Ģરίɱɱ ώλરȘ (Character Sheets)

happymech99

Broken But Never Forgotten
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
  3. 1-3 posts per day
  4. One post per day
  5. 1-3 posts per week
Online Availability
Monday Through Friday 3:00PM to 11:00PM EST. Saturday & Sunday 6AM to 1AM EST
Writing Levels
  1. Elementary
  2. Intermediate
  3. Adept
  4. Advanced
  5. Adaptable
Preferred Character Gender
  1. Male
Genres
Sci-Fi, Fantasy, Fandom, Post apocalypse
Roleplay || OOC || Lore || Discord

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

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

Age: (How old is your character?)

Gender: (What gender is your character?)

Race: (Faunus or Human)

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

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

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

Height: (How tall is your character)

Weight: (How much does your character weigh?)

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

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

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

Aura Color: (What color is your character Aura)

Dust: (If applicable, does your character use dust? What types?)

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

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

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

Other: (Optional)(Anything else you might want to add.)​
 
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  • [--xExtra Imagex--]
    Age
    27

    Gender
    Male

    Race
    Wolf Faunus

    Aura Grimm
    Yes, Dragon Grimm

    Role
    Hunter

    Sexuality
    Heterosexual

    Height
    6'2''

    Weight
    189lb


  • Backstory
    Abandoned as a baby on the front doorstep to Haven Academy, Axel was taken into care by the headmaster of the academy at the time as he was raised as the headmaster's own son. Growing older every day, it was soon discovered that the reason behind why Axel was abandoned was that he was diagnosed with a disease that was actually killing his body internally each and every day. This new discovery explained as to why almost every night at dinner, Axel would end up coughing horribly just to see that it was blood each time he coughed into his napkin. Refusing to allow a young child to slowly die this way even if he was a Faunus, the headmaster spent each waking day and night attempting to figure out a cure for Axel's disease when he wasn't monitoring and checking on the students at the academy. No matter how many attempts he made, nothing ever came out in success, so to avoid causing too much worry for Axel the headmaster suggested that he should sign up to become a hunter and so he did.
    Although it wasn't exactly a solution to the problem, having Axel join the academy to learn how to become a hunter allowed the headmaster to spend even more time focusing on the cure while not having to be worried that Axel would become far too concerned that he was no doubt going to die one day.

    It wasn't until the news about Project Grimm being something that was saving people's lives that were either sick or disabled did the headmaster sign up Axel for one of the candidates to be next for treatment. Because of how the headmaster had requested Axel, it didn't take long before he was taken into the facility to begin the 'treatment'. Being unable to visit or even hear from Axel for several months and only being told that he was getting the best treatment possible because of how his disease was more special than others so it was taking longer, the naïve headmaster simply believed what he was being told.

    While, in reality because Axel was the headmaster's request he was indeed gaining special 'treatment' but rather than curing to help him they decided to give him a heavy dose of the dragon Grimm's energy before keeping Axel locked up in a completely all metal room in the back of the facility where there had been several guards and multiple security checks just to gain access to 'Subject D' as they named him. Everyday was a living torturous Hell for Axel as he was forced to take more and more of the dragon Grimm's energy serum before being put into several tests to battle against other lesser Grimm to see if their plan had succeeded in forcing Axel to awaken the dragon Grimm's inner power. While there were several times it worked, it left Axel unconscious by the end of the experiment every time.

    Years passed and eventually when the day of the other students and experiments started the riot to escape the facility, Axel was one of the last to be able to leave after the guards were either killed or too busy focusing on other experiments to notice Axel had snuck out. Wandering the land after escaping, his memory was nothing more than a fuzz as all he had was the necklace he wore since he had been at the facility and the clothes on his back which were nothing more than rags. Something in his head telling him that he was to return to Haven Academy was the only thing that he could remember as he went on his way there to get to Haven academy only to find it surrounded by Grimm and Atlas troops all over by the time he had gotten there.
    Even without his memory, he followed his instincts and gut before ending up coming across the headmaster's office where blood was splattered everywhere around the room but yet no body was found anywhere. The only thing there was a sheathed sword covered in blood resting against the front of the desk and a note beside it stating that it belonged to him signed by the headmaster, also stating an apology for not being able to protect him like he promised. After reading the note, still barely any memory was returned to Axel as he only took the sword and left as quietly as he could. Now to this day, he simply travels Remnant in hopes to one day regain his memories about who he fully was as well as what lead him to this point.
    [/FONT]
  • Weapon
    Raven's Talon
    The full history behind the weapon is a mystery even to it's original wielder; the late headmaster of Haven Academy. Even he did not keep any record about how he had crafted the weapon or if it was true that he had crafted it or if it was found. However, there have been rumors that were passed around that the sword has a legend behind it that the reason behind it's crimson color is due to how it was originally taken by an unknown Grimm and used to slaughter countless numbers of mortals, it was even stated that the Grimm that used the sword was intelligent enough to know how to speak in multiple different languages and it appeared to have the figure of a human.
    At first sight, Raven's Talon looks to be nothing more than an ordinary katana from it's shape and how it has a sheathe just like a katana. However, aside from when the blade is unsheathed, the base of the handle has several jagged spikes that allow for any dust capsule to be placed there so that the sword is able to achieve that dust's element for when Axel is to strike. While the blade is sheathed, it is constantly being charged with electricity due to the advanced technology that was made within the sheathe; allowing when the blade is unsheathed, it is fully charged with electricity for several minutes before requiring to be recharged.
    Aside from that, the sheathe can also be used as a semi-automatic rifle as it shoots bullets infused with dust from the opposite end of the sheathe.

