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Fandom PROJECT: VYTAL | CS

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PROJECT VYTAL | CHARACTER SHEETS | DEADLINE: 28TH, 10 PM CET

Welcome to the character creation thread! Please read through the rules below before you start working on your wonderful characters.

CHARACTER CREATION RULES:
  • Make sure that you've roughly read through the manual. I've made a small list on the first page under the header 'mandatory reading' that includes the information you'll likely need to set up your character sheet.
  • For now, I will only be accepting one character per player. If I need more characters to equal the numbers, I will change this rule!
  • If I think a character fits well into the story, I reserve the right to accept them before the deadline.
  • Ideally, I would like the RP to have somewhat of a balance in terms of gender as well as diversity in location of origin, weapons, semblances and age. I would greatly appreciate it if you keep that in mind! Currently, I am keeping an extra eye out for male characters.
  • If you have any questions regarding the sheet or the lore, contact me on RPN (PM/OOC) or Discord! Please don't put your questions in this thread.
  • Keep in mind that these characters are (a) first-years, and (b) somehow accepted into the best academy of Remnant. I hope you can all find a balance between characters having enough talent to be accepted, while subsequently having more than enough to still learn during their stay there (in other words: be unique, strong, and/or promising, not OP).
You can find the CS in the spoiler below! You don't have to blindly follow the format and you're totally free to use any coding you desire, but please do make sure that the required information is still present.

Code:
[center]CHARACTER IMAGE HERE (ANIMANGA/ILLUSTRATIONS ONLY)[/center]
[centerblock=70][justify]
[B]BASIC INFORMATION[/B]
Full name: (Keep RWBY’s colour naming rules in mind. the name must either be a colour, sound like a colour, have a colour as its meaning, or make people think of a colour.)
Nickname:
Age: (17-19. If you want your character to be older or younger, shoot me a pm!)
Gender:
Race: (Human or Faunus)
Sexuality:
Nationality: (Atlas, Vale, Vacuo, Menagerie, or Mistral.)
Team: (leave open for now.)

[B]APPEARANCE[/B]
Height:
Body type:
Distinguishing features: (what stands out?)
Aura colour: (What colour does your character’s aura manifest as?)

[B]BIOGRAPHY[/B]
Personality: (At least 5 virtues and 5 vices. Feel free to either write in paragraphs or use bullet points.)
Background: (At least 2 paragraphs. Where does your character come from? Why did they want to become huntsmen? Why was your character accepted into Vytal Academy?)

[B]COMBAT INFORMATION[/B]
Weapon(s):
Semblance: (describe your character’s semblance and its limitations. Should only have one distinct ability.)

Strengths: (at least 3. Please keep an equal amount of strengths and weaknesses.)
Weaknesses: (at least 3.)

[B]MISC.[/B]
(Optional information you wish to add goes here.)
[/centerblock][/justify]
 
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MARIGOLD CROWN | THE GUARDIAN ANGEL

♛BASIC INFORMATION
Full name: Marigold Crown
Nickname: Mari.
Age: 18
Gender: Female.
Race: Human.
Sexuality: Heterosexual.
Nationality: Vale.
Team: TBA


♛APPEARANCE
Height: 5’5”.
Body type: Mesomorph, athletic.
Distinguishing features: Bright blue eyes, left-handed, rounded scar on her right lower arm.
Aura description: Marigold’s aura takes the shape of a warm, sunny shade of gold.


♛BIOGRAPHY
Personality:
+ resourceful, organized, protective, reliable, eye for detail, achievement-focused.
- perfectionist, hesitant, too competitive, overly self-critical, withholding, reluctant to change.

Biography:
The crown bloodline, a family of great prosperity and status that has a long history of 'serving Vale' dating back to the time where the kingdom was still a Monarchy. What was formerly no more than a family of servants bloomed into the grandiosity that the name now holds; councilmembers, huntsmen, and ties to other families over equal stature.

Needless to say, the Crown family is one of pride and image, one of high values and expectations that must be met. Marigold's father, a current member of the council that rules Vale, and her mother, a former huntress who returned to her ties in Brighton corp, were both very loving people, but they still opted to maintain the weight of the family name. They wanted their kids not to just walk with pride, but to become another reason why they could be proud in the first place.

There's a saying, 'the brighter the light, the darker the shadow'. When you have a family of talent, wealth and high social standing, there are many standards placed that don't even have to be mentioned. You just know from standing in their shadow, from looking up at the shining light that symbolizes what you must be to stand out. Marigold took note of these 'standards' from a young age and soon started carrying the burden of chasing after them and failing.

Lucien and Skyler, Marigold's two older brothers, swiftly became role-models for Marigold, although Skyler was more-so a guide for what not to do. Lucien, the oldest, had happily followed along with everything that was planned out for him, eventually landing a job in Brighton Corp. He was always showered with compliments whenever the family would visit. Meanwhile, Skyler had chosen to disregard many of his family's wishes and requirements. He chose his own path, so to speak, and that path included a complete disinterest in anything that had to do with the family and their business. He wanted freedom, which was a sentiment that Marigold shared. Unfortunately for her, those chains around her wings didn't loosen for quite some time.

When your goal in life is to stand on equal foot with those you deem to be perfect, you set yourself up for failure. Marigold didn't know that, though, so she chased after the ideals of her family. Her grandparents unanimously decided that she was 'bright' and, therefore, a great future councilwoman. So, Marigold decided to study and work as hard as she could. At times, she would pretend to be leading her own council, preferably right in front of her family's noses. She wanted attention, love, and validation, and she knew how to get it from them.

It does hurt, however, when said love validation only comes from things that don't really make you happy. Marigold hated the idea of sitting behind a dusty table and listening to blabbering about the kingdom all day. She liked playing outside and chasing after Skyler in his rebellious deeds, not pretending to be the next councilwomen. It felt so limiting, so restraining, but she didn't know how to loosen the pressure.

Puberty came around soon enough, and soon Marigold managed to find a bit more confidence within herself. Not in the sense of defying her family and their rituals, but more so in admitting to another interest. this interest, of course, would still grant her the validation she sought and subsequently refine her position in the family. From now on, she wanted to become a huntress.

Soon enough, Marigold started attending Flare Academy, a combat school sponsored by her mother's side of the family. Most of the teachers there were critical of her skill and didn't really care about her heritage, and they really weren't afraid to let Mari know that she was among the weaker in the class. Her fighting wasn't as good as others, her aura was still weak and unstable, and a semblance was nowhere to be seen. The critique was heavy, but Marigold knew how to take it well. If her family taught her anything, it's how to adapt to standards.

Over the years, Marigold grew up to become a better student than some teachers had predicted. She was still no more than average in terms of combat, and her semblance only unlocked at the very end of her final year, but she had something that more talented students lacked. She was resilient, tactful, and not afraid to hold responsibility. Furthermore, she saw the bigger picture of battle.

After graduating from Flare Academy, Marigold's family suggested that she would try out for Vytal Academy, but Mari was hesitant. She was highly self-conscious about her late-blooming in regards to her semblance, making her believe that, combined with the fact that she was already an older student amongst the crowd, she may not make the final line-up. Her family made her try anyway, resulting in her attending the recruitment week at Beacon Academy.

While going through the testing, Marigold tried her best, but still failed to use her semblance to its capacity. Her wings dissipated in mid-air, causing her to fall to the ground and endure quite the painful blow. The young blonde was adamant that she wouldn't be able to get in because of this, but to her surprise, she actually made the cut. Marigold never got the chance to ask why or how. Nevertheless, she looks forward to her enrolment at the Academy, but she's not sure whether she will strive to please her family or to finally take the freedom at hand.

♛COMBAT INFORMATION
Weapons: AEGIS & LUMIARIS.
AEGIS: dust shield/arm crossbow switch-weapon. LUMIARIS: One-handed sword/spear switch weapon.

Aegis is an elegantly decorated metal bracer that can shift into a small yet nevertheless sturdy round buckler. Furthermore, Aegis has a dust compartment built into its design that can use certain types of dust to further the shield’s capacities. Through the use of primarily hard-light dust, Aegis is capable of casting a defensive barrier to increase the buckler’s reach and effectivity. There are a total of three different modes/extensions that Mari can currently choose between, these being a circle (roughly a 1/2 foot extension around the buckler), half-dome, and a full-dome. As the shield projection increases, so does the dust cost, meaning that the half-dome and full-dome are considerably more pricey than the simple extension. So long as the projected shield is not broken, however, portions of the dust can be recycled, making the cost a bit more bearable.

Given the need for some ranged combat, Aegis also has the ability to turn into a compact arm crossbow that can fire off (dust-infused) bolts that have a long reach and the potential to deal a lot of damage if used correctly. Accuracy and lethality do come at the cost of a low firing-rate and a scarce projectile capacity.

Lumiaris is a thin one-handed sword characterised by its golden hue and navy blue decorations. Through the push of a button on the hilt, the handle can extend and cause the blade to shrink, turning the weapon into a spear.

Although Lumiaris does not have a ‘firing function’, it does have a built-in dust-compartment connecting directly to the weapon’s blade that, when a small button on the hilt is pushed, can force certain effects to erupt. Marigold most common utilizations of dust with Lumiaris are as follows:

  • Electricity dust: Creates an electric current around the blade that greets the first target hit with a high-voltage shock strong enough to temporarily stun/impair an enemy.
  • Ice dust: When activated, ice dust allows the blade to freeze (portions of) enemies in place on impact.
  • Light dust: Creates a bright flash from the blade that will blind anything too close to it. Most often used as a disengage.
Semblance: GUARDIAN ANGEL, the ability to manifest one's aura into two functional wings. Marigold’s semblance causes two large wings to protrude from her back, taking the same colour as her semblance. Aside from the obvious ability to be used for flight, the wings are also capable of soaking damage thanks to them being an extension of her aura. Too much damage, however, will cause both the wings and the aura to break.

Marigold has only had her semblance for a handful of months, making her a novice at best. She struggles to even properly maintain her semblance, so she hasn't even thought about any dust infusions or anything of the sort.

Strengths & Weaknesses:
+ Highly durable on the battlefield thanks to her shield.
+ Can take hits for others through the use of her weapons and semblance.
+ Excels at disabling enemies with dust and creating opportunities for her team through these debuffing effects.
+ All-round team player with a strategic mind.
+ Her semblance allows her to be highly mobile across the battlefield if needed, allowing her to swiftly reposition herself.
+ Solid versatility in closer-ranges thanks to the choice between slashing/stabbing attacks from her sword or spear, as well as blunt hits with her shield.
+ At the cost of having no 'burst' damage, she can keep damaging enemies quite consistently.

- Weaker in mid- to long-range combat. Her arm-crossbow is her only means of fighting back at that range, and it's quite ineffective, to say the least.
- Relies purely on her semblance to manoeuvre around faster. Without it, she's slower than most.
- Big target when using her semblance since hitting her wings will directly hit her aura as well.
- Using her semblance takes a lot of energy, and she really struggles to maintain or even activate it.
- Relies heavily on dust for defences, utility and offences, making her very vulnerable if she were to run out.
- Has yet to learn how to incorporate dust into her semblance and how to activate dust without her weapons.
- Has a generally lower damage-output compared to others when it comes to bursting down opponents or tackling larger threats.


♛MISC
Relations: Marigold's mother is Aurelia Brighton, sister of the current Head of Brighton Corp. Blaine Brighton, the current Deputy Headmaster of Vytal Academy, is Marigold's cousin.
 
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BASIC INFORMATION
Full name:
Fuschia Sable
Nickname: Chia
Age: 17
Gender: Female
Race: Faunus
Sexuality: Heterosexual
Nationality: Mistral
Team: TBA

APPEARANCE
Height:
5' 6"
Body type: Mesomorph
Distinguishing features: Pink Hair, Three pairs of Rami atop the head, Long dorsal tail, Black tribal dust tattoos around neck/collarbone/back/arms/legs
Aura color: Pink
BIOGRAPHY
Personality:

Virtues:
  • Courageous: Rarely one to back down from a challenge or threat they will rush forward despite any fears or odds against them.
  • Honesty: There innocence and honesty can often make them amenable to newly encountered individuals and proving themselves trustworthy, approaching most encounters with a smile, Making connections easily provided their Faunus nature is not held against them.
  • Determined: Once they put their mind to something they will rush forward into it with all their beliefs with full conviction and resolve, be it a particular training or attempting to achieve something they will keep going until they succeed.
  • Confident: If they pursue a task or attempt an action they rarely do so with any thought in their mind towards failure, holding a high self-image.
  • Fervent: Displaying an intense passion for their interests and an energetic approach to most issues.
  • Altruistic: Kind and Charitable they will go out of their way to help people, rarely one for grudges or cruelty.
Vices:
  • Impulsive: They will commonly rush forward without much of a plan, relying mostly on instinct and playing the situation by ear without forethought, often including speaking before thinking.
  • Immature: A child at heart they may often not fully appreciate the seriousness of the situation at hand as well as an uncontrolled curiosity.
  • Glutton: Despite their relatively average size they seemed to have an unending appetite especially for the host of new dishes not native to her home. This also includes new experience and knowledge but their ability to fully understand the more complicated ones may be lacking, but will not stop her from attempting such with plentiful questions.
  • Naive Innocence: Overly trusting and believing in the best of people they are prone to be deceived or manipulated without excessive understanding as to the nature of the person. They have yet to truly encounter the darker side of people.
  • Self-Peril: There confidence can often be there downfall jumping into situations far above their ability to handle as well as often putting themselves in harm's way with the amount of damage they may take in pursuing their objectives.
Background:

Fuschia would grow up within a quaint fishing town of Wodka, a peaceful settlement along the shore of Mistrals Lake Matsu that exported both fish and the unique dust within the area to elsewhere in Remnant. They would forgo the more modern amenities in favor of traditional methods, a close-knit community carving out a simple life within the area in partial isolation outside the trade of resources that would be taken across the lake to larger settlements. Spending her early days she would become involved within the populace, often aiding her parents within the choirs, repair of nets, cooking or more as was needed while spending her free time enjoying exploration amongst the depths of the lake.

Despite the ideal life, however, Fuschia would hold a large wanderlust and desire to see the world outside the boundaries of the town with an immense curiosity that would only grow and develop with the years aided by stories of one of the elder town members times as a Hunter. A childhood dream and fantasy they never quite grew out of the path of a hunter appeared to be one that would allow them to not only help people beyond the boundaries of the settlement but also explore and travel around the vast unknown of the world full of excitement and interest. This was not without some resistance however as the belief they should calm down and relax to their role within the community was a common topic whenever the idea was raised by her parents.

Training in seclusion, this would culminate in her sneaking away across the lake without permission as soon as she came of age when hearing about the upcoming VYTAL scouting week. This would also involve a somewhat risky path considering the Grimm that were native to the areas she would pass through but not one she was unwilling to brave, after all a hunter was trained to tackle such threats so it would be no good to shy away from it. While her written test was passed it was not by much, leaving something to be desired with overly direct and practical answers that while technically correct and viable did lack in areas. Where she did gain a lot of points though was within the potential demonstrated within the physical exercises, a solid understanding of the basics that had come from constant repetition combined with keen instinct and overwhelming physical supremacy that served her well. Her natural friendliness also served her well within the teamworking sections despite getting ahead of herself at times and rushing in ahead of the team.

