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Fandom RWBY: Uprising CS

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JuniperBoi

Don’t fear the reaper
Roleplay Type(s)
My Interest Check
Name:
Age:
Gender:
Species: (human or faunus)
Appearance: (description or image, either works fine.)
Personality:
Backstory:

Weapon(s):
Semblance:
Aura color:
Team: (leave empty for now)
Strengths:
Weaknesses:
Other: (anything else you feel is important to mention about your character)
 





Name: Livi Wulfric
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Age: 17
Gender: Female
Species: Wolf Faunus

Personality:
Livi is a spirited and energetic tomboy with a passion for getting in trouble mainly by starting fistfights. With her fiery demeanor and fearless nature, she thrives in the adrenaline-pumped world of hunters and huntresses. Beneath her tough exterior, Livi harbors a genuine desire to be caring and considerate towards others. She wholeheartedly believes in defending the underdog and standing up for what's right. However, her attempts at showing tenderness can sometimes be overshadowed by her bold and rough-around-the-edges personality. And yet her biggest personality trait is her undying loyalty, for even when her semblance fully takes over she won't attack the person closest to her.

Backstory:
Livi was born in Menagerie to a pair of tribesman which were once a part of the White Fang during their noble glory days. Her life there was tough since her tribe was more of a nomadic one moving from place to place in the Menagerie deserts and yet her childhood was filled with joy.

Having grown up amongst ex-white fang members Livi’s view of the world was a bit biased but she had good friends especially Uncle Ragni, who was the best. He would often tell Livi stories from the times he was an active huntsmen or his not-so-good time in the underworld, he would teach her hand-to-hand combat, and many other things. For all intent and purpose, he was like a second father, an older brother, and a good friend all at once.

As Ragni was a traveling man, and Livi craved the outside world, she one day decided to hide in his luggage the night before he ventured forth into the world. Livi left a letter to her family that she loves them but wants to see the world with Uncle Ragni before she did so. Having effectively ran away from her family Livi lived a few years with Ragni on the road learning many other things along the way before Ragni sadly died of old age.

But Livi continued the travel, finally ending up in the continent of Sanus. Livi’s goal was the Beacon Academy where Ragni was once a student so she can carry forth that little spark he lit in her of becoming a huntress. Along the way, she used two mechashift weapons one being Vorpal Breaker which was Ragni's weapon, and Jabberwocky a weapon she made together with Ragni for herself. This way she hoped to carry both of their wills forward in life albeit it also created a spark in her. A spark containing love for creating weapons mainly mechashift ones of all kinds and types albeit abstaining from touching hard light dust weapons since it was hard to get in the amounts she needed after all she was almost self-taught in this craft. Upon arriving in the Vale city where Beacon stood, Livi used a few connections that Ragni had to get herself an apartment along with a workshop, where she modified and sold excess weapons she made, and to future-proof herself she bought stocks of a few companies so in an emergency she had a passive income. A few of her weapons might have blown up in the past so she constantly creates new ones often carrying a few weapons on her albeit mainly using the main pair.

Weapon(s):Vorpal & Jabberwocky
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Semblance: Carnage - Livi's semblance is fitting despite its name even though it's a double-edged blade. It works via an exchange of hits, every time Livi gets hit she absorbs a part of the energy from the damage which can be released either as a short burst of power or over a long time with a small effect to enhance her physical abilities. Now the Part that makes this semblance scary is that with each hit Livi deals to someone her behavior gets more tunnel-visioned in the fight and she slowly begins to act on instinct alone which might cause trouble to her team. Livi's semblance is semi-active as she needs to first activate it for it to work, and as long as she has aura or is conscious, her semblance will remain active unless she deactivates it herself. One easy way to see if Livi's semblance is activated is that her eyes slowly turn more red and animalistic as her semblance progresses.
Aura color: Scarlet red
Team: (leave empty for now)
Strengths: Despite her size, Livi is quite athletic and strong. Livi is great at making weapons especially mechashift ones, along with doing maintenance and repairs on them albeit sometimes they explode cause of too much power in them. Great cook. Good lyricist. Decent at parkour.
Weaknesses: Can easily become tunnel visioned during combat. While Livi isn't dumb studying isn't her forte since it bores her very much. She has terrible aim regarding ranged weaponry to the point she just gave up on them. Terrible singer.
Other:
5'7''/170cm, 143lb/65kg.
Writes lyrics to songs she will never sing in her notebook when bored. Loves motorbikes, but doesn't have one. Sleeps by curling up into a ball of fluff and often uses her tail as a pillow. She takes extra care of her tail to be fluffy. Loves making weapons. Loves getting head pats and cuddles. Has connections in the Vale underworld cause of her uncle's past job, but rarely uses them. Will spend her money mostly on stuff for making weapons, or her friends rarely for herself.
Hobbies: Watching/reading horror stories. Physical training. Dancing.
Theme song




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Name: Emile Anansei Forrest
Age: 17
Gender: Male
Species: Human
Appearance:
IMG_8447.jpeg
Personality: Emile is a energetic and outgoing person who’s always up to something. Despite looking like a troublemaker, he’s a good-hearted guy who loves to tell rather exaggerated stories. Behind all that cheerfulness, he has a sense of duty and a personal mission to fulfill that is seemingly tied to his past

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

Weapon(s): Widow & Weaver
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Widow and Weaver are two shortblades that are chained to each wrist of the wielder (not together like the image implies) the chains can extend and retract for long range attacks. The blades can also shift into dual pistols for an alternate means of attack. Dust/Ammo compartments are within each hilt of the blades.

Semblance: Thread Bind - Emile’s semblance allows him to bind a person or object using aura threads from his fingers. The more he binds, the weaker the binds get. The threads can also be use as some sort of grappling hook, which is good for traversal.

Aura color: Forest Green

Team: N/A

Emblem:
IMG_8441.jpeg

Strengths: A bit Agile, a pretty convincing liar and a very impressive climber

Weaknesses: Can get a bit too cocky. Doesn’t do well in tight enclosed spaces

Other: He is 5’8” and weighs 148 lbs. His main hobby is telling tall tales that are mostly just stories about his life but exaggerated for entertainment. He occasionally knits from time to time. When he’s not doing either of these things, he reads about the history of the Faunus, usually using them as inspiration for his stories
 
emperorschosen-RWBY-OC-Character-reference-sheet-male-Tetsurou-146b22ac-0c1f-46c8-9b55-cf1ace29049d.png
Name: Itzal Orpheus
Age: 18
Gender: Male
Species: Cat Faunus
Personality: Itzal is quite a nonchalant and charismatic Faunus concealing an underlying distrust and fear of his fellow Man. Seemingly with a silver tongue and lacking in reservation or shame, he doesn't appear to have any problem starting a conversation or approaching others. However, he also can give off an air of not taking things seriously, opting to choose the "lazy options" and fly rather than fight. He does have some arrogance in the sense of being able to squirm out of any less than advantageous situation he may come upon, which depicts a lack of true forethought whilst he is rather sharp in immediate situations.

Beneath it all, however, Itzal is ultimately out to save his own skin, trusting no one but himself to do so. Coming from a place where people have taken more from him than Grimm, he is hesitant to partake in any meaningful relationships with others, and even after entering Beacon only sees it as a method for free food and lodging for a few years while he figures out his next steps. That isn't to say he's a lost cause, though, as while he tries to look out for himself he ultimately isn't without empathy for others or wanting for some kind of companionship.

Backstory:
Itzal was born to a small village in rural Vacuo and spent his early years without excitement. Unfortunately, disaster would strike and his village would be all but wiped out, not by Grimm, but bandits. This wasn’t all too uncommon an occurrence in Vacuo, specifically the further you drifted from the more fortified bastions within the country. Itzal survived in hiding and hitched a ride to the city Zramore when traveling merchants happened upon the aftermath.

Here, Itzal’s solitary life of self-preservation began. With no one to take him in and not trusting people anymore than Grimm at this point, the young Faunus survived on the streets as he could. He was a pickpocket, a thief, and even part of few gangs here and there, though never as anything that leashed him or put too much attention on him. If Itzal was an ethicist, he would be an egoist, believing that the moral “right” was whatever was in his own best interest.

However, as could be expected, this line of thought and Itzal’s particular skills didn’t net him a lot of long-lasting friends. Quite the opposite, in fact. People didn’t like getting stolen from or deceived. The gangs didn’t like him milking the benefits and bailing when things got hairy or trying to screw them over to reap all the rewards for himself. Debts needed to be paid and weren’t.

Needless to say, Itzal wasn’t safe in Zramore and moving somewhere else in Vacuo still ran the risk of being tracked. So, when he learned of Beacon Academy’s entry process in Vale more or less consisted of a physical entrance exam, it seemed like a good fallback. He was a de facto fighter, but he hadn’t survived this long on just being slippery, and he even had picked up a hybrid weapon off a dead huntsman a long while back. He didn’t care for becoming some kind of heroic monster hunter, but if he played the part he’d get free lodging and food for a few years while he got his bearings in Vale.

Weapon(s):
dual_destiny__rwby_oc_weapon_by_boomixx_d8jb792-fullview.png

Semblance: Cheshire Tricks
Itzal's semblance allows him the formation of “afterimages” or mirages in the shape of himself. Simply put, Itzal can create a brief-lasting image of himself and animate it for a moment. Typically, it is used as a “fake out” or feint in battle, appearing to move left when he instead swerves right, charge forward when he actually pulls back for distance. The afterimages can take on his full form to give the impression of animation on his full body, or on select areas, such as his arms, making feints much easier and more effective to utilize. Unfortunately, since it simply an afterimage, making physical contact with the mirage will do nothing, nor can he retain them long enough to create mock “clones” of himself. Mainly, Doran uses his semblance as a way of tricking or feinting his opponents in a fight.
Aura color: Yellow
Team: TBD
Strengths: Agility, Speed, Sleight of hand, Bullshit,
Weaknesses: Raw power, teamwork, matters of intellect or strategy
Other:
  • H/W: 5'10"/165 lbs
  • Is easily won over with bribes and food
  • Has a pretty good voice despite no training
  • Itzal didn't create or inherit his weapon, but instead looted it off a fallen huntsman. As such, he's still at somewhat of a loss when it comes to maintenance and jams due to not being totally familiar with its inner workings.
 





Name: Vi Cheshire
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Age: 17
Gender: female
Species: cat faunus
Personality: vi is best described as mischievous. She enjoys messing with people using her semblance to play pranks. She cam very easily go to far in her games and often tends to forget common sense if she thinks what she is doing is funny. She oddly enough likes to turn into a cat and stay that way for long periods. She has done this so much she can accidently change in her sleeping the right dreams. She does have a weakness to pushy people tended to end up just going with it when people decide things around her. She didn't have to much of a choice as a pet and firget she can just not go with things. She tends to look at her tone as a pet positively and often mentions it and owners even if others are uncomfortable.

Backstory: Vi has had an odd life by any measure of the word. She was born in one of the smaller villages that are established from time to time to try to claim land from the grimm. The village actually had managed to stay around for several generations and some thought maybe it might last. That was a mistake and decided to prove it one day.

The grimm assaulted the village defenses, which thanks to hunters who were almost always around managed to hold. They held out for days while reinforcements were called for. For three days abd three nights the village held but grimm don't tend to suffer from attrition while people do. The hunters and their helpers would be forced off the walls of the village and the grimm would rampage.

Vi was just a child of 5 or 6 at the time she is honestly unsure but goes with the younger. So she had no part to play in the defence beyond cowering in fear with her family. The grimm would eventually find them and Vi had to watch her parents get torn apart before she almost suffered the same fate. Luckily her semblance activated and the claws of the girl passed through her before she seemed to vanish. Not really having control of her new power Vi would reform but ended up oddly enough as a kitten and not a child.

This sudden awakening allowed Vi to last thr final night as at dawn the hunters finally came. They were late much to late as whole the grimm were killed they thought that no one has survived. Still Vi had gotten to see the hunters on action and even if they were late she couldn't help but feel inspired.

Still a kitten Vi would head out to the hunters to thank them only to be mistaken as a kitten which might have ended up being a good thing. Jae sinni one of the hunters had a daughter and seeing a kitten he assumed it was now a lost pet. So he decided to make the kitten a present unaware it was a faunus.

Vi would be taken to vale by Jae and be given to his daughter Baza. The little girl was thrilled by the black kitten and Vi ended up just going with it at least until she turned back. That idea however ended up being shelved as Vi learned the family did not like faunus like her so she was to scared to explain the situation. Thus she became Chisire the cat.

Vi was lucky that the Sinni family was rather casual about watching her, letting her vanish for days and after the first few times just accepting she would come back. Sadly despite their lax attitude Vi could never manage a dual life as she didn't want to reveal herself and get kicked out. Her schooling ended up being self taught using Baza's school books when she could.

Years would pass and Vi would live the life of a cat spending most of her time as one even when away from Hone, though she dud use this to steal stuff namely clothes from time to time. One day when she was wander around town as a cat she would meet a faunus man who saw what he thought was an escaped pet and got her something to eat from the nearby store.

This nice man would soon be attacked by several me in masks, white fang members. Vi to repay the guy would decide to fight them and everyone was surprised when the street cat jumped and one if the men was drop kicked by a girl that had replaced it. While Vi was not a formally trained fighter she can been in brawls and had pretty much master her semblance. So she danced around and through attacks even letting herself be decapitated only to laugh and keep on going. Of course after saving the man Vi would return to being a cat and run off but he had seen her collar.
The nest week a letter would appear in the Sinni mailbox addressed to their cat from a beacon teacher. Their cat had been invited to join the academy. Vi was more or less forced to reveal her deception and well there was a large argument. Despite Baza wanting to keep her kitty her parents didn't want a lying stealing faunus in their house so kicked Vi out. This left her with one place to go beacon academy.

