Ģરίɱɱ ώλરȘ (Character Sheets)

WIP


20170624152839_xVMuB.thumb.700_0.jpeg


"Kukukuku~ Scream some more. If the Grimm don't get'cha, I will~"


Name:

Azul Daulfern

Age:

24

Gender:

Male (Looks Androgynous)

Race:

Human

Aura Grimm:

latest


A gigantic fox monster with tails that destroy even armored vehicles. It has a height of 100-feet, making it even scarier. It has spikes sprouting out of its back, similar to a Beowolf, and the tip of each tail has bone armor covering it. Like most Grimm, it has a skull-like helm on its head and its body possesses jet-black fur.

The Kumiho possesses fire abilities that can be emitted through the mouth or the tip of its nine tails. One of its most noted abilities is its unique howl. When the Kumiho howls, probably when it is outnumbered or hurt badly, other creatures of Grimm within 5-miles will be attracted and will help the Kumiho. Extremely fast, even for its size.

Role:

Traveler (Hunter/Assassin for hire)

Sexuality:

Bisexual

Height:

5'5 (Malnourishment in his childhood stunted his growth)

Weight:

140 lbs (63 kg)


Backstory:

Since birth, Azul knew nothing but darkness and cold, damp environments. His parents never much cared for him as a person, often leaving him home alone with no food or water for weeks at a time as they went off to perform "business" in Wakikata or mercilessly abusing him when they were home. He was often kept under lock and chain at his house to ensure that he wouldn't run to whatever law enforcement lingered in Wakikata and seek help, and with this form of degradation, Azul was often treated like a dog to further fuel his parents' power high and sadism.

By the time he was 5 years old, Azul's parents sold him off to an underground gang called "The Brotherhood" for cheap with the intention of training him into the ultimate assassin. The gang, day and night, would train Azul under merciless conditions no different than what he was already accustomed to. Cold, wet basements. Locks, chains, and collars. Training until Azul's entire body was hurting. If he wasn't vomiting, then he wasn't training hard enough. Anything out of turn resulted in a savage gang beating that, at a few points, nearly killed Azul. One gang member remarked just how miraculous it was that Azul was still mentally functional.

Azul, strangely, found comfort in these beatings and their insults. The pain that flourished through his body often mixed with a different sense that he'd never been able to experience before. Something that made him feel nice inside. Those times where he'd be able to smile despite the tears; those were his happiest memories. The worst punishments that he'd ever had to endure, though, was when he was alone. Azul would so much rather be beaten black and blue than be ignored, because at least with a beating people would have to acknowledge his existence.

He began to associate the pain of physical and emotional damage with pleasure. This became present in his semblance when the gang finally helped him unlock it.

Azul had a plan.

He was trained mercilessly still until, one day, the gang realized there was nothing more they could teach Azul. Azul was the strongest he could be, and with the assistance of his semblance and a hunter's weapon the gang so foolishly left lying around, he killed the entire Brotherhood, laughing as he did so.

Then he left and enjoyed his freedom... for two days.

Azul was kidnapped and taken to a facility where the Aura Grimm project was taking place, where he was injected with the Kumiho Grimm. He was the only one smiling and laughing throughout the entire experiment. Often times he'd have to have his mouth taped shut for calling the scientists "Daddy" or offering to do "bad" things just to get a reaction out of them.


Once freed, Azul had been on his lonesome, seeking adventure and unfortunate strangers who run across him.

One day, that happened.

A small band of Huntresses found him on his lonesome and, believing he was a woman, offered him to join them. Seeing no other opportunity for something fun to happen, Azul agreed and traveled with them for a bit. Due to his encounters with strangers in the past, Azul quickly learned that behaving as his normal self often creeped people out to the point of leaving him alone. He adapted his personality and behaved what he believed the other person would like. This worked, and soon, he had the Huntresses wrapped around his finger as their "cute little sister."

Or so he thought.

Apparently these women were secretly making plans to abandon him in Vacuo, because he was "too expensive" to keep around, and none of the girls were brave enough to tell him to leave.

This upset Azul. It upset him so much that he smiled at the pain he felt.

Something within him spoke.

