs shells complicated recoil compesators allow for it to be fired while holding it tho it produces alot of heat


Semblance:
Thermo manipulation: this semblance allows the user to manipulate thermal energy as opposed to simply fire directly. the user is able to project beams walls and balls and other blasts of thermal energy that's power can range from boiling water to igniting flesh and bone.
however, anything more than 3rd-degree burns requires additional thermal energy that is stored in the user's body.
to facilitate this the user's body tempter is naturally incredibly around 35-40 degrees Celcius along with the ability to absorb and store further thermal energy from the surrounding or hot objects.
this additional thermal energy is then used to increase the power of attacks.


Aura Color: orange

Dust: he doesn't really use dust directly

Talents:
>crafting and working on/modifying weapons,
>plays guitar
> too relaxed for his own good

Hobbies: tinkering with weaponry and other devices, playing guitar

Theme:

Other: despite working with weapon alot Asher doesn't exactly have much directly combat experience
 
Appearance:
jack_cadell.pngjack_cadell (1).png
Name: Jack Cadell

Age: 25

Gender: Male

Race:
Faunus

Aura Grimm:
No

Role: Huntsman

Sexuality:
Find out

Height: 6'0"

Weight: 195lbs

Backstory: Jack hails from the land of Vacuo, a graduated huntsman of Shade Academy. Initially, leader of group JSPR that disbanded some few years after their graduation. Following this—Jack has taken it upon himself to be more of a 'lone wolf' type. Making his own travels across Remnant as a freelance mercenary, and collecting odd jobs here and there. Upon the world's gruesome transition as the Grimm grew far more ferocious, deadly, organized, and the following fall of the huntsman academies, Jack began to work more discreetly. Knowing full-well the deeds committed by former students and huntsmen alike using the strange abilities of Grimm for their own sake of power.

He finds himself not distrusting of huntsmen and huntresses, but rather the nature of mankind itself. Therein he holds the belief of an outside force manipulating the playing field in a way that creates this discordance. Something, somewhere, orchestrating this shift in the Grimm and the ultimate fall of the academies. That unknown, unseen force drives Jack to continue his work as a huntsmen even as the populace demonizes his work. One way or another—he's determined to find the source.

Weapon: Primarily a bow, but it is able to be transformed into a set of dual blades for close combat when necessary.

Semblance: Accuracy. Allows Jack to hone in on his senses and the area around him, providing near perfect precision with his bow, even at great distances. The major disadvantage it poses when in use, is that it slows his movement considerably when active.

Aura Color: Crimson

Dust: A variety of lightning, fire, and combustion.

Talents:
Lockpicking, enhanced hearing, nimble movement.

Hobbies: Writing, woodworking, and music.

Theme: Wasteland - Terraria Calamity

Other: Silver Eyes ... That's all.
 
Appearance: (What does your character look like? Either a picture or a description will do)
CamScanner 11-30-2022 00.23.jpg

Name: Cordy Paulownia

Age: 24

Gender: male

Race: human

Aura Grimm: no

Role: Huntsman

Sexuality:

Height: 188cm

Weight: 84kg

Backstory:
Cordy was a student in Beacon academy before the fall, aspiring to join the rank of the huntsmen, until it was denied by the fall. He went on by himself to take on jobs out of the cities in hopes of making things better. Despite his efforts, his status as a huntsman was not well received and he was considered bad omen by people. Townsfolk of a village he was staying at plotted to deal with him themselves, and managed to lure him into a trap and finish him off when he was exhausted and out of aura.
Unfortunately for them, Cordy wasn't completely dead. His semblance was unlocked at the last moments, putting him at a hibernation-like state to keep him alive. He woke up few months later, dazed and weak but still alive. He found the town in ruins, overwhelmed by the Grimm horde.
Cordy continued his job as a huntsman, lessening the sentimental approach he had before the near death experience. He now takes on a disguise as a mercenary that happens to know the shunned Huntsman way of fighting(although it doesn't do much).

Weapon:
Gravedigger Mistletoe
A double barrel lever action rifle with a buzzsaw attached at the end of a sword whip between the barrels. Cordy used to have a revolver with a rotating dust cylinder as a backup but lost it when he was attacked by the townsfolk.