Weapon(s): She doesn't have any actually
Semblance: Evaporation: while active Vi's body. And certain objects clothes and weapons, aren't truly solid objects but rather a smoke like gas. This allows her to shape shift. Alter her weight, levitate, operate limbs independent of her main mass, reform, move rapidly, and travel through openings. It is very versatile but does little to increase direct combat power.
Aura color: grey
Team: (leave empty for now)
Strengths: versatile, loyal, very cuddly
Weaknesses: not a big damage dealer, has issues not going to far, follows way to easy, is completely broke
Other: (anything else you feel is important to mention about your character)


 
Name: Ray Casal (Ka-Sal)

Age: 18

Gender: Male

Species: human

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Personality: Casual; and is often described as someone who you would either get along with or would hate to be around. Can be overly confident and bit of a loudmouth, especially during a fight. However, when someone has his full attention, he goes eerie quiet.

Backstory: TLDR; Born and raised in a village of Mistral with dreams of enrolling into Beacon Academy and becoming a Hunter after seeing them in a parade. After impressing a hunter with his bravery against a Beowolf pack the hunter decided to sponsor Ray and help him get enrolled.


Born in a simple farming village of mistral, Ray was described as a bright boy always looking for the next great adventure. Everything from exploring the woods, to pretending to fight GRIMM with the other children. He always thought hunters and huntress were cool but his inspiration to become one came when his family took him to a parade where he saw the cool weapons, cool semblance, and overall cool hunters.

One day, a pack of Beowolfs attacked his village. Luckily, a hunter was there and helped the people into a shelter to protect them while he got rid of the pack. However, Ray noticed one of his friends was missing and took it upon himself to look for him since the hunter was going to be busy. He managed to find his friend but before he could go back to the shelter his path was blocked by a beowolf. Being just a child with no Semblance, Ray was terrified but still stood his ground to protect his friend. Lucky for him the hunter showed up before the Beowolf attacked and slayed it before it had a chance to attack.

With the pack dispatched the hunter personally sought out Ray. The hunter admitted what he did for his friend was very brave especially since he didn’t have a Semblance and asked if he still wanted to be a hunter even after what happened that day. Ray, with puffy yet determined eyes, still said yes. Convinced the hunter offered to Sponsor Ray, giving him a chance to enroll in Signal and finally into Beacon.

When he reached the proper age, he was enrolled into Signal and this was where most of his development happened. He unlocked his Aura and found out what his Semblance was. At first Ray wanted to take up boxing thinking it would be the best fighting style to mix with his Semblance but after watching a Lruce Bee movie he started imitating the action star. He couldn’t decide which fighting style he liked better, so he decided to just mix both.

Capture.JPG
Gauntlets made to benefit Ray’s fighting style and Semblance. There is a 12 inch blade hidden within a small cylinder for when a fight gets really exciting. Sitting above the cylinder are V shape dust cartridges with three of his favorite elements giving him more versatility to his already “unique fighting style”.

Semblance: Throttle: This Semblance allows Ray to alter the speed of anything he touches. He can either enhance the impact force of his own strikes or by touching his opponent cause them to lose control of their own velocity. This Semblance, with offensive and defensive capabilities, does have its drawbacks. Anything from light headiness from increasing his speed to much or breaks and/ or strains from increasing the force of his attacks. So far, he can only enhance one object/ person at a time.

Capture (1).JPG
#142B2E

Team: (leave empty for now)

Strengths: Agile, knows a lot of different “fighting styles” (mastered none of them), Confident.

Weaknesses: gets bored easily, can be a loudmouth especially during combat, flirt (easily distracted when it comes to a pretty ladies), sometimes his casualness gets him in trouble, Apples.

Other: His favorite action star is Lruce Bee (get it?)

Ray broke his hand testing the limits of his Semblance.

Ray’s “fighting style” is a mixture of action movies, video games, and observing others.

Ray is decent at playing the guitar.
 
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Flora.png
1692030367797.jpeg
Name:
Flora Hawthorne

Age:
17

Gender:
Female

Species:
Doe Faunus

Appearance:
1692030588139.jpeg1692033932194.jpeg
Yes, she does have a small Doe tail for anyone too scared to ask.
Flora is also 5ft 7in

Personality:
Flora is a friendly individual. Given her name and her looks, anyone would think she'd be easily taken advantage of. In the beginning, this was the case. But now that her eyes had been opened, she sees the world for what it is and has learned how to defend herself. She's passionate about life and always does her best to help others when able. Now while wondering around by herself is dangerous, she likes a little bit of exploration and adventure. Flora likes to try new things and is usually pretty curious about anything new, be it food or styles. When angered, she could be found hitting something with her own antlers in frustration instead of swinging at others. The only time that this could ever happen is if she's pushed to the point where someone does indeed need a smack in the face. The young Doe likes to hang out with others, creating authentic bonds and hoping she wouldn't get burned again from her past. If many haven't noticed yet, she has a second side to her. One that they would call "The Hunter" when in battle or perhaps heavily focused on missions or anything of the like, her demeanor changes. She acts more like a swordsman on the field, taking out her target with a focused gaze. One may think she's perhaps scary as the Hunter.

(This is subject to change because of O r g a n i c personality LOL)

Backstory:
Flora grew up in a village of fauna, all that thrived and looked after one another. Funny enough though, they were surrounded by many different plants, flowers, and more. Which caused her own mother to name her "Flora", after all the life around them. Early childhood was easy and simple, learning the basics of life and what the world had to offer. But later on in life Flora was dragged into situations that she never thought could happen. Her so-called "friends" had dragged her into dangerous positions, trying to brainwash her into thinking that humans were after them and that they were all horrible beings and how some adults talked non-stop. Now over the course of time she fell in love with one of those people due to his manipulation tactics and more. Promising her the world, protection, and more to get her to be by his side. There were red flags everywhere and due to her naive mind, those flags were basically invisible. This group became more toxic, and Flora turned a blind eye thinking that this was how the world was and she should just accept it. After trying to talk with her lover one night, he basically pushed her down and made her feel inadequate, useless, and more. Her heart was broken and eventually she had turned to her parents who comforted her and also found out about the little rebel group they had been forming. This being the case, her father wanted to protect her at all costs and take this group down while also teaching her to protect herself when needed.

That's when training had began with Flora's father who taught her to use the Odachi. While Flora loved swinging around a blade and hearing metal against metal, she also found love for a fan. Long story short, after loving her sword and the art of the fan; Flora made a weapon that not only consisted of a blade, but of that of a very large fan that is able to be used with dust and increase its power potential. After being hurt from her past, she begins her journey on becoming something greater.


Weapon(s):

As shown below, this weapon is a Odachi in combination with a large fan that's capable of using dusts. There are 6 slots for each colored dust and when switching between them the fan is able to release that element. For example, if she has Ice she can send out a gust of wind that's just as cold as a blizzard and can freeze anything in its path. The outer edges are made out of titanium, which allow for easy swinging, carrying, and another method of blocking attacks.

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Semblance:
Natures Wrath - While her semblance is in use, she is able to call upon the trees (Or plants) to ask for assistance. She is granted roots in response that spew from the ground and attempt to snare her target. However, in order for this to work there are a few prerequisites that need to be met in order to fully work to it's potential. 1: Her palm must be touching the ground beneath her. 2: The ground must be fertile and full of life. If the ground is dead, dry, and not a plant in sight, her semblance is useless.

Natures Bounty - Despite her semblance being centered around the wrath of nature, she has a green thumb and it allows her to grow plenty out of just one plant.


Aura color:
Green with licks of Gold within.

Team:

Strengths:
+Great Gardener
+Sensing Danger
+Herbalist
+Swordplay


Weaknesses:
-Fan requires being stuck in one place (Unless airborne).
-Making choices
-Always putting others before herself
-Long ranged fights

 
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Name: Sicarius Blackwell

Age: 17

Gender: Male

Species: Human

Appearance:
147-1474359_transparent-kirito-png-sao-fatal-bullet-kirito-outfit.png


Personality: Sicarius is a man of integrity, duty, and honor. He’ll always be the one place himself in harms way for the sake of others and the one who steps forward to contain a situation. He runs towards danger not away from it and if they must retreat he covers the rear. He absolutely despises the wealthy aristocrats who are very far removed from reality. He despises their selfishness and the fact they can even think about exploiting their fellow man and faunus when there’s a foe out there hell bent on annihilating them just for existing.

Backstory: Sicarius comes from a prominent military family in Atlas. His mother is one of Atlas’ military affiliated huntresses whike his mother is an Air Fleet Admiral. The expectation for him to also be in the Atlas military was always there. His parents tried their best to humanize their household but they also wanted to prepare him for his future. No matter how hard they tried they just couldn’t completely keep the military bearing out of their home life.

When his aura awakened he transferred from normal Atlas Officer Prep Schools and had to attend Atlas Military Huntsmen Prep School. Those where he originally underwent his pre Huntsman academy training. As the child of two prominent Atlas military officers he had a lot of expectations on his shoulders and he strives to live up to them. However, this earned him no shortage of rivals and individuals who resented him.

When he finished prep school his parents decided he needed to be removed from the military atmosphere and environment. They forced him to apply and go to Beacon for his own personal development. He was on track to become robotic if he attended Atlas Academy. They felt he would make a static leader instead of a dynamic one if that happened.

Weapon(s): Gloxinia and Tenchi
Gloxinia - A simple pistol with several firing modes. It can fire semi auto or full auto but can also empty entire cartridges with a scattershot or grenade shot.

Tenchi- forms an omnidirectional blade completely out of dust. Different forms of dust imbues the blade with different properties.

Semblance: Flicker - It allows him teleport himself and others he is in contact with. The drain on the teleportation is more the further he uses it. Therefore he tries to keeps it range short and if possible minimal to avoid attacks. When activated he blurs to black streaks before disappearing and reappearing somewhere else.

Aura color: Black

Team: (leave empty for now)

Strengths: Versatile, Agile, Excellent Distraction or Blitz Attack

Weaknesses: Not Particularly Strong or Heavy Hitter, Not Good in a One Man Army scenario, Horrible at Long Range

Other: (anything else you feel is important to mention about your character)
 
Name: Carmine Tweedle
Age: 18
Gender:
Male
Species:
Human

Appearance:
Carmine is a tall, athletic guy with dark red hair that's cut short. He wears a set of landsknecht styled plate armor over thick casual clothes, though it has been modified to allow for greater movement. He has a simple if handsome face that always seems to be permanently mirthful, though this may also be confused with a vacant stare at times. One the Average, he looks almost identical to his brother, Cordovahn.

Personality:
Carmine is a sweet, kind, and brave lad who is always out to help people and make a friend. He is rather, well, dumb but he makes up for that with a surprisingly quick wit at the right moments. He is overwhelmingly positive and tends to see the best in people, much to his detriment at times. He is diligent and loyal, working hard to protect those who are dear to him. In uncertainty and in fights he is rather defensive and introverted, hesitant to leave his allies side and often needs directions.

Backstory:
Carmine was born in Mantle to a single mother, his father having died fighting in the Atlesian Military. Before long, his mother got sick and died leaving both Carmine and his brother to fend for themselves. Those were hard years, but Carmine and Cordovahn managed to make things work. They often got into fights with other groups of vagabond children, though often this was because they picked on the poor boy and his brother jumped to his defense. These hard times served to strengthen the bond between Carmine and his grumpy twin, though in Carmine's case Cordovahn became a rock in which he needed to rely on.

Soon, the two had managed to make their way into a Combat School to learn how to fight, and hopefully help people. It was also here that Carmine learned that he was a gifted prodigy with the sword, though once again this was held back by the timid ghost haunting his personality. Upon graduation, Cordovahn refused Atlas Academy and the gifted Carmine followed his brother south to Beacon, much to the northern academies dismay. From then on, the two remained as thick as thieves despite their oddly combative personality, and it was often joked by both the students and staff that when you saw one, the other was close behind.

Weapon(s):
Zweihander: A two-handed Great Sword, it's simple design subverts the weight and power of the blade that Carmine wields as if it weighed a feather.

Semblance:
Soul-Bond: Carmine has long since formed a bond with his brother increasing their connection on all levels. Both intrinsically understand each other on a supernatural level, experiencing to a degree what the other is, knowing what the other is thinking, feeling what they feel. This allows them to work in unison to such a startling degree that it almost seems like they are one mind with two bodies. In theory this bond can extend to other people, but it requires a bond of incredible strength and certainty to actually use.

Aura color:
Dark Red

Team: (leave empty for now)

Strengths:
Excellent Swordsman, Likeable, Top Tier Team Work Skills

Weaknesses:
Timid, dumb, half as effective without his brother




Name: Cordovahn Tweedle
Age:
18
Gender:
Male
Species:
Human

Appearance:
Cordovahn is a tall, athletic guy with dark red hair that's cut short. He wears a set of landsknecht styled plate armor over thick casual clothes, though it has been modified to allow for greater movement. He has a simple if handsome face that always seems to be permanently mirthful, though this may also be confused with a vacant stare at times. On the average, the looks almost Identical to his brother, Carmine.

Personality:
Cordovahn is a gruff, short tempered punk who's first concern is the safety and welfare of him and his brother. The "Smarter" of the two, his domineering personality tends to make him the defacto 'leader' of the two in their partnership. Where Carmine is soft and warm, Cordovahn is hard and cold, a glass half-empty kind of guy. His main traits are his hot temper and fierce love and loyalty of his brother, and though harder to gain, he is just as ardently loyal as Carmine as well. Without Carmine, Cordovahn becomes restless and anxious, his already hot temper and poor judgement boiling over into an angry mess.

Backstory:
Cordovahn was born in Mantle to a single mother, his father having died fighting in the Atlesian Military. Before long, his mother got sick and died leaving both Cordovahn and his brother to fend for themselves. Those were hard years, but Cordovahn and Carmine managed to make things work. They often got into fights with other groups of vagabond children, though often this was because they picked the ever kind Carmine, forcing Cordo to jump to his little brothers defense. These hard times served to strengthen the bond between Cordovahn and his naive brother, but Cordo let the world wear him down so that his brother would be spared it's hardship.

Soon, the two had managed to make their way into a Combat School to learn how to fight, but mostly to stay out of the cold and keep food in their bellies. Cordovahn for his part struggled in school, always getting into fights his temper wouldn't allow him to let go. Upon graduation, Cordovahn refused Atlas Academy, remembering what it took from them, and the hesitant Carmine followed his brother south to Beacon. From then on, the two remained as thick as thieves despite their oddly combative personality, and it was often joked by both the students and staff that when you saw one, the other was close behind.

Weapon(s):
Turmschild: A huge, thick slab of metal, Turmschild is a tower shield in almost the literal sense. Despite it's heft and obvious intended use, Cordovahn swings it around like a demented club. A clumsy, but terrible weapon with obvious defensive capabilities.

Semblance:
Soul-Bond: Cordovahn has long since formed a bond with his brother increasing their connection on all levels. Both intrinsically understand each other on a supernatural level, experiencing to a degree what the other is, knowing what the other is thinking, feeling what they feel. This allows them to work in unison to such a startling degree that it almost seems like they are one mind with two bodies. In theory this bond can extend to other people, but it requires a bond of incredible strength and certainty to actually use.

Aura color:
Dark Red

Team: (leave empty for now)

Strengths:
Brave, Strong, Top Tier Team Work Skills

Weaknesses:
Recklessly aggressive, dumb, half as effective without his brother
 
📄 Student Profile - Beacon Academy School Records

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  • Tiffany S1.png
    (just hide the spoiler again, thank you)

    Art: (Made in Picrew by Elle_Koi34)
    Team: (Unassigned)
    Name: Theophany Exousíes
    Nickname: Tiffany, Tiff
    Age: 16
    Gender: Girl
    Species: Human

    Height: 5'4ft
    Skin: Borderline Pale
    Hair color: Gold Blonde
    Eye color: Baby blue

    Fashion: Tiffany's fashion is an amalgamation of two distinct clothing styles, one consisting of modest older style frilled dresses and bows, wearing blue dresses with white bowties and white aprons around the waist, and retro style clothing that has a flavor of nostalgia to some. Consistently wearing a rose red Varsity jacket with the path logo of Signal Academy and wearing worn-out black canvas shoes with white outlines and outsole. The blonde is also fond of headwear and 90% wear one around either a headband or a beret.

    Personality:
    • Meek
    • Caring
    • Slight Perfectionist
    • Punctual
    • Critical thinker
    • Avid bookworm
 
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Name: Anubis Hotep
Age: 17
Gender: male
Species: Jackal Faunus
Appearance: 5’11, 157lbs, shaggy black hair with his jackal ears protruding from the top of his hair covered in black fur and adorned with golden piercings. He has golden eyes that seem to glow and his fingernails are always painted black. His teeth are canine like and his skin is a light shade of bronze. IMG_1965.png
Personality: At one point Anubis was your typical rich playboy who enjoyed flirting and throwing money around to suit his needs. After his semblance presented itself something changed in him, he became more reserved, focused, driven, and even had a new sense of purpose. Now he is rather quiet unless around friends that he trusts, he is tactful and is constantly analyzing every situation he finds himself in. When he is around friends however, he slips back into that playboy manner and will be extremely friendly, sometimes downright annoying.

Backstory: The Hotep family started out in Menagerie, Amun and his wife both lived simple lives with Amun being a retired hunter and serving as security on the island and his wife working as a maid in the chieftains house. Eventually the pair would decide to move when Amun applied to become a professor at Beacon Academy. Amun proved himself as a great professor for nearly ten years, teaching varying subjects over the years as his wife Bast established herself as a premier scientist, working to create new uses for dust. Soon, they had their first son named Horus and then after a few years Bast gave birth to another son named Anubis. Horus grew up to become a doctor, using his unique healing semblance to save lives and was regarded by their father as the perfect son. Anubis was different, he was never brilliant like his brother. In fact the only thing he seemed to be good at was spending money and getting into fights, this however changed the day his semblance presented itself.

His father Amun, who was once a distinguished hunter, was determined to turn his son Anubis into a warrior and spent hundreds of Lien on tutors and martial arts masters. By the time Anubis had turned fifteen he was skilled in various forms of martial arts and could even beat his renowned father in a one on one duel. His semblance gave him a unique fighting style that he used to his advantage to disorient his opponents and for the first time in Anubis’ life, his father smiled.

Soon Anubis was accepted into Beacon Academy, he spent the months before the first day practicing his skills, honing his semblance, and hiding his excitement from his family, keeping the stoic demeanor he had mastered over the years plastered on his face even though his insides were doing somersaults.

Weapon(s): Jackal’s Embrace
Jackal’s Embrace takes the form of twin Khopesh swords that turn into dual pistols and can combine to create both a two handed axe and a double bladed spear.
(Pic below for reference)
IMG_1970.jpeg
Semblance: Scales of Duat
Scales of Duat is a semblance that gives Anubis limited control over the gravitational forces of anything he touches.
Both aspect of his semblance can be used on two different objects without focus. Whole concentrating he can use it on up to five objects at a time. Using it on people takes up more of his energy.

Feather: This half of his semblance lightens the gravitational force on an object, making it either lighter to handle, extremely light, or will make it float upwards infinitely until he deactivates the semblance.

Heart: this half of his semblance increases the gravitational forces on an object, causing it to become heavy, extremely heavy, or will make the object heavy enough to burrow into the ground, burying itself until he deactivates the semblance.

Balanced Scales: Balanced scales is the point between the two halves of his semblance, it allows Anubis to have both halves of his semblance active at the same time. While using this he can perpetually keep an object or person frozen in mid air, making them lighter and adding weight at the same time to keep them from moving. This ability is very taxing and he can only keep it active for less than a minute, he only uses it for emergencies.
Aura color: Gold with flecks of purple
Team: (leave empty for now)
Strengths:
+Solo Combat
+Weapon specialist
+Tactician
+Versatile Fighting style
+Versatile Semblance
Weaknesses:
-Has never fought on teams
-weirdly drawn to outgoing people
-Physically weak
-Partially semblance reliant
-horrible at expressing his opinion
-tends to overthink

Emblem:
IMG_1897.png

Clothing:
The blue in the outfit would be a deep purple and the belt buckle is his emblem.
IMG_1976.jpeg
 
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bxIMdew.png

(Emblem)


Name: Ataraxi Wisterial
Age: 17
Gender: Female
Species: Faunus (Spider)

Personality:
A rather strange girl who has trouble reading the room, always absorbed in her own things and ideas. Can be described as tomboyish or at least not very feminine, but her exact flavour of eccentricities aren't exactly common in males either. She is rather cheerful and social most of the time, and is easily excited by new things, especially cool mechanical and weapon designs. Tinkering with these things is her favourite past time, dating back to even before she attended combat schools. She has a near prodigal level of natural gift when it comes to being a weapon craftsman, and is a hands on learner who can't really sit through books or lectures. It also appears that she isn't afraid to speak her mind no matter the topic at hand, from rebelling against injustice to telling someone their sense of fashion is awful, her disposition when speaking out is quite similar whether the issue is big or small. Sometimes her passion that might borderline of obsession can cause her to disregard the feelings of others, and she is rather troubled that she can't realize that in the moment and would often feel guilty about it afterwards.

Despite her cheerful or even hyper surface personality, she knows deep down that her unusual traits could be disturbing to others, even other Faunus. She understands what it's like to be an outsider no matter where you go. But despite that she'd never let that be a reason to not go out and see the world, and can be quite scathing and direct about it if others do discriminate against her due to her appearance. She can seem rather cold and calculating to people who are already disturbed by her, which doesn't exactly help the situation.

Backstory:
Ataraxi was born to Faunus parents who were both huntsmen that worked in the Kingdom of Vale, alongside her twin brother, Arete. Originally her parents had planned to raise their child in Vale where they can have a better life and more opportunities than they did back on Menagerie, but the siblings' Faunus traits were quite rare. Being spider Faunus, they had extra eyes that can in no way be hidden from human discrimination. Fearing that their children would be ostracized too greatly in Vale, the parents sent them back to Menagerie to grow up with their grandparents, hoping that the continent of Faunus would be more tolerate to their strangeness.

While relatively speaking, more people of Menagerie accepted them compared to the other continents, Ataraxi and her brother often had a difficult time even with other Faunus, being sometimes outcast-ed by their peers. Ataraxi, although she did have a difficult time with others, found solace in her grandfather's repair workshop, where she would help out and tinker with the various devices that customers would bring in to be fixed. This sometimes included the weapons used by huntsmen, which fascinated the young girl. She quickly became a fan of huntsmen and huntresses, aspiring to become one herself, even designing a prototype of her weapon through reverse engineering the weapons of the few scant huntsmen that comes through Menagerie when she was still just a child that have yet to fully unlock her aura. But unfortunately, Menagerie didn't academies or combat schools, the only way for her to realize her dream was to leave the place that she was accepted the most into a world that would most likely fear and hate her.

Fortunately, or unfortunately, her talents were picked up by local sects of the White Fang, and she was approached with an offer by a local leader: craft huntsmen quality weapons for the White Fang, and they can help her get out of Menagerie, and even help the world accept people like her. Ataraxi did take up the offer, even though she didn't exactly care or understand anything about Faunus equality in a grander scheme, due to her and her sibling being discriminated against by everyone Faunus and human, she just wanted a chance off of Menagerie. After spending some time in the White Fang, she honed both her combat abilities and engineering skills with the others there, but still not really understanding their goal, she simply enjoyed listening to others speak about what type of devices they would want for what purpose, and being able to see new places that the organization operated in. However, the requests for devices and weapons have been both boring and concerning to Ataraxi, as they were less personalized partners and more seemingly disposable devices used for unknown reasons. She eventually ran away after learning about the destruction they've sowed, maybe it was just that some were angry about her betrayal, but she learned afterwards that many members within the White Fang apparently thought she was freaky anyways, even if she was a fellow Faunus. But ultimately, Ataraxi didn't know if she was a good person for running away or not, it just seemed like a convenient excuse. If the White Fang's members respected and loved weapon crafting as much as she did, would she have stayed despite the bad things they've done? Did she care more about her craft than the lives of others? She didn't know, but she had to continue onward after everything was said and done.

Due to her still being rather young and the talents she displayed, the staff of Signal Academy let her into the combat school to further her studies with combat and craftsmanship. Life in Vale as expected, was rather difficult, but Ataraxi also realized that she can tell who are upright people and true friends based on how others treat her, so she eventually accepted the problems that would come her way and headed to Beacon Academy despite them.

Weapon:
Splendorblossom

Bolt action sniper rifle that can split into a pair of bladed pistol tonfas, it can use various dust as ammunition with the sniper rifle mode and pistol modes having separate ammunition chambers. The bladed parts can extend and curve out to a certain extent. It has several types of scopes that are removable and an barrel which's extension length can be customized to fit the situation.

The scope and extending long barrel were created to synergize with Ataraxi's semblance, it allows her a near unparalleled amount of range when it comes to sniping.

(Art Pending)

Semblance:
Compound Sight

Compound sight allows Ataraxi to see a wider range than normal people due to the structure of her eyes, but she is capable of activating her semblance to expand her range of sight to nearly 360 degrees around her or zoom into something extremely far away, she is able to see and identify objects very clearly from a distance of up to 5 km (3.2 miles).

Aura color: Midnight Purple (#702670)
Team: TBD

Strengths:
- Extreme Long Range Support Capabilities
- Scouting Abilities
- Skilled Marksman (Sniper Rifle)
- Weapon Repair and Upgrades

Weaknesses:
- Easily Distracted/Tunnel Visions
- Difficulties with Collaboration
- Glass Canon
- Heavy Weapon Reliance/Bad Hand-to-Hand Skills

Other:
- Height - 5'3
- Considers becoming a weaponscraft teacher at a combat school if being the huntsmen thing doesn't work out.
- Her longest successful shot was from 5424 meters (5932 yards) away.
- She is based on the myth of Athena and Arachne.
- Voice: Sengawa Midori/Ryushen
- Theme: ノーダウト [No Doubt] /// Lyrics
 
Name: Hickory Stewart
Age: 17
Gender: male
Species: human
Appearance: (description or image, either works fine.)
CamScanner 10-08-2022 01.40.jpg
188cm tall.
Hickory's outfit consists of a sleeveless duster coat over a long sleeve top and a vest, with rough outdoor pants and boots. Fashioned with a small hat as well.
He has dark brown hair with
Personality:
Hickory was a kid with a heart of gold, believing in the good of everyone's hearts. With some past events, and mistakes made, he came to terms with reality and acknowledged that kindness was not a miraculous problem solver. Still, he tries to be a kind influence to others. As much as he won't be able to solve every problem in the world, he could do what he can hoping it brings change where the actions are done. He is a kind person at heart, and would like to hope that many people are too.

Hickory is eager to make new friends, yet hesitant when it comes to practical work of making new ones. The mistakes he made and their consequences, synergized with his good heart, haunts him to this day. It can be easy for Hickory to doubt social activity choices, and sometimes even avoid them as a whole to blow off some steam by himself. It could be awkard or outright tough to get comfy with Hickory when you don't know him much. But once Hickory gets comfortable with someone, he becomes less doubtful and more confident around them. He'll be willing to extend a helping hand to a friend any time.

Backstory:
Hickory grew up in a rural area of Vale, raised by a happy couple of a huntsman and a huntress. His young life was filled with chaotic fun that his parents' huntsmen friends brought upon them, only helping in motivating Hickory to put effort into becoming a huntsman himself.
He was stronger and taller than most of kids his age, but did not end up bad thanks to the love and care from his parents. With a heart of gold, he was a kind influence to friends around him. The world could be bettered by kindness, and he had the strength to deliver it. His parents would not have him be any other way.

Hickory didn't live forever in positivity, however, when a classmate almost got him into helping in bullying a student. He was sharp enough to realize the true intentions and stop, but lost a friendship trying to put an end to the act. This was a turning point for the aspiring huntsman in training. People weren't as kind as he believed them to be, and injustice did not approach in a comically evil way. But it wasn't enough to break the will of young Hickory. The incident rather motivated him to strive further, in hopes of doing more good than bad and to spread as much positivity as he could.

As more time passed, the more Hickory was exposed to the negative sides of the world. The destruction and despair creatures of Grimm could bring to unprotected settlements. The conflicts within humanity, the White Fang, and much more. It was as if the whole world was laughing at Hickory's envisioning of a happy, harmonious life. Indeed, his once pure and rather naive beliefs were diluted and altered. He learned to compromise his beliefs to suit better to the reality he had encountered.

Weapon(s):
Mocha: A (relatively) small revolver with a dust enchanter at the end of the cylinder. It is built sturdy and with no specific form transformation.
The dust enchanter has six different dust built into it, and can switch the selected dust with the lever action-like contraption/handguard on the revolver.

Bicerin: A double barrel lever action rifle with buzzsaw sword whip stationed between the barrels. The rifle's handle can bend to be straight with the barrel to turn to sword form.

Semblance: Cold Brew
Hickory is able to enchant beverages he creates using bits of his aura to give them healing capabilities. When ingested, the beverage will refill a bit of aura and aid the healing of injuries. The helpful effect is less effective when used on himself.
The healing property of the liquid does not expire as long as the liquid is safe to drink, disappearing when the liquid is either spiked or spoiled. Hickory can detect if the healing property remains or not.
The beverages include but are not limited to: coffee, tea, and boiled water.
Maybe, with enough training, he may be able to extend to things such as soup and stew.

Aura color: bright brown
Team: (leave empty for now)
Strengths:
-strong willed : not unfaltering, but rather with good recovery and flexibility of mind.
-High destructive capability using his weapons' high caliber and dust rounds.

Weaknesses:
-Semblance is purely support, and has no direct aid in combat.
-Too soft for his size.

Other:
-Despite his weapon names referencing coffee, he himself is not a big fan of coffee-not just plain coffee, at least. He prefers to take it with an addition of milk and sugar.
 
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Name: Aed Arylide. (Aid Airy-Lied)
Age: 17.
Gender: Male.
Species: Faunus (Sheep).
Appearance: 5'9" with a toned build. His arms have noticeably more defined muscle from years of archery. Messy, medium length blonde hair that looks washed but unbrushed. His faunus features are the white horns on his head, and the rectangular pupils animals of the caprinae subfamily exhibit. His eyes are a crystal blue.
Untitled.png1692550843550.png

Personality: Aed is a quiet and calculated teenager. Due to his upbringing and training he's far too used to being silent for long periods of time. He's diligent, and hard working when it comes to practical tasks, planning or fighting. Despite not having the best education from being away from mainstream society, he tries his hardest to learn.

On the other hand, Aed is irritated by laziness, by the people who show no clear desire to pull their weight and constantly evade responsibility. He grew up in a society where danger could be lurking in the shadows, on top of that, he spent many of his days wandering the untamed wilds where that threat was even greater. Because of this, he's naturally on alert and can be quite antsy when things are too relaxed. In regular conversation, this can give the impression he's distracted or not really paying attention. He struggles to switch out of the dangerous frontier lifestyle and adjust to safe, city living.

Backstory: Aed was born in one of the many harsh frontier towns that litter the unprotected forests of Mistral. Very few of these towns survive, even less flourish. The town of Canopy was built around the trunks of mighty, tall trees that sat deep within the depths of the forest. The reason the town could flourish was due to its leadership, a team of retired huntsman and huntresses who had grown tired of city life and wanted to carve out a new space for life. To claim back some of the wild forests from the Grimm. As a council, they made decisions to guide the colonies future, whilst also acting as its primary defenders.

His parents were apiarists that owned a small bee farm. They made use of the trees to let the bees build natural hives from which they could farm the wax and the honey. Besides the occasional Grimm attack, it was a relatively peaceful and quiet childhood. Aed spent his days doing chores, playing, running, climbing as well as his favourite game hide and seek; all of these teaching him valuable lessons for his new role. When he turned ten, as was custom in the town, he was to start work under the tutelage of one of the village craftsmen. Much to everyone's surprise, he didn't chose to study under his father and become a bee keeper. Instead, he chose Scathach, one of the huntresses who founded the village. She acted as one of the primary hunters that brought in fresh meat and hides; as well as scouting out potential Grimm moving their way.

The next few years were spent facing the kind of dangers and adventure he'd longed to see. Jumping across branches high in the trees, creeping through the bushes to silently approach prey and sprinting away from the dangerous beasts that lurked below. One evening, not long since he'd turned 16, he was cut off from his teacher as they were running through the trees. Something had thrown a rock, sending it cracking through the branch just as Scathach had leapt off, and he had leapt on. Thinking quickly, he managed to use a grapple to slow his fall, making sure he hit the floor with a rough thud that could cause mild bruising instead of fatal death. Around him, were several Beowolf. A trivial target for any hunter, but for a young boy like him? It was either fight or die.

Scatach had quickly caught up with Aed, but stealthily positioned herself to watch what was about to happen. She wasn't about to intervene and rob him of what could be a valuable learning experience. Her bow was readied, waiting to rescue him should things go south... The fight was long and gruelling, with Aed having to manage and keep an eye on three opponents as he bounced from tree to tree and tried to take quick shots with his bow. Bruises, cuts, scrapes, gashes. Soon, it was just him, and one more Grimm... But he'd been hunting all day, and fighting all evening. As the moon started to rise and peer moonlight through the trees, he collapsed with exhaustion, body unable to move. The beast brought its claw down, only for Aed to be saved by a yellow barrier that had enveloped his body. The claw scratched across it with a hum of energy and suddenly he felt different... Like he was a little more fight left in him.

The powerful and muscular Grimm tried to pin him to the floor out of frustration and the two entered into a confusing series of holds and grabs. It was far too chaotic for the watching Scatach to fire an arrow without hurting Aed. Trusting his instincts, he managed to grab his bow from besides him and kick the Beowolf with enough force to dislodge it momentarily. In that time, agile and deft hands notched an arrow and fired it into the air. A voice, a feeling in his gut... It was telling him to whistle. As the piercing note left his lips, the arrow spun immediately around without losing its momentum, now falling with both gravity and the force of his shot. The arrow plunged deep into the Grimm's back, piercing its core. It slumped on top of him, and begun to melt away....

Scatach had to carry the unconscious Aed back to the Canopy and tell her teammates what had transpired. That through hardship he'd awoken his semblance and aura. The leaders of the town saw the potential in Aed. So over the course of the year, they used some of their old connections to secure him a place at Beacon. Scathach change her training, giving him a more proactive roll in fighting the creatures of the forest floor rather than running away. She helped him learn more about these new gifts. She even had a weapon made for him, the design based on what she knew about him, and what would suit his combat style best. The council were getting old, so they saw the wisdom in sending some of the more capable youth to study the art of being a Hunter. So, they endeavoured to treat more of the village youth like Aed.

Weapon(s): "Druid's Wrath"
  1. First Form: A shepherd's crook where the curved top is bladed along the outside, making it function like a long handled axe. The handle is a pale resilient material that's made to look like wood with a dark grey steel for the crook. When it shifts, it extends, curves and turns into...
  2. Second Form: A bow that can fire a wide variety of arrows suited for the occasion; dust, bodkin, broadhead and a wide variety of others.


Semblance: Whistle Of Fate.
By whistling he can change the angle of a projectile in motion. The larger an object, the less dramatically he can change the trajectory. By whistling, he can make one of his arrows dance in any direction he desires. A lunging person, he could whistle to throw the blow of their weapon off course. A falling boulder, he could whistle to push himself barely out of the way.
Emblem:
Untitled2.png
Aura color: Arylide Yellow. (#E9D66B)
Team:
(leave empty for now)

Strengths:
  • Good long range combatant, experience and practised archer.
  • Highly agile, quiet and stealthy.
  • Good eyesight.
Weaknesses:
  • His Semblance has two main weaknesses: His whistles can only target one object at a time. It does not add momentum, only redirect it. So a bullet forced to return to the attacker might not carry enough momentum to do damage; Or may just lose momentum entirely and drop off.
  • Less experienced in close range combat.
  • Due to being a hunter for his community, he was used to working alone.

Other:
  • Canopy is a meritocracy where people are judged entirely based on what they can offer to the town. As such, Aed has never experienced true discrimination against Faunus, so he's very naive in that regard.
  • He's still not used to living in a populated city. A lot of the background noises he was used to in the forest are gone and instead have been replaced by harsh, city living. Sudden, loud noises have a tendency to spook him.
  • When in a calm, relaxed setting he has a tendency to zone out, and stare into nothingness.
  • He only learned to read at around 13.
  • Fidgets a lot.
  • Overthinks constantly; he has those kind of daydreams where he imagines what he'd do if a Grimm was to 'burst through the wall right now'.
 
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Name: Gelo Asche
Age: 19
Gender: Male
Species: Human

Personality:

Gelo Asche is a man who thinks he's always right, especially when he's wrong. And the few time's he is wrong? He'll dig his heels in, just to make sure he doesn't lose face. He appreciates those who work hard and get results, disparaging those who are talentless or underachievers. Gelo believes that, as Huntsmen to be, they have to dedicate their entirety to succeeding in their studies and training—spoken as a rich kid who had very few struggles in his life. While Gelo has a high personal opinion of himself, he does not think he's invincible, the greatest at anything he does, and will acknowledge another's superiority in an area over his. While he prefers the leadership role in any endeavor, he will defer to experience, when appropriately convinced.

The son of a very wealth industrialist in Atlas, Gelo comes with his fair share of issues and then some. One of the most prominent is his biases and even prejudicial behavior towards Faunus. While he would never consider himself a racist against them nor think he is better than any Faunus for simply being human, he is less considerate of the Faunus' he meets, expecting more from them and being easy to disregard their advice or accomplishments. The one exception to this would be accomplished Huntsmen and Huntresses, who he sees for their occupation and will give due respect to. Gelo is strongly against the White Fang and whenever given the opportunity, exudes his disdain for their violent terrorism.

To friends, Gelo is a little cocky and brash, but rarely unintelligent and makes efforts to reign himself in before saying anything truly hurtful to his peers. He enjoys friendly ribbing with others, adrenaline pumping dare devil stunts, snowboarding, surfing and sitting down to communal binge sessions. He isn't a fan of cooking and holds a particular grudge with melted cheese. Appearances do and don't matter to Gelo—he doesn't judge someone for physical attributes they cannot change. But he will not withhold some choice words to those who blatantly do not try to look their best, or at the very least, wash when presented with the option.

Backstory:
Not too long ago, Icarus Winds was a renowned corporation the world over, centered in the bastion of innovation and technological growth that was Atlas. Their slogan, 'Icarus Winds, a safe journey through the stars!' was painted all over Mantle, shining averts more common in Atlas. The company specialized in civilian aircraft voyages to the principle four kingdoms, using enormous amounts of gravity dust to propel their airships high into Remnant's atmosphere, where Grimm were unable to target the airships. While safe, it was extravagant in the amount of dust used, primarily electric, fire and of course gravity. Not only that, but voyages on Icarus Winds typically took upwards of five to eleven hours longer than pedestrian flights offered by the different kingdoms or alternative companies.

Despite these set backs, Icarus Winds was wildly successful. Dignitaries from each kingdom preferred Icarus Winds, huntsmen of wealth and the upper crust of society flocked to their airships as well. For upwards of two decades, Icarus Winds was considered one of, if not the, most successful civilian air transportation method on Remnant.

The CEO of Icarus Winds, Godhelm Asche, reveled in the success of his company and this success seemingly followed him into other ventures in life. He married an actress, Lavendra Huche, he was elected into the position of Councilor for two consecutive terms before gracefully bowing out to focus on his industry. After many years of struggle, Goldhelm Ashe even had a child—Gelo Asche.

The happy industrialist was not an odd sight in Atlas, galivanting about with his trophy wife and his beloved son, inspecting the electronic ads and tasteful posters assembled on street corners and park benchers respectively. Life was good for the man, he had several homes in Atlas alone and the property he held outside the city wasn't meager either—he bought and financed mining efforts all along the continent of Solitas. It was a calculated strategy to ensure that Icarus Winds wasn't beholden to any third party and could keep the mounting costs of their flights as low as possible.

Prosperous times must eventually end, however, and for Icarus Winds and Godhelm Asche, the winds of misfortune would strike relentlessly. Thirteen years ago, rumors about worker rights violations in the Asche Dust Minds surfaced. It was a trickle at first, that some workers weren't being paid enough for the hazardous job, or that huntsmen were called in to directly deter a riot—an offense that could've pulled Godhelm Asche in front of Atlas' justice system, if ever verified. The substantiated wrongdoings were no less grievous, however.

The Asche corporation recruited its workforce primarily from the poorer communities in Mantle and then from isolated and equally in need communities throughout Solitas. Unsurprisingly, a bulk of the workers were Faunus. Complaints and recordings streamed in of the Faunus miners desperately trying to leave work after their shifts, only to be forced back by Asche security strongmen, encouraging these workers to give another five hours to the company, free of charge. Violence broke out in one recording and a bat faunus was bludgeoned to death in the heat of the moment.

Atlas had no recourse, a full investigation was held against the Asche Corporation, Icarus Winds and Godhelm Asche himself. A grueling thirteen months of unturning stones resulted in over thirty accounts of workplace violence, unpaid and forced labor, to unintentionally deprivation of basic human (and Faunus) rights, such as rest and water. The payout to those affected was enormous and left a terrible blot on the name Asche.

From shining beacon of tomorrow to just another sleezy conman looking for the easy lien.

In this community, this house hold, at the tender age of 7, Gelo Asche absorbed his father's angry rhetoric. Nightly, Godhelmd would rant at the dinner table, lambasting the Faunus and their needy nature, stabbing his fork angrily at chicken marsala as he raved over the corrupt indulgence of Atlas' government. As his father's hatred intensified, so too did Gelo's, adopting the bigotry and complexes his father wore in private and mimicking them. Before then, Gelo had been an amiable child, never knowing struggle or a day's sadness. If his parent's weren't doting on him, a servant was always ensuring that he was entertained and fed. But during those thirteen months of scandal, Gelo's attitude towards the help changed. Faunus employees were given nasty looks and he even insulted a few, during his larger tantrums.

His mother disregarded this, assuming it was natural for a boy to lash out at his age. His father was too busy in preserving his golden image to take immediate notice and when he did, he only addressed the vulgarity of Gelo's behavior, not his actions or growing bias against Faunus.

Without proper guidance, Gelo's attitude grew as a tumor would, dangerous and silent, waiting for the moment to burst to life. As it would so happen, Gelo was provided with ample opportunities. Age 8, Godhelm Asche tried to reinvent himself as a Philanthropist, opening a brand new school in Mantle, so well funded that he decided to send young Gelo there himself.

"If it's good enough for an Asche, those animals can't possibly complain," Gelo heard his father remark on more than one occasion, a happy grin on his face as the school was finalized.

The school was good, well equipped to give even the dullest mind a shot at success in life. Mantle had never seen a finest education establishment, certainly not for children ages 5 to 15. The only difficult that came with the school was the influx of Mantle folk, those who never knew Atlas besides its granite bottom and shining lights at night. To Gelo and the few executives who had to follow through with Godhelm's machinations for good PR, it became an ever growing issue. Kids from Mantle had no respect for their Atlas cousins, those of Faunus origin were even more dismissive. Teasing on the Atlas students was frequent and Gelo was adamant on not letting a single soul, student or staff, get away with besmirching his name. The Asche name had seen more than enough slander in the last two years.

So, naturally, Gelo instigated fights. Sometimes with the help of his peers, sometimes alone. He primarily targeted Faunus, seeing in them an enemy, which did not ease the pressure on Godhelm or his attempt at peace with the mistreated of Mantle. As the years grew on, these fights drifted from petty bullying into something different. Gelo would target a Faunus, stealing what he could for them. In retaliation, Gelo often was bruised and beaten in the privacy of the restrooms. It reached the tipping point when Gelo was eleven years old—less of a child and now a burgeoning teenager—he and his gang of aristocratic hooligans picked on a fox Faunus. The girl was quiet, near friendless and drifting through classes as a diligent student. Gelo and his friends accosted her, humiliated her and when she ran, rained down stone after stone on her.

Gelo's final throw is what caused an incident. The girl turned back, giving a teary eyed look at her bullies, only to be slammed in the eye with the rock. She collapsed, blood spurting from her form, wailing. Gelo and his goons took a second to appreciate their action before the gravity of the situation set in. And, as all bullies, they abandoned their victim and fled like cowards.

They didn't see the girl at school again. His father, furious at Gelo, lectured him on the severity of his actions. But Gelo later learned they never had to pay for the girl's eye to be fixed. There simply wasn't proof that Gelo, out of the group of six other boys, had thrown the final rock. The reality of tackling one of the largest industrialists in Atlas was too daunting for the fox Faunus' family.

At least, in the court of law.

Several months after the incident, Gelo's usual airship arrived with two unusual looking chaperons, a bear faunus man and a snake faunus woman. Ignoring them, Gelo entered the airship and was ready to return to Atlas. To return home.

They had other intentions.

A sack was thrown over his head, he felt large hands pelt his body until he was in and out of consciousness, and eventually came to in a shabby two floor house somewhere in the deep south of Solitas. Around him stood countless Faunus of every gender and tribe, though the one he immediately noticed was a crying fox faunus girl with a single eye—the other hidden by a patch of gauze.

She trembled as she saw him and Gelo returned the sentiment with an indigent snarl that, only the son of a very wealth man, could manage in his current predicament. He didn't keep this attitude for long, as a scrawny deer Faunus in the alabaster skull mask of a Grimm made his presence known as the leader of this group. Gelo numbly acknowledged the man—perhaps the group—as White Fang. He swallowed hard and struggled to regain his tough guy attitude, but that fell apart once accusations flung from the leader's lips. First, it started with the oppression of Atlas over the Faunus then he brought up the crimes his father perpetuated, largely targeted Faunus as well. And finally, the man rounded his speech by showing off the permanently injured child.

"What a world are we looking towards when the next Asche is even crueler than his predecessor? To let a savage go, knowing the deprecated thoughts in his head already, is dooming our people," the White Fang in attendance dolled out.

They clamored for blood—righteous and sounding of vengeance—Gelo was certain of what his fate held. Tears fell freely from his eyes as he was faced by the awful white mask of the White Fang. Before his death came, an ironic source of salvation sounded. The one eyed fox girl did not want anyone else to die, she wanted people like Gelo to stop, to understand the Faunus.

The White Fang present took an exceptionally literal interpretation of her wishes. To her and Gelo's horror, the Deer Faunus produced a dirty knife and ran it across Gelo's face, scribbling on it as he insisted that Gelo would understand the girl. By the time night fell, Gelo's left eye was cut open and left to fester, his face scarred by the attack and his body purple and blue from his earlier beatings.

Time was difficult to understand for Gelo, held hostage in the backwater of his continent. Many of the faunus left, including the fox girl, but the White Fang and a few others of suspicious employment remained. They left demands for Godhelm Asche, they wanted ransom, public apologies and political support for their agenda. In return, Gelo would be allowed to keep his other eye and maybe come home some day, after all the promises were kept.

As far as Gelo could tell, a not insubstantial sum was given to the White Fang's selected targets, as well as a handful of apologies given. The political support was another matter, but Gelo was frequently told by his captors that things were progressing well, he might just make it out alive after all. Their final demand never came to fruition, Atlas' crack team of Hunters and Huntresses stormed through the building days later, violence following them as both the hostage takers and Atlas' hunters & huntresses engaged in battle. It was as brutal as it was swift, the White Fang Deer fought until the end, though his supporters surrendered after their auras cracked. Gelo was nervous and happy and frightened all at the same time as his saviors came, opening the door to where he was held.

He looked at them with one eye open and marveled.

It was a team entirely of Faunus, fighting other Faunus, for him.

Gelo Asche didn't know what to say or think. He didn't thank them, he didn't tell them of the others who were there, he wanted to go home. The rest of the trip and the next few days were a blur. His parents crying when seeing his state, the doctors promising to do everything they can, his cybernetic left eye being implanted...

It was all so fast. The last thing Gelo recalls is the Faunus team. Efficient. Brutal. Warm when they had to be and willing to give the youth space when he wanted it.

Maybe, just maybe, the Faunus weren't all bad? If they were Hunters and Huntresses at least, they were likely to be good people. They protected everyone from Grimm and other monsters, like the White Fang. Huntsmen never interested Gelo before, they had odd powers that were made to be marveled at, but the idea of being in such a physical profession? Devoid of luxury for months on end? He banished the thought at a very young age. Yet, looking at how they freed him, undeterred by his kidnappers, leaving with barely a scratch on their person... Once he recovered, Gelo informed his parents that he'd be changing directions in life. He was going to be a Huntsmen. He was going to be powerful.

He'd skipped a year of education, between physical therapy and psychological examination, but Gelo Asche focused that year and all others into this new goal. Godhelm Asche rejected it for years, but seeing the steadfast determination in his son, he eventually relented, at the condition that when the time came, Gelo would inherit all that Godhelm built up. Without reluctance, Gelo accepted these terms.

Among the elite in Atlas, Gelo found himself growing tired of their stares. They'd look at his scarred face and mismatched eyes with something—not quite pity, but close to it—and Gelo resented that expression. He'd go to Mantle on the odd trip and he'd be met with scorn instead. Once he became old enough to attend a proper Huntsmen academy, Gelo informed his parents he was going else where. Atlas, Mantle, the whole nation was rife with emotions he didn't care to experience on a daily basis. He needed a new, unbiased start.

Weapon(s):

Gelo Asche has three primary weapons, the first two being a pair of leather gloves covered in unsuspecting spikes known as Asche Brand. On their own, Asche Brand do nothing beyond giving a Grimm a nasty jab, but at his command, five spikes from each gauntlet will explode outwards as projectiles, filled to the brim with fire dust and combusting on their target as mini-explosions. Asche Brand has a limited range, being optimal in less than five meters combat conditions and near useless past eight meters—serving as cover fire in the best of circumstances.
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Gelo Asche's third primary weapon is a two meter long spear, Feuerstab. Made by some of Atlas' finest weapon engineers, it's coated in a layer of aluminum and zinc to guard against degradation due to outside forces. It's shaft is plain grey while the tip of the spear is an array of oranges, yellows and finally a deep red at the very end. Feuerstab is a reliable weapon that has two different compartments for dust cartridges. At the tip of the spear, there's a space allotted for rounds of fire dust, usually used to ignite the end of the spear instead of shooting at the enemy. At the end of the shaft there's another opening for a ranged rifle, where highly modified dust rounds can be packed into, stored, and eventually fired off from a range.

Semblance: Wings of Icarus

Through manipulation of his Aura, Gelo Asche is able to conjure up a physical representation of two bird wings on his back, large enough to carry someone of his stature into the air. They give him great lift and can be brought out relatively quickly, though Wings of Icarus are susceptible to damage. When grievously damaged, Gelo needs to cancel his semblance and focus on reforming both wings, even if only one wing was taken out of commission. Wings of Icarus can be kept up for a continuous fifteen minutes before Gelo runs out of enough aura to keep the projections active. In rare cases where Gelo Asche uses these wings offensively, he's able to ram into others, sacrificing a wing to fling back enemies. Likewise, Gelo can use the wings to intercept edged weaponry or bullets, at the cost of his wings.

Aura color: Grey
Team: (leave empty for now)

Strengths:
  • Physically strong
  • Skilled Duelist
  • Semi-experienced leader
  • Ambitious
  • Good Stamina / Aura

Weaknesses:
  • Poor teamwork skills
  • Possibly bigoted against Faunus
  • Not particularly fast or agile
  • Self Conscious
  • Judgmental (based on ability, not race)
  • Judgmental (faunus exclusive)
  • Suspicious of others
  • Inflated Ego
  • Subpar vision, nearly blind at night
  • Knowledge of Outdoors limited
  • Knowledge of Survival Skills academic only (no experience)
  • Dismissive of other's emotional vulnerability / requirements
  • Horrid at arithmetic & chemistry.
  • Subpar knowledge of basic first aid

Other: While Gelo Asche as a prosthetic left eye, it offers limited (if any) advantages over his biologic eye. The upkeep for the left eye is intensive as well, having a habit of giving hazy feedback on days of fierce humidity.
 
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Name: Leon Idasra
Age: 45
Gender: Male
Job: Teacher at Beacon Academy / Subject: Combat
Species: Lion Faunus
Appearance: 6'9''/205cm tall man with well-developed musculature and toned physique, lean body composition. His faunus ears are hidden within his great light blonde mane of hair which reaches his waist, his other faunus traits include a lion tail which he hides within a sash that is tied around his waist, and sharp teeth.
Personality: Leon is a unique and complex character, embodying a blend of sadistic tendencies and a genuine desire for his trainees to reach their full potential. He is a Spartan-like trainer who is known for his rigorous and unorthodox training methods. While his methods might seem extreme and cruel at times, his ultimate goal is to forge individuals into the best versions of themselves, capable of facing any challenge that comes their way. Firm believer in tough love, and stoicism which contradicts his ridiculously loud voice.
Leon grew up in the harshest part of Menagerie along with his tribe, he was raised to be his father's replacement as the head warrior of the tribe and so from a young age, he was trained the same way he trains people now, albeit he still goes a bit easier on them than his training went.

Some time into his mid-teens his tribe was attacked and slaughtered by some unknown Grimm, while Leon did see how the Grimm looked he did not want to believe it so he repressed that memory and always told himself that a disease took out the whole tribe.

After that Leon wandered the land of Menagerie before stumbling into who became his best friend to this day Ragni Mifune, now The two of them continued their travel on foot acting as hunters when they had no license, generally helping people for little to no pay other than a place to eat, some food and water. It took them a long time to arrive at a port town in Menagerie, where they met the Wulfric Twins, who became friends with the two.

They became friends easily thanks to their desire to become huntsmen and to ease their travel they traveled in a pack. After booking a ticket they arrived in Vale or to be precise at Beacon Academy.To their surprise, they got sorted into the same team, where they quickly picked the younger twin from the Wulfric pair Ceres as the leader.

Many years passed since their graduation, Ceres married Ragni and have been expecting a kid, Ceres’s brother had to retire due to an injury so he returned to Menagerie to their hometown and got shotgun married apparently, and Leon. Leon wandered the kingdom of Vale sometimes training a few huntsman or people aspiring to be one, but most of them ran away after some time from his training.

Two more years passed and a tragedy struck Ceres died to some bandit, or it might have been a Grimm based on the wounds, Her funeral was swift, Ragni cried through it all Leon tried to comfort him but was unable to, but he did fulfill his wish of passing Livi to Ceres brother so he could raise her while he goes out and searches for whoever did it.

It’s been fifteen years since that funeral, and some stuff changed. Apparently, Livi traveled with Ragni and yet she didn’t know he was her father, Leon himself started teaching at the Beacon Academy, as he focused more on raising a better new generation as he slowly felt that age began catching up to him.

Weapon(s): Devil's Advocate
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Semblance: Transpositional Nexus- allows him to exchange positions with an entity or an object within a certain range of him in an instant. The range of this ability depends on the amount of aura he has, while the activation of it uses his stamina. It requires more stamina to exchange places with Grimm than another aura-wielding being, so he resorts most of the time to exchanging places with one of his ammo once he shoots it at the target to reduce the stamina use. This semblance has no cooldown between uses but depending on how often it is used it will use more stamina per use.
Aura color: Golden with hints of red
Team: C.A.L.M.
Strengths:
  • Physically strong
  • Ambidextrous
  • Great stamina / Aura reserve
  • Great hearing
  • Great CQC and weapon fighting
Weaknesses:
  • Sadistic during training
  • Next to no first aid knowledge
  • Semblance requires a lot of concentration to use so mastering is hard even for a talented person such as Leon
  • Doesnt care for his pain, wounds, and health as long as he is on the job.
  • Recklessly brave
Other: He is 6'11'' weighs 230 lbs, and has multiple spares of the same weapon within his room. His main hobby is designing the most sadistic training regiment for his trainees which will brink them to the wake of breaking without actually breaking them so they can raise in strength. His other hobby is punching racist people in the face, kicking them in the chest spartan-style, or just kneecapping them.


 
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Name:
Koda De Witte

Age:
17

Gender:
Female

Appearance:
Koda De Witte possesses a commanding presence that immediately draws attention. Standing tall at 7 feet and 1 inch, she towers over most individuals, and her heavily muscular build is a testament to her Faunus heritage. Koda's defining features is her short white hair, which frames her face and gives her a distinctive look. This pristine white hair contrasts strikingly with her deep red eyes, which radiate a quiet intensity. In her choice of attire, Koda often wears a black or white tube top and a open long grey coat known as "Wild Bear." The coat is emblazoned with a bear insignia on the back, symbolizing her Faunus lineage. Beyond its symbolism, the coat also serves a practical purpose, housing a Dust-infused mechanism that enhances her combat abilities. On her bottom half she wears long loose black pants and wears combat boots. Koda's overall appearance combines power and strength, reflecting the attributes granted by her Faunus heritage. Her shoulder-length white hair frames her face, adding a touch of individuality to her formidable stature. With deep red eyes and a commanding presence, she remains a memorable and imposing figure wherever she goes. Koda has a small bears tail but due to the type of tail bears have it's not something that anyone can tell.

Personality:
Koda exhibits a striking blend of lethargy and laziness, a demeanor shaped by the profound hardships she's faced. Her calm and unhurried disposition, often mistaken for apathy, is a mask for the scars of prejudice and loss she carries. Koda operates on a different timescale, where the world's rush and chaos rarely disturb her tranquil state of mind. Her approach to life is a study in patience, a reflection of the resilience she's built over the years. Koda rarely rushes into action, preferring to take her time and carefully consider her choices. The trauma of losing her parents at a young age and the discrimination she encountered have left her guarded and cautious, much like a bear who's learned to be wary of threats. However, beneath her apparent laziness lies a deep reserve of strength and determination, a testament to her ability to persevere in the face of adversity.

Koda's calm demeanor extends to her interactions with others, born from an understanding of the pain that prejudice can cause. She's an empathetic listener, offering a quiet and compassionate presence to those seeking her counsel. Her measured speech and careful choice of words are a reflection of her past experiences, much like a bear that knows when to conserve energy for survival. She possesses a protective instinct, especially for her friends and teammates, driven by the need to shield them from the hardships she's known. In combat, Koda's personality undergoes a fascinating transformation. As she channels her Semblance, "Hibernation," and dons the Dust-infused "Wild Bear" jacket, her lethargy gives way to a fierce determination and strength born from the adversity she's faced. Like a bear awaking from its slumber, she becomes a force to be reckoned with on the battlefield, utilizing her accumulated power to overcome challenges. Her measured approach to decision-making transforms into calculated and precise tactics, reflecting her ability to adapt and strategize.

Koda's personality remains a testament to the beauty of balance, showcasing how a seemingly lethargic and lazy exterior can hide a reservoir of strength, patience, and resilience, all shaped by the hardships and prejudice she's encountered in her life.

Backstory:
Koda De Witte was born into a Faunus family that resided in a secluded settlement on the outskirts of the Kingdom of Vale. Her family lineage bore bear-like attributes as both were bear Faunus. Koda's early life was marked by hardship and prejudice. Koda's parents, Luna and Bram, had been known for their kindness and their commitment to their community. Despite their good intentions, they often encountered discrimination from nearby human settlements. Koda, as a child, witnessed firsthand the cruel treatment her parents endured because of their Faunus heritage. She remembers incidents where her parents were denied jobs, harassed, and even subjected to violence for simply being Faunus.

One fateful evening, as Luna and Bram were returning from a visit to a nearby village, they were ambushed by a group of humans who held deep-seated hatred for Faunus. Despite Luna and Bram's attempts to defuse the situation peacefully, the confrontation turned violent. Koda, who had hidden nearby, watched in horror as her parents were attacked and murdered. The traumatic event instilled in her a profound sense of injustice and an unwavering determination to challenge the prejudices that had taken her parents' lives. The loss of her parents left Koda orphaned and devastated, with no choice but to navigate the harsh world on her own. Surviving alone was hard but thanks to her parent legacy the settlement came together and helped looked after Koda and made the rest of her childhood as happy as possible.

As Koda grew older, she encountered a shady character named Cork, a rogue Huntsman with a reputation for shady dealings and dirty fighting. Cork offered to train Koda after hearing her story, a story similar to his own. Cork taught her in a style that strayed from the traditional path of a Huntsman, focusing on dirty fighting, underhanded tactics and ways to defend not only against Grimm but also against hostile humans.

Despite the underhanded nature of her training, Koda's determination to protect others from the prejudice she had experienced remained unwavering, while Cork just seemed angry at the world because of what happened to him Koda wanted to change the world and make it a better place for Faunus. Koda set her sights on Beacon Academy, the prestigious combat school in Vale, with the goal of becoming a Huntress who could not only defend against Grimm but also challenge the prejudices she had encountered throughout her life. Koda's journey was a challenging one, marked by personal loss and adversity. Her parents' tragic fate served as a constant reminder of the injustices faced by Faunus, driving her to make a difference in the world and to honor the memory of Luna and Bram through her actions as a Huntress-in-training

Weapon:
Wild Bear:
The Wild Bear is a long grey jacket with a stylized bear insignia on the back. The coat is made from a special fabric infused with Dust-weaving technology. The fabric is lightweight, durable, and designed to resist wear and tear. The bear itself hides a dust-infusing mechanism. The coat features an intricate network of hidden, flexible conduits that run throughout the fabric. These conduits are capable of channeling various types of Dust into the coat's fibers, allowing the wearer to activate Dust-infused attacks. The user can control the type of Dust to infuse by manipulating controls located on the inside of the coat sleeve near her wrist. Refiling dust in combat is difficult as she needs to remove her jacket to refill the dust channels as the opening is located in the bear insignia.

To further enhance the user's strength and combat abilities, the Wild Bear coat is equipped with a specialized Dust infusion system. This system is discreetly integrated into the back of the coat. The coat also contains small Dust reservoirs that store refined Dust crystals in powdered form. When activated, the Dust infusion system draws upon these reservoirs to fuse the user's body with a carefully calibrated mixture of Dust. Koda can only use one type of dust at a time and has to wait several hours between each use or else she risks serious internal damage. When the Dust infusion system is activated, the user experiences a surge of enhanced strength and agility, allowing them to perform incredible feats in battle. The specific effects can vary depending on the type of Dust used for the fusion.

The Wild Bear coat is a versatile weapon. Its Dust-weaving capabilities enable the user to launch weak ranged attacks, create elemental barriers, or enhance their melee combat skills by infusing their strikes with Dust. The Dust infusion system adds an extra layer of unpredictability to battles. By strategically selecting the type of Dust to fuse, the user can adapt to various combat situations on the fly.
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Bear's Embrace:
Koda primarily relies on her own physical prowess and utilizes a unique fighting style known as "Bear's Embrace." This distinctive combat technique seamlessly melds elements from various martial arts disciplines, resulting in a highly effective and adaptable close-quarters fighting style. In "Bear's Embrace," Koda employs her bear Faunus-gifted enhanced strength to deliver powerful strikes that can incapacitate opponents swiftly. She incorporates elements of Boxing, allowing her to execute precise and rapid punches with remarkable accuracy. When faced with adversaries at close range, her Judo-like inspired maneuvers enable her to leverage her opponent's strength against them, making it particularly effective for disarming or immobilizing foes. Koda's wrestling techniques add another layer to her combat repertoire, enabling her to grapple and throw opponents with finesse and efficiency. Her combat style is not just about brute strength; it's about calculated precision and adaptability. She has been seen more than once delivering suplexes to Ursa.

Semblance:
Hibernation:
Koda's semblance, "Hibernation," is a unique semblance that draws inspiration from the natural behavior of bears during their long winter hibernation. This semblance allows Koda to accumulate strength and resilience over time as she takes hits and engages in combat. However, the longer her semblance is active, the more bear-like she becomes in various ways taking on additional bear-like traits. Her physical appearance subtly changes, with her eyes turning a deeper shade of red, resembling the fierce gaze of a bear. Her muscles become more defined, her hair lengthens and thickens, and she develops a scattering of fine hair on the back of her hands.

Simultaneously, Koda's demeanor undergoes a shift. She becomes increasingly aggressive and reckless as her semblance accumulates energy. She may charge headlong into the thick of combat, tackling adversaries with an almost instinctual ferocity. The longer "Hibernation" remains active, the more intense this aggression and recklessness become. While it grants her immense power and the ability to overwhelm her opponents, it also risks clouding her judgment and making her less tactical in her approach.

If the battle persists for an extended duration and her semblance continues to accumulate energy, Koda can reach her peak strength. In this state, she embodies the primal strength and tenacity of a bear, becoming a force of nature on the battlefield. Her strength becomes highly enhanced, and her resilience allows her to withstand significant punishment. However, maintaining this peak form comes at a cost. Koda may struggle to differentiate friend from foe and might disregard personal safety in pursuit of victory. The aggression and recklessness peak as well, making her a formidable but unpredictable combatant.

Overall, Koda's semblance, "Hibernation," not only enhances her physical abilities but also transforms her into a bear-like force of nature as the battle rages on. The longer the semblance is active, the more she embodies the primal qualities of a bear, including heightened aggression and recklessness, which must be carefully managed to balance the risks and rewards of her incredible power.

This semblance has four stages dedicated to how low her aura levels get.​
  • Stage One - Storing Vigor: This stage of Koda's semblance, known as "Storing vigor," is active when her aura is above 85%. During this phase, she experiences a debuff to strength and speed as she becomes more sluggish getting ready for hibernation, setting the foundation for her semblance.
  • Stage Two - Growing Fury: As her aura levels decrease to between 40% and 85%, Koda enters the "Growing Fury" stage. In this phase, her semblance intensifies, and her strength and resilience become more noticeable. Her aggression and recklessness begin to rise as she taps into her accumulated energy.
  • Stage Three - Unyielding Might: When her aura falls between 10% and 40%, Koda reaches the "Unyielding Might" stage. At this point, her animal like attributes become highly noticeable. Her physical strength and endurance reach formidable levels, and her aggression becomes a dominant force in her combat style.
  • Stage Four - Apex Ferocity: The pinnacle of her semblance, "Apex Ferocity," is activated when Koda's aura reaches its lowest point, around 10%. This stage represents her peak bear-like form, where her strength and resilience become greatly enhanced. Her aggression and recklessness are at their peak, making her a force of nature on the battlefield.
Drawbacks:
However, the strengths of "Hibernation" are balanced by several significant drawbacks. Firstly, at the start of a battle or when her semblance is first activated, Koda's strength and speed are actually lower than her basic strength and speed causing her to enter her ‘hibernation’ period, requiring time to build energy and reach her peak strength. This initial vulnerability can put her at risk in the initial moments of combat. Secondly, the increasing aggression and recklessness that accompany her semblance's activation can lead to impulsive decision-making, potentially putting herself and her team in harm's way. As her semblance accumulates energy, maintaining control over her actions becomes increasingly challenging. Thirdly, achieving her peak bear-like form, while immensely powerful, can result in Koda struggling to differentiate friend from foe, making her a potentially unpredictable force on the battlefield. Fourthly, the semblance slowly drains at Koda's aura. Finally, once her semblance deactivates, Koda undergoes a notable depletion of her energy and stamina, resulting in temporary physical fatigue and weakness. This effect makes it a less favorable choice for frequent use in battles, especially when facing the possibility of further combat engagements later in the day.

Notes:
Koda's semblance requires a deliberate activation process, relying on her intent and focus to commence the buildup of strength and resilience. It doesn't trigger automatically but rather demands her conscious initiation. Furthermore, any damage she may have incurred before activating her semblance doesn't contribute to its accumulation. In practical terms, if her aura stands at 50% when she initiates the semblance, she cannot progress beyond Stage 2.

The semblance actually weakens Koda until she has passed the initial stage of the semblance.

While her semblance is active during combat, it gradually consumes her aura. However, if it's employed outside of combat, its effects remain dormant, and not contributing to the accumulation becomes a wasted effort.

The more animalist she becomes the more simple her fighting style becomes.

Aura color:
Sienna Brown

Strengths:
Enhanced Physical Strength:
Koda possesses exceptional physical strength, a trait inherited from her Faunus lineage. This strength allows her to perform feats of incredible power, making her a formidable force in combat.

Endurance and Resilience:
Koda's endurance and resilience are remarkable, developed through her harsh upbringing and training. She can endure prolonged battles and withstand injuries that would incapacitate others, reflecting her bear-like toughness.

Patience and Calculated Decision-Making:
Her patient and measured approach to life extends to combat, where she excels in making calculated decisions. Koda doesn't rush into situations; instead, she carefully assesses her options and chooses the most effective course of action.

Adaptability:
Koda's training with Cork has made her adaptable to various combat scenarios. She can seamlessly switch between underhanded fighting styles and traditional Huntsman techniques, catching opponents off guard.

Strategic Thinking:
In combat, Koda's laid-back exterior conceals a sharp and strategic mind. She can analyze the battlefield and opponents quickly, devising tactics to gain the upper hand.

Empathy and Teamwork:
Koda's empathetic nature makes her an excellent team player. She's attuned to the emotions and needs of her teammates, enhancing their cohesion and effectiveness in battle.

Resourcefulness:
Her training with Cork has honed her resourcefulness, enabling her to make use of unconventional methods and tactics to gain an edge in combat.

Weakness:
Overthinking and Deliberation:
Koda's patient and calculated decision-making can sometimes lead to overthinking, causing hesitation in critical situations. She may spend too much time analyzing options, potentially missing opportunities for swift action.

Limited Mobility:
Koda's emphasis on endurance and resilience has led to limited mobility. She struggles to dodge fast and agile opponents or evade attacks, particularly when her strength is not fully activated.

Dependence on Accumulation:
Her Semblance, "Hibernation," relies on accumulating power over time. If a battle is short or if she's interrupted in the early stages of her Semblance activation, she may not reach her full potential.

Difficulty in Adapting to Speedy Foes:
While she can adapt to various combat scenarios, Koda struggles against opponents who rely on speed and agility. Her sluggish strength-based fighting style might not be as effective against highly mobile adversaries.

Trust Issues:
Due to the hardships she's faced, Koda has trust issues, making it challenging for her to work closely with new acquaintances or accept help from others. This trait is enhanced when dealing with humans for the first time until she gets used to them.

Emotional Vulnerability:
Despite her resilience, Koda's past experiences have left her emotionally vulnerable. She can find it challenging to cope with the emotional toll of distressing situations, potentially affecting her decision-making and focus.

Limited Range:
While Koda is adaptable within her chosen combat style, she struggles when faced with opponents who employ a large amount of ranged attack due to her own limited range options.

Other:
Her name means Little Bear the white.

Koda's favorite season is winter.

She enjoys the tranquility of snowfall and the peacefulness it brings to the world, reminiscent of her own moments of hibernation-like calm.

Koda has a surprising knack for playing the harmonica. She often plays tunes around the campfire during her outdoor excursions.

She has a playlist of recorded nature sounds on her Scroll, which she listens to when she needs to relax or sleep. The sounds of the forest and the rustling of leaves remind her of the peace she finds in the outdoors.

Koda's character takes inspiration from various elements found in RWBY and other media. Her semblance, 'Hibernation,' shares similarities with Yang's semblance, and the concept of direct dust infusion into the body draws inspiration from Hazel's. When it comes to her weapon, 'Wild Bear,' it was primarily inspired by Snow from Final Fantasy, incorporating elements from Cinder Fall's dust-weaving concept and Weiss Schnee's Myrtenaster, focusing on the idea of permanent dust-infusion mechanism rather than relying on always changing ammunition or using vials.
Nature Enthusiast: Koda has a deep appreciation for nature, often spending her free time hiking, camping, and exploring the wilderness. She finds solace in the tranquility of the outdoors.

Sketching and Art: Koda has a hidden talent for sketching and enjoys capturing the beauty of the natural world in her drawings. She often carries a sketchbook with her on her adventures.

Cooking: Koda takes pleasure in cooking and experimenting with different cuisines. She often prepares hearty meals for her friends and teammates, showcasing her culinary skills.

Stargazing: On clear nights, Koda can be found stargazing. She's fascinated by the night sky and enjoys identifying constellations and celestial objects.
Honey-Glazed Salmon: Koda has a particular fondness for honey-glazed salmon, a dish she associates with the warmth of home.

Berries and Cream: She enjoys the simplicity of a bowl of fresh berries and cream, a comfort food from her childhood.

Wild Game Stew: Given her love for nature, Koda appreciates a hearty wild game stew made from locally sourced ingredients.
Bear-like Gestures: Koda occasionally exhibits bear-like gestures and habits, such as stretching lazily when she wakes up or rubbing her back against a tree for comfort.

Quiet Whistling: She has a habit of softly whistling tunes to herself while immersed in her thoughts or when on long journeys.

Collecting Stones: Koda has a collection of unique and interesting stones she's picked up during her travels. Each stone holds a specific memory or significance to her.

Reading Novels: Despite her relaxed exterior, Koda enjoys reading adventure novels, often immersing herself in tales of daring quests and epic battles.
 
Name: Aria Camellia
Age: 19
Gender: Female
Species: Human

Appearance: Aria is average height/ weight for someone who’s 19. She tends to wear her black hair up but messy, often with her face covered partially or at least with a few loose strands. She has green eyes and two lower lip piercings. Her ears are pierced with two studded ones on her right lobe and three small hooped ones on the upper left one. She tends to stay away from makeup but does take personal care seriously when she can. She’ll always be seen in a black leather jacket with a pink strip on one arm and down the back with the left sleeve ripped off, showing off seven flying bird tattoos on her upper arm while her exposed arm has her bracelet. She wears her emblem on the front of her shirt and the back of her jacket. She has a studded necklace with jewels that match her stripe. She also wears ripped jeans and black combat boots.

Personality: Aria is unapologetically herself wherever she is, loud, proud, and with a rock and roll sound. She is filled with a need for adventure and danger. She never holds her breath for anyone and is surprised when others come through on their promises. She rarely chooses to put her trust in others. The ones that she does trust though she’d do anything for. She is honest to a fault though and always says whatever is on her mind. She will put 100 percent of herself in whatever she does even though she might not like it and she will make that fact known to anyone near her. There is no façade with her, no BS to be had, just someone who enjoys a fight as much as she enjoys her music. Has a wonderful singing voice.

Backstory: Aria was born as the supposedly only child to a single father. He often excepted much of her, forcing her to do activities and learn skills that he deemed “appropriate”. The only joy she had was when her father let her learn to play the guitar. She longed for more out of life, even though she wasn’t sure what that was. One day she overheard how much she looked like her mother. Her father rarely talked about her often-giving vague answers in response. She decided to ask her neighbor, someone as tall as a child, who told her of a journal her mother often kept. Aria had searched all over then found it hidden in the attic. Inside were entries of her adventures as, of all things, a huntress, which surprised her. As she read, she felt inspired by her mother and made the decision to become a huntress. She found out that her mom had also given birth before her, seven boys with pictures of each one through the years. The last entry written was how excited she was for Aria to be born. Upset over the secrets her father hid, Aria confronted him with evidence. He made no attempt at even trying to hide the truth, confessing how he thought he was marrying into money but was saddled with kids instead. He had thrown out each of her brothers when it was clear that they’d be of no use to him, cursing that they’d ever been born, and that she was his ticket to the good life, showing her a marriage contract stating that when she became of age she’d be married off to a wealthy family, hence everything that she went through. That night she was locked in her room, her father destroying her guitar for her defiance, where she cried as she held her mother’s journal. She thought of what her mother would’ve done. The next day she packed, taking what money her father had, her mother’s journal, and ran away. At the train station, her father caught up with her. As he reached for her, she thought of how she finally wanted something for herself and that emotion awoke her semblance, allowing her extra speed and even letting her jump onto the back of a train. At Sanctum Academy she underwent a complete transformation, changing her appearance and personality, getting bird tattoos as a reminder of her brothers and using her mother’s maiden name. The only things she kept were her mother’s journal and her love of music which she incorporated into her weapon.

Weapon: Haruko- Aria’s weapon is a combination guitar and machine gun which can be used to play and for melee. The gun muzzle is located in the base while the ammo is inserted in the back and is fired by a trigger near the turning keys. She has a speaker-like bracelet that she wears on her left forearm that she can use for some sonic attacks occasionally. By tuning her guitar to and speaker to certain frequencies, she can make dust explode, though this sometimes hinders just as much as it helps.

Semblance: Aria can focus her aura in allowing for shorts bursts of speed and movement and even allows her to jump extra in height or multiple times in the air. The power is similar to how Mercury jumped in his fight with Yang during the Vytal festival or how Blake and Ruby use Ladybug only it’s her aura.

Aura color: Green

Strengths: Won't lie if she can help it, determined, open to trying new things in life, quick learner, talented singer and guitarist and when bored will write and perform.

Weaknesses: Hard time trusting people, not as experienced as some other hunters out there, can be socially awkward, can't read others well, will often be curious about things and get distracted by something she's never seen before

Other: The talents she had been forced into learning included cooking, sewing, different arts, botany, music, and dance
 







Name: Aisuke Himura
Age: 17
Gender: Male
Species: Human
Appearance:
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Aisuke stands at a not-so-impressive 5'8 and has an incredibly toned physique combined with a horrific resting bitch face. Not the most approachable of figures, coupled with the absolute plethora of scars on his body and face it's clear that he gets into his fair share of fights. He also has brown eyes and messy black hair, which he sometimes combs back when he gives a damn about styling it.

Personality: Aisuke, is a rather rough character. He finds rudeness to be entertaining, and things such as overwhelming kindness to be off-putting. A crude sense of humor as well as an underlying temper makes this man SCREAM delinquent. However, with all of this Aisuke deep down is still incredibly compassionate, hardened through strife he has a fierce sense of loyalty that is nigh unbreakable.

He will also, occasionally get dark. anger-fueled thoughts. Denoted by alternative text.

Backstory: Aisuke grew up in the city of Vale, a no-name boy to a no-name family. A single mother whose father fled the family after realizing he'd gotten his latest fling pregnant. Who he was? Aisuke could never tell you. Nor does he care all that much about him.

Growing up, Aisuke had no aspirations of hunting to start with. Focusing much more on his family life, he grew up realizing that life wouldn't be simple and normal. He tended to get into a lot of 'scraps' in his youth. Due to a mixture of things, whether it be pride, an insult towards his mother, or just someone in general not being to his liking. Without a father, he learned entirely how to be his own man, and aimed to eventually carve his way for himself and his mother. Wanting to eventually move them out of their shithole of an area and into a nicer place, preferably away from the local wannabe white fang.

Professional fighting was on his mind, for entertainment. Always find a desire for it fueled by professional wrestling and MMA, in awe of the feats that humans can do. Even without the fabled hunters' abilities. He learned how to train hard with his local coach, frequenting his gyms often and gaining a more healthy outlet for his aggression.

Though, this wasn't to last. His early teen years would prove to be his worst.

Grimm appearances had been happening for a while now. A new one would appear somewhere in Vale every few months or so. But, as with everyone living in difficult times, Aisuke always thought 'It would never happen around me. not my neighborhood, not my home.'

Until. It did.

The trauma of that day would stick with him forever.

He would come out of this alive, yet.
The same couldn't be said for his mother.
Ripped apart, the woman he loved more than anything. Torn to shreds. torn to pieces. A sack of flesh, bone, and meat. Horror doesn't even begin to describe what the young boy felt.
But beyond that, something else.
Rage. Something that made all other emotions feel minuscule in it's presence. An overwhelming, true hate. At this beast, at the hunters who were not here yet despite it being in their backyard.
He tried to fight it. Yet it was to no avail, no weapon he could find in their home would have been able to do anything, after all. The beast likely only keeping the boy alive to feed off his negative emotions.
It'd of had his life, had a hunter not shown up to kill it.

So easy, too. Where he had fought for his life. This hunter acted as if it was nothing...
...
He ended up blacking out, his body mutilated from the beast. Yet alive.

Aimless. All he'd love taken from him, he knew what his path was. It was scary to him, it was simple. Yet it was all he had left.
He wanted to become a hunter. To make
every. Last. Grimm. Pay.

The man who saved him, thankfully seemed to have a soft spot for the boy. And upon request, indeed took him under his wing.
He let the boy into his family. A younger brother, and a mother... It wouldn't be the same, he knew it yet.
It still scared him how warm it all was. He felt fear after some point in losing them as well, all the more reason for him to work hard.

And. Work hard, he did.
What he'd become, could only be described as a monster of raw will.
Every moment, every breath, every piece of food he ate, and every activity he did.
It was all, in one method or another. A means to help him one day become a hunter and begin killing Grimm.

And so. He continues to train, going into the academy he will continue to train. The rage never left him. The hate. All consuming and everlasting.
Towards the Grimm.
Towards the hunters, who had failed his mother.
And towards his uselessness.


Weapon(s): Bare hands. His former weapon, a baseball bat railgun combo broke in his hands when he was training once due to his grip strength. Setting him back way too much money, and he's not in a position where he can afford a new weapon every week.
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Semblance: Unrelenting Wrath
A DANGEROUS SEMBLANCE. This semblance feeds upon the current will of the user, heightening whatever most drives them in the moment. In theory, it could be anything else. A sense of duty, a sense of ambition or want. But for Aisuke? It is sheer and utter Wrath. Activation is voluntary, however, deactivation requires a strong sense of self and willpower. A constant battle against one's innermost desires.

The semblance itself, has three discernable 'phases'. Each is more drastic than the last. But the overall effects remain consistent and are as follows.

+ Natural Warrior: The semblance as it progresses, makes the user's body much more durable. Fists, teeth, feet, and the entire body become not only viable weapons but much more resistant to attacks.

+ Supernatural Strength: As the semblance progresses, the user's strength enhances much further than the normal hunter or huntress. Allowing for intense short-burst leaps, and an unbelievable striking and throwing power.

- Anger: The semblance does not create anger. It instead draws upon trauma and emotions that are already there, amplifying them to extremes.

- Fistbound: The grip strength gained with the new level of strength is horrendous for wielding a weapon the user wants to have for a while. Giving a natural weakness towards ranged assaults, and a lack of elemental versatility.

- Injury bound: Giving into the reckless anger has a side effect, noticeable even in the early phases. The user's aura is no longer outside the body but instead infused into the wielder's flesh and bones. Making them vulnerable to injury if enough damage is applied at once.

First Phase:
Light Anger
The weakest form of the semblance. Yet the most controllable one. A decent increase in strength, making one stronger than most hunters and able to toss around your average Grimm with some effort. the user's body can be equated to a little worse than an average hunter's weapon.

The user's mental state at this point can be described best as a light amount of anger at all given times, such as if one were to have experienced an extraordinarily rough workday. Easy to come out of.
Visually, the user's aura turns a reddish-orange and begins to come off the user's body like a steady flame.

Second Phase:
Hate.
The intermediate form of the semblance. Hard to control. A noticeable increase in strength, allowing one to reach superhuman levels of strength, is extremely effective at battering Grimm. The body becoming hard enough to surpass most common weapons without dust, able to break the harder armor of Grimm with a few strikes.

The user's mental state at this point can be described as Intense anger. Hindering the user's mental faculties makes it hard for them to come up with more creative plans of attack or strategies. Usually rushing directly in with minimal creativity outside of ally input.
Visually, the previously calm flame is an intense fire radiating off of their body. The eyes tremble constantly, unconsciously.

This phase is hard to come out of, but is easier to do so if someone the user is close to is nearby.

Third phase:
BERSERK
The strongest. And the point of no return. This is completely giving into anger, and letting it completely control every, and any action the user makes. Strength is superhuman even by hunter standards, hands can crush metal with ease and teeth bite through bone and stone alike.

The user is completely gone in this state. Every single minor thing that has ever bothered them in their life is brought to the surface and bolstered to a thousand. The slightest of annoyances become lethal mistakes. There is no strategy, fighting only as a completely feral beast. Unable to tell friend from foe.
Visually, the user's iris disappear completely. The flames enveloping them almost completely and sporting a dark red.

This phase only ends if the user is knocked out, or killed. No amount of loyalty can save someone who has completely cast it aside, after all.


Aura color: Light blue, shifts towards a Red color when the semblance activates.

Team: (leave empty for now)

Strengths:

Determination - An intense will and drive. Aisuke, once he has his mind set on something he either wants or needs can pursue it relentlessly, and tirelessly.

Close-quarters Fighting - A mixture of brawling, and martial arts. Aisuke is very good at upfront combat, highly adaptable given he has the mental capability to do so at the time.

Loyal - Aisuke is very loyal to those he views as true allies. Willing to bend over backward for them at the drop of a hat. A good feature to have considering his semblance.

Diehard - Through sheer willpower, Aisuke can endure harsh injuries and continue fighting.

Weaknesses:

Ranged ineptitude - Aisuke's aim with firearms, and anything that isn't thrown... Sucks. Below average. There's a reason he throws large objects. Coupled with the downside of his semblance, he's given up on firearms.

Savior Complex - Aisuke, due to trauma. Will always strive to be the first to go into danger, and not want others he cares about to perish before he does.

Wrath - Aisuke, once wronged. Has a really, really hard time letting it go deep down. This comes out often when it comes to the semblance.

Other:
Favorite Drink: Orange juice. A special drink for special occasions.
Favorite Food: Chicken breast. Low calories and tastes good.
Favorite Movie: Stoney (Rocky)
Favorite Wrestler: The boulder (The rock)
Favorite Anime: He'll never admit it because he's insecure, but hajime no ippo.


 
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Name: Varanus Vipara

Age: 17

Gender: Female

Species: Snake Faunus

Appearance: Varanus stands at 5'2 with her black braided with the ends transitioning to green. Her build is that of a dancer that is always covered in the best garments, that evoke the subtle aesthetic of soft goth. Her bright fangful smile is adjacent to her grey eyes, that are always covered by shades.

Personality: Varanus is elegant & eloquent with random spurts of emotions, both extreme and inappropriate. She tends to mind her manners and those around her, but she will never back down from a challenge. Varanus is extremely compassionate, mostly because she can feel other's emotions. She does tend to jump at the chance to prove herself which usually gets her in trouble, but because of her overconfidence, she wouldn't admit to her failings, especially in the heat of the moment. The young woman is self-assured and is always willing to speak her mind but she always attempts to do so in a considerate manner, although her words can come off as harsh.

The Vipara family, Mistral Natives and elites, was built off the back of their matriarch's elegance on stage and her cunning in the underbelly. The Vipara name became synonymous with elegance, grace, power, wealth, and fear. Originally, the goal for the family was to gain enough power and respect to defend Faunus as a whole however throughout the years their tactics to be seen as a "good" Faunus became a moral failing to the point of arrogance where they looked down upon Faunus that had traits that were deemed unattractive or harder to hide.

As a Vipara, Varanus grew up with wealth with almost everything at her fingertips. The young girl was always under scrutiny from the public eye and especially from her family. She was to keep her mouth closed and not speak until she was able to speak without revealing her fangs and tongue, while in the Vipara home she was to only speak when spoken to, and even then she was viewed under a microscope for every little mistake. The young child could only find solace in spaces with her grandmother, Sahara, who was always tucked away from the rest of the family whenever possible. Although most people avoided Sahara because of her venomous words, Varanus was always near her grandmother, even when she would harshly punish...Or at least that what she pretended to do. Sahara tried her hardest to protect Varanus from the toxicity from the scrutiny but Sahara's son & husband, Coby & Coby Jr., was having none of it.

For months Varanus put into multiple classes, courses, and boot camps on top of her already grueling academics. With fear of abandonment shaping her motivation, the young girl took to everything the best she could, and much like her ancestor she was a natural-born star on stage. Over time, Varanus became a household name with many different accolades and awards, but the plans for this young actress weren't complete as she was forced to partake in every event that could or would increase her fame, and the Vipara name by association. Varanus upheld the good faunus stereotype and regularly spoke out against the White Fang. She didn't understand what the problems were and was naive in all forms until her grandmother opened her eyes.

During a Vytal Festival, Varanus was overcome with awe at the show of talent from people not much older than her, and a question formed in her head, however before she could utter a word her grandmother firmly said no.

"Girl, you live in a vapid and shallow world...If you wish to jump in the deep end when you couldn't wade through a kiddie pool."

Sahara's words shattered Varanus' words and for the first time, her grandmother's words weren't something she was saying to please others, but something she truly believed. An argument quickly exploded between the elder and heiress that seemed to never end until Coby stepped in. He and Coby Jr. were deeply disappointed with Varanus, who at this point could care less when compared to her grandmother, so they decided to while they stayed behind to do run a few PR strategies to cover up the event, while the heiress was to be sent home, however on the way out Sahara decided to join her. Their trip was mostly silent until they landed not far away. Confused, Varanus asked where they were and Sahara just said," The reality of a faunus without."

For months Varanus was not seen in public. People other than direct family were denied all entry from their mansion. The few people and paparazzi who were able to get past the gates and were even slightly near Varanus's rooms were overcome with different emotions, sometimes sending them spiraling before anyone could notice their presence. The next time the actress was seen she made a very public declaration that she would become a huntress and forward faunus rights.

Weapon(s):
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Semblance: Varanus can empathically connect with people within a certain distance of her. Once connected she can directly feel and interpret their emotions or project other emotions onto them. Varanus' relationship with others can allow for their link to reach over greater distances and for their empathy link to get strong enough to the point of almost telepathy.
Aura color: White but changes
Team: (leave empty for now)
Strengths:
⩥ Team Work -Because of her semblance she can blend well with just about anyone.
⩥ Mid-Range to Close Range - Varanus excels at mid-range and close combat situations.
⩥ Aura Specialist - Because of her semblance she has a deeper understanding of her aura and can use it for further detection aura reading. Her perception has become extrasensory and she can sense other's relative aura levels and identify them by their aura and their color
⩥ Money - She has the funds to make things run

Weaknesses:
⩥ Semblance - Can get lost in other people's emotions or if she attempts to force other emotions onto others if they can resist, she will be hit with a rebound of emotions that can cause her to lose control. Her Semblance is, for the most part passive, so Varanus has to be acutely aware of both her own emotions and of those around her.
⩥ Brash & Overconfident - Varanus will jump at an opportunity she deems fun, especially combat-related. Her overconfidence in herself leads to her making decisions without thinking of the possible negative outcome
⩥ Elitism - Although Varanus rejects the teaching of her family she still has lingering thoughts and beliefs that interject in her everyday living.
⩥ Cold-blooded - As a snake Faunus, Varanus is unable to produce body heat so in cold temperatures/environments she becomes sluggish and could be put in a forced hibernation.

Other: (anything else you feel is important to mention about your character)
 
Name: Jack A(rgent) Lope
Age: 18
Gender: Male
Species: Hare Faunus
Appearance:
1695450603339.png
Personality: Always on the move, never sitting still. If he ever wants to do something, it needed to have been done yesterday with the way he's running around. Bouncing from one task to the next, he refuses to let anything slow him down for long. Of course, his scatter brained nature often has people thinking he's dim witted. This could not be further from the truth, he can be quite clever when push comes to shove. Old man Felix never did find out who had been scrounging through his bakery, only that they were small enough and quick enough to wiggle their way through the cat flap with several handfuls of muffins.

Backstory: Jack has never had much to worry about. His father was a huntsman, and he made sure to visit home regularly, and so was his mother. His older brothers and sisters were also huntsman, and they were constantly coming and going. His grandma had been a huntress, but had long since retired. Of all of the family members that he knew about, only his grandfather hadn't been a huntsman, he had been a chef and still loved cooking.

It was no surprise to anyone when Jack had decided that he would take up the Huntsman's mantle as well. Of course, he had to make his own weapon, but he couldn't come up with anything himself. His grandfather, though not a huntsman himself, had an old huntsman's weapon from his grandfather. A massive nagamaki. This exotic weapon instantly caught Jack's attention, and he took to it fairly quickly. Of course, it was nothing like a normal sword, it being more closely resembling a polearm. But it was the only thing he wanted to use, and with very uncharacteristic focus, he practiced with the unwieldly weapon.

Soon he was able to spar and hold his own with his brothers, sisters, and cousins. He made a few small adjustments to it, careful not to completely destroy this family heirloom. When he revealed the alterations to his family, he clearly remembered seeing his grandfather having a wide grin on his face. Since then, he had put his nose to the metaphorical grindstone and studied to join an Academy. Letters of application, and one acceptance letter came back. The rest, as they say, is history.

Weapon(s): A Nagamaki. This large sword, defined by a 4ft blade and an equally long hilt, moves with a surprising speed. It's hilt has also been cored out, rifled, and a firing mechanism added, allowing it to harass pesky Grim that refuse to come to him.
Semblance: Centering himself, Jack is able to move with lightning swiftness. Considering his laissez faire attitude, he can easily find his center and reach extreme speeds. This does not directly increase his strength. But due to the direct relation between mass, velocity, and kinetic energy, the faster he moves the harder he's going to hit. But if he punches someone while going at full speed, he is liable to breaking his hand.
Aura color: A silver color.
Team: (leave empty for now)
Strengths:
  • Blisteringly quick
  • Cunning
  • Good with people
Weaknesses:
  • Little to no concept of personal space, something that sadly was sacrificed in a large family
  • Close, close quarters. He needs room to swing his massive weapon
  • Cannot sit still, quite possibly undiagnosed ADHD
Other:
Jack's emblem is a Argent Jackalope bounding across an Azur Field.
 
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