'Howl'

So he did.

Azul leaped into a tree and howled out into the forest. The noise attracted all Grimm within a five mile radius, giving the Huntresses hardly a chance at survival.

Azul kept high in the tree and smiled as he watched the Huntresses try to defend themselves. They were strong, but not strong enough. They were torn apart.

Years after this incident, Azul continues to linger from location to location, picking up any odd jobs he can. He's yet to come across another Hunting group willing to take him.



Weapon:

68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f79313254434b34784832625a78773d3d2d33302e313535343035383564303264643065343432383837343335323136302e6a7067


An ax that doubles as a rifle



Semblance:

High Risk High Reward;

The more damage he takes, the stronger, faster, and more sturdy he becomes. The amount of strength, speed, and sturdiness he builds is equivalent to the amount of damage he takes.

This quirk allows him to increase his strength, speed, and his durability the more his opponent hits him, making him a harder opponent to take down. His durability will gradually increase, but that will not make him invincible. Azul is still very prone to chemicals, illnesses, and anything that attacks him from the inside. No point becoming stronger if he can't hit what's hurting him, right?

A side effect of his quirk is that he feels no pain. Rather, every time he's struck, he will feel an orgasmic pleasure run through his body. This sensation is his semblance's way of making him want to take more damage. However, the orgasmic pleasure won't tell Azul when he's about to die. The amount of strength he gains as well as the symptoms will be his only warning, so he must pay extra close attention to his body to not risk killing himself.



Aura Color:

Blue

Dust:

-Uses red dust when available. It causes the most pain~
-Keeps wind dust handy in case he needs to flee

Talents:

-Torture and Interrogation
-Weapons training
-Marksmanship
-Reading people
-Flipping personality to fit the situation
-Hand to hand combat
-His luck


Hobbies:

-Training
-Information gathering
-"Trapping" people
-Card tricks
-Gambling
-Watching people die
-Fighting Grimm
-Annoying his Aura Grimm


Other:

~Azul takes great pleasure in being insulted and may request the insulter to defile him further
~He believes himself to be lower than scum; a piece of garbage that goes where the wind takes it
~He may or may not be responsible for the deaths of a small band of Huntresses a few years ago. But, well, no one can prove that~




 
Last edited:
  • Creative
Reactions: happymech99
1588357363488.png

"Forgiveness lays with the Brother Gods. Salvation within us. Suffer not the Wicked and give thanks that you have hands to work with."

Name: Ilona Cardinal

Age: 23

Gender: Female

Race: Human


Aura Grimm: No


Role: Gralsritter (Huntress analogue from a religious order)


Sexuality: Heterosexual


Height: 5'6"* (5'3" without heels)



Weight: 130



Backstory: Ilona hails from a farming village in Mistral, born to a typical farming family she remembers very little apart from her mother and father and that she was not well liked by the other children in the village. Life was rather simple, but at the age of eight a Grimm raid had happened upon it, taking her family from her and landing her under the care of a church orphanage within the village. Under it's care it was discovered rather quickly that she was prone to accepting commands and fairly athletic, earning her the watchful eye of the Gralsritter, her semblance soon manifesting it's self would clench the deal.

Over the following years Ilona would finish training and be deployed where she proved a favorite among the higher ups, always finishing her tasks and fighting the grimm in her early teenage years she was remarkably adapt and willing to fight the Grimm. As The Order would grow her place would not change much for better or worse a fact that has not bothered her in the least. A fact worthy of note in her past is that her training instructor, master and one time partner is the Current Lord General of the Militant Crusade.

His name was Lloyd Leblanc, the relationship between the two was much like a father and daughter, as a result Ilona thinks rather highly of Lloyd and tends to follow his instructions with only a rare question. The pair started out as a Knight and his squire during the early days until Ilona herself was seen as being worthy of the position of knight and her master became a Lord. With the sudden influx of the Grimm the pair would find their duties taking them elsewhere. Something that bothered her very little as she can still kill the forces of Grimm, purging them in atonement for the sins of man. Over the course of her personal crusade she has game to learn and see much of the world of Remnant as her journey would come full circle. Taking her back to where it all began, Mistral. While she may seem indifferent of it she is secretly happy to have the chance to avenge her parents and village..in the name of faith of course.

Currently she is in Wakikata searching for information or more small grimm gatherings to slaughter in light of the Huntsmen absence.


Weapon:

Acolyte of Divine Tera Bracers:
Special gold ring bracers that were designed with her Semblance in mind, able to amplify and aid in the direction of her power. These bracers are in fact not golden but tempered composite marital consisting largely of iron. Being rather heavy they pack a lot of power into a punch or swing and add to Ilona's defense. They do not have any sort of transformation ability though the two holes that are visible are able to fire dust shotgun blasts. Because of the obvious concerns, she must wear armored gloves as part of the set to protect her hands, though the weapon does not fire unless she adjusts her hand and wrist to allow it to fire in the first place, hitting a trigger within.

Gunner Heels: A type of high heel that combines pistol components into her shoes, typically a drastic force such as a hard kick or a focused jump causes the guns to fire, on their own they aren't very powerful but the use of gravity dust allows her to jump rather far or to give passage for her Semblance into the underground to a limited degree.


Semblance: Shockwave: Much as the name insinuates, Ilona is able to cause shockwaves by concentrating her aura into her hands and feet, to "blast away" an opponent with vibrations of sound. When used in a direct impact the waves are able to disrupt internal organs shaking a Grimm apart from within based on the impact alone, when directed into the earth or a structure it's possible to cause cracks in the earth in a cone roughly 15 meters in depth and 5 meters in width at it's end, sending rocks upwards or carving a pit 3 meters in depth, typically she performs the former given capturing Grimm is of little importance, in the case of a structure all but the most well built of walls will crumble before her.

If she had a weakness it ironically is range. Sound waves of the nature she can produce into super sonic sound waves aren't too effective against airborne foes and only serve as a crowd control or annoyance to Grimm or individuals she can't touch, though those with sensitive hearing would likely be left in considerable pain. For this reason she has tailored her weapons into supporting and covering up her weakness. Another issue is that it uses Aura energy and given this she tends to eat a lot after a hard battle or before one.


Aura Color: Silver

Dust: Typically Gravity, though her bracers use a mix of fire and gravity alternating between every 3 rounds being fire and 1 being gravity. Heel guns purely use gravity.



Talents:
Cooking: While she has something of a sweet tooth, Ilona is a good cook

Sewing: Pretty obvious

First-Aid: Knows how to treat light wounds and even broken bones
Apothecary: Can make basic medicines

Forager: Knows what plants and animals are safe to eat in the wilds

Hand to Hand Martial Artist: Her fighting style makes use of chops, sideways blows, kicks and acrobatics rather than holds and throws or direct hand to hand impacts.


Hobbies: (What does your character do in their spare time?)
Teaching the Weak to help themselves
Cooking
trying new foods
Preaching her faith to those who will listen

Theme: Battle/General



Other: She is very motivated by her faith to the point of fanaticism, loves sweets, in spite of seeming largely indifferent she is a rather sympathetic person, but with her own upbringing she believes in a hand up not a hand out. She can be found doing odd jobs or taking on extermination requests while depending on donations to get around, typically when she's doing donations she'll be teaching some skills or performing another task where a donation is given in payment.​
 
  • Creative
Reactions: happymech99
Appearance:
u3mFML8.png

Name: Bhadra Li Fuang
Age: 19
Gender: Female
Race: Human
Aura Grimm: No
Role: Huntress (But on the downlow!)
Sexuality: Bisexual

Height: 5'6"
Weight: 130 Lbs.

Backstory: Born to a very prominent family in Atlas, a military family. She has 2 younger brothers, whom she of course loves dearly. Bahdra's mother is a biochemist, specializing in genetics. Her father is a high ranking officer in the Atlesian Military.

From an early age her father began grooming her to serve in the Atlesian Military also. He was always hard on her, strict with her for her whole life. It is thought her father wanted a boy, since in his opinion men made better soldiers than women. And so he would train her like a man, in the hopes her shortcomings could be overcome. And by shortcomings, we mean her being born a girl.

She would be trained to be a disciplined soldier. Her father taught her survival skills. How to fight. Use different weapons. To pilot the various craft of the Atlesian Military. And to make her father proud, she worked hard.

But things started to change for young Bahdra in these past few years. Her father would not allow her mother to be as hands on as a mother should be. He felt she would be a bad influence on Bahdra if she was allowed to be spoiled and coddle the child. And he didn't want anything that could jeopardize his intentions for his daughter's glorious military service. Slowly though, Bahdra's mom began to force herself to be more inclusive in her daughter's life. Sometimes without the father even knowing, as he still thought such a thing would be detrimental to his daughter's military career.

And over time Bahdra and her mother got closer. As mother and daughter should. And over time… Bahdra's mother showed her that she could live her life however she chose to. She didn't have to live in her father's ideals. With her mother's insistence… Bahdra left Atlas.


Weapon: Amrita (Hybrid Rapier). A rapier with a unique design. From the hilts she can fire tiny needles that can paralyze parts of someone's body.
Z0SHQo1.jpg
Semblance: Lifelight. When her Semblance is activated, she can 'see' energy beacons in living things. She doesn't see Auras, she sees energy being emitted from living things. She can also see through objects such as walls or trees. The range of this Sight is her natural eyesight range. Her eye acuity while using her Semblance is the same as when she isn't using it, so she can't use her Sight to see ants and other small life forms.
Aura Color: Gentle Pink
Dust: Gravity. Uses this dust in a variety of ways. She can load her Rapier with it in order to create pulses of gravity and push objects away from her. Whatever boots she wears is ingrained with Gravity Dust in order to allow herself to be propelled forward at an extreme speed, but only for a limited distance.

Talents:
  • Accomplished pilot
  • Accomplished driver
  • Well versed in many traditional weapons, especially those used by the military
  • Well versed in hand to hand combat (though is highly accomplished with swords)
  • Well versed in mechanical engineering
Hobbies:
  • Playing the piano
  • Cooking
  • Playing video games
  • Reading
  • Meditation
  • Astrology and Tarot
  • Sketching
Theme:
 
  • Creative
Reactions: happymech99


Name: Demitasse Datura

Age: 22

Gender: Male

Race: Bat Faunus

Aura Grimm: Nuckelavee

Role: Dust/Weapons Smuggling Gang Leader, Hunter

Sexuality: Bisexual

Height: 6'0"

Weight: 165 lbs

Backstory:
Demitasse Datura, formerly Demitasse Leicester, was a child born with a silver spoon in his mouth. Born to the first heir of the Leicester family, Prisma Leicester and his teammate turned wife Konna Datura, Demitasse received nothing but the best in terms of material after his conception. Despite being a Faunus like his mother, he was shielded from discrimination by his family's influence, but also his own talent. Much of his childhood was spent with the best education, entertainment, and most importantly, combat training courtesy of his father, aunts, and uncles. He first displayed an unrivaled ability in weapon handling, then, after his semblance was unveiled, it further cemented his position as the most combat orientated member of the family, surpassing experience with his natural talent and semblance.

Even though from an outside perspective, Demitasse's life was near perfect, he was troubled by it. He did not like the peace he experiences while the rest of the world continued to burn, the sentiment grew further as his father took over the family business after his grandparents and mother's deaths during the fall of the academies. He relished in excitement, real danger, and combat, which led him to believe the rest of his family to be complacent cowards. Those emotions finally reached a boiling point when his father appointed his youngest uncle, Acroma Leiceste, as the chief of combat and security, as well as the next familial heir. Demitasse was devastated by this, as he was passed over for his air-headed and semblance-less uncle despite their similar age and his own superior combat abilities. When he questioned his father, he was confronted with criticism about his overly aggressive nature, which eventually led him to leave his family.

Changing his surname to match his mother's maiden name, Demitasse traveled away from Atlas to Mistral, where he can still take advantage of his knowledge of Atlas without excessive interference. There he thrived on the presence of the black market, he sold not only his skills but his in-depth knowledge of the Atlesian military. Raids, heists, smuggling, trafficking, he's done it all and thoroughly enjoyed it compared to his white-collar debauchery back home. Eventually, he founded and led his own dust smuggling organization by his charisma and intel on the large dust producers of Atlas, but this life slowly began to resemble the one he had.