The rifle's caliber is good enough to blast smaller grimm and threaten bigger ones, and allows for him to utilize dust rounds of effective amount of charge.
The buzzsaw can ravage through anything flesh and with weak armor, the sword whip working as chains that can help coil around the victim and hold the buzzsaw in place.
The sword whip/buzzsaw is normally stored with its blade hidden between the barrels, but can unleash in that position to act as a sword.
The rifle's handle can be cocked backward so that the weapon can take a straight shape, effective when using it like a sword or as a full buzzsaw whip. Other times, Cordy unleashes the buzzsaw whip while spin cocking his gun to keep enemies at a good distance.

He also carries a utility knife, but it is far from a backup weapon.

Semblance: Cordyceps Coffin
WIth his aura, Cordy is able to conjure vine-like structures that can stretch and move to his command. It can be used as healing aid for physical wounds, actual vines, and can be coiled up to take physical form.
While the vines are aura powered, when Cordy's aura is low, they can take a more realistic vine-like appearance and take energy from sunlight and water as usual vines do, although this method is far slower than being fueled by his aura.

Due to the extreme conditions Cordy was put in, his healing was imperfect and his left eye was replaced with a green gem-like material. His skin tone is deathly pale with a slight shade if green and a bit of orange on some of the veins.

Aura Color: Drab Green

Dust: Cordy tends to carry a variety of dust ammunition whenever he gets the chance to. His usual combo is ice-fire, freezing the enemy in place first and then firing with a devastating fire blast.

Talents: Out of combat, Cordy does not have a particular talent, but he does have skill for survival grade cooking-making food barely enough to eat out of resources he can gather.

Hobbies: Cordy doesn't have any particular hobbies, other than gaining edible plants for emergency rations and preserving food.
 
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Name: Cotton/Azure Blanch

Age: Azure is 19 and Cotton is 17

Gender: Female, though going by They/Them most times because of two different people.

Race: Technically Both

Aura Grimm: "Yes, a King Taijitu was injected into us. I find it pretty fitting seeing as Cotton and myself are two sides of the same coin as well." "Whooo!! Snake powers!" "That's not how this works Cotton..."

Role: Runaway Renegade

Sexuality: Both are bisexual

Height: "Well, I am 5 feet and 6 inches!!!" "I am 5 foot 11 inches" "You just had to say I was short...."

Weight: "Hey!! That's not a nice thing to ask me!! Don't you know anything abou-" "149 pounds." "Azure!!!!"

Backstory:
"Oh... that..." "I'll tell them Cotton, get some rest..."
WARNING!! MENTIONS OF ABUSE AHEAD!! THIS IS YOUR WARNING!!
Cotton grew up in a horrible place. Abuse, drunks, abandonment, the list goes on. She never knew when the torture would end as she grew older and older. The rest of her family were not even aware of her existence outside of her mother and father. She had tried to run away and hide, but her parents always found her and punished her. With the trauma from her horrible situations she began to develop DiD, Disassociateive Identity Disorder. Azure became her protector as the physical and mental abuse continued to grow worse from Azure's nonchalant personality.

Soon they had been abducted from their home by the scientists from the Project Grimm team. She was the test subject to see what would happen to a subject without an aura. What had happened was her Aura activated mid injection, mixing not only her aura but her newly woken semblance with Grimm. Once she was unrestrained she was taken into a room to be observed. Soon she was able to escape from her containment after years of tests. She did not want to run to her parents so she went to the only other family she ever knew about. Her uncle Jade Blanch, a retired hunter. He didn't know her at first but after some convincing he took her in and began raising her as his own daughter after finding out what his sister did to her.

Over time, Azure and Cotton grew to know each other and work together, be it mainly to the training and support from her uncle. After years she set off on her own to prove that she was able to take the world, to not only her parents but herself. She learned how to control her Grimm slightly, though it was thanks to it being tied to her Aura, plus it was slightly afraid of Azure for some reason.