    Semblance
    >> Broken Velocity <<
    Being able to channel kinetic Energy throughout both his body as well as any object to be able to remove it's energy to cause it from moving whatsoever or to channel further energy into it to cause it to move at a greater speed. Axel tends to use this moreover upon himself with his sword to allow him to be able to make clean cuts throughout each of his attacks or to even increase his own movement when running. The downside to using his semblance however is that aside from having to actually the object to be able to stop or increase it's speed, due to how he uses it upon himself more than anything, each time he uses it; he causes his body to go into severe amounts of exhaustion due to him still not having the full mastery of it yet.

    Aura Color
    Black

    Dust
    Using a variety of dust elements, Axel mainly only uses it for his weaponry since he has no experience in using it in any other form. Though he is one that has a tendency to experiment by combining the different dust capsules together at times to see if he is able to create a different element even if most of the time it leads to only explosions in his face.
  • Talents
    - Resourceful
    - Expert Chef
    - Quick Thinker
    - Hand-to-Hand Combat Expert
    - Artist

    Hobbies
    - Cooking/Baking
    - Gardening
    - Drawing
    - Flower Collecting
    - Sparring/Training

    Theme
    [--xLinkx--]

    Other
    Axel at all times keeps his right arm hidden from sight as much as he possibly can. Normally he is seen wearing a large ragged brown cloak around his body and even when taking it off he keeps his right arm hidden within his hoodie so that the sleeve looks completely empty. When actually revealing his arm, it is completely wrapped in several white bandages yet unlike an ordinary hand, he appears to only have three claw-like fingers due to how underneath the bandages is a Grimm arm. This being a major weakness to him when in battle since aura cannot protect anything that is Grimm, yet the strength of the Grimm arm is immensely superior to that of any ordinary human or faunus.
    Axel also wears a necklace that appears to have a shard of a black dust crystal that is the element of gravity that he tends to have a deep connection to it. Although he has no memory as to why, he seems to be highly attached to the necklace and protective to make sure no one is to take it from him.
 
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  • Bucket of Rainbows
Reactions: Jessica

Name: Blanche Scheinburg

Age: 21

Gender: Female

Race: Cow Faunus

Aura Grimm: No

Role: Merchant Huntress

Sexuality: Bisexual

Height: 5'7

Weight: 135 lbs



Backstory:

Blanche was born and raised to a Cow and Elk Faunus couple on the outskirts of Vale, though she and her family never stayed long in the same place.

During her childhood, her parents worked as traveling merchants and hunters for hire, though their main source of income had been through their sold wares. They kept their weapons secret and never openly advertised their abilities to be more than just sells people. Those who did discover the couples' true potential would often hire them for dangerous work, some keeping their word to pay and others needing intimidation or violence to hand over what was promised.

Due to their line of work, the couple had decided that bloodshed, violence, and disturbing behavior was not something their darling daughter should be exposed to. So, they talked it out with the Elk Faunus's father and decided that letting Blanche stay with him would be the best thing for her.

While with her grandfather, Blanche had become an outcast among the children for being a Faunus. She had been very young at the time and never understood the discrimination against her, so she ignored it as best she could to try and avoid problems. This only encouraged the children to try harder, and eventually, they succeeded in making her cry every time they cornered her.

Her grandfather caught wind of this. He would smack some sense into his granddaughter, telling her that Faunus were not seen as individuals in this day and age. The humans are using them to push around and make themselves feel stronger than they actually are. From him, she took to heart that humans were naturally weaker and they would do anything to forget how fragile they truly were. And so, Blanche picked up that if empathy and compassion wouldn't get her bullies to leave her alone, then violence would.