Demitasse began taking on jobs as an assassin/hunter after the business side of his organization smoothed out, this did ever so slightly broaden his horizons as the carnage left behind by violent crime and gangs did take him aback a few times, even once finding an entire gang dead on arrival. This only filled him with more excitement to see what the world has installed and began wandering further and further from Mistral for his work.

This, unfortunately, came back to bite Demitasse later as he was identified and arrested. He never knew what repercussions his arrest had on the family he disowned, due to being shipped as a test subject for Project Grimm, where he was injected with the Nuckelavee, a grimm consisting of two parts. Surviving the ordeal, Demitasse utilized his semblance and newly found grimm powers to escape, his ego let him brush it off and return to Wakikata to continue his former business.

Weapon:

Nyarlathotep


Consists of three parts: Spool, Blade, and Gloves, the Nyarlathotep is a spool of extremely fine tubing that can carry dust. It has a wide range of uses offensively and defensively. Most often and easily it can be used as a tripwire for dust based traps or a detection device, but the tubing thread itself is sharp enough to function as a blade with slight dust augmentations. There are multiple small daggers that can be attached in order to secure the thread onto surfaces, or used as guided projectiles. Gloves with a special reel and separator built onto the back of the hand and fingers allow the threads to be quickly deployed in multiple strands on the move.

These threads are affected by the user's aura, Demitasse uses them to trigger his semblance even from a range.

Semblance:

Intuitive Aptitude


Demitasse has the ability to learn how to operate small to mid-sized devices such as weapons and most dust powered devices upon contact, an increase of the size and complexity of the device will increase aura drain, with it draining faster the longer it is active. The size limit of the device is limited to average vehicles, anything larger and more complex is possible but impractical due to how short of time it can be held.

Physical contact is needed to activate the ability, but a contact with the user's aura is also sufficient, Demitasse's weapon utilizes this. It has no effect on items that are biological or magical in nature, and the user's knowledge would not be perfect, instead, it is limited to "proficient". Any physical or psychological damage would damage operation efficiency just as much as it will affect a normal proficient user.

Aura Color: Latte (Beige to White)
[#D8C489]

Dust:

Demitasse uses many types of dust, and his weapon allows almost all to be used effectively, but a few are more common.
-Wind (Offensive argumentation)
-Earth or Hard Light (Defensive argumentation)
-Gravity (Anchoring)​

Talents:
-Business Skills and Networking
-Negotiation, Navigation of Social Events
-Handyman (due to semblance)
-Information Retention (ie. memory)
-Esoteric Combat Style​

Hobbies:
-Smugging/Other Organized Crime
-Keeping up with Politics
-Cheating in Gambling
-Finding New Ways to Use his Weapon

Other:
-After sprouting horns due to his aura grimm, he often lies about his Faunus type to explain those and conceal his bat wings instead.
-His eye was also affected by his aura grimm, but being a bat Faunus naturally granted him darker eyes, thus making it less noticeable.
-He dislikes the black and white strand of hair he possesses, due to it being the part of him that most resembled his disowned family.

Theme - Red Purge!!!​
 
  • Creative
Reactions: happymech99
Appearance:

2008-11-07-123474.jpg


34.jpg
Name: Windia Milkyway

Age: 23

Gender: Female

Race: Human


Aura Grimm:
Sorrow

340
This Grimm is classified under the general class of Horse Grimm. However, it is put into a more specific class known as a Unicorn Grimm. Unlike horses, unicorns were known to very rare creatures that represented purity and grace. Sometimes, they were even known to bring good luck to anyone who layed eyes upon it. This Grimm is the very opposite. It is not violent towards anything, but if you see it, disaster is sure to come. It does not matter what form it will take either. Take heed when you see this Grimm. This is the very reason people call it Sorrow. It brings nothing but pain and disaster, which is why it is an S Class Grimm. It is best to try and eliminate a Sorrow alone or in duos. This Grimm has only been seen at night, after the sun goes down. No one has ever encountered a Sorrow while the sun is up. If they have, however, it was most likely blocked out by the black fog that tends to follow its every step.

A Sorrow has the same structure as a unicorn. The horn is on its head in between its eyes. However, spines run down its back and down an almost reptilian tail with a bony tip covered in extreme toxins. Its horn is, described by those who have survived a sighting, "nothing but a blade of sickness." Its neck looks to be cut open all the way down with a green glow emmitting from it, surrounded by rib-like bones for protection. Its skin is black and its eyes are red. The front of their hooves are sharpened like claws. The nose seems to jut out and bend down and form a beak-like shape.

When you are anywhere near a Sorrow, you will most likely see, or even be enveloped by, a thick, black fog. This not only hinders a huntsman's sight, but it can also make it hard to breathe. However, the black fog is merely what follows the Grimm. A Sorrow can also emit a green fog from the opening in its neck that is very toxic and carries many diseases that could immediately bring even the most seasoned huntsmen to their knees. The green fog has proven to be flammable as well. If set on fire, the fog will disappear. The black fog, however, is very difficult to dissapate. An extreme amount of Wind Dust or Impact Dust would be needed to create at least a foot of space between you and the fog in any direction.


Role: Former Huntress-in-Training / Nomad

Sexuality: Pansexual

Height: 5'4"

Weight:
124 lbs


All her life, Windia had been raised among the Faunus. Her parents died when they were fleeing from a Grimm attack with their newborn daughter. A childless Faunus couple, who was also fleeing from the ensuing carnage, found the lifeless couples body. They were about to give it no mind and just move on when they heard a baby's cry from underneath the couple's corpses. They moved the corpses away in order to investigate only to find a human baby covered in her parents' blood. They deduced that her parents made a final effort to protect the child by using their bodies as shields. They managed to shield the child from harm but at the cost of their own lives. The Faunus couple, compelled by the final act of compassion that the human child's parents had done in a desperate attempt to save her life decided to take the baby with them and raise her as their own.

Windia grew up among the Faunus. Ever since she was a child, she had already understood that she was different from them. Due to her being a human, some faunus kids despised her mere presence among them resulting into bullying. However, she did manage to make a lot of friends who would protect her in the event when other Faunus kids bully her. She doesn't blame them for mistreating her, however, as she could clearly see the discrimination her kind has expressed towards the Faunus. In a way, she even sympathizes with them. So she decided that she would one day become a bridge for Faunus and Human co-existence. And the fastest way she could think of accomplishing that is by becoming a Huntress.

It just so happened that a Huntsman friend of her father, Ingram Ironcurtain took an interest in training her along with a blonde boy around her age named Ael. The two quickly became best friends and would train with one another in a competitive fashion, always looking for a way to one up the other. After their mentor had decided they were capable enough, he would send the pair out on culling missions on the outskirts of town to serve as actual combat training as well as an effort to thwart any dangerous Grimm that get too close on the town's borders. One one particular culling mission, Ael decided that fending off Grimm attacks was too mundane and the only way of ensuring the town's safety was to strike a herd of them rather than just eliminating those that wander too close to town. Fueled by the arrogance that his semblance was unbeatable, he convinced Windia to go with him on an expedition a few miles away from the town to a known Grimm hotspot.

For a while, the two were unstoppable. As long as the sun shone in the sky, Ael could purge any number of Grimm that dared to lay their claws on them. But no matter how many they killed, it would seem that there was no end to the horde of Grimm that fell upon them. Minutes turned into hours upon hours of fighting. Inevitably as the sun set,the arrogant knight of the sun lost consciousness in the midst of battle. The situation had gotten desperate, and with the last of her Aura reserves, Windia was able to send an unconscious Ael to safety before making her final stand.

Everything was a blur after that. Whether it was due to sheer fatigue, or the wounds she had sustained in battle, she had lost consciousness herself. Strangely enough, she woke up in an entirely different place, one of the research facilities for the Aura Grimm project. However, the most unusual thing she discovered aside from the black horn that sprouted on her head, and the thick black mane that fused with her once pure white hair was the voice in her head that wasn't her own. Apparently, she was fused with a Grimm called a Sorrow and she would spend a significant number of time in thee facility as one of its numerous test subjects. Biding her time, she would eventually escape the facility by poisoning her captors with the toxic green mist the Sorrow produces.

The side effects of having a Sorrow as her Aura Grimm quickly became apparent as she quickly realized that wherever she went, misfortune seemed to follow. With that in mind, she has opted to avoid staying in towns as much as possible and has been surviving on her own and wandering Remnant all these years trying to find a place she could call home or for a way to remove her curse.


Weapon:

Cross
latest

c84a66e1a382f0753848d4f31f01a5e1.png

Zephyrus - A highly advanced Crossbow-Khopesh with a unique cartridge system and reloading system enabling the weapon to fire continuously and rapidly. until the magazine runs out of arrow bolts. The arrow bolts can also be loaded one by one manually allowing them to be reused after being fired. A cartridge typically consists of 50 arrow bolts and reloading it only takes less than 3 seconds for her. She utilizes several types of ammunition:

1.) Normal Arrow Bolt - It is light weight and highly durable couple that with high penetration power, capable of even punching through concrete, it is the standard ammunition for the Zephyrus.

2.) Explosive Arrow Bolts - same as the Ordinary ones albeit their arrowheads are infused with an explosive. A small red led light is attached to the tip wherein it lights up and blinks once it has made impact on the target. Initially, the red light blinks slowly but as the arrowhead nears its detonation, the led light blinks rapidly. It also emits a sound that is capable of attracting Grimm drawing them to the blast radius of the bomb. It is effective for routing enemies. It is advisable to only use this type of ammo long range.

These can be remotely detonated as well.

These are further subdivided into:

a.) Incendiary Arrow Bolts - Arrow Bolts with vials of fire dust attached them. Upon impact the highly volatile dust undergoes a chain reaction igniting it consequently and releasing a huge fireball.

b.) Steam Arrow Bolts - Arrow Bolts infused by with a combination of fire and ice dust Upon usage, it deploys a smokescreen in a medium-sized area.

c.) Frost Arrow Bolts - Arrow bolts infused with Ice dust that freezes anything they come into contact with upon impact. Capable of freezing areas as wide as 15 feet.

3.) Grappling Bolts - These are mainly used for quick escapes whenever she is cornered. The tip transformers into a grappling hook once fired and the end of it is attached to a durable cable. By pressing the trigger once more, the cable retracts, pulling her to the direction of the place the hooked got latched into.

4.) Scatter Rounds - Disguised as a normal arrow bolt, when fired, it releases dozens of arrow bolts . Very useful for eliminating multiple enemies.


When in its Khopesh form, dust cartridges located at the weapons' pommel allow for various effects to be applied to the weapon's blade (e.g. using fire dust encases the blade with flames, etc.)




Semblance:

Velocity Shift - The ability to alter the trajectory and direction of projectiles or anything in motion within a given area of 15 feet. It is a form of Pseudo-Psychokinesis wherein the clear difference is that those subjects that can be affected by this ability is limited to those which are already in motion, and thus, stationary objects are impervious to said ability. This ability is mainly used in combat for redirecting enemy projectiles or altering the course of her arrows. However, she can also use this effectively in close range for defensive purposes when redirecting enemy attacks by changing their direction. Furthermore, she can use redirection on herself in various applications. By using it when she is in motion, she can propel herself in any direction, not only correcting herself towards said direction but also giving her a huge speed boost. When she is airborne, she can redirect the direction of her fall upwards to the point wherein she could float temporarily enabling her to land unscathed.

Restrictions - She needs to perform calculations of the size and speed of the object before she can alter their directions. That said, she performs calculations faster than an average human. She can't redirect stationery objects and she can only redirect small-medium-sized objects. Four can only be redirected at a time and it drains her aura quite a bit more than most other semblances.

Aura Color: Light Blue

Dust:

Gravity Dust
Fire Dust
Ice Dust


Talents:

Bushcraft
Extensive Survival Knowledge
Stealth and Evasion
Sleeping Anywhere


Hobbies:

Reading
Stargazing
Recording her travels in a journal



Theme:

General Theme | Battle Theme
 
  • Creative
Reactions: happymech99