Against the odds, she would gain admission to the school, much to the annoyance of several others who had come from extensive training at combat schools but most of all her parents upon discovering what she had done. Still, after much chastisement for going against their wishes and the danger they had put themselves in they would eventually relent, it had been a great feat to be accepted and it was clear they would not be dismayed from the chosen path so all the only option that had remained was to give their blessing and hope for the best.

[COMBAT INFORMATION
Weapon(s):
Hands (Boxing, Limalama), Dust combat
Semblance: Impel, This ability allows her to further augment her own physical abilities pushing them to superhuman levels, namely through enhancing there strength, speed, and senses. It should be noted that the longer this ability is used or the greater the intensity manifested then the greater the toll it takes on the user's body. When activated their aura will flare around them or the area manifested.

Strengths:
  • Faunus Heritage: Their natural abilities bestow her a range of advantages such as keen scent, long-term regeneration, underwater adaptability/speed, detecting electrical fields, cell mutation resistance and ability to inhale their food.
  • Dust combat: The dust incorporated into their body allows them to use several gravity-related effects most notably pulling and pushing objects but also reducing or increasing the weight of their own body and objects held.
  • Practical Approach: Rural life has given them a host of practical skills as well as a mindset to approach many problems in an uncomplicated manner as well as being self-sufficient.
  • Overwhelming Presence: As a result of their practical upbringing they are no stranger to hard work and l effort, combined with the other tools they display powerful physical abilities most notably their strength and durability, but also aura reserve.
  • Weaponless Savant: Forgoing weapons they have developed their hand to hand capabilities to allow them to engage with such tools without a detriment through deflection grabbing and parrying of such turning them instead into a liability should she get close.
Weaknesses:
  • Faunus Discrimination: Depending upon the setting her status as a Faunus can be a great detriment with the inherent racism towards the race causing problems.
  • Simple Life: There lack of exposure to life outside their village has resulted in a somewhat stunted education and low aptitude for technological items. This also extends to knowledge of dust types not native to their home and semblances in general.
  • Across the range: With their focus on close range and lack of a weapon they have difficulty should they be unable to cross the distance to get into reach.
  • Self Taught: Unlike the majority of the occupants of the academy, they have not received any formal training in regards to combat or hunter related occupations with all they have being self-taught without much in the way of academic sources on the matter.
  • Practical Problems: They approach obstacles in the most direct way with all the subtlety of a bulldozer, rarely one for stealth or overly complicated tactics.
  • PHroblem: Should their water environment fall below a pH of 4.5 they will suffer negative consequences, most notable flu like symptoms with excess mucus production, low energy, lack of appetite, bloating and worse should it persist.

MISC
Trivia:

  • TBA
Theme:
 
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BASIC INFORMATION
Full name: Olivia Basili
Nickname: Olive
Age: 17 (soon to be 18)
Gender: Female
Race: Human
Sexuality: Pansexual
Nationality: Mistral
Team: (leave open for now.)

APPEARANCE
Height: 5'0"
Body type: Ectomorph (Diminutive in nature)
Distinguishing features: Despite her slight frame, most people will often take note of the hand and leg wrappings she constantly sports along with her ever-present face mask.
Aura description: While Olivia and her weapon shimmers with a bright Lime green Aura, her semblance appears as a notably darker Pine shade of green.

BIOGRAPHY
Personality: Olivia's often referred to as sweet and optimistic, encouraging others even in the bleakest of times. In fact, some would say that her rampant positivity borders the line between wholesomely uplifting and annoyingly invasive. Olivia doesn't seem to mind either of the labels, aware of both the positive and negative connotations of her actions. If you ask anyone what her hobbies include, the majority would say Aura and leave it at that. Olivia's absolutely obsessed with Aura, as she views it as the penultimate display of life. While her investigation into Aura has left her a surprising amount of insight on it, she's always craving new and exciting information on the subject. Because of this she's ecstatic when meeting new people, as that means learning more about their Aura and respective semblances. However, while she's encouraging and invested in the Auras of others, her high viewing of the phenomenon leads her to automatically pity those who have not unlocked their Auras or discovered their semblances.

In fact, this love of Aura is what drove her to become a huntress in the first place, as it fostered within her an inherent disgust for the Grimm. As Aura stands as the penultimate symbol of life in her eyes, creatures who actively cannot use it are deformities that go against the very nature of existence. To let such irregularities continue and prosper as they have just isn't an option for Olivia, and so she has dedicated her future to finding better ways to cull the monstrosities. Though a great goal for a future Huntress, this blind disdain for the creatures makes it hard for her to study them, as she can't spend long in a Grimm's presence without wanting to eradicate it immediately. The only thing that surpasses her lust for the complete destruction of the creatures is her desire to preserve and study Aura. This desire will lead her to place protecting others over fighting Grimm.

In sharp contrast to her Aural fixation, Olivia panics when touched by other people. Unless using her wrappings as a buffer, she'll flinch back from any sort of physical contact. Without her mask she'll refuse to open her mouth either, making living with her strenuous in some aspects. Beyond those limitations, she's extremely sociable and has no problem with adapting to different crowds. As the natural differences between people are merely another indicator of the variety of Aura in her eyes, she's more than capable of adjusting herself slightly to interact with as many different kinds as possible.
+Will never hesitate to support those around her
+ Self-Aware of her own vices
+ Aura Enthusiast
+ Devoted wholly to her goals
+ Adaptive Socialite
- Automatically pities those with less control over their Aura
- Annoyingly Optimistic
- Intrusive in matters where she doesn't belong.
- Blind Disdain for the Grimm
- Difficult Roommate
-Panics at most forms of physical contact unless using a buffer

Background: Taken from a negligent household as a young child, Olivia was raised by the Basili family for the majority of her life. The Basili family were known all across the Wind Path for their healing abilities using Aura. Though accruing fame and renown for being able to restore even the most grievous of wounds with nothing but Aura, they came under fire for their suggestion that people rely on Aura instead of traditional methods of healing. Olivia never much cared for the continued controversy, as her time with the Basili led to her own fascination with Aura. Whereas her adoptive family seemed solely taken with the Medical possibilities of Aura, she was fascinated by the phenomenon in its entirety.

As her understanding of Aura grew, she found herself growing more and more spiteful towards the creatures of Grimm. Beyond their atrocities and the countless lives they'd taken, the beasts were an insult to the very nature of Aura itself. Olivia would sneak away from home for days just to track down solitary Grimm and study them, seeking any trace of an Aural connection within them despite all sources claiming otherwise. The only thing her research did was deepen her hatred for the beasts, and soon eradicating them in their entirety became a stalwart goal that she refused to turn away from. Begging her family to enroll her in one of Mistral's combat schools, she found them reluctantly agreeing to her demands. Despite Sanctum being far closer geographically, her family instead shipped her all the way up to Argus due to controversy. As one of Mistral's Councilors had publicly condemned their sayings recently, the Basili family didn't want any of their children stuck close to the capital.

So to Argus Academy she went, staying under the watchful eye of a family friend. At the Academy, Olivia found herself able to mutually explore her fascination with Aura and her desire to destroy Grimm at the same time. Gaining notoriety for her exemplary scores in all things Aura related, even discovering her semblance along the way, Olivia wound up excelling in numerous subjects. Despite several setbacks, Olivia found herself ready and willing to apply for a Huntsman academy as quickly as possible. The sooner she got her Huntress license, the sooner she could begin her crusade for Aura against the Grimm. Aiding her in this matter was that professors at Argus Academy took note of her unusually in-depth understanding of Aura. After a copy of a written assignment of her's was forwarded to a Professor at Haven, she was found legible to be moved up a grade in order to study there. However, relations between the Basili and the Mistral council were still far from amicable. After some contemplation, she was rerouted across the sea to Beacon instead of Haven, where she finally began her training.

Perfectly content with excelling there, Olivia eventually learned of the research taking place at Vytal Academy to the north. Figuring that there were far too many options that would become available if she graduated from there instead, she used her training at Beacon to prepare herself for Vytal's scouting week. Though it cut into her own personal research, it left her more than ready when that week finally came around. Though she was able to complete all the tests, excelling specifically in her displays of Semblance Control and Teamwork, Olivia was still tense with worry up until finally hearing of her acceptance.

COMBAT INFORMATION
Weapon(s):
_ardent_whisper____rwby_oc_weapon_by_denalcc1010_da4sn0w-fullview.jpgLebenskuss- A pair of green short swords that can form together into a longbow.​

Semblance: Aural Imprint- Olivia can leave glowing prints of her Aura on various surfaces, allowing her to control items without directly touching them and leave behind traps if using dust. The flexibility of her semblance depends entirely on how large of a print she leaves. A simple thumb print can be left on a button so she can walk away and press it from a distance, whereas a whole hand print can allow her to wield her weapons through use of her semblance alone. Of course, these effects cannot last forever, she can only keep a thumb print primed for thirty seconds while a handprint can be used to operate her weapons for two minute intervals. These Prints cannot be maintained from farther than ten meters from Olivia herself, and the Aura left behind will automatically dispel and return to her when she exceeds this distance.

When her semblance is affecting an item like her weapon, it will appear as though the weapon is producing the Aura all on its own. However, when in use like this the aura Print can be attacked similarly to attacking an opponent, and when depleted not only will the print dissipate, but Olivia will not be able to recover the Aura lost in this manner. She can infuse dust into these prints if she has it, letting her prime dust traps to lure opponents into, but the Aura sustaining these prints is guaranteed to be lost when the trap is triggered. She cannot leave behind Aura prints on another Aura, so she can't really prime traps on someone if their Aura's actively defending them.

Strengths:
Technical Fighter- between her semblance and Weaponry, Olivia's versatile enough to manage battles from various positions.
Medium Range Harasser- If given space between her and her target, Olivia will gladly pressure them from afar... but not too far.
Team Player- Olivia excels when able to work in groups, doing her best to compliment a team dynamic.
Evasive Maneuvers- As she's not the sturdiest of fighters, Olivia's trained to be as light on her feet as possible.
Weaknesses:
Slight Frame- Olivia's small frame means her Aura has to pull double duty when shielding her from attacks. She'll take hits harder than most.
Aural Preserver- Olivia will hold back when facing enemies with Aura. She's got no qualms with breaking through an Aura, especially if it could save another down the line, but she'll show nowhere near as much ferocity as when fighting Robots or Grimm.
Close Encounters- Olivia mainly uses her weapons for defense in close-combat, as she's far less adept at attacking up close than from afar.
MISC.
  • Though the Basili name is quite controversial in Anima, it hasn't really spread beyond its borders, making Olivia a general Unknown in foreign locations.
  • Olivia takes time to manage her mask and wrappings, often cleaning them in her spare time or securing replacements.
  • Its quite easy to get Olivia ranting about Aura, as she can speak for hours on the subject with minimal breaks.
  • Though willing to speak about her original household, Olivia will never bring it up unless prompted.
 
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"Taking rifle fire. Are they serious?"

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BASIC INFORMATION
Full name: Tanner Mannerheim
Nickname: Metalhead, guns guy
Age: 17
Gender: Male
Race: Human
Sexuality: Straight
Nationality: Vale
Team:

APPEARANCE
Height: 178 cm
Body type: Just a hair thinner than most would usually associate with a Huntsman.
Distinguishing features: Pale, usually smells of grease, cordite, and metal.
Aura description: Neon green, and the shimmer tends towards ‘angular’ sparkles than the more common almost liquid appearance.

BIOGRAPHY
Personality:
Pro:
  • Steady Hand: Tanner’s got a knack for the finer things in life, quite literally. Even under pressure, he can reliably do difficult work that requires concentration and precision.
  • Steady Mind: Tanner does not enter a blind panic. His mind never ceases to function and he remains coherent enough to talk to and with at all times.
  • Steady Aim: More of a consequence of the above two than strictly it’s own thing, Tanner has a knack for very accurate aim with anything he throws or shoots. Estimating distances, angles, and a whole host of other factors come as naturally as breathing to him.
  • Observant: Tanner notices little details in the world a lot of others easily miss.
  • Carpe Diem!: He truly, deeply believes his purpose in life is to rid the world of Grimm permanently. This profound sense of purpose serves as the basis for an inexhaustible supply of optimism.
  • Religious: Tanner is a member of the church of the Heavenly Flame. They worship the Sun and Moon as chief deities. More accurately with the realisation that they’re a ball of fusion fire and a chunk of rock reflecting sunlight respectively, these are representations of their chief deities. The Unconquered Sun is the aggressive adventurer that ventures forth to vanquish evil beyond the walls. The Indomitable Moon is the soothing pillar of justice that shines the brightest in the blackest night. The Sun protects, the Moon provides. To a certain pair of immortals the chief deities are indeed a rather familiar pair of caricatures. Yes this does mean occasionally Tanner shouts about praising the sun or how he’ll punish the wicked in the name of the moon.
Con:
  • Enthusiastic Looter: He just can’t leave shiny things alone. While he isn’t one to take critical supplies, his kleptomania means others need to keep a close eye on their stuff.
  • Blunt: While he does mean well he tends to drive straight at problems, usually running headlong into pitfalls. It means he cannot leave issues well enough alone when someone needs to have some space, and/or that his chosen solutions have side effects he did not take into account.
  • THE LIEN STOPS ‘ERE (cuz we’re broke and really need the money.) - His weapon has a voracious appetite for fuel, spare parts and munitions, and so Tanner is perpetually at work for more income. His Semblance isn’t a replacement for proper maintenance after all, and the school isn’t going to just throw him more than the normal ammunition stipend without a good reason. Tanner is always on the lookout for opportunities to make money.
  • Machine mind: A lot of the time social conventions tend to fly right over his head. Barbs veiled threats, implications, and even signs of romantic interest tend to bounce right off his thick skull.
  • EXPLOSIONS: Some people feel they do not solve all problems. Tanner is firmly of the opinion these people just did not use enough of them.
  • Religious: The proper place for any grimm-loving heretic is on the pyre and he isn’t willing to compromise on this. Anyone that has had any association with Apocrypha or any other group that used the Grimm as a weapon are instantly deeply distrusted even when they claim to have repented.
  • Not a knob: Tanner has an innate distrust for anyone that uses more syllables than they possess limbs, eg people of high class. He prefers to hang back and let others deal with the gumflapping, and gets kind of monosyllabic when he does have to talk with people from rich households. Once they do prove themselves he’ll be just as trusting with them as with anyone else.


Background: Tanner is the 3rd son of a metalworker and a courier. From an early age he was fascinated by heavier equipment in the shop. Soon he claimed an old digger as his own and by the age of eight he'd given the thing a thorough overhaul - with his family's help of course. Any plans for staying on the civilian side of life were thrown off the rails shortly thereafter.

While on a trip with his mother to the kingdom's fixed defences, Tanner got to see, hear and feel the thunder of an artillery battery in action. He came so close that were it not for his aura awakening he would have lost all hearing. The massive guns inspired a lifelong love for all things explosive. Never once in his wildest dreams did he imagine ending up in Vytal academy. His preferences at first led him to join the local combat school as an apprentice arms technician. He frequently faffed around after hours with the huntsman hopefuls, and on one spectacularly bad decision later actually joined in on a hunt for local grimm with the by now unrecognisable digging machine.

At the time he’d overhauled the machine so extensively it was utterly unrecognisable. A mortar carriage in all but name, it proved highly effective and entertaining to the youths. Right up until the professional huntsman and huntresses showed up wondering why on earth a bunch of teenagers thought it’d be a good idea to go off into Grimm territory on their own. Tanner, in a half thought out attempt to get his mates out of trouble, took the blame. He claimed that he wanted to test the gun carriage and cajoled the group into backing him up in case something went wrong. A closer examination of the cart and Tanner later, a huntress offered him a deal.

For a while now the thought of integrating some form of support unit to long range hunts had been considered It would enhance the current ad hoc system where a huntress or huntsman would need to basically hire their own expedition or transportation on longer trips. The issue lay with what type of vehicle and what kind of pilot would be best. Theoretical debate raged for a while now in Vytal’s research divisions, but in the end a practical test would be needed. Tanner therefore got turned into a test case for a pilot training programme that had support crew trained up right alongside the hunters themselves.

In light of his track record and good rapport with the school, the incident got written up as an ‘improvised field test’. Tanner went through a crash course to catch up in all aspects with the class. While he took to the shooting and even most of the athletics like a fish to water, he never did manage to really get the hang of proper CQC battles. On top of that came the actual vehicle itself. Although the digger, by now christened ‘Lloyd’, served well for the years in combat school, Tanner and his sponsors felt the need for a proper clean sheet design.

Even with financial and engineering support, Tanner spent the next few years on a very tight balancing act. He tricked out cars for rich kids in order to gain even more funds and hung out with dock workers to gain access to more metal and heavy duty parts. At the same time he spent long days in the school’s backyard tinkering on his Magnum Opus. This hard work beat a can do attitude into him. He did score a lucky break and unlocked his semblance. With only months to spare before the start of the school year, Rolling Thunder rumbled to life.

Now the experimental programme needs to prove it’s worth in perhaps the single harshest environment possible. Vytall academy. Tanner did actually pass the combat trails, just barely so. He did well on the others, but his attendance stands and falls with the success of the support programme. No pressure.


COMBAT INFORMATION
Weapon(s): Rolling Thunder, a superheavy fire support vehicle. It’s a rolling pile of armour and guns.
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Note the amount of debris strewn about. Tanner’s still working on refining Thunder.

Rolling Thunder comes with the following loadout:
105mm L/50 autocannon - A heavy cannon with autoloader. Can fire a wide variety of rounds, though the standard is HEAT
20mm ‘Ma Deuce’ co axial - For those little pests that are not worthy of a 105 round.
105mm mortar - For indirect fire. Has it’s own round but can fire the same rounds as the main gun in a pinch.
20mm ‘Ma Deuce’ turret mount - can be dismounted. Tanner uses it as a ‘side arm’ if he has to get out and about.
Smoke dispensers - For an instant smoke screen.

Semblance: At One With the Gun
Tanner shares his aura with any ranged weapon he is in touch with. Ranged weapon in this context means any weapon that fires a projectile more complex than a crossbow. It includes vehicles and emplacements that have shooting things as their primary purpose, like a mounted artillery turret and it’s mechanisms.

Once his aura connects, he can instinctively figure out a gun’s eccentricities, sense nearby ammunition, and more importantly aim with excellent accuracy. It will automatically zero in an organic fashion, levers and knobs turning on their own like an eye adjusting to new light. As a party trick he likes to let a gun’s magazine levitate into place for the last few centimeters. Telekinesis like that is less efficient than just slamming it home the normal way but it looks flashy. Emplaced guns taken over like this can move freely in their mounts, and weapons like a helicopter gunship become an extension of Tanner’s self entirely, allowing him to operate them solo.

It needs to be something built with the intent to shoot someone/thing. Assault rifles, artillery emplacements, pistols, shotguns, rocket launchers, tanks, attack helicopters, these all count. A truck with a machinegun bolted on does not (only the mount) as it isn’t primarily built for shooting. Essentially when an item is created it receives a bit of the creator's spirit as a template for how it must be, how the creator saw his or her creation. Tanner’s semblance uses this spiritual template to take control, but only if said object has ‘shoot git in face*’ strongly imprinted on it. Objects built by a group of people need at least more than half the creators of a given object to have this in mind during the construction process. He’s limited to objects the size of a house or smaller.

*If the git in question lacks a face, substitute with appropriate equivalent.

In theory he might be able to wrestle the control of a gun from the grip of a Geist, but there are far too many downsides to make this move anything but a desperate gamble. For one, Tanner has never tried a direct mental battle with a Grimm before. Second, it does nothing to the other pieces a Geist controls.

His aura regeneration is still limited to what his body can produce, thus while Tanner can fuel, maintain, and even re-arm any firearm he touches (including those of his teammates), it leaves him utterly spent when he does so and isn’t useable mid-combat. It on average takes him a day to recover from totally repairing and reloading a personal firearm with just his Aura - provided there's food, water, enough quiet to meditate and he can sleep regularly. On top of this, the munitions and repairs generated by his Aura are ephemeral, temporary constructs that degrade over the course of a week. It’s an excellent for patchwork repairs and replenishing munitions, but eventually real, hands on maintenance is required.

Strengths: (at least 3.)
Supply situation: The whole reason he’s here in the first place. Rolling Thunder has a cargo capacity that is best summed up as ‘yes’ and uses it to full effect. Everyone can stuff whatever they want on the bustle rack, or if it’s fragile, stuff it under the armour. There is even a bed next to Tanner for critically injured people. Side note, do not get run over.

Apocalyptic firepower: Exactly as one would expect, Tanner and Rolling Thunder are the last word when it comes to ranged combat. If they can’t kill it with guns, it can’t be killed with guns period. It is supremely accurate too, as a rule if Tanner can see it he can hit it, even at combat speed.

Battle camper: Tanner keeps camping supplies on hand and Rolling Thunder can fit a set of covered hammocks next to itself. Any huntsman or huntress on expedition with him can sleep comfortably, enjoy hot meals on the go and even take a hot shower.


Weaknesses: (at least 3.)
Combined Arms: Despite loud protestations that there’s no such thing as too much dakka, Rolling Thunder veers very close to that line. Tanner can take a few hits in melee, but that’s about the best he does close in. He is vulnerable to rushdown fighters, as the armour isn’t impenetrable and he just cannot track foes that get up close. He needs melee fighters to back him up. On top of this, the main gun carries a limited selection of rounds, and yes I will be keeping track of this.

Loud and Proud: Subtle, Tanner isn’t. The ground vibrations mean that literally a deaf person can hear him approach. About the best he does is camping in a spot beneath some camo netting. Anyone unable to sense his presence deserves what happens to them.

Driving Force: Tanner is a driver. A support crew. Outside of his vehicle he is less capable in all areas except maybe melee.

MISC.
Family man - Tanner’s got three sisters and a brother, genuinely enjoys his old neighbourhood mates, and has a stable relationship with his parents and extended family. They get him involved in shenanigans from time to time, whether he wants to or not. The docks are his home, and he’ll return there time and again.

Additional equipment: Aside from the weapons, Tanner carries a lot of stuff on board or in stowage bins. A selection of major items:

Large medical kit - Contains extensive reserves, common antivenoms and anti-biotics, and even a small spectroscope kit for diagnosis.
‘Firebrand’ 1200 reactor - Fire-dust reactor. Powers the Ratio and various subsystems. Also serves as a stove and heats water for the shower.
Distillation rig - Generates drinking water, not booze.
Sensor rig - infrared, radar, high quality telescopes, etc.
Still - NOTHING TO SEE HERE MOVE ALONG
Camping set - A series of poles and fabric that allows up to four hammocks to be hung from the Ratio with cover from rain. No one has to sleep on the ground when camping with Tanner.
Cooking set - A metal plate that hooks up to the reactor for heating. Coupled with mess tins, it means gourmet food rather than hard tack for the road.
Database - A small computer with an extensive library of useful knowledge. Includes medicinal herbs all over the world, edible plants and animals (complete with recipes), useful phrases in nearly every recorded language.
Toolkit - Extensive general purpose toolkit. Includes shovel, hatchet, crowbar, etc.
Armoured bed - There’s a cramped bunk right next to where Tanner sits. Meant to carry heavily wounded people out of a battle in a hurry.
Demolition explosives - Explosives meant to clear obstacles and destroy dangerous buildings in a hurry. With a little fiddling, they are perfectly serviceable as mines too.
High end Stereo - A vital component to keep morale up.

Munitions: Basically so long as it fits down the barrel Tanner will enthusiastically try and fire it. Standard though, he has a few options available to him. He’s slightly limited by the fact even with the Rolling Thunder’s generous weight capacity, he can only carry 50 for the big gun. Yes, I will be tracking this.

HEAT - An explosive that concentrates most of it’s fury into a single point. Versatile, as the explosive is unhealthy to anything squishy nearby and the focal point will penetrate any solid defense. The other unique perk is that distance does not change the amount of armour pierced. (High Explosive Anti Tank)

AP - Big heavy boolet. Has better penetration at close range than HEAT and unlike HEAT it doesn’t get stopped by minor inconveniences like thick trees, entire houses or reinforced concrete walls. (Armour Piercing)

HE - It’s a big blob of explosives and marbles fired at unhealthy speeds. Comes with impact, timed or a proximity fuse. Very nasty versus anything that thinks it can dodge. Decidedly less nasty against anything with actual armour. (High Explosive)

HE/I - Like the HE round but now with a bit less explosive power in exchange for added napalm. Always a crowd favourite. (High Explosive/Incendiary)

Canister - Take a 12 gauge shotgun round and make it bigger. No, bigger than that. 2500 ball bearings cover more area than standard HE but the range is limited. The obvious answer to the question, what to do when people can dodge bullets: Shoot everywhere at once.
 
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BASIC INFORMATION
Full name: Celeste Carolina Llane
Nickname: C.C
Age: 17
Gender: Female
Race: Human
Sexuality: Bisexual
Nationality: Atlas
Team:

APPEARANCE
Height: 5' 4"
Body type: Mesomorph, but petite
Distinguishing features: The ends of her hair is dyed a different color every week, a large burn scar on the back of her neck, her hair is always messy, and she has bags under her eyes.
Aura colour: Light Green-Blue

BIOGRAPHY
Personality:
Virtues
  • Lively
  • Carefree
  • Honest
  • Caring
  • Respectful
Vices
  • Impulsive
  • Secretive
  • Impatient
  • Wrathful
  • Innocent
Background:
Hailing from a small town outside the walls and protection of the kingdom of Atlas, Celeste's life was a hard one. Her family were farmers, or as much of farmers as they could in the cold winter climate of Atlas. She was the youngest of 3 siblings, her older sister, Aqua, and her middle brother, Frost. She was also the runt of the family, inheriting her mother's shorter height. Her father was a retired solider, and her mother was a seamstress, both having become farmers before they moved to Atlas. Growing up, Celeste would beg her father to teach her how to fight, just as he taught her brother. Sadly, he denied most, if not all requests. Instead, Celeste learned simple household chores, sewing, cleaning, cooking, and more. In the time she had free, Celeste would read books on heroes, and the people who helped them, the weapon smiths.

Celeste would soon tinker with scraps of electronics around the house, creating little devices such as timers, torches, and RC cars. Much of the time, she would also spend at the local smithy, watching the work of the forge and a forge master. She was enamored. After begging to her mother, Celeste got an apprenticeship at the smithy, working under the watchful eye of her mentor. She would learn about many a technique, and soon forge her first weapon by herself, a simple dagger. However, her apprenticeship would come to an end when she would suffer an accident in the workplace. At 10 years old, Celeste was getting ambitious, and made a crucial mistake. Going to cool a sword after she tempered it, she forgot to watch where she was going, and knocked over a cask of burning hot oil, used cool a previous piece. The oil splashed against her back and burned her neck and upper back. She would be forbidden from going back.

Upset, disheartened, and afraid, Celeste wouldn't look at weapons for another year. Her mood of being down would soon affect the whole family. As news came to the town of settlements being overrun by Grimm, Celeste would soon watch the horror of this world in action. The town would come under siege by Grimm, and the only hope was miles away. People would fight to their last breath. Some would make it, some would not. Celeste's father would defend her family, alongside Frost. However, during the chaos, Celeste and her mother would be separated. They'd find themselves in the place of her unfortunate accident. Locking themselves in the back room, Celeste and her mother tried to keep quiet, but it was all for naught as a young Beowulf Grimm would break in. Her mother stood to protect Celeste, but was knocked aside.

In recalling that day, Celeste would freeze, and turn away, saying she doesn't want to remember. Other times, she'd just go quiet. One thing for certain was, on that day Celeste killed for the first time, and unlocked her semblance. After the incident, Celeste would have recurring nightmares, and constantly have pain in her eyes whenever she closed them. She told her father and mother, and they agreed it was time. Celeste would become the first female in the family to become a huntress, not to protect others, but to help her gain confidence over her fears. They'd notice she wasn't the girl she once was.

Training was rigorous and intense, and at 13, Celeste would qualify for the local combat school. There she would be bullied for her stature and disheveled looks. She would fight back, she vowed, but in her own way. Celeste would get good at avoiding confrontation when necessary, being able to slip past her tormentors and bullies. She'd focus her time into her studies, and would soon reach top of the class in academics. In combat, this too would apply, beating out most, if not all opponents. In there last year, Celeste would finally make her weapon, Little Light, and she named it this because all it takes for confidence to grow, is a little light at the end of the tunnel. She decided to use a hard light dust based weapon design, so she wouldn't have to repeat any tragedies in a forge ever again.

After combat school, Celeste would go to a scouting, one on her teacher's recommendation. There, she would learn of Vytal Academy. This was her moment, to overcome the fear in herself, to regain her confidence, and to become whole again.

COMBAT INFORMATION
Weapon(s): Little Light - Little Light is a glove that contains the blueprints for 4 unique weapons. The weapons are able to be summoned at will using the selected blueprint and hard light dust. The 4 weapons are a simple katana and sheathe combo, a war hammer, a mini-gun, and a bident. However, due to the nature of the weapons being, rather large, the glove can only store up to 8 charges of dust. Each weapon, when manifested, consumes a single charge of dust. Many times, Celeste will have spare vials of hard light dust on her person, but if not, once she's out of charge, the weapon is useless. The weapons are also structurally weaker, due to the nature of the hard light dust used.
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Semblance: See the Weak - Celeste is able to see weak points usually unseen by the normal eye. These weak points extend beyond that of holes in a defense, spaces in armor, lack of armor, or structural imperfections in weapons. These marks, when shot, stabbed, or slashed, cause more damage than usual. This can mean deeper cuts, less of the force being blocked, or more drainage of aura. For this to work, Celeste must be able to see out of both eyes and hit the weak point she sees exactly how it looks. For example, if a weak point on a Grimm's flank is in a 'Z' shape, Celeste must slash the mark exactly as she sees it.

Strengths:
  • Agile and Quick - Celeste is unusually fast and nimble. She can avoid most attacks by dodging. She even has great free running and parkour abilities.
  • Genius - Celeste has an IQ of 186, making her a genius. She built her weapon from the ground up, and is able to solve problems and puzzles of extreme difficulty. This doesn't impede her common sense at all.
  • Presence Concealing - Celeste, despite her lively disposition is able to blend in with her surroundings. She is able to make her presence invisible and not been seen or noticed easily.
Weaknesses:
  • Physically Weak - Celeste is physically weaker than most her peers. She can't lift as much, or take as many hits.
  • Insomniac - Celeste can't sleep. She's plagued by nightmares of her past and also the pain she feels from her scars and eyes.
  • Paranoia - Celeste is prone to panic attacks and extreme nervousness around specific situations. The panic attacks can disable her while the anxiety can be worked around.

MISC.
Theme Song: Could've Been Me
 
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BASIC INFORMATION

Full name: Caeso Farran


Nickname: Cae (Pronounced ‘K’)

Age: 19


Gender: Male


Race: Human


Sexuality: Hetrosexual


Nationality: Vale


Team: (N/A)


APPEARANCE

Height: 5ft 9


Body type: Mesomorph, wiry.


Distinguishing features: Cold grey eyes, dark brown hair, a decidedly cheeky smirk rather than a traditional smile. Horrifying headgear?


Aura colour: Grey


Combat clothing (Thought I’d add a little here as I had something very specific in mind): Caeso takes his custom made combat gear with him wherever possible, originally only because of the intimidation factor but now it’s a self imposed tradition for him. The main point of focus with this gear is the personalised mask/ cloak combo Caeso will wear over his head. It takes the appearance of a rams skull complete with curled horns, with heat treated lenses fitted into the eye sockets, tinted of course for maximum edge. The cloak is a ragged black affair and when worn in conjunction with the mask it gives the young hunter a striking similarity to that of a grimm. Caeso claims it helps him get into the mindset of the beasts he hunts, just another attempt to make the fight that little bit fairer. The rest of his combat attire is more ordinary, little more than slightly modified casual wear. A dark grey shirt, brown belt to be loaded with ammo and dust capsules, and a pair of heavy duty combat boots tipped with small metal claw decals.


BIOGRAPHY

Virtues: Loyal, quick witted, committed, tenacious, resourceful, protective and goal oriented. Sarcastic. Yeah sarcasm isn’t really a virtue but he’d probably call it one.


Vices: Spiteful, introverted, quick to anger, completionist (Struggles to move on from incomplete or failed tasks), a tad melodramatic, could probably out eat a horse and without regular food becomes tired and unresponsive.


Background: To understand Caeso Farran you must first understand a little of his grandfather, Caine Farran. Caine Farran (As well as his daughter and eventually grandson) lived in a sleepy little town called Bracken, deep in the rural areas of Vale. Here he was a respected member of the community, a police officer who would frequently assist huntsmen and huntresses whenever grimm threatened to emerge from the thick woodland that surrounded the village. He was so efficient in his combat that many wondered why he hadn’t become a huntsman in the first place but he’d always reply that his place was here in the village, not off fighting the battles of other settlements. For the most part Bracken was a lovely place to live, running mostly off its own agriculture. There was one problem though, the faunus of the town kept going missing. Sometimes only one a year but occasionally more, once an entire family vanished off the face of Remnant without a trace. The police were baffled but as the years went by no leads were ever found. In time Caine Farran even went on to have a daughter, Alice. It was unknown who the mother was but the townspeople didn’t pry, Caine was chief of police after all.

From a young age Alice was trained to fight by her father, a perfect huntress in the making. This went on till she was almost ready to enroll at an official academy only for a rookie cop on the Bracken police force to make a terrible discovery, the remains of the missing faunus buried underneath the Farran family home. There was only one suspect of course, Caine himself. He even admitted to his crimes, a proud glint in his eyes. It turns out he’d been disposing of the faunus villagers for years, viewing them as unclean animals not fit for Bracken. He was taken to Vale for imprisonment and poor Alice was left all alone in her childhood home, her entire world swept from under her. She was taken in by a neighbouring family who took pity on her, caring for her until she was old enough to buy a home of her own. She abandoned her hunter training, sickened that the techniques she’d been taught had been used to claim innocent lives. Instead she pursued medical sciences, an attempt to give back to Bracken what her father had taken. In time she’d meet her soon to be husband Dean, a sailor who transported goods back and forth from Bracken. After some time together Caeso came into being and was raised in blissful ignorance of his family's dark past.

As time passed he would begin to notice that the other villagers would point and stare at him and his mother, that concerned parents would steer their children away from him. Of course he had questions. At the same time he began to become enamoured by tales his father would tell him of the huntsmen he’d meet on his travels, brave heroes who protected children just like him all over Remnant. Eventually his parents gave in and spilled the truth to Caeso who was horrified to find out what his grandfather had done. His young mind formed a plan, he could clear his family name if he could become a fantastic hunter, helped enough people that eventually that would be all that remained of the Farren legacy. He begged his mother to train him and she refused at first, terrified to find out that her son had inherited her father’s semblance. But with the support of his father Caeso managed to convince Alice to train him. He excelled faster than he’d ever hoped, fueled by pure spite. He’d scrub Caine Farren’s name from history if it was the last thing he ever did.


COMBAT INFORMATION

Weapon(s): Null and Void, a pair of combat gauntlets fashioned by Caeso himself (With a little help from some experts of course). Identical in nature each gauntlet has a resting form (Similar to what Yang has in the show, a kind of retacted bracer around each wrist) and an active form. In their active form the gauntlets cover both of Caeso’s hands and extend backwards toward his elbows. At the front of the gauntlet are three slots, each of which houses a spring loaded blade that can spring out to form two Wolverine esque claws. The central blade can be retracted backwards so that it juts out of the back instead, extending out from his elbows. The other two claws can be fired out and are attached to a pair of strong cables that are able to operate like grappling hooks, reeling back in at the touch of a button. Being a RWBY weapon Null and Void are of course also firearms, with twin barrels sitting just above the blades of each gauntlet. These fire bullets in a fashion similar to that of a handgun, small in caliber and not too powerful. Like many weapons the gauntlets can also be loaded with dust, giving them a variety of effects such as extended ice claws for a bit of extra reach, gravity dust for powerful ground pounds that leave foes floating temporarily or fire for the obvious red hot claws.


Semblance: Nullifier. Caeso’s semblance has the ability to cancel out other semblances. It has two ‘settings’, basic and targeted. In basic the semblance takes effect in a 5 meter radius around Caeso, effecting everybody regardless of if they are friend or foe. In targeted it only applies to a single individual but can be used as long as Caeso has line of sight. When I say cancel out semblances I mean completely, say a fire bolt is fired from a semblance, it’ll fizzle out upon coming in to contact with Caeso’s own semblance. The sensation has been described as being similar to having a bucket of cold water poured over you and the target’s colours will become visibly faded.


Strengths:


Relentless pressure, Caeso is capable of launching a ferocious barrage of attacks with little let up thanks to his excellent stamina and speed.


Beast like, Caeso fights with all the instincts and power of a wild animal, backed up with the intelligence and cunning of a human.


CQB expert, what can I say? Up close and personal is this huntsmen in training home field.


Equaliser, thanks to his semblance Caeso always finds himself fighting on an even level. That being said his opponent is technically at a disadvantage as they won’t be used to fighting without their personal super power.


Weaknesses:


Blood lust, once he finds his foe on the ropes Caeso will be hungry to finish the job. This means he is far more likely to fall for a trap at this point, should you find yourself with a window of opportunity to lay one.


Weak range, pretty self explanatory. The firearm function of Null and Void is best at close to medium range, losing almost all stopping power at distance.


Duelist, Caeso is best suited to one on one fights. Should multiple fighters get involved he’ll be unable to launch into his preferred barrage of razor sharp claws for fear of getting blindsided.


Equaliser, thanks to his semblance Caeso always finds himself fighting on an even level. This is all well and good but should his foe’s semblance not be particularly essential to their fighting style it pretty much renders his own pointless.



MISC.

(Optional info to be added at a later date!)

Theme song:
 
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BASIC INFORMATION
Full name: Lust Erhöht
Nickname: (None)
Age: 18
Gender: Female
Race: Human
Sexuality: Heterosexual
Nationality: Atlas
Team: TBA

APPEARANCE
Height: 5'8
Body type: Athletic
Distinguishing features: Her amber eyes, wears pricey clothing
Aura colour: A Very Bright slightly orange Red

BIOGRAPHY
Personality:
+ Confident, Brave, Playful, Protective, Cunning, Honest
- Egotistical, Sarcastic, Carefree, Stubborn, Ruthless, Addict

Background:
The child of Scarlet and Jaspis Erhöht. The family had messed with generics attempting to infuse themselves with dust in order to make them 'superior' to other families around them. While the first generation had yielded Scarlet, when attempting to have a child every single attempt unfortunately resulted in a miscarriage. Upset and not accepting their family line to die out, Lust's mother underwent gene therapy hoping to counteract the negative effects the drug had on baring a child. While stumbling at first eventually the process worked resulting in Lust managing to be born. The process of gene therapy on her mother had taken a toll on her body causing her to be deathly sick resulting in her being bed ridden. All of Lust's memories of her mother was always seeing her bed looking sickly though still always going to visit her mother always admiring how strong willed she was putting a smile despite the pain she suffered. Ultimately even with the advanced medical treatment atlas had available, Scarlet died only a few weeks after Lust's Eighth birthday.

With her mother bed ridden and ultimately passing, Lust was raised primarily in the care of her house maid who went by the name Witzig. Witzig was a faunus possessing white horns on her head. Much of her sarcastic nature in part comes from her. She would often be quick to berate Lust for doing something wrong not being afraid to make fun of the girl. It helped a lot in shaping Lust to be a lot less snobby then most of the other prominent families able to take insults in a more dismissive manner rather then lashing out in response. Due to her family's prominence as being Hunters it was only natural at a young age she was taught how to fight. She got use to having drills everyday in order to help shape her up to be ready to become a huntress one day and to represent her family name. Even her father, while, retired from his hunting duties to focus upon business would personally teach her not allowing her to slouch off.

While she initially took the prospect of being a Hunter as not being in her tastes, over-time she grew to enjoy the prospect. Lust found the idea of fighting entertaining and thrilling, while a sense of duty to protect the innocent made her feel it was a duty right for her... even if it was in some part out of a sense of superiority over the citizens who she viewed helpless without her help. She maintained her private lessons showing herself to be quite talented unlocking her aura at an early age much like her mother and becoming proficient at combat. It started to come to a point as she was learning she started to feel herself above what she was being taught and wanting to see more. Being restrained to such a life kept mostly protected 'for her own sake' came to a breaking point where she decided she was done of being a 'good daughter' and wanting to act on her own accord.

Lust began to sneak out going against her father's wishes sneaking out from her room at night to go exploring the City of Atlas. She found a great deal of fun in seeing the city sneaking around the streets to check things out. She eventually managed to slip her way from the city down to mantle getting a true taster of what things could be like. While not a horrible place to be she had managed to find herself in the dark underbelly where she was attacked though ultimately repelling her ill prepared attackers. While she had come off unscathed physical it did serve as a bit of a wakeup call to just how badly those 'under' her really needed her support not just for the grimm but seemingly from those who sought to cause harm to others. Lust made it back home though caught this time for slipping out being punished. Seeing as his daughter was clearly in need of spreading her wings he helped to enroll her into the primary combat school Hermes Academy.

Through her time in primary combat school Lust began to get a feel for being around others beyond simply social functions. The school itself was rather lavish though still quite militaristic in its design making it tough while preparing for the students to one day be ready to go to a formal Huntsman Academy in order to further flesh out their skills. Its during her time there she made a few of her first real friends and really fell into the way she learned to act with others. Lust tended to be a bit of a mild trouble maker occasionally throwing back a witty comment at an instructor or going against the rules when she saw fit to do so. It got her a lot of ire from her teachers, though fortunately for her both her family name as well as her natural talent helped to keep her in check. As she got older a bit of her rebellious side was softened becoming more complaint though not quite able to fully drop that playful side of her completely.

Her attention turned to Vytal academy later on during her time at Hermes. The fact it was so exclusive made someone egotistical like Lust to view it as a way of proving how talented she was to others. She saw it as a way to also escape the strict teaching Atlas had liking the idea of something in her own mind she viewed as more 'carefree'. She willingly took part in the tests doing well on the written portion and showing how great she was on the physical exercises. The only flaw she had was in the tests involving the use of teamwork, something she managed to do without too much trouble though she got marked off in some part of for being not the most cooperative when it came to actually going beyond doing her own task in a mission and having to do something in tandem with another person. With the tests passed (albeit not to the level of perfection Lust would agree to) she was well on her way to leave the stuff home on Atlas to really go out and show what she is capable of and learn from the best academy... not that she had much to learn naturally in her own mind!

COMBAT INFORMATION
Weapon(s):
Pryd and Rath - The twin blades custom made for Lust in order to help channel her aura more effectively through it. The short swords are roughly 21 inches in length with 8 sections consisting of each blade. The blades can be separated out by a chain of energy connecting each section allowing it to extend over ten feet in length at its longest reach though how far the blade is sent out can vary. the bladed sections are particularly fine tuned to her aura sent through the energy chain that holds the sections together able to extend out her aura though it using her semblance.
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Semblance: PROJECTION, allows for her to project her aura out from her body. The aura takes the shape of whatever part of her body it comes from extending out from the body. If she uses her leg a second aura version of her leg will extend out from her body in the way she instructs it to move. Her semblance can allow for giving a great deal more mobility able to use the projected aura to push or pull herself in directions or further boost her movement further adding more 'umph' to her step. The projection can extend out increasing the range of how far she could 'reach' with it to roughly twice as far as she might normally be able to reach.

Through the consumption of Liquid Dust to a large degree she can be pushed beyond her typical limit called OVERLOAD. Her aura projected will become far more wild and untamed damaging anything that comes into contact with it. Her aura becomes untamed oozing from her body visibly. While it greatly boosts the strength of her semblance, the effects are quite detrimental to her body as her own aura can start harming her own physical body albeit to a lesser extent. She can overdose causing the extra dust consumed to start damaging her body from the inside creating negative side effects on her if the dosage is too great.

Strengths:
Mobility - Lust's Semblance allows her to possess a great deal of mobility able to move quickly and in ways that aren't typically possible.
Tactful - While Lust isn't one above gloating she tends to be far more about subtly when it comes to fighting. She will often attempting to manipulate someone emotionally in order to create an opening for her to exploit. Her attacks rely on striking precisely rather then just going in and straight cracking skulls.
Dust Amplified Aura - Due to Lust's unique makeup, she can utilize dust in order to amply the effects of her own Aura. This increases the overall power of her aura channeled through her semblance increasing its range and effectiveness.

Weaknesses:
Not a Team Player - While Lust can put aside her ego to work towards a unified goal, it tends to stop short of working together with a team. She has issues when relying on others prefering to act of her own accord disliking the notion of having to rely on someone else to do her 'job'.
Up Close But Not a Brawler - While her combat style tends to cause her to prefer more close ranged engagements, Lust isn't a straight melee brawler. While she isn't frail she isn't super durable either relying on being swift striking and evading danger and isn't likely to win in a straight up raw physical strength competition. Its about striking smart not striking hard.
Lacks Long Range - While Lust has a good amount of tools to help her in close or mid ranged, she is much more limited when it comes to long range.
Dust Overdose - While she can consume dust (typically through liquid form) to sustain her aura near indefinitely, it doesn't come with drawbacks... some very serious. The over consumption of dust can quickly lead to drawbacks. It can start to cause harm to her body disrupting its ability to function causing various symptoms. Likewise, having too little can alternatively cause withdrawal symptoms to manifest causing symptoms on its own. It requires a good amount of balance that can end up effecting her in combat situations.

MISC.
Lust requires a regular dosage of liquefied dust in order to keep her body from suffering ill effects. The 'medicine' she takes primarily consists of liquefied Light dust being once viewed as a more 'limit use' dust that the gene therapy worked best with. With the introduction of hard light, her dosages have been mixed with other dust primarily that of fire or water dust to dilute the solution and to help ease the chance of drawbacks from occurring form consuming that form of dust.
 
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BASIC INFORMATION
Full name: Sirius Blagden
Nickname: Siri
Age: 17
Gender: Male
Race: Faunus
Sexuality: Bisexual
Nationality: Vacuo
Team: (leave open for now.)

APPEARANCE
Height: 5'1
Body type: Ectomorph
Distinguishing features: Very lightly built
Aura colour: Silver

BIOGRAPHY
Personality: Virtues; kindhearted, eager to please, forgiving, alert, focused. Vices; jumpy, pushover, gullible, socially inexperienced, low confidence.

Background: An rare case of a faunus child born to a mixed race couple Sirius stood out even in the more accepting culture of Vacuo and combined with his slight frame led to him being picked on regularly. Years of bullying took place until his compounded fear unlocked his aura and manifested his dangerously unstable semblance accidentally inflicting serious injuries on his tormentors.

While there were no official repercussions for Sirius once the incident had been investigated the stigma and his poor control over his newly acquired abilities led his family to move out of their hometown to a smaller community in the desert that was little more than a waystation for travellers and Huntsmen and Huntresses, there Sirius further isolated himself rather than risk hurting anyone again by accident. Eventually rumour of his abilities drew the attention of a Huntsman that frequented the area who took it upon himself to teach the boy a measure of control over his semblance through tutoring him in how to fight and in time encouraged him to apply for Vytal.

COMBAT INFORMATION
Weapon(s): Royal Flush, a set of five knives named after the cards that make up the hand, the first four are throwing knives each infused with a different type of Dust that can be set to activate on impact; fire, electricity, earth and light. The fifth named Ace is a combat knife that is kept in reserve in case he is forced into close combat.

Semblance: Aura Fields
Rather than conventionally forming an Aura mainly as a barrier over his own body with limited use as an attack Sirius has a larger than average Aura that can be used to create forcefields of sorts either as a barrier that can be formed in the air or surrounding an object, once formed the barrier can be moved or expanded pushing away or dragging objects. Being formed by his Aura creating a field diverts strength away from his own defence based on the surface area of the barrier.

This semblance can be activated accidentally due to being tied directly into Sirius' mental and emotional state making it extremely hard to control for example simply thinking 'stay away' can cause someone to be shoved backward or if his heart isn't in a fight his attacks will be weaker.

Strengths:
  • Abnormally strong Aura
  • Difficult to engage in melee
  • Strong when attacking at range
Weaknesses:
  • Physically weak
  • Problematic semblance
  • Easily deceived

MISC.
Carries a deck of cards, good at card tricks.
 
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BASIC INFORMATION
Full name: Salt Shaker
Nickname: Salty
Age: 19 (???????)
Gender: Male (Questionable)
Race: Human
Sexuality: hetero
Nationality: Vale
Team: (leave open for now.)

APPEARANCE
Height: 4' 8"
Body type: Lean, girlish
Distinguishing features: bright golden eyes, fanged smile and a very pattable head.. And a rather large foldable cannon on his back.
Aura colour: A brilliant golden sheen

BIOGRAPHY
Personality:
A cheerful young man(?) with a heart of gold, a smile to match and a propensity for getting into trouble. Hes like a cat, playful, sweet, taciturn if crossed, more than often knocking things off tables by either accident or trying to sit on it. Keep in mind, this cat-like quality can cause trouble, anything in excess can be troublesome, and excess of a new thing that catches this young man's eye is exactly what he aim's for, new food? He wants alot. New friend? He wants all their attention.

All or nothing, with all the benefits and downfalls that comes with it.

Background:
This boy lives in a wonderful family, both his parents are rich, they live in a big house, picket fence, completely safe and secure. With the young boy much beloved, the family thought he would grow up and follow the family business! Comepletely safe clothing manfacturing, no need to stress it was smooth sailing. However, their hopes and dreams of the young boy becoming the noble scion to the company was dashed when the young boy went up to his papa, eyes shining brightly in the morning sun and spoke the dreaded words.

"I wanna be a hunter!"

His mother was beridden for a week with worry upon hearing it, the maids of the house were overcame with worry they had done something wrong, the father nearly fainted and it was only old Jeeves the butler who kept his cool, by only a smidge, enough to ask why.

"BECAUSE THEY'RE SO COOL!"

This put him down for the count as well.

Naturally, given the fact his family could not, in any way shape or form, say no to the young boy, he was going to being his training immedately. Via his estranged grandmother, whom they invited back home after a long time of "not talking to one another out of pure spite" to try and convince the young man that being a hunter was not a good idea, as she was one. this however went about as smoothly as a man falling down a sandpaper and rusty nail covered set of stairs. Naturally it went wrong and he began to learn the ways of G-ma's fighting. Which more or less rivals Tchaikovsky in the use of cannons, in their case, hand held varieties.

And building the strength to actually use them.

Despite his small size, much akin to his grandmother, he sports quite the strong body! And was easily able to pass msot tests that didn't involve him sitting there staring at a piece of paper for longer than five minutes, at least without doodling on it.

COMBAT INFORMATION
Weapon(s): A MK XI "Roomclearer" hand bombard, it's a hand holded cannon, usually held over the boy's shoulder. It's big, it's heavy, can be loaded with large dust infused ammunition, deadly from close to long range due to damage from impact and from the explosion. When in doubt, the weapon can be utilized as a handy heavy clubbing device. transformations? Not needed when you can clout a man with a cannon as large as you.
Semblance: Strength, extremely simple, it is increased strength. Output force is multiplied, so in essence, at this very moment, he can boast the strength of a buff and trained adult human male. not gonna be breaking stones bare handed yet, but as he grows in strength, so shall his semblance! So go smol one, train! train till your knuckles bleed! Your teeth grind, your heart bursts!

GO!!!

Strengths:
  1. Strength
  2. it's very simple
  3. it can be applied to most if not all things if you got a mind for it.
Weaknesses:
  1. Strength is not durability.
  2. Simple means more effort needs to be put into it so that you keep up with others.
  3. not everything can be solved by punching things or hitting them with a cannon. Most things, but not all. Aiming for instance.

MISC.
Has a shockingly high allowance.
Is shockingly gullible.
Will do anything for a scooby snack.
Yes even that.
There is no cat being hidden in his bag, you see nothing.

 
"If my dad taught me anything, it's that life has three stages. One, you're born. Two, you bumble through life and try to make sense of this bullshit. Three, you die. Word of the wise though, don't tell your kids that. You try teaching a 6 year old that death's inevitable, see how that goes."
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BASIC INFORMATION
Full name:
Jasper Bluemen McQuellin
Nickname: Blue, Jazz, Jay, whatever. But why the hell would you call a guy Jazz? That's just cruel.
Age: 19
Gender: Male
Race: Human
Sexuality: Straight as a line
Nationality: Vacuo
Team: (leave open for now.)

APPEARANCE
Height:
5'10
Body type: Semi-muscular
Distinguishing features: Nothing, really. Jasper's actually a pretty normal looking dude.
Aura colour: Green

BIOGRAPHY
Personality:
I'll just describe his personality in general. He has some pluses as a person, and some flaws. Make of it what you will. Sarcastic, witty, and occasionally taunting, Jasper makes good use of jokes to calm people, ease tense situations, or just to piss people off. All of those work out for the better in certain situations. His first response to most things is humor, actually. Next off, Jasper's a pretty calm fellow. Show him a Dragon grim? He'll just pull out his sword, wide eyed, and say "I've officially seen everything". He's also, occasionally, a helpful guy. Sure, he'll be pissed off you called him at 3 AM to save your life, but he'll still help. Ask him for help for trivial things, like dating advice or something, and he's outta there. Lastly, he's somewhat friendly to strangers. This bring us to his flaws. His Sarcasm is thick as goo, he's irritable, and he will go into a rant if you piss him off.

Background: Imagine a completely normal, boring childhood, Then throw in your dad training you to kill fuggin' demons and you've pretty much got Jasper's life before Vytal. Born and raised in a border village that got water from an underground reservoir, Jasper had a pretty normal family life. Well, if you consider 8 siblings picking on him, a mother obsessed with getting grandchildren, and a hunter for a dad that spouted off childhood ruining words of Wisdom. Despite that sounding a bit insane and outright unbearable, it was actually pretty nice. At a young age, he was all like, "Hey dad, I wanna be you when I grow up!". Then his dad, a PTSD ridden hunter that'd seen some god awful things, just looked to his son and said "No, no you don't".

But Jasper was insistent, and despite his dad's inane ability to tell Huntsman horror stories that made even him shudder, they finally got his dad to cave in when he was 10. At first, his father had no idea what to do with his 10 year old son that had little to no Aura and the self preservation instinct of a Lemming, but after he just shoved the kid into a life threatening situation, he realized, "Hey, that works". So they did that. His dad placed the near pre-teen into life threatening situations out of the blue and criticized him afterwards. Thankfully, Jasper took Criticism well. Using the advice his dad gave him hidden behind layers of drill sargent insults, Jasper, surprisingly, improved. After teaching him pretty much everything he knows today, his dad sent him off to a Vacuoan hunter academy prep school. It was like Signal Academy, but with less funding and stuck in the middle of buttfuck nowhere.

Somehow graduating with flying colors despite the fact he mostly slept through classes or just didn't attend, Jasper wasn't immediately picked up by Vytal. He was recognized by Vytal after he decided to enter a tournament on a whim. Through the entire tournament, all 6 rounds, Jasper had only been hit once. ONCE. and it had only been a grazing. Some Vytal offical must have been watching and went like "That. We need that" cause he was picked up by the Academy the following month. And so begins Jasper's grand adventure in Vytal Academy. He'll try not to die. No promises though.

COMBAT INFORMATION
Weapon(s):
A one handed, double bladed sword named Fidelium, and whatever else he feels like using. He could have a Flash bang stuffed in his pants, two handguns, a jerry-rigged shotgun, who knows. That's what makes fighting him a challenge, the unpredictability. Oh wait, did I also mention the sword's a gun? An automatic one to be exact? Yeah, the handle of the thing itself is the clip, and the sword split apart slightly to allow a gun barrel to go through the two blades. Wild, right?
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Semblance: Teleportation. This little trick alone keeps him afloat as a Hunter. Anywhere within his sight, he can teleport to in an instant. It has limitations though. Like, it's got the cooldown of a shitty RPG ability and he can't just teleport to Atlas to go taunt some militaristic pre-teens.

Strengths: Hold up, gonna say that I'm not just going to list off three good things he's got, I'm describing his style. Alright, firstly, you'll have a rough time trying to hit him in the first place. Jasper's fast and agile, and he knows to use that skill. He'll weave between cover, do some rolls, dodge and weave, all that jazz. Speaking of cover, he can and will use the environment to his advantage or just as weapons if need be. He'd use locker and car doors as shield, collapse parts of buildings on you if he can, use cars as bombs, and he'd just start throwing stuff at you if he's particularly mad. Going to use speaking of as a transition again. Speaking of throwing things at you, he'll throw dirt in your eyes if need be. Yes, he fights dirty. Really dirty. He doesn't care about cool moves or looking like the fairy tale kind of hero, he just cares about winning or losing. No, that's not him being shallow or a sore loser, he has a much better reason for it. Back to fighting dirty. Any underhanded trick like surprise weaponry, faking exhaustion to get your guard down, and hitting your most pain sensitive body parts, he'll use.

So, to sum his fighting style strengths up, he's an agile, quick damager that's hard to hit, fights dirty, uses his environment, and tricks his opponent.

Weaknesses: So, Jasper's most glaringly obvious weakness is his abysmal Aura. It's small. Very small compared to professional hunters. His father had the same problem, so it's a hereditary kind of thing. This is, of course, a major problem during fights. If he wasn't as good as dodging as he is, his dreams of being a huntsman would be down the gutter. But, he's good at dodging. It's purely because of that that he's still an actual competitor in fights. With a good 2 or 3 hits from a professional, he's out for the count. Also, Jasper’s neither a heavy hitter or particularly good without his weapon.

MISC.
Jasper has an identical twin, Caspar, who's studying to be a Doctor. And yes, their parents were all about that "Identical twins being similar" thing.
Also, Theme song: You're gonna go far kid
And another, more casual one just because I like it: Summon in the Sunlight
 
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BASIC INFORMATION
Full name: Rouge Fleureka
Nickname: Rouge
Age: 19
Gender: female
Race: human
Sexuality: heterosexual
Nationality: Atlas
Team:

APPEARANCE
Height: 5'4
Body type: lean
Distinguishing features: her hair and outfits might change color each day, but the tip of her hair will always be red.
Aura colour: Red

BIOGRAPHY
Personality_
Virtue
- confidence
- hard worker
- critical
- honest
- passionate
Vice
- greedy
- self-centered
- stubborn
- blunt
- prideful

Background:
Born in the flying city of Atlas, Rouge live with her single mother. His father died from overdose on snorting dust,, I guess you can say that he bites the dust, ha. Since they're pretty tight on money little Rouge usually take any chance to gain some allowance by herself, small things like taking the neighbor's dog on a walk or mow their lawn.

One day, her friend from the school invited her to watch a brand new booming extreme sport called skyskating. Basically a bunch of people performing acrobatic feats between the city's skyscrappers. It gaves her a thrill down her spine. She saves money so she could buy the basic equipments, which then allows her to start practicing skyskating and joined some competition, winning some considerable amount of money in the process.

She was really happy when the association deemed her worthy to be invited to join the first skyskating worldwide competition and she trained rigorously for it. Unfortunately, she was sabotaged during the match and almost fell to her death. A huntsmen that was watching saved her life and after the competition ended he offered the defeated Rouge to take the test to be enrolled at the prestigious VYTAL academy. "You have the potential" he said, "serve the greater good" he said, but ultimately the "scholarship money" was the sentence that convinced Rouge to join the test.

COMBAT INFORMATION
Weapon(s):
- Zweilancer, a double-headed spear that can be split into two smaller spears. The spearhead can be launched as a grappling hook. It has a pretty large dust compartement that can be used to provide burst attack. The shaft produced a loud noise when clashing against most objects. Folded into a neat little cylinder when not used.
- skyrollers, a pair of roller skates that can use earth dust to move automatically and stick itself to most surface, allowing the wearer to skate vertically or even upside down.

Semblance: Amplify(Gain stored power when exposed to loud noises. When activated, Rouge converts all stored power into additional strength.)

Strengths:
  • Mobile - with her grappling hook and skyrollers, Rouge can zip around the battlefield, and traverse most terrain with ease.
  • Contortionist - Swaying around in the sky needs a strong and flexible body. Want to see her touch her own Toes while bending her body backwards on a thin pole?
  • Adrenaline rush - Rouge enjoys dancing with death. She feels more alive when she put herself on dangerous situation.

Weaknesses:
  • Inexperiencedly flashy - While her training as a skyskater gives her excellent skill at aerial maneuvering and flashy tricks. Rouge doesn't have much combat experience.
  • Terrain-dependent - Rouge can go all out in an urban setting, where she's most familiar. However flat terrain gives her much more limited maneuverability.
  • No guns - She's not comfortable holding one and never use it in her life. She can't attack without putting herself at close range first.

MISC.
  • Wears earphone most of the time
  • Sometimes wears aviator goggles
  • Despite having enough money to lives comfortably, she retains some old habit when she still lives in poverty.
 
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BASIC INFORMATION
Full Name:
Lumiere Yu
Nickname: N/A
Age: 19
Gender: Female
Race: Human
Sexuality: who's asking?
Nationality: Mistral
Team: (leave open for now.)

APPEARANCE
Height:
5'10"
Body Type: Ectomorph
Distinguishing Features: Though she doesn't have much interest in personal vanity, Lumiere does concern herself with being presentable enough to not embarrass the family name. She generally dresses much more professionally than most her age, taking most of her outfits from fashion magazines meant for either older, or more professional audiences.
Aura Colour: Dark Red

BIOGRAPHY
Personality:

A quiet woman; A shade of person more aught to be spending her time in the halls of greater academia than training to become a defender of truth of justice, Lumiere is an undoubtably chilly young thing. She's not much for socialization, instead preferring to spend her free time training, or studying. The handful of people that've made an attempt to get to know the young woman have had little to say about her. She's not particularly unkind, and can even present herself to be a helpful soul if approached with the right questions, but a sense of her having little to no regard for the relationship being built has driven most of her would-be friends away.

Between her isolationist tendencies, and usual icy deadpan, she seems to be something closer to a machine than a man, though that isn't to say she's without passions. The road of self-improvement is a hard one to walk, but it's one that she's dedicated herself to. Her teachers have noted her to be particularly fervent in her studies, often going out of her way to pursue then outside the classroom for further education and training, even when already having surpassed what the curriculum had required of her.

Background:
One of the many daughters of a family of Hunters long since fallen to ruin. The Yu household was once a sterling sight. Headed by Lumiere's late-Uncle, a Hunter of wide renown within Mistral's borders, the Yu were something closer to a privatized force of Hunters than a family. They'd traverse Mistral's wilds, exterminating Grimm as they went, in the pursuit of honing their craft as Hunters and warriors both. For the longest time, they seemed posed to seize a place as a newborn lineage of Hunters that'd protect Mistral for generations to come, right up until fate decided to pull the rug out from under them.

An incident occurred, an ocean of blood was spilled, and all but one of the Yu Children met with death. Lumiere's father, the only one of his siblings to survive, was never clear on what exactly had transpired on that day. One day, he'd tell of a force of Grimm of unparalleled ferocity, and another of some sort of freak natural disaster. Not that it mattered either way. He couldn't work alone, he'd near no contacts outside of his immediate family, and so he faded into obscurity.

He was not his brother. He wasn't some prodigal son that could trawl his family name up from the depths through his power alone, and that thought consumed him. If he couldn't bring his household into the light, then perhaps the next generation did.

So he set about preparing them. For some years he spent his time traveling from town to town, orphanage to orphanage, adopting any child with potential that he could find, fueled by coffers that still ran deep thanks to his brother's escapades. By the time he was finished, what was left could hardly even be called a family. The count of his children sat in the tens, and he converted his family estate into a school to mould them into warriors that would put even his brother to shame.

Any who fell behind were abandoned, turned out into the streets without a hint of remorse, and while at first he was encouraging to those that met his standards, his heart was slowly filled with more and more spite. He wasn't getting any younger, and the family coffers were only growing lighter. His teaching became stricter by the day, more of his 'children' found themselves abandoned, and by the time that any of them had even begun to approach their adult years, the Yu Estate had grown silent once again.

Only a scant handful of the once-numerous Yu Children had met their father's standards long enough and well enough to be deigned ready to be sent into the world at large. Each of them were sent to a different Combat School, where they were each expected to stand at the apex.

That was Lumiere's first real break from the Yu household. Compared to home, the Combat Schools were far more lax. They were afforded free time, the instructors were patient and understanding, and her classmates seemed genuinely interested in forming connections beyond just those of co-Hunters. She wasn't particularly interested. Her way of life was set too deep into her spirit, and she spent her time within her school in isolation, still constrained to her father's expectations despite his being hundreds of miles away.

Soon enough she'd left the most of her contemporaries behind, and they'd done the same to her. Despite the discipline and effort that she was so proud of, she was alone, without a team and nowhere left to move forward to, so she decided to leave. During her studies she'd heard tell of Vytal Academy, a place of true education meant only for the best of the best, and so she applied without even a thought of second-guessing the decision.

COMBAT INFORMATION
Weapon(s):

Kenjutsu - A weapon of many shapes and sizes, even for one of a Hunter. Kenjutsu's purpose is to allow the user to switch between several different forms of armed martial arts in order to adapt to whatever foe that they may be facing. Proper use of the weapon demands that the user has a through understanding of each of the involved skills to enough of a depth that they can switch between them on the fly, and ideally utilize them in conjuncture with one another. In terms of augmentations beyond the variability of the weapon, the Kenjustu forgoes the usual firearm integration that most Hunter arms vy for, instead only sporting a number of dust-fueled jets to enhance the user's blows.

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Semblance:
Annex - A Semblance that allows the user to link their Aura with those of other Hunters. Allows the user to tap into the Aura reserves of connected Hunters, and vice versa. Essentially this lets connected Hunters 'borrow' Aura from other connected Hunters. For example, if a Hunter were to borrow 20 'charges' of Aura from another connected Hunter before being struck by a powerful attack, their own Aura would be bolstered potentially allowing them to endure and otherwise incapacitating blow. However, if they do not borrow those charges before being struck, they will be damaged as normal.

Annex also increases the Aura regeneration of the primary user of Annex based on the amount of Hunters connected, at the cost of Annex's user's stamina. This does not increase their 'total' aura, but instead allows them to use more at once, putting them into a sort of overclock state. If they would usually be able to user 100 charges of Aura in an hour before exhaustion, they can instead use that same 100 charges within ten minutes before exhaustion.

Strengths:
  • All-Rounder - As far as close quarters combat is concerned, Lumiere has practically no outstanding weak points. The extremely modular nature of Kenjutsu allows her to adapt on the fly, swapping out the strengths and weaknesses of different weapons based on whatever enemy she might be fighting.
  • Efficient - Rather than being able to dart and dash around the battlefield, Lumiere's specialty is instead making the best use of whatever space is available to her. When fighting enemies, be they human or Grimm, one often only really needs to make use of a small amount of space to avoid and parry blows, not to mention it's much more, well, efficient. Such is her expertise, allowing her to avoid harm through minor adjustments to her posture and through the use of proper footwork, rather than kicking and flipping her way around the battlefield.
  • Art of War - Lumiere is an expert in the art of combat in general. She's quick to pick up on how a human opponent fights, or the sort of instincts that drive an individual Grimm. That is to say, she's able to analyze an opponent's method of combat, even in the heat of battle, and adjust her own approach to best counter it.
Weaknesses:
  • Jack - While the idealized peak of Lumiere's fighting style is to properly master all of the different forms involved in Kenjutsu's use, she's not there yet. She's competent and capable with all of he weapons modes, but is a master of none.
  • Mundane - Compared to other Hunters, Lumiere's Semblance is lacking. She can't move at supersonic speeds, telekinetically assault her foes, or even enhance her strength beyond what a Hunter is normally capable of if she's alone. Her combative abilities just lack the supernatural edge that other Hunters wield, forcing her to make up for it with sheer martial discipline and teamwork alone.
  • Responsive - Lumiere isn't the type to strike first. Her battle style is by far and large centered around analyzing and responding to the enemies actions, not overwhelming them with her own. She practically robs herself of any initiative in a fight, save for its final moments when she decides it's time to launch a final push to put down the opponent.
MISC.
  • Tends to count things. She claims that it helps her keep focused.
  • Currently, Lumiere has six siblings that've been allowed to keep the Yu family name, though she hasn't been in contact with any of the others since she moved to her Combat Academy.
 
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BASIC INFORMATION
Full name: Ebony Valentine
Nickname: Ebi
Age: 17
Gender: Female
Race: Faunus (fox faunus)
Sexuality: Pansexual
Nationality: Menagerie
Team: TBA

APPEARANCE
Height: 5'9"
Body type: Ectomorph
Distinguishing features: Her face markings and piercing yellow eyes
Aura colour: Black

BIOGRAPHY
Personality: A fox faunus who never had great luck with making friends, Ebony is a quiet individual who prefers to observe people. She is very reserved, preferring to do activities on her own as she never really had any friends. However, due to her semblance, she became somewhat of a hopeless romantic, longing for any sort of intimate relationship.

And due to not having any friends, she can become a little socially awkward in social situations such as parties and having to talk to others. After all, if you never really had any friends, being social wouldn't be something you'd be good at. When it comes to something she's passionate about, she can become stubborn if one denies her ability to help and while this would eventually get her hurt and/or killed or get others hurt and/or killed, it won't let it stop her from doing what she needs to do.

Background: Born to two fox faunus', Ebony Valentine had always been a quiet person, observing others. From a young age, she was taught that not all humans were bad, which was correct. There were some days where she honestly wanted to leave Menagerie and go meet humans, but with her luck, she'd probably end up meeting a human that didn't like the faunus and that would be trouble.

However, other days were filled with either her wanting to find love due to books she read about romance or about the different stories about Huntsman and Huntresses and how she wanted to be like them. After all, it sounded like at some point, she'd end up finding someone nice to love as she was helping people. Also they were cool. Eventually, once she was old enough, she was trained by her parents, wanting their daughter to be happy and follow her dream. With that, she decided on Vytal Academy once she was older and from there, she headed off to the school.

COMBAT INFORMATION
Weapon(s): Eclipse (climbing axes combined with grappling hooks)
Semblance: Charm. A pretty self explanatory semblance, this allows her to charm one enemy in battle and turn them on her side. However, this will work on only one enemy, charming two or more will make the semblance not work.

Strengths: Flexibility, perceptive, strong legs
Weaknesses: average hand to hand combat, bad with insults, a bit indecisive

MISC.
- Likes both coffee and tea, but prefers tea

- Loves books, especially romance

- On occasions, she'll sing to herself

- Favorite colors are black, pink, and blue

- Her theme song is The Wolven Storm which she will occasionally sing while using her semblance on someone
 
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We're all going to die anyways...
Vanta
BASIC INFORMATION
Full name: Vanta Black
Nickname: The Depressed Emo Kid
Age: 16
Gender: Male
Race: Human
Sexuality: Some weird shit
Nationality: Atlas
Team: OPEN (weird team name, but okay)

APPEARANCE
Height: 6'5
Body type: Lankey
Distinguishing features: Walks hunched over, hands in pocket. Tends to sit on high places while spread out. Perpetually sighing. Rings under eyes. Surprisingly high grades.
Aura color: Vanta

BIOGRAPHY
Personality:

A stereotypical emo kid, Vanta tends to darken every room he's in. Quiet and a freak, he doesn't expect to make any friends, and doesn't expect to find anyone he can rely on, himself included. Nothing reflects this more than his semblance which can misfire at any time, making him either extremely useful or very very dead. Or both. And that tends to be his outlook on life. He could be successful, he could save someone's life, or be a hero. Or he could just be dead the next day. To him, its all the same and he doesn't care which.

Despite his... sunshiney disposition, he has a secret soft spot of wanting to help people. He was always told by his parents "Black is a color that takes in all other colors, and doesn't let anything go. That is our family responsibility, we take on everything that hits us, and shield others from it." Vanta takes that with a groan, but actually does it. If there's a problem, he's the first to volunteer to fix it. He doesn't wait for other people, he does what he can.

Despite his emotionless and annoyed groans, sometimes, very, very rarely, a smile can be seen cracking his lips. The size of the smile tends to be related to the size of the explosion he just let off... With his other traits though, just a small sign of a stable individual.


Virtues
* Very Logical
* Very Responsible
* Fearless
* Surprisingly Dedicated
* Often brings gifts to people, mostly cooked meals

Vices
* Perpetual Downer
* Makes lots of holes in arguments
* Talks to people like they're all stupid
* Not confident
* Keeps a Deadpool on his teammates.

Background:
Born to the northern settlements, to a town affectionately called "The Icehole", away from the "The Man", Vanta hit his acting out stage fairly early, and never seemed to leave it. Sadly he wasn't energetic about it, so his parents didn't even have fun with his little rebellion. Punk rockers, they mostly tended to an ice dust mine. Still, they were well respected in the community, often quietly doing things the town needed without a word. "Black takes on all the colors. Nothing comes out of it. And that's not always a bad thing. We'll take on the responsibility so others don't have to." His parents were jokingly hated by his neighbors, constantly asked: "You going to turn that music down any time soon." And "Are you going to pay taxes, or just start a riot this year?" Still, everyone knew deep down the Black Family was a pillar of the community.

The pillar of their community being a feared huntress made things in the small village much easier as well. Once a wandering giant attacked the settlement, only to be killed by the town's savior, Lucia Iclyn. However, fear began to spread when word said she'd begun to teach at the academy. The Black family cooled down people's heads, going house to house bragging how they'd just be the town's huntsmen instead. It was half in jest, but helped soothe fears somewhat. And fear always brings the Grimm. Patrolling the streets with spears, the place returned to normal.

However, Grimm attacks always happen to small settlements. They were not prepared. It was only a minor Grimm attack, but a pack of beowolves besaught the town. Vanta's parents tried fending them off, surprisingly killing a few, before his dad's spear broke. Tackled to the ground by a Grimm, Vanta did the only thing he could, rushing it and punching it as hard as he could.

And that was the day he learned how lucky his semblance could be. Smashing with an extreme burst of aura, the beowolf went flying, striking a vein of Ice Dust, and setting off a massive glacier that froze the pack, and impaled a few others.

And that was the day Vanta learned how unlucky his semblance could be. His aura failed to protect him from a shard of ice that managed to impale his stomach. Naturally the wound itself depleted his aura trying to heal, but he passed out, the village mayor taking care of his family after that, considering their house was now under a literal ton of ice.

The village agreed they needed huntsmen, and tried to train Vanta to go once he was well. More of a thinker than an acter most of the time, Vanta had an idea. He sent a letter to Lucia asking if she knew anywhere that could make weapons for him. He had an idea. As soon as he was well, he was then tested, and sent to Vytal.

In the meanwhile as Vanta trains, the Icehole decided they'd be better off inside the mine, safer from Grimm, leaving the small village as a ghost town.

COMBAT INFORMATION
Weapon(s):

Anarchy - A belt with 10 grenades on them, the grenades are specially designed by Atlas Military to condense aura, and the strength of the huntsmen determines the strength of their explosion. It tends to work well with Vanta's semblance... sometimes.

Rebellion - A motion-activated claymore similarly set with Vanta's semblance. He carries 3.

Questions- An aura activated Taser for (hopefully) nonlethal take downs. It has a battery dependent mode if he runs out of aura.

Semblance:

Gamble - Vanta's semblance is passive, both extremely impressive and disappointing at the same time. It causes his aura to fluxuate to extremes and randomly. Sometimes it can overwhelm the toughest hunter, sometimes it just kinda fails to activate. (Gan rolls a 1d20, and that determines its 'strength'. )

Example of Aura and bomb usage:

Grenades:

1-3 - Dud fails to explode
4-8 - Minor explosion that leaves minor burns
9-12 - Regular grenade strength
13- 19 - Twice as large as a normal grenade, shakes the area
20 - Lucky nuke time. Just regular bombs sized explosion, collapses small buildings, grievously injures most Grimm from the outside, can hurt nearby people not behind cover, Vanta included.

Aura Protection

1-3 - Aura fails to activate to protect
4-8 - Weak aura barely shields attack
9-12 - Regular Aura
13- 19 - Extremely strong aura shield makes Vanta very sturdy for one blow,
20 - Lucky Aura time, near negates any attacks that's not absolutely massive for just a half second.


Strengths:
* Calculating combatant, Vanta looks for weakness and uses the environment to his advantage.
* Can quickly rig traps and memorize the land
* His semblance makes him dangerous and unpredictable despite his weak statue. A lucky punch from him could be devastating. It probably won't be, but it could be.

Weaknesses:
* Vanta has no idea how powerful any explosion he throws is. It could be dangerous to his teammates, or an absolute dud.
* Vanta has few close-range defenses in a fistfight.
* Vanta's aura can fail to activate when he gets hit due to his semblance, meaning he prefers not to take hits even at full aura.

MISC.
* Owns Anarchist's cookbook
* Surprisingly good cook and 'house wife'.


 
"Greatness requires sacrifice. Legends gave everything of themselves to attain their spot in history. I must be willing to do the same."

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BASIC INFORMATION
Full name: Amber Ramiel
Nickname: None
Age: 18
Gender: Male
Race: Human
Sexuality: Heterosexual
Nationality: Vale
Team:

APPEARANCE
Height: 6'3
Body type: Mesomorph, Broad
Distinguishing features: Unsurprisingly Amber's cybernetic enhancements draw the eyes of many around him, as it is surprisingly unconventional to remove pieces of your body and replacing it with metal. Especially when it isn't medically necessary. His bronze colored arms stand out the most, though if one were to look closely they would see his eyes seem to have been modified as well, his sclera being black, while the iris is a piercing amber color.
Aura colour: Amber's aura is a radiant golden color, with black streaks coursing through it.

BIOGRAPHY
Personality:
Virtues -
  • Unrelenting Force- Amber is a man who will let nothing get in the way of his goals, be it Grimm, Human, Faunus or his own physical limitations. He will give everything of himself to attain his dreams.
  • Inspired - A maelstrom of ideas seem to be incessantly swirling through the head of young Amber. Combined with the intensive schooling and training provided by his family, this has allowed him to create some impressive things, designing his arms and eyes. This thinking allows him to find odd solutions to difficult scenarios. That is if he isn't inventing the issue himself.
  • Gregarious - Despite his rather intense demeanor, Amber is incredibly warm and welcoming towards those he meets.
  • Disciplined - In order to become a masterful Huntsman Amber has put himself on a strict training regimen, constantly pushing himself past the limits of his body.
  • Philanthropic - Being born to one of the most prestigious and wealthy families in Vale, Amber has tried his best to give back to his community in any way possible. With the help of his eldest sister he started a charity that provides disaster relief to regions in Vale, typically related to Grimm raids. He has himself gone to multiple reconstruction sites, personally helping to rebuild.
  • Improvisation - Amber is acutely aware that no plan survives first contact with the enemy. To help counteract this he has done his best to be flexible in situations, always open to different solutions. So long as they come from him.
Vices -
  • Stubborn - Amber's ambitious demeanor doesn't allow for compromise. He will refuse to yield to an enemy, even when it would be wise. He will refuse to admit he is wrong, even when it is evident.
  • The Flesh is Weak - Perhaps Amber's most glaring problem is his drastic reactions to personal failures. When Amber encounters obstacles he can't overcome, or finds his best efforts wanting, he will without hesitation remove what is holding him back. So far this has led to the replacement of his arms and augmentation of his eyes. This unhealthy habit is of great concern to most of his family.
  • Overly Critical - Amber is the first person to find issues with himself, and quite often those around him. Perfection is his ultimate goal, and naturally he always falls short of it.
  • Workaholic - While discipline is a strong virtue, Amber takes it to an unhealthy level. Despite his young age he rarely allows himself a chance to breath, and when he does it leaves him with intense feelings of guilt.
  • Wrathful - It isn't uncommon for Amber to become overwhelmed by the great weight he has put on his own shoulders. When this becomes to much to bear anger consumes him, striking out at any around him to vent his frustrations.
  • Distant - Despite being open to new friends, they will often encounter trouble getting truly close to him. Self reliance is of the upmost importance to him, and leaning on others is simply a weakness to avoid.
Background: Born in the heart of Vale to the prestigious Ramiel family, Amber was blessed with a truly comfortable life. Or at least that's what one would think based from the outside. Ever since he was old enough to understand however Amber was incessantly taught the importance of self reliance, of forging your own legacy. True, he was rich and wanted for nothing, but this meant nothing if he could not wield it properly. To bring his family's name to ever greater heights. It was a great deal of responsibility to lay on one so young, but such was his kins way. "You stand on the shoulders of giants Amber. See you do not waste all that has been given to you." This was a mantra that was repeated quite often by his father Aodh, and Amber ensured he took it to heart.

This burden wasn't made any easier to bear as his siblings seemed to be prodigies each in their own right. His eldest twin sisters Eis and Eira were Huntresses of great renown, said to be skilled enough to surpass even their father. Meanwhile his brother Ferrus took quickly to the tutelage of their mother Aurelia, making many impressive weapons, each of the twins wielding creations of his own. But where as such skills seemed to come naturally to his kin, even the most basic of training and tutelage was a struggle for Amber. No matter how hard he trained he could never keep up with the pace his sisters had kept. No matter how hard he seemed to study his knowledge always seemed to fall short of his brother. Discouragement spiraled into a deep depression. When compared to his kin, he was found wanting. Despite the kind words and gestures given to him by his family, he saw their actions for what they truly were. Pity.

This infuriated him more than any other reaction they could have had. Weakness in a family like his couldn't be tolerated. It wouldn't be. As depression gave way to determination, Amber began to lay down his plans for self improvement. After years of intensive research and study, Amber was finally able to create something he felt proud of. His new arms, Fulmen and Tonitrua. Now came the difficult part, finding someone willing to... Make the switch. Thankfully with a family as affluent as his own, it wasn't difficult to make surgeons and technicians forget their morals for a time. Even with anesthetics, the pain was excruciating, but Amber wouldn't relent. If this was the price he had to pay for greatness, then so be it.

To say his family was horrified when they found out what their youngest had done to his body, but it was irreversible. And Amber for the first time in his life felt empowered. Now armed with a strength he never before could have possessed, his training began in earnest. Day in and day out the youth trained for his future life as a huntsman and weapon smith. When he wasn't training in combat or physical conditioning, he was buried in books that taught him the intricacies of building weaponry and other marvels. It wasn't long before he had managed to earn a place in Signal Academy, achieving his first step on the path to greatness. Signal provided a whole new series of challenges, and even augmented as he was there were others who still surpassed him. It is rather clear what route he took to correct this.

With his eyes augmented to allow him greater perception he found his abilities improved, if ever so slightly. This however was the last straw for the Ramiel family. Unwilling to see their son tear himself apart literally limb from limb, he was cut off from all of his families resources. It was a great blow to him, but in the end Amber simply saw it as an opportunity. An opportunity to become a worthy member of the Ramiel lineage without the resources his name gave him. Now that was something he could truly be remembered for.

Soon enough scouting week had arrived. It was the moment he had waited on for nearly two decades. It was a moment he knew would decide the course of his fate, a moment that would see him on his path to glory, or send him tumbling into obscurity. Thanks to his advanced lessons he git through the written portion of his testing with ease. In his physical exercises Amber pushed himself to the absolute limit, hoping to astound the scouts watching. The first test nearly ended in disaster when he damaged his left arm in combat testing, but thanks to his quick thinking managed to pull through with only one arm functioning. Another concern arose when placed in a team. While he worked well with others, it became apparent that for Amber it was his way or no way at all. While he luckily had a compliant group with him, this was a serious concern for the scouts.

Though things hadn't gone the way he hoped, the doors of VYTAL Academy had been opened to Amber. Now his trials truly began.

COMBAT INFORMATION
Weapon(s): Fulmen and Tonitrua (See picture of Amber for weaponry) - Two cybernetic arms crafted personally by Amber, these help provide a tremendous amount of strength to him. their design allows his strikes to contain overwhelming force, and have been augmented over time to allow for the insertion of Dust to augment his capabilities. Most often he can be found to be using either Fire or Lightning dust, something to match his ferocious and aggressive nature in combat. They are furthermore able to shoot out bursts of the element currently inserted into his arms, giving him a modicum of range, although this is still used best in close quarters.

Semblance: Iron Within - Amber's semblance activated during one of the most painful moments of his life, the attachment of his cybernetic arms. So great was the pain that his semblance activated itself, desperate to protect Amber. His skin seemed to take on a color similar to his arms, a bright bronze coloring. His skin hardened, described as having the touch of cold steel, and has proven to be just as durable.

Over the years Amber has refined this skill to be an astounding defensive measure, granting him incredible staying power. Combined with his aura, many weapons will find difficulty finding purchase in his defense. However, this does come at the cost of further reduced speed. While his reaction time is unhindered, his ability to move quickly around the battlefield is severely hindered. When in use his skills are pushed to the test, having to rely on his training to compensate for his slower movement. If used correctly, it is a force to be reckoned with, augmenting Amber's already considerable strength.

Strengths:
  • Martial Arts Expert - Seeing as he fights primarily with his fists, Amber has trained in a myriad of martial arts. So far he has focused primarily on Boxing, Jiu-Jitsu and Muay-Thai.
  • The Immovable Object - Even though the rest of his body is augmented, Amber is still able to take an impressive amount of blows that manage to break through his blocks. This allows him to stand his ground quite well against anything coming his way.
  • Think on your Feet - Knowing that nothing is more chaotic than the battlefield, Amber has trained himself to try and go with the flow of the battle, adjusting as he sees fit to ensure victory.
  • Inventor - One simply need look at Amber to understand what he is capable of creating. He is incessantly working on improving his arms to be more effective, as well as side projects when he has the time.
Weaknesses:
  • Not One Step Back - When in a fight Amber has a rather concerning lack of regard for his own well being. This combined with his stubborn nature means it is near impossible to get the boy to disengage. Something that can quite easily get himself in danger, and more concerning his teammates.
  • Wait up! - Amber has never been the quickest lad around, and while light his augmented body is a tad bit heavier than most others his size. This means he is noticeably slower than others around him.
  • Get over here and fight me! - While having weaponry that could be considered medium range, Amber simply isn't a distance fighter. He needs to be up close and personal to his enemies to fight effectively.
  • Cut off - Due to his rather drastic actions in the past, Amber has been effectively cut off from his family's resources. This severely limits his ability to ply his trade, leaving him always strapped for Lien as he spends the money on equipment rather than basic necessities.

MISC.

 
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"Witness! Be amazed! For I've harnessed the mighty fury of the shimmering vault above to bring death to the sullied!"​

BASIC INFORMATION
Full name: Ashton Knochenthal
Nickname: Ash;
Age: 19
Gender: Female
Race: Human
Sexuality: Heterosexual
Nationality: Atlasian
Team: (leave open for now.)

APPEARANCE
Height: 175 centimeters (5'9")
Body type: Ectomorph, lean.
Distinguishing features: More belts than needed; faint smell of static; theatrical; a rich voice that tends to fill the room; penchance to use flashy sparks, poses or loud noises to add flair to her actions.
Aura colour: Electric cyan.

BIOGRAPHY
Personality:

+ Open Minded
+ Creative
+ Energic
+ Resourceful
+ Resolute

- Loud
- Overwhelming
- Boastful
- Quite cranky whilst working/tired
- Very territorial with her tools

Knochenthal. A relatively new name in the game, but one that's quickly spreading from mouth to mouth. Previously only known by those living in certain sectors of Mantle, Knochenthal Armaments meteoric rise to prominence started five years ago, when it struck a sponsorship with the Pleione combat school: providing materials for weapon manufacturing or directly the weapons themselves price in exchange for notoriety. This deal resulted in the growth of what was previously a group of family-run weaponsmith stores into a company celebrating the first anniversary of the inauguration of their HQ in City of Atlas. Whilst generally antiquated in design, Knochenthal brand weapons boasted both ease of use and modification, characteristics that allowed them to compete in the market as the go-to weapon for fledging hunters and huntresses still trying to settle on a particular styles.

The time at which the partnership that shaped a company is rather important because it reveals a piece of information that sheds light to the motives behind it: that deal was not only to give Knochenthal some publicity, but also to allow Ashton, the family's fourth child, to join Pleione Academy.

Ashton Knochenthal is the second youngest child of Korvus Knochenthal, a stoic, traditional and hardworking man hailing from a long line of weaponsmiths, and the first one to be born from his marriage to Alba Bianco. Inheriting her shrewd and resourceful mind and his knack and ease with practical tasks, her future as a successful weaponsmith became absolutely clear even before she hit eight years. She spent the days of her childhood playing with the kids of the nearby houses and the nights in the foundry where his dad spent countless hours toiling away in the weapons that brought the food to the table before having dinner with the rest of the family and going to sleep.

Assembling weapons became a game of sorts for her: each piece had a particular spot where it fit and all of them had to be put together in a particular order. If a piece was missing then she had to make it, something that involved the very same steps detailed before. However, a child's curiosity and energy soon turned this routine in a boring hassle, and so she sought to see what happened if she didn't follow these rules. Would it still work? And what if, instead of this particular part, she used another one? Would it do something different? Those answers weren't ones that her dad would give her, as his single-tracked mind never comprehended the things she did, so she found them herself.

This soon developed into a need to break herself from the restrictive mold that the Kochenthal traditions had become, leading to several clashes with her father and her elder brothers that ultimately led to her decision to become a huntress; to her choice of defiance to the path being imposed to her. Perhaps fittingly, it was this decision of hers to break away from the shackles of her ancestry that led to the biggest change on a long line of artisans, as they couldn't gather enough funds to pay for her entrance to Pleione, so her mother arranged a deal with the headmaster of the combat academy in order to guarantee her stay during those four years.

Within those years, Ashton was able to develop her Aura and unlock her Semblance, upon which she based and created the prototype of what'd eventually become the Wrathful Firmament. She'd start gaining a name for herself because of her expertise when it came to weaponsmithing and customizing the weapons of her fellow students, albeit she was also known for the odd behaviors and growing theatrics that she steadily picked up in order to be someone other than the "blacksmith girl the sponsor got in". Fast fowarding to today, after a colossal effort, Ashton finally managed to pass the tests required to enter Vytal Academy, and is now itching to take the step into expanding her weaponsmithing frontiers.

COMBAT INFORMATION
Weapon(s): Wrathful Firmament - An unorthodox weapon of Ashton's own design, this ornamented cane in truth houses a high efficiency miniature reactor powered by a core of Crystal Lightning Dust in its large pommel. It's prowess as a weapon is directly tied to Ashton's Semblance, as she draws power from it once it's activated in order to electrocute enemies from afar.

It also holds some value as a melee weapon, as its telescopic shaft can be extended in order to turn it into a makeshift staff.

One Handed Grenade Launcher - A recent addition to her arsenal in order to provide some form team support, Ashton still hasn't decided on a proper name for it. Its usage is to load diverse Powdered Dust cartridges that detonate in contact, albeit Ashton has only developed two as of now: A Light Dust filled projectile that explodes in a bright flash, and a Dark/Fire/Water Dust cartridge that spews out dark, opaque clouds for a small while. Of the latter, Ashton has far fewer cartridges because of the cost and production time

Semblance: Conduit - Ashton can use her Aura to manipulate electricity around her and project it towards a desired target up to fifty (50) feet away from her. This lets her electrocute enemies from afar at the expense of Aura, as it is constantly consumed in order to bridge the connection between the source of powef and her target. This also immunizes her from any damage born from the energy coursing through her body for as long as her Aura's still standing.

Strengths & Weaknesses:

+ Weaponsmithing: Despite her youth, Ashton holds a great deal of skill and expertise when it comes to the creation, maintainance and customization of weapons. Not only that, but some time spent working on a smithy partnered with Brighton Corp gave her some insight in how to work with Dust. Most of Ashton's implements are produced by her

+ Powerful Aura: Simply put, Ashton's aura has a higher capacity and an above average recharge of it, thus letting her remain on par with her teammates even when constantly sapping it through the use of her Semblance.

+ High Damage: Whilst in posession of the Wrathful Firmament, it's safe to say that Ashton's firepower is amidst the highest amongst her peers, her lightning bolts packing enough punch to stop almost anyone dead on their tracks. To add onto that, she's capable of pouring a constant stream of electricity onto her unlucky target, locking them down to the spot.

+ Resolute: Ashton is quite capable of handling the pressure of life-and-death situations, and her boundless energic pushes her to always be seeking a way to seize the most optimal of results.

+ Crafty & Resourceful: When normal approaches fail, Ashton doesn't let herself be overwhelmed and instead focuses on finding the path that'll work using whatever it is she has at hand. And, more often than not, the solutions she comes up with are rather unorthodox.


- Lackluster Melee Combat: Since her combat style revolves around the swift decimation of the enemy before they get too close to her, her training tends to focus in keeping her distance and firing whilst on the move. This means that, if someone manages to push her into a situation where her tried-and-true method won't work and her only option is close quarters combat, then she's in a rather tight spot.

- Short-lived power: The greatest downside of relying on her Semblance for combat is the fact that it constantly saps at her Aura. Ashton thrives best when she can overwhelm her opponents from the get go through sheer firepower. Even if she's prepared for other eventualities, it's undeniable that she'll almost always lose battles to attrition.

- Semblance Dependant: As stated above, Ashton is heavily reliant on the usage of her Semblance to pull her weight properly. Should she be unable to make use of it in any way greatly diminishes her value within the team.

- Energy Dependant: On top of that, in the rare ocassion that the Wrathful Firmament's reactor is damaged in some way and/or ceases to work for whichever reason, Ashton's offensive prowess is rendered moot unless she can find another source of electricity. since she cannot create energy, only redirect it.

- Elemental Resistances: And, finally, whilst the kinetic and thermal power behind a lightning bolt striking someone is nothing to scoof at, non-conductive materials remain a good way to reduce a great deal of her damage output. This is much more noticeable when fighting Grimm: the armored sections can disperse the elecricity that struck them in those spots.


MISC.
Ashton actually applied for Vytal a year before the start of the RP, but she didn't score high enough to reach the top 100. In order to do so, she spent some time working under a Brighton Corp subsidiary to properly understand how to work with Dust, which led to the inclusion of the grenade launcher to her weaponry. This diversification, alongside some rigurous training, proved enough to let her enroll on her second try.

The mask is nothing special, simply an addition to the getup. She rarely wears it in battle. Rarely.
 
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BASIC INFORMATION
Full name:
Geist Grauwolke

Nickname:
Grau

Age:
18

Gender:
Female

Race:
Human

Sexuality:
???

Nationality:
Vacuo

Team: (leave open for now.)

APPEARANCE
Height:
165 cm

Body type:
Ectomorph

Distinguishing features:
For all intents and purposes, Geist's appearance is the definition of unremarkable, and she is indistinguishable from a crowd of faces in any normal situation. She has fair, brown hair, and rather soft-looking steel-grey eyes. Despite her history as a soldier, her body is quite slim and petite.

Aura colour:
Grey

BIOGRAPHY
Personality:
Virtues
Composed: Geist comes off as extremely adaptable, almost hilariously so, to many things in life. While it may seem as if there is little that can cause a reaction from her, the truth behind the matter is that she does indeed react. It is simply her ability to immediately adapt herself to the circumstances, whether through suspension of disbelief or otherwise, that allows her to regain her composure and calmness quickly.

Humble: Though perhaps possessing more experience than most of her peers, Geist sees herself as just another soldier. She would agree to take up a leadership role if pressed to, but she is content with being nothing more than the muscle of the group. She doesn't see herself as any better than other Hunters, and is only too happy to take orders from a capable leader.

Unintrusive: As her flaws will soon reveal, Geist is socially awkward. However, she knows of her own predicament, and has picked up on how to better read the mood of a room or others, and knows when she should keep her mouth shut...unless told to do so otherwise.

Camaraderie: Of a sort. She blends in quickly to a group, and does all she can to assist team-mates without being asked. She strives to achieve solidarity between her and her group.

Objective-driven: Geist's work ethics follow one simple rule- achieve the objective, no matter what. Though this also factors into one of her numerous flaws as a person, it can also be considered a virtue of hers. She gives all she can to help achieve a goal that she (or an authoritative figure) has set. This, however, has its issues...

Vices:
Pampered: In a peculiar way. This is the root of all her personality issues, as she is so spoiled by her relationship with her ex-partner that any other social interactions with other people not named Yurei Aoshima crumbles quickly as she is simply not accustomed to conversing with civilians or other Hunters that don't match her wavelength.

Anti-social: She has absolutely no experience talking with people, and has problems understanding what other people want. Though quite astute in feeling the atmosphere of a room, she has no idea how to read between the lines, and takes the words of others at face value. The only way to get her to understand is by being as direct as possible about what one needs. She, unfortunately, understands that she lives in a different world that her peers do, and she clams up around them most of the time, and prefers to keep her opinions on anything outside of a combat situation to herself.

Blunt: Similarly, she doesn't see anything wrong with being direct with others herself. As a person, she understands that criticism is what allows her to improve as a person, but she applies this to others as well. She knows when to keep her mouth shut, but she has no filters on once she is told to speak up. A thing that people quickly learn around her is that they should never ask for her opinion, unless they really want to hear her whole tirade.

Uncooperative: When she gets truly frustrated, either through the bumblings of a leader or her team-mates, Geist becomes extremely stubborn, and takes off to do her own thing by herself. Whether anyone follows her or not is irrelevant. If she has to do something by herself, she will. Will it cost her an arm? Perhaps. Will it cost a leg? Maybe. Which brings us to the next point

Unfazed: She has no qualms about being injured in combat, or if she suffers in the course of accomplishing her duty. In the lapses of her 'I'll do it myself' attitude, this trait of hers comes in at full force, and she will do whatever it takes to achieve her objective, come hell or high water. This trait of hers is self-destructive, but she believes that if someone has to do it, it might as well be her.

Background:
Geist Grauwolke, real name unknown, used to belong to AlsosprachZarathustra (here onwards referred to as AZ), a mercenary outfit that based itself in Vacuo. She left her past behind, becoming the Hunter who exists today, casting the memory of her life prior behind, but holding onto the fury that fueled her desire to become a hunter of the darkness that plagued the world.

During her years in AZ, she would be partnered with another young wannabe mercenary, Yurei Aoshima, and both slowly became close partners in their training. Deployed out at a young age as child soldiers, the both survived battle after battle, facing near death with each other, and by the young age of 10, both of them were considered official members within the ranks AZ, surprising most of their peers. They were, by all means, supposed to be cannon fodder, meant to die for the missions. No one would mourn them, after all. Yet, both of them kept coming back, and soon, the two 'spectres' of AZ became something of an oft-told story amongst their kind.

By that age, however, both Geist and Yurei had long forgotten their reasons for fighting, and gained new ones. Yurei was determined to scrape up enough money to open up her own bakery, having gotten into business and baking. She fought for the money. Geist, on the other hand, developed a love for battle, and fought for the sole reason of fighting. Every time she picked up her axe, each time she felt the rush of wind in her face as she chased down her prey, the resistance on the shaft as she slammed her halberd’s axe-head into the body of a Grimm, the recoil of her gun- these were what she fought for now. She lived and fought for the pure thrill of it. She didn’t simply enjoy the hunt. What she enjoyed was surviving. Every daybreak was exhilarating to her. She was determined to live, and she was determined to fight for as long as she lived. Geist and Yurei would chat into the mornings about their wishes and desires for the future, and, though their paths diverged, they understood what the other wanted to do.

When they were 16, just one year prior to today, AlsosprachZarathustra disbanded out of internal conflict, as well as the fact that some of their numbers were unofficially registered hunters, and the subsequent arrest of its leader due to dealing with child soldiers. Piling their money together, Geist and Yurei set down their weapons, and set up their own bakery. One year passed, and after Geist was sure that her friend was going to do just fine with her store, she left with a promise to visit whenever she was in the area. Both girls understood that Geist belonged in the chaos of battle as much as Yurei belonged in her bakery.

If she wanted war, if she wanted battle, if she wanted to fight, then why shouldn't she do it for something that mattered? She enrolled herself into Vytal Academy, for the sole selfish reason of being thrown into the fray once more, and to get official paperwork while she was at it. It would feel good to be ordered to fight once more. She was initially declined due to the events surrounding her past, namely her involvement with what could have been considered a criminal organisation. However, Vytal eventually caved, reasoning that she was merely one of the many victims of circumstance- another child soldier brought to bear by the cruelty of the world, and she was accepted within the walls of the academy.

COMBAT INFORMATION
Weapon(s):
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Geist wields an AT-434, or the Calibre, as its official production name refers to it as. It is a halberd that can be split up into a gun and an axe, and was designed, as most huntsman weapons are, to be able to be used across any range with flexibility. There is a locking mechanism in place to secure the axe-head into the gun section, so its user has no need to worry about the axe-head being dislocated during a fight. The gun is a semi-automatic handgun that has a cyclical chambering system within it that loads different Dust types within its system, which the user can control. Compared to the Myternaster, which its design is slightly based off on, it has a more limited capacity, and runs out of Dust ammunition fairly quickly, necessitating reloads in the long run.

In its halberd mode, there is a function for the Calibre that allows it to 'fire' blanks. By pulling the trigger, an empty chamber is able to discharge a vibration across the axe-head, allowing it a burst of energy to cut through more stubborn hides of Grimm, or overpower the defenses of human enemies. This allows the user to still be able to use the weapon even when running on empty.

Firing Dust in halberd mode imbues the axe-head with the properties of the Dust chambered into it. Common usage of this trait consists of running a Grimm through with the spearhead, and firing an Ice Dust round, causes an explosion around the spearhead that encases the Grimm in ice, allowing for more follow-ups from either Geist or her team-mates. Geist primarily uses Ice and Fire Dust, but has a stock of a variety of other Dust rounds.

In split mode, Dust can be fired for a variety of effects, but none of them are particularly impressive, ranging from incendiary shots to high-voltage 'shotgun' blasts at close range.

The Calibre was supposed to be a beginner's weapon, designed with the basic idea of transforming weapons in mind, to get huntsmen used to the concept. However, it fell out of favor due to the lack of need of such a product, and production was discontinued. Geist's Calibre is the one out of seventy-six models that still remain today.

Semblance:
None.

Strengths:
What places Geist, at the very least, on the same level as her allies is her experience and the skill that comes with it. Barely the strongest, not exactly the fastest, Geist uses her prime weapons at her disposal to their greatest efficiency to cover the distance between her and those with superior physique. She is learned in making up for her lack of a Semblance to manipulate her Aura, and is capable of using it to bolster her movements, defenses, or attacks much more easily than most of her peers.

Her appearance, loadout, and skills encourage her to favour hit and run techniques, and she capitalises on this, using her agility and all the tools in her disposal to engage a target, land a few good hits, then backing off to create confusion.

Geist has the analytical mind of a tactician, and the skill of a soldier of fortune. With the combination of both of these, she makes for a strange type of team player, being able to identify the weaknesses and strengths of her teammates and her targets, and adapting her own behaviour to better support her allies and creating openings for them to capitalise on.

In halberd mode, the Calibre offers the ability to control close-ranged combat by keeping enemies at a safe enough distance, while also providing not-so-insignificant damage output. In its split mode, the Calibre offers faster maneuvers and the combination of both axe and gun lets its users cover a close to mid-ranged combat quite well, at the cost of general firepower.

Weaknesses:
Geist's small body and specialisation (or lack of one) puts her at a disadvantage when it comes to matching brute force. Under no circumstance can she even hope to try and block heavier and stronger attacks without eventually crumbling.

Reloading the Calibre takes a significant amount of time, which means that if Geist has to take off to reload, she will be out of commission for a good few seconds, or she will have to risk continuing the engagement with nothing but blanks.

Geist has a bad habit of doing things her own way. While she ultimately does things for the good of her team, there are times that she will completely disobey orders out of exasperation, and act on her own instincts rather than follow others’ lead. She will follow orders, but has only so much patience before she takes matters into her own hands.

Geist is extremely spoiled by her experience with a proper partner who knows how to follow up with her attacks. She has no experience (or at least, has forgotten about it) working with people with different personalities than her previous partner.

MISC.


Geist is a weapon nut, and tends to enjoy studying the weapons of other Hunters as something of a hobby, attempting to puzzle out the mechanisms of the weapons herself, before confirming it with their owners.
 
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