The next time the group had come to pick on her, Blanche threw the first punch. It ended with the main bully having a bloody nose and a broken arm; the posse hadn't expected the Faunus to fight back, so they fled to save themselves from being hurt or getting in trouble.



Blanche's grandfather was proud of her for putting the human children in their place, but her parents weren't as pleased.

Her mother sat her down one evening and explained to her that yes, Faunus was not seen to the same extent as humans, but violence would only get her so far before she became a public enemy. Blanche's mother was happy that her daughter stood up for herself, but violence should not be the first resort to her problems. Compassion, kindness, and negotiation did go a long way in life.

Blanche had questioned this, asking that if compassion worked, then why did it not deter the kids from making fun of her?

Her mother simply sighed and told her that under specific circumstances, violence was necessary. Blanche should not be throwing the first punch. She should not have to rely on violent behavior unless she feels she has no choice but to.

Blanche felt a little conflicted with what her grandfather and mother were teaching her. She didn't know who to take to heart more.


Around the age of 6, Blanche had decided not to go outside as often as she used to and instead found sanctuary in her grandfather's store. She never had to worry about being bullied or facing some kind of discrimination when she was in there, and so decided to spend most of her time within the store's walls.

She one day watched as her grandfather worked in the back while one of his trusted employees manned the front. Blanche had become very interested in her grandfather's work of bullet swaging and weapon repair, so she expressed her desire to be taught.

Her grandfather was happy to teach her.

Blanche quickly proved to be a diligent and hardworking girl because, by the time she was 8 years old, she was helping in the store by making quality bullets and assisting her grandfather with weapon repairs.

Her parents weren't exactly happy that their daughter was working as an employee at such a young age at first, but Blanche was clearly enjoying herself and making quite a generous allowance from it, they realized that she would gain a work ethic from this and learn something every future hunter or huntress should know. So they allowed this.

Blanche herself was happy with this arrangement, but she hated having extra time on her hands. So, she went to whatever hobby markets she could in Vacuo to get anything for herself to pass time with.

She picked up beginner knitting supplies, yarn, a random murder mystery novel, a book on knitting, a sketchbook and some pencils to begin. Blanche hadn't known where to start with those items, but they helped spark her interest in her current hobbies.


When she was 12, her parents were forced to come home early due to a leg injury her mother had sustained. A deal that had gone incredibly poorly left her mother crippled, leaving her to walk with a limp and unable to handle herself as she used to. Blanche's mother had to retire her weapons, much to her dismay. This event inspired Blanche's father to begin training his daughter. Blanche was going to grow up and be independent one of these days. If she couldn't defend herself, she would be in huge trouble in the future. She had to learn.

Blanche took the training in stride, which was when her father was convinced that becoming a huntress was his daughter's destiny. She picked up on his lessons faster than he had anticipated, and she showed potential.

Dusk and Dawn were not passed down to her until she was 14, and with that, Blanche's desired path in life had been sealed.



She trained herself and her weapons with her father's help and a family friend that happened to be a hunter. Through trial and error, Blanche gradually became an exceptional huntress by her father's standards, and so he decided that she could begin to accompany him in place of her mother.

Blanche helped her father sell goods and repair services up until she was 20 years old, then it was decided it was time she begins going alone. From then on, life has yet to throw anything horrible at her besides hostile customers and poor weather.




Weapon:

Dusk and Dawn

Twin pistols that double as a falchion sword. The weapon has been around for generations and had been retired around the same time hunters/huntresses became shunned. Blanche brought the weapons out of retirement and learned how to properly use Dusk and Dawn. She is now rarely seen without them.

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Semblance: Blanche's semblance allows her to get stronger with each fraction of a second that passes. The strength she gains builds up until she is able to lift 5,000 pounds comfortably.

However, the entire time she has her semblance active, Blanche will undergo pain while her body works to adjust for the strength she gains. The more Aura she uses up, the worse the after effects of her semblance will be once she deactivates it.

The after effects itself is a throbbing feeling in the muscles of her arms and legs, much like someone would feel after they've exercised. This is usually remedied with medicine, but the worst state Blanche can be in is immobile for a couple of hours.


Aura Color: White


Dust: Carries few dust bullets of all elements and red powdered dust for emergencies. Prefers to fight by her own skill and power.


Talents:
Weapon/Bullet Craftsmanship
Hand-to-Hand Combat
Creepy Art
Fast learner




Hobbies:
Oil painting
Combat training
Knitting
Marksman Training
Reading



Other:

Blanche always wears a glove on her right hand because when she was a child, she had a red dust accident that completely burned and discolored the skin. Having grown annoyed with people staring at it or constantly asking about why her hand was a different color to the rest of her, she always wears gloves. She used to wear two but one had been stolen by a thief who thought it was her coin bag on her belt. She hasn't bothered to buy another one.

Blanche hates purses and refuses to wear them. She believes it's the best way for a thief to come and take everything she holds valuable. So her important belongings are always hidden on her person. This could include inside her pockets, boots, bra, and belt pouches; however the most that will be gained from her pockets are little reminders or info slips of paper.

 
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Name: Doran Kol

Age: 24

Gender: Male

Race: Human

Aura Grimm: No

Role: “Uh… Yeah, wanderer… Let’s go with that…”

Sexuality: Heterosexual

Height: 5’11”

Weight: 150 lbs

Backstory: Doran was born in a small community in Vacuo, an insignificant village in comparison to the much larger, yet just as grossly underdeveloped capital. It, like the main capital of Zramore, largely relied on its inhabitants for protection and cultivation and caravans to trade for what they still needed. Some rather shoddy buildings and makeshift walls, but its smaller size kept it from being a target for very many Grimm. People, however, felt much more welcome. Wandering nomads and traders would pause at the village at times, but eventually the village was visited by ones who didn’t value peace as much.

Typically, Doran’s father was relied upon as the protector of the village, along with a handful of others. They weren’t incapable, most having survived in Vacuo for a while, and his father was a Huntsman at one point too. It was for this reason that the attack of bandits was so surprising. Not so much the attempt, but the success. They were coordinated and powerful. The village fell within a day with most of inhabitants slaughtered and whatever goods there repossessed by the attackers. Doran survived only as he hid and waited for it to all be over, a thought that spurns conflict between his heart mind to this day..

Doran had little time to mourn, but still couldn’t find it in him to simply leave. Within the next few days, he had buried his family and was discovered by a caravan who saved him from malnutrition and took him to Zramore. Doran has never truly moved passed that day, but he has adapted to life in Vacuo on his own.

As he grew older, he wisened up to the ways of the country, though it would be wrong to say he was a contributing member of society. At first he was just one of the many pickpockets and thieves scraping by in the country, but with time, experience, and his father’s old weapons, he rose to something more. Some began to refer to him as a Huntsman, but that wasn’t very accurate. On the one hand, Doran was more concerned with getting his coin for his work than doing a public service, and on the other, it wasn’t just Grimm that he turned his blades on.

His parents’ nurturing might have made Doran more aware of the lives and prosperity of others, but unfortunately he now sees things similarly to those who robbed him of his childhood. He is more concerned with how he’ll scrape by than how others are finding themselves. As such, he’ll do what he has to in order to prosper. Whether that makes him a Huntsman for hire, a mercenary or an opportunist wanderer that just happens to have a morphing weapon, he doesn’t much care.

Weapon: Scorching Sands
Scorching Sands are dual silver scimitars with black hilts and gold-plated brown guards around one side of the handles. The butt of the weapons each have a compartment available to inject dust to enhance the blades. Each blade can alter its form into a sickle as well as compound down into two smaller, dust-fueled shotguns.

Semblance: Afterimage
Doran’s semblance allows him the formation of “afterimages” or mirages in the shape of himself. Simply put, Doran 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: Gray

Dust: Doran’s main use of dust comes primarily in Scorching Sands’ gun forms, using flame dust for explosive rounds or wind dust to give the weapons added piercing damage and range they normally lack. For the most part, however, Doran relies on his semblance more than the dust his weapon can use.

Talents:
  • Haggler
  • Agile
  • Pickpocket
  • Making light of any situation
  • Music

Hobbies:
  • Drinking
  • Music, sings or hums to himself to pass the time

Theme:
 
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Appearance:

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Casual Clothing

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Combat Attire

Staying true to his name as a Sun Child, Aelius has characteristic blond hair, fiery crimson eyes, and a smile bright (or menacing) enough to outshine the rays of the sun. His eyes change to a sea green coloration whenever he activates his semblance. He stands at about 6 feet and 6 inches and due to his consistent training, he's developed a well built physique. Oftentimes, he could be seen wearing a bartender suit, a keepsake from his father, when not in training or in combat. He has several spare suits so it shouldn't come as a surprise if he seemingly wears the same clothes every day.

Name: Aelius "Ael" Cedomir (Pronounced as Ale+use - Say + do + mere)

Age: 25

Gender: Male

Race: Human

Aura Grimm: No

Role: Bartender, Part-time Huntsman

Sexuality: Heterosexual

Height: 5'9"

Weight: 172 lbs

Backstory:

Aelius, or Ael (pronounced similarly as Ale) was born in a small village on the outskirts of Vale. His father, Helