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Fandom RWBY- The Wilde Jagr

The Succubi Queen

Ethereal Goddess
Character Skeleton




(* indicates that a category is Optional, you do not need to be former teammates with other players. Here is a resource for Color Based Names, if you need one: @Bullet Tooth Tony


Lilian "Peggy" Falciani-@Ian Temero


Sienna Maxwell-@DarlingWaylonPark


Illviðri Einherjar-@Ranulf01 (F the yellow text color)


Pavo Cristatus- @amdreams
 
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Name:


Hivitir Blakkr


Her name is literally White Black in norse


Nickname:Val or Hel,


Age:21


Gender:Female


Human or Faunus:Human


Weapon:

steampunk_gauntlet_gloves_by_skinz_n_hydez-d4ql9gc.jpg

Foss Hanzki:


Gloves designed to project her semblance in beams of energy in addition they are fitted with small rockets, designed to gve her punches a little extra kick


Semblance:Valhalla eoa Hel


Hvitir can extend her aura in two ways, aura projected from her right hands heals and strengthens others, aura in her left harms them. Each is fuelled by the other so at any point her aura is divided into two parts Valhalla and Hel, colored white and black respectively.


Emblem:


fox_and_crow_emblem_by_marianus.jpg







Personality:


Hivitir’s personality is mostly influenced on which side of her aura is fuller. The Valhalla Hivitir is sweet and deeply caring about those around her. She prefers to help people and is generally pacifistic in nature. Hel Hivitir is belligerent and snarky, always ready to hurt someone and if not in a fight, shes looking for one. Meanwhile, Valhalla Hevitir is more logical and by the book and Hel is more creative and unorthodox. Balanced Hivitir is a rarity but when she is, her sides tend to even out and cancel each other. Leaving Hivitir’s more dominant characteristics that carry over both sides. She is quiet and meditative and while she speaks little she always has an open ear for anyone who comes along. She is secretive but not obviously so as she likes to redirect rather than putting up walls. People value her secrecy as she is seen as someone you should talk to, but many can’t help but shake the feeling that she knows more about everyone else then everyone else knows about her


Likes:


Valhalla:


-Cookies


-Animals


-fairy tales


Hel:


-fighting


-(Loud) music


- Writing


Dislikes:


Valhalla


-Fighting


-rudeness


Hel:


-Prudes


-Anyone who kills the mood


Skills: Music, research, medicine, Brawling


Weaknesses: Mood swings are constant and make her hard to deal with. Energy switching is hard . Valhalla form is prudish and stubborn, Her hel form is overly violent


History: Hivitir doesn’t talk about her history much but her scars and tattoss imply her early life was not easy. The earliest point she’ll talk about is that she came to Beacon academy with her best friend Nejlika and they were on a team together through school. Other then that her past is totes mysterious and not at all plot relevant


Relationships: Nejlika- Best friend.


Reasons for enlisting: Is hunting for those who hurt her in the past. Won't say more.


Looks:


cursed_girl_by_hellgab-d3co0xk.png







Theme Song:


[media]
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[media]
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Former Team Members: Nejlika
 
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Name: Nejlika Midgard


Nickname: Neji


Color/Relation of Name to Color: Swedish for Pink


Age: 20


Gender: Female


Human or Faunus: Faunus


Type of animal*: Snake


Weapon: Huggtand and Gifftand- Dual Karambits that double as revolvers

24be92791cd5cba2a5c900aac88765d7.jpg
Ivory Blade/Revolver, Pink Handle
Semblance: Serpent Crawl- Nejlika has improved bone flexibility, and can contort her legs in anyway (like a snake's tail), for a period of up to 10 minutes. If she uses this power for longer than this, she suffers excruciating pain until long after her legs are restored. If the use of her semblance exceeds 15 minutes, the pain increases to the point she completely loses the use of her legs for 15 minutes afterwards.


Emblem:
Ouroboros%20Tattoo_08.jpg







Personality:
A shy, introverted girl, Neji has always been more comfortable in the background of a group. She's not really a leader, or even an idea person- she's always been a follower. She's good at taking orders, though, and she's a rather good at being sneaky, often noted for her ability to fade into the background (mostly because people forget she's there in a conversation she is leading.) She's always more comfortable in a quiet space with a good romance novel than she is in any other situation.


Those who get past Nejlika's shy, insecure exterior learn that she's kind of a hipstery geek. She's a bit of a romantic, in the modern sense, which involves sparkly vampires and whatnot. She can be sarcastic at times, especially when the topic is a person or thing she doesn't like. And, when it comes to things she feel strongly about, she can be rather assertive, given the right crowd and atmosphere. She's pretty much the classic image of the introverted bookworm- open and warm to the rare few she can stand, shy and mousy around others.


However, she has a secret sadistic side that isn't well known to most. She find a sort of grim satisfaction in the suffering of others, especially those that she feels deserve it. While not one to take delight in full force bloody combat, she takes it upon herself to deal out subtle punishment to those who deserve it. (There was an incident when Team CHIL woke up the night after a mission with more wounds than they had remembered getting, but it was brushed off as a failing of Aura healing.)


Likes: Books, Coffee, Thunderstorms, Warm Summer Days, Swimming, Yoga, sweets, classical music, small animals, major character death.


Dislikes: The Cold, Loud Noses, people who want her to talk to them, people in general, open fighting (even against Grimm), extremely bitter or sour food.


Skills*: Extremely Quiet, Flexible to a freakish extent, excellent nose, hard skin.


Weaknesses: Unstable Core Temperature, Sensitive tongue, A bit hard of hearing.


History*: Nejlika doesn't talk about her past, but it's pretty common knowledge that she and Hivinter have similar origins. Nejlika has fewer scars than Hivinter, but hers run deeper, marking her otherwise pale flesh colored scaley skin with a harsh pink.


Reason for Enlisting in the Wilde Jagr*: She's not really cut out for the glory side of hunting. She'd rather correct the wrongs that have been done to her without drawing attention.


Relationships*: Best Friends with Hivinter Blakkr


Looks:
no_filter__viperine_by_chamomilecatastrophe-d7euln0.png







Theme song:
[media]
[/media]
Former team: ZCHN (Zucchini), with Hivinter Blakkr
 
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Name: Ailurus Fulgens


Nickname: Ali


Color/Relation of Name to Color: Ailurus Fulgens is the scientific name of the red panda, which are a lovely reddish color.


Age: 21


Gender: Male


Human or Faunus: Human


Weapon: A massive double sided ax, capable of turning into a single sided sword at the push of the button. In both forms it can fire massive slugs that can give even the toughest of Grimm at least head aches at a surprisingly high rate of fire. The kick back allows him to jump around the battle field, he just has to remember to be pulling the trigger instead of pushing the button.


Semblance: Thorn mail. Exactly how it sounds. It isn't fancy, but you try punching a hedge full of thorns. Hurts, don't it?


Emblem:


TrnsltLife_TrinityKnot.png



Personality: He's a lovely individual, and is rarely seen without a smile. But it's a mask. Deep down, he has a deep seeded hatred for seemingly anything and everything. But the things that take the brunt of his anger are the Grimm.


Likes: He likes the simple things in life. Pancakes, a sweet here and there, to love and to live.


Dislikes: Don't, and I strongly urge you to do as I ask, ever, EVER, take a sweet from him. Once it's in his hands, or mouth for that matter, it is his. Same goes for just about everything really. What's his is his, and what's yours is yours, don't confuse the two.


Skills: He knows how to make a boom and can take/give a good wallop.


Weaknesses: Not the brightest bulb of the bunch, and very possessive.


Reason for Enlisting in the Wilde Jagr*: It looked fun. Going around, doing things no one will know about. It's like he's a secret agent or something.


Looks:


2486847_1330851627008.77res_500_500.jpg



Theme song:



[media]





[/media]
Former team:
As far as he knows, none of them have been accepted into the Jagr program, so does it really matter? But could be wrong and a couple have, in fact, been accepted.
 
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CAPTAIN NAVY McBURNES

"Welcome Aboard, ye scurvy dog"

<p><a href="<fileStore.core_Attachment>/monthly_2015_11/1248448385628116.png.e79e91ae7b95cc5daa844b934ef6d15e.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="88316" src="<fileStore.core_Attachment>/monthly_2015_11/1248448385628116.png.e79e91ae7b95cc5daa844b934ef6d15e.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Color/Relation of Name to Color:


Navy/Red


Age:



22


Gender:



Male

Human or Faunus:


Human


Weapon:



The Drunken Sailor- Probably one of the weirdest weapons a person of this century would use. It is by simple words, a massive steering wheel for a ship that he hooks to his arm to fight and puts on his back when not in use. The weapon looks almost like a shield however it has huge gaps in it. The massive steering wheel is not use to block but to attack like it was a punching weapon. The weapon like most others is not simply a weak and brittle old steering wheel. The massive things knobs that are used to turn a ship will when in combat turn into sharp harpoons. But that's not all, when Navy fights the wheel increases in rotating speed making almost a saw of harpoons on a massive steering wheel. In the middle of this wheel is a huge and heavy cannonball. One filled with explosive and fire dust. However when fighting he cannot just shoot it out. When need be, the whole wheel will go inwards like a flower closing and each end of the wheel will connect and a handle with a trigger will pop out. This takes a lot of time but when it does happen, Navy summons a massive hand cannon with one shot. And it is not a shot that will be taken lightly. This weapon is fairly heavy and cannot be thrown so long ranged or people who can get away from him really churns his waters.

Semblance:


To The Briny depths or to the Shimmering stars- Navy when at sea level has the ability to...well sail/surf across the ground, he creates water around himself and is able to surf/sail around the battlefield to catch those damn pesky long ranged people. And when above the sea level his is able to get pretty make a jump pack. he can jump and a jetpack is created surging him in any direction to get close to his enemy or get a vantage point. However he cannot boost for super long, its only in short bursts every once in a while.

Emblem:

<p><a href="<fileStore.core_Attachment>/monthly_2015_11/ship-steering-wheel-shield-11564175.jpg.7f7ce7c86453c2c301e8ae026074eb26.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="88310" src="<fileStore.core_Attachment>/monthly_2015_11/ship-steering-wheel-shield-11564175.jpg.7f7ce7c86453c2c301e8ae026074eb26.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Personality:


Captain Navy is one of the weirdest individuals most will ever meet. He believes he is some sort of pirate. He painted his leg to look like a wooden leg so I would say right off the bat he is thoroughly crazy. That and he has a devilish grin on his face all the time, that or its a psychotic one. How did he even get here. Besides that Navy is explained is erratic and spastic. He is twitchy and cant keep still, he makes decisions on the fly and seemingly does not care about the consequences. Well to be honest he is normally a drunken slob so that really does not help his case. He legit drinks as soon as he wakes up, and mumbles incoherent pirate slurs as he goes on and on about his journeys around remnant in his ship which no one has ever seen. Navy seems to always believe he is leader which is a fairly bad trait, he refuses to operate in the field if he does not get a say in something like a plan. Even though his sucks he still wants to hear himself talk.

Navy speaks in some sort of presumably fake pirate accent and just adds some kind of pirate word to every sentence just adding to the fact people think he is crazy. But other then that Navy is never sad, its questionable whether he feels truly sad about something because he always has his psychotic look and his crazy talk. Navy is generally fairly nice and can be quite the blast when he is being him because he is so adorably weird. Navy however acts like most ship captains, just minus captain and replace it with drunken idiot. He did keep the responsible aspect and is a friend to many and can really raise the morale when spirits are low. Mostly because he is a bucket of fun and seemingly never loses hope, determined as always, he sees a light at the end of the tunnel and refuses to give up hope that he will get it. But with that he can be extremely scary to some, his behavior is scary and sometimes just the way he smiles just scares people. But he always is smiling, sadness and him just don't ride the same currents.

Likes:


Singing shanties


Drinking



Being on his ship



Being surrounded by positive people



Being loud and flashy...oh god



Flirty



Fighting



Leading missions


Dislikes:


When people take his rum away


Negativity



New age singers



Raiders



Grimm, especially 2 special ones



When people call him crazy, you don't call crazy people crazy it will make it worse


Skills*:


Navy has the spirit of an entire crew of a ship, he is uplifting and extremely good at making others feel very energized.

Super hard hitter if he can successfully land the strike. And also is a fairly good fighter in the water and on land.

Extremely charismatic for a drunken sailor, he normally can talk his way out of most situations and is fairly charming when he wants to.

Weaknesses:


Navy sucks so bad at people who are agile or long ranged, he has a way of getting to them but still he has to get them and that is super hard.

Does not take kindly to others making plans on the field unless its his bosses. Refuses to work well if he does not have some kind of say.

His constant drunken state makes him hard to keep around in any silent situation, he is way to loud for secret ops.

Reason for Enlisting in the Wilde Jagr*:


Said something about needing to lay low so the bloody mutanists could walk the plank and get off his ship...Whatever that means.


Theme song:


[media]

[/media]
Former team:


His former team has since broken up, two of which have turned bad and the other is somewhere unknown. All that is known is the two villains are heavily armed and dangerous but that's about it.

OCEN (Ocean)- Tesm members


Ophir Abbermathy



Casaan Ali


Ecru Barrio


Navy McBurnes



 

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Name: Herb Orion Wilkshire


Nickname: Asswipe, Asshole, Green Bag.


Color/Relation of Name to Color: Herbs are green man, especially those of the dank and kush kind.


Age: 22


Gender: Male


Human


Weapon: Envy, a huge broadsword which acts as a rifle as well

<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f936211_download(32).jpg.c756624f861a2f82e65980ddde8a13cf.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="88326" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f936211_download(32).jpg.c756624f861a2f82e65980ddde8a13cf.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p> <p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f94dd9e_FuckingTerrible.png.7419060a3b90bdb1a8fc6421c9406126.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="88327" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f94dd9e_FuckingTerrible.png.7419060a3b90bdb1a8fc6421c9406126.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Semblance: Herb's semblance is known as "Green Fury", after having sustained enough damage and angry enough, he will be able to either add kinetic force to Envy, making it glow green, or channel it into rays of energy which scorch and burn everything.


Emblem:


Personality:
Herb is very gruff, and open with people about his thoughts. He doesn't yet have the emotional intelligence to contain this anger and often devolves into an angry beast who rants and raves about those who have wronged him. His anger also stems from the deep seated Daddy issues he holds.


Likes: Hacking and slashing things, playing video games, ballroom dance and reading history.


Dislikes: His family, racism, Grimm, defeat.


Skills*: Ballroom dance, swordsmanship, able to ignore large amounts of pain for the sake of the mission and semblance control


Weaknesses: His temper, unable to finish the first world in super Grimm Bro's 4, talking about his family and independently working in the field, he's reliant on others orders.


History*: Herb's family, the Wilkshires have a long history of making lots of money and being rabid anti-faunites. The Wilkshires have maintained a fortune which has made them Vale's third richest family. As per tradition, the first born son of a new generation is destined to be the new family patriarch. Herb was indoctrinated with the Wilkshires values that wealth is power, the Faunas are degenerates, and the Wilkshires, through wealth and status were destined to become Vale's rulers and all efforts should be made to ensure this.


Herb's racist, vitriolic reality was shattered when his aunt Azure returned from the Huntresses, having been rendered a cripple on a mission in the wilds. Azure acted as a calming influence on Herb and stoked fires of rebellion inside the confused and angry boy. Herb eventually struck back at his parents, and their insidious teachings rejecting them in favor of a new patriotic side that saw him believe that it was his duty to defend humanity against Grimm. At age 13, Herb fled his pleasured life of fortune and power for that of a Hunter.


Until age 18, he lived at Cross Academy, training in the basics of becoming a Huntsmen, and building himself up physically and mentally before enrolling in Beacon where he was initiated. His time there was marred with fights and him being seen as a bully and all round arsehole, albeit an incredibly talented one.


Reason for Enrolling*: Herb wanted to assist humanities cause in a patriotic way.


Relationships*: None


Looks:<p><a href="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f932d6e_SkrubBoi.jpg.14af767d242993f2b824f99b370a031d.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="88325" src="<fileStore.core_Attachment>/monthly_2015_11/57a8c5f932d6e_SkrubBoi.jpg.14af767d242993f2b824f99b370a031d.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Theme song: [media]
[/media]
Former team/relationship to color: HEAT, considered by nearly all the most dysfunctional and angry team imaginable.





 

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54449885.jpg


Name:


Lilian Margaret Falciani


Nickname:


Lily Peggy


Color/Relation of Name to Color:


Her nickname is a reference to the original Danish title of "The Little Match Girl", and is related to an orange flame.


Age:


19 (looks 14)


Gender:


Female


Faunus Type:


Panther


(Note: is only half Faunus)


24e610d9283adfd2ddc523fc459bc4d0.jpg


Weapon:


Solstråle


A wrist mounted crossbow that belonged to her mother.


Semblance:


Ignis Arcanus


A mage type Semblance that allows Peggy to create and control fire. Her spells range from creating a simple wall of fire, to summoning, to more complex ones like changing the terrain into a lava-field or dropping giant balls of magma from the sky.


Emblem:


445835.jpg


Personality:


Peggy is a child at heart. Innocent, highly energetic, and full of joy, nothing ever seems to get her down. Even in the most dangerous of situations she always finds a way to laugh or have fun. Despite her childish behavior she has an amazing understanding of people, a mature outlook on life, and an understanding that the world is not made of blacks and whites; and yet she still chooses to see the good over the evil.


Likes:



- Games


- Ice cream


- People


- Sunny days


Dislikes:


- Pickles


- Being lied to


Skills:


- Has an immense defensive Aura.


- Is physically stronger than most Huntsmen when her Aura is full


- Has incredible hearing


- Is very agile


Weaknesses:


- Her more powerful spells take longer to cast and her defensive Aura is weakened when casting.


- Without her Aura, she is physically weak and has a poor constitution. When her Aura is depleted, it is not uncommon for her to start coughing up blood.


Reason for Enlisting:


She needed something to do as a Huntress. She also hopes to find information on her missing sister, whom she is convinced is still alive.


Relationships*:


- Roger Falciani- 9th Gen Human Huntsmen - Father- Killed by the Creatures of Grimm at age 30


- Valeria Falciani- 1st Gen Faunus Huntress - Mother- Killed by racial extremist at age 26


- Lilith Falciani- 10th Gen Halfbreed Huntress - Sister- MIA at age 21

ruby_reference__rwby_com__by_keethy-d8vl0q2.png


Name:


Lilith Falciani


Age:


25


History:


A renowned Huntress; while still a student at Beacon, Lilith played a large role in protecting the city of Vale when a criminal attempted to drop the Vital Tournament Arena on the city eight years ago. After graduating Lilith went on to serve directly under the Vale kingdom council. However four years ago, about the same time Peggy started at Beacon, Lilith vanished off the face of Remnant. The public believes her to be dead.


Emblem:


stickers_31fc12f7f28e6eecb7b50de031afaa3e.png



Appearance Notes:



- Is only 4'9''


- She has two large circular scars on her left thigh where a venomous spider Grimm bit her 13 years ago.


Theme song:



[media]
[/media]
Former team:



Team CORL


 
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Name:


Sienna Maxwell


Nickname:


"Si-Si" [Pronounced "See-See"]


Color/Relation of Name to Color:


Red-Orange [Vermilion, Sienna, Rust, etc.]


Age:


20


Gender:


Female


Human or Faunus:


Faunus


Type of animal*:


Reddish Egret

Reddish-Egret_Gary-Smyle.jpg



Weapon:


A slingshot made of metal, in which she uses grenades and cherry bombs to launch at her enemies.


slingshot_barnett_cobra.jpg



It's also designed to become a metallic archer's bow, and her metallic arrows [held in metal quivers that are sealed shut unless needed] contain 10,000 volts of electricity [once activated by the press of a button on the actual arrow] that can fry and shock her enemies.

764212241_o.jpg



Semblance:


Keenest of Sight: Using her bird-like eyes, Sienna can locate targets from up to a mile away and aid in hitting them with her slingshots or bow and arrows, depending on how far she is [she uses her arrows for long-distance shots]. However, she is still prone to miss and using this ability causes her to have severe migraines and hurts her eyes. If she uses it too much, she's in danger of becoming blind.


Emblem:

2457DE27-1DD8-B71C-0E5773803E138E14.gif



Personality: Sienna is, in a word, feisty. She is headstrong, hyperactive, stubborn and can be overconfident when it comes to what she can do-until reality hits her in the face and she eats a big slice of humble pie. She is kind, caring, and to those like her family and close friends, is fiercely overprotective and loves them all. Her heart is big and she always keeps an open mind in any situation.


She puts on a strong front before all in a crises, but when alone she crumbles -she wishes to have her own rock someday, instead of always being the rock for others, since it emotionally drains her. She has a tendency to rush into things too quickly and can bite off more than she an chew. She can be socially awkward at times, but she means well, and she enjoys making new friends from all backgrounds.


Likes:


~Swimming


~Heat


~Flying


~Desserts


~Fish


Dislikes:


~Freezing cold weather


~Snow


~Ice


~Bullies


~Being the emotional support all the time!


Skills*:


~Keen sight that she can use during combat


~Since she has the wings of a reddish Egret, she can glide for short periods of time


~Highly offensive aura


~Has acrobatic moves in battle, so is very lithe, nimble and graceful


Weaknesses:


~As she uses keenest of sight often, it's slowly making her go blind and she wears glasses from time to time outside of battle.


~As she is overconfident in battle, she can take on too much and will be worse for wear for it.


~Cold weather: in winter conditions it slows her down and she can barely fight, if at all. She works better in high temperature environments.


Reason for Enlisting in the Wilde Jagr*: She was bored and wanted something productive to do-though the real answer is she wanted to make a difference in the world, but that sounds kinda cheesy, right?


Looks:


Sienna%20Maxwell%20RWBY%20rpnation_zpsjvbvdqnh.jpg



~Stands at 5'4'' tall and weighs 120 lbs


~Reddish Egret wings are usually hidden under her clothes unless needed, but she keeps them folded and bandaged.


~Her golden eyes are also those of the egret, which lends to her keenest of sight ability.


~Hair is reddish-orange and reaches down to her mid back, though it's usually worn in pigtails.


Theme song:


Song of the Caged Bird by Lindsey Stirling


[media]


[/media]
Former team: RUST [A very lively and excited bunch who could be a bit too confident and tried to outshine one another in addition to other teams]
 
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Name: Pavo Cristatus


Color/Relation of Name to Color: Pavo Cristatus is the scientific name for the Indian Blue Peafowl. So . . . Blue.


Age: 21


Gender: female


Human or Faunus: human


Weapon:


Orkos is a Dust-Powered Sectional Spear (DPSS). Its usual form is a short spear with a blue shaft. Adjacent to the blade is a bronze attachment with various dust crystals and a chamber for dust hidden behind a hidden blade in the side. In its other form, the spear splits in half, the parts of the staff separate and the center sections connect and lock together. In spear mode, Pavo can also use Orkos as a staff and cast dust attacks with it. In its 3 part bladed staff mode, she is capable of delivering surprisingly strong attacks given its reach and her thin arms, by making use of the velocity of the blades when spun around and dust to augment the blades. Mainly though, she prefers acting as a support for the more offense oriented members.


Semblance:


Pavo's semblance is "Lover's Curse". When activated, Pavo's eyes will turn green and she can temporarily give someone or something she touches bad luck. The severity of such greatly depends on her emotional state and strong negative emotions tend to give the target worse luck than when she is calm. She has to be careful though because if she is swept up in her emotions, she can curse herself as well. Minor curses include tripping over nothing and birds pooping on you while stronger curses can make one's weapon jam or sudden bouts of diarrhea. The strongest curse she had ever cast had prevented someone's semblance from acting right.


All curses are temporary, lasting only one single stroke of bad luck and it will always happen within half and hour of being cursed. You can also avoid a curse by touching her again before something bad happens to you.


Personality:



Most who see Pavo for the first time, see her as quiet and elegant, like some foreign princess, though she is far from it. She can be cold toward most and has a very sharp tongue, which only seems to elaborate the illusion of a rich girl even more. She's mature and responsible, almost motherly and has a weakness for children, especially babies. Pavo's also intelligent and incredibly prideful, not willing to admit defeat if she can avoid it, especially in romance.


However Pavo is also a slave to her own emotions. She's highly prone to anger and jealousy and is easily flustered and frustrated, often making decisions and actions that she regrets almost immediately but is too proud to admit or apologize for (unless it does some incredible damage). This tends to ruin her queen-like image but some find this part of her endearing. Especially when she shows those rare moments of weakness. For the most part, she tries to stay strong though and is in a real hurry to grow up, but that's destroying her inside as when something especially bad happens, she tries her hardest to internalize it all.


Even as she is, Pavo shows signs of being rather uncomfortable around most men, especially those particularly bigger than her and those she doesn't know too well. When next to men, she'll often hug herself, trying to make herself as small as she can or just leave entirely as she doesn't want to be touched. And any attempts to do so will end up in a slap or worse.


Likes:

  • Children (legitimate children, not people who act like kids)
  • Baking
  • Sweets
  • Romance Novels


Dislikes:

  • Perverts
  • Drugs
  • Horror Movies
  • Being teased



Skills:


  • Baking
  • Highly proficient in dust usage
  • Makes good use of her environment
  • Quick and agile with her weapon


Weaknesses:

  • Poor hand to hand combat skills
  • Easily controlled by her emotions
  • Not the heaviest hitter without the aid of dust
  • Takes damage easily



History:



Though Pavo will never reveal exactly how, for a good chunk of her teen years, she had been part of a street gang run by a man named George Merde. Under his rule, she had done much she isn't proud of, including infiltrating Beacon as a student to push along a drug called "Pudding". Luckily though, thanks in part to her team and the friends she had made there, George was defeated and locked away, disbanding his gang and freeing Pavo and Rouge from him. After that, she had attended Beacon as a regular student and successfully graduated recently, wanting to become a huntress now to get rid of people like George.


Reason for Enlisting in the Wilde Jagr:


After going what she had when she was younger, Pavo wants to do some good and most of all, protect children from all the sickos of the world, by getting rid of them.


Relationships:


  • She is currently engaged to another huntsman, Adrian Valentine, and wears a plastic ring on her left ring finger, a promise before he can afford an actual engagement ring.
  • Rouge Marie - Member of team PRPR and Pavo's oldest friend


Looks:

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Theme song:


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Former team:
PRPR

 

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((A quick note, whenever I use the term "mankind" or some synonymous phrase, I'm also lumping the faunus into that category.))


Name:
Illviðri Einherjar


Nickname: ((I'll let people decide what they want to call him.))


Color/Relation of Name to Color: Electric yellow. His name translates roughly to "Once-Warrior of the Storm", ergo the high-energy color.


Age: 22


Gender: Male


Human or Faunus: Human


Weapon:

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þrumur and Jarðskjálfti, two massive shotels taller than Illviðri himself. The sheer size and weight of the blades means they are used more for heavy, eviscerating hits than any kind of fancy bladework. Attacks augmented by dust send out arcing lines of the selected element.


He also carries two knives that are held more for their utility than their combat ability, but regardless, they can be used.


For ease of transport, the blades are collapsible so that they can be strapped to one's back without much inconvenience.
Semblance: Shattered Sky- Illviðri has taken terrible hits in his lifetime, but always got to his feet so he could return the strike. If given a moment to brace himself, he is capable of withstanding massive blows that would crush an ordinary person, letting the energy move through him to dissipate into the earth. The energy required to do such a thing restricts this to a one use per hour ability. However, if permitted enough time to spike his shotels into the ground as he braces himself, the energy is dissipated much quicker and reducing the wait time to once every half hour.


Emblem:


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Personality:
Life is tough in the wild reaches of Atlas, and the people adapted to match. Illviðri is the quiet type who will stare you down and give a terse answer to any question. The exterior, while off-putting, in fact hides a very compassionate and fiercely loyal young man who simply feels a great duty to all of humanity. He's not the type to laugh at a joke, but that doesn't mean he dislikes it. Instead, he prefers to quietly appreciate his company while he does what he needs to.


Likes: A good stew, freedom of life from organizations or institutions, a safe place to sleep.


Dislikes: Idle conversation, the military, and sweet foods.


Skills: Excellent tracker, and can pull off feats of great strength.


Weaknesses: Can burn water, difficulty in relationships that extend beyond pure humanitarian benefit, solely experienced to cold environments.


History:

All his life, Illviðri had been taught the ways of his ancestors and how to survive on the frozen frontier. Looking at their pictures with reverence as his father told of some of their crowning moments, a sense of respect of all of mankind was instilled in his heart. The beasts of Grimm threatened mankind, and thus himself, and so like the generations before him he was expected to take up arms in defense of his fellow man.


He took to the art like a fish to water, able to differentiate between the tracks of an Ursa Minor and Major at a glance at age ten, but still he was not allowed to accompany his father on the hunt. "Not until the academies have taught you proper," he would always hear no matter how desperate the begging. Convinced that his father doubted his ability (and eager to prove his mettle), Illviðri took up his grandfather's war hammer, a solid piece of crafting that was markedly different from the simple weapons that the rest of his family had used, and went out into the forest. He wanted to prove he could make it, so he wanted a decently-sized kill. No beowolf would do, so he kept up his search until he came upon the tracks of an Ursa Minor.


It took hours to find the beast, but the conflict was quick. Using everything he had been taught Illviðri became the monster's very shadow, easily within striking distance. Foolhardy to think he would know combat at the drop of a dime, however. The first hit hardly dazed the Ursa, and afterwards the momentum was all in its favor. The hammer long-since abandoned, Illviðri was forced to run, dodging every swipe he could until a claw snagged the back of his shirt. Staggered, he fell to the ground, the beast of Grimm enclosing without any delay. As it reared back to eviscerate him, he saw the glint of metal and heard the crash of thunder. His father, standing above him, arm shorn off by the Ursa's attack, had crushed its skull between his other fist and the ground. The metal gauntlet dripped with the cursed blood, the man's own wound bleeding profusely. Illviðri learned the cost of rash action, and the duty of a huntsman to the rest of mankind. His father survived and continued to hunt, but the change still affected the boy profusely.


Ever since, he ensured that he acted with consideration, and took every chance he could to help out those around him. Every report from the Academy marked him as prodigious, but it failed to report the hours upon hours of training he forced himself through.


Never again.
Reason for Enlisting: Hunting is in his blood. For as long as there's been huntsmen, there's been Einherjars taking up arms in the name of repelling the Grimm. Given that the family lodge is out in the wilder Northern parts of Atlas, it's no wonder that such a legacy is so central to their identity.


Relationships: Two sisters and his mother are back at the Einherjar Lodge, while his father is a huntsman.


Looks:


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Theme song:


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Former team/relationship to color: ISSE - A team specifically formed to hold the "legacy students" - those whose families had a heritage of fighting the Grimm.
 
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Name: Stone Bertold

Nickname: N/A, but has the Title of the Iron Tank currently if it means anything.

Color/Relation of Name to Color: Grey

Age: 22

Gender: Male

Human or Faunus: Human​



Weapon:

  • Heimdall: A greatsheild that has been designed to retract and split into two, and can go even further by it folding in half around the arm revealing a piston gauntlet in it. The piston having a dust injector to shoot outwards, the most common Stone puts in is types of earth dust to shift and mold the earth in the field.


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Semblance:




  • Binocular Overdrive: Focusing his aura into his eyes, Stone is able to form a concentrated beam that can blast, burn, and incinerate opponents or objects from a range. This action is draining though and should be used with discretion with repeated and constant usage.


Emblem:




Will draw out when possible, as it looks slightly different.






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Personality: A narcissistic arrogant giant who thinks with his muscles and not really planning out the situation on his own. Having the potential to be great but is very much hindered by his general attitude. He doesn't take anyone seriously in the slightest, and takes a bit of punishment or someone with more power than he has to actually get him to go out and do things.

Likes:




  • Attention
  • Fights
  • Glory
  • The occasional quiet time where the sound of the wind could be heard


Dislikes:




  • Lack of notice to his actions.
  • Suckups
  • Cowards


Skills*:




  • Brawling: Some forms of close combat training allowing him to fight hand to hand with various opponents with strikes and grabs.
  • Taking Shots: A incredibly high amount of aura allowing him to take far more punishment than most people.
  • Heavyweight: Due to his size, and muscular body structure, he is very burly and can pack a punch.


Weaknesses:





Combative:




  • He's very slow due to his size, having difficulty doing more nimble movements and often opting to do more general and straightforward ones.
  • Quick to rush in at times, trying to lead a charge when the situation may be compromised for this action.





Social:



  • He's a bit narcissistic, often thinking himself better of anyone, gloating about his actions or what he can do.
  • He's a bit ignorant as well.

History*: Stone originally grew up aiming to be some form of a sportstar, it was until he learned how enjoyable the thrill of the fight was. So with this basic concept in his mind he decided to take it up further and attempt to pursue the huntsman, if he failed it no biggie, he can always return to his original goal, but if he does get through, well he'd be interested in seeing how far it can get him. So after getting through the regular things that the hunter-goer's went through, making a team, promptly getting along with that team and having a jolly old adventures spanning the four years, they moved on, Stone getting the message from thee Jagr and deciding to take up on it.

That said, he clearly isn't taking it as seriously as he should compared to several others.

Reason for Enlisting in the Wilde Jagr*: To be completely honest, its namely because the normal hunter life didn't seem that challenging to him, he wanted to take on something that could offer a real fun time fighting opponents.

Relationships*: N/A




Looks: 6'11 ft in height.

Best Image I could find so far, its fairly similar, just black hair, red eyes, and a more pale skin tone.

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Theme song:
Need to find a song eventually.

Former team: MNTS


 
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