Weapon: "Oh? You mean Deaths Balance? Yea, Azure and I came up with it one day!" "It is a perfect Balance of Cotton's speed and agility combined with my durability and strength." "My form is Dual Pistols! This one on my left is Vengeance, and this one on the right is Forgiveness." "My form are gauntlets that help me infuse my body with different forms of dust. It's always fun punching with an exploding fist."

Semblance:
Switch:
Seeing as the two are a separation of a singular person, they are able to morph into the other depending on who is fronting. This does come with various perks and flaws, though the majority of the flaws come from their Disorder. If the situation is dire enough, such as that of being in a fight, The one that is not fronting is able to become co-conscious and their Semblances true power is shown. During this time of co-consciousness, they are able to morph and switch fronts mid-battle without disassociating. They are also able to talk with each other through their own thoughts at times.


Aura Color: It is purple with tinges of black swirling about.

Dust: "Well, for me, I personally LOVE Fire Dust!!" "I am impartial... Though, I do enjoy the burst from incendiary dust."

Talents:
Cotton is able to cook well, in fact she absolutely loves to cook for them both. (She sometimes leaves Azure's favorite snack in their bag for them.)
Azure is able to fix nearly any non military/government tech she gets her hands on. She does study those kinds though.

Hobbies:
Cotton loves to train. She practices Switching with Azure and switching the weapon forms faster and faster
Azure loves a good book, but with Cotton as a mind-mate it is hard to get a moment to read one.

Theme:


Other: They will sometimes freeze in their steps or stop midway through a sentence. They will the disassociate and slowly switch to the other. It is even slower thanks to their semblance.
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905989AD-1303-4373-8C9F-D3758968C149.jpeg Name: Emile Anansei Forrest

Age: 19

Gender: Male

Race: Human

Aura Grimm: No

Role: Traveling Vigilante

Sexuality: Bisexual

Height: 5’7

Weight: 132 lbs

Backstory: Abandoned by his parents as a baby but soon found by a Faunus village, Emile was brought up rather normally than you would expect. Despite the village being rather poor, it was home to the people. The caregiver who stepped up to raise him was a former warrior, losing her wife and other adoptive child in a massacre. Due to the fact that Emile was human, he always felt alienated by the villagers. Despite this, his caretaker loved him as if he was her own. Fortunately his caregiver gave him a cloak resembling a spider so that he wouldn’t feel that lonely anymore. The cloak also doubled as a disguise for when the White Fang appeared, as the White Fang were the village’s main source of dust and materials. Because they knew that they had power over the village, the White Fang would usually ask for money in exchange for goods and resources through violent means if they didn’t cooperate. Emile’s caregiver did not like the white fang and their means of making humans treat Faunus equals. The caregiver knew that there were other ways of resolving such a struggle. Emile’s caregiver decided to train him in the event of another White Fang attack, as well as create a weapon to fight back. A few years has passed and the caregiver decided it was time for him to explore the world and rid this world of any injustice he may see.

Weapon: Widow Weaver (or Widow & Weaver)
85A38143-45D1-41D4-8E93-4CB1664A35D9.jpeg
This is your standard issue katana with a dust compartment within its handle. The dust is activated via a trigger on the handle and is able to enhance the blade with different elemental effects. The scabbard itself acts as a shotgun/rifle, having ammo/dust compartments alongside where the sword is held as it cannot transform all that much. The neat thing is that it can fire with the sword loaded.

Semblance: Replicate- Emile can replicate any object’s outer features as long as he has touched it. The replicants only last depending on how much aura he has put in it or how big an object he is replicating. Therefore most of his replicants are not that durable so he doesn’t eat up his aura supply. He cannot replicate an object’s inner workings due to him needing to touch it. His semblance is quite literally surface level. His semblance is useless with firearms

Aura Color: Forest Green

Dust: Ice, Fire, Lightning, Hardlight (to reinforce replicants without eating up aura)

Talents: Pathological Liar, Agile, and an impressive climber

Hobbies: While he isn’t doing vigilante stuff, he usually does parkour. He love to knit as well

Theme:


Other: If you couldn’t guess it by now, his Allusion is the trickster spider, Anansi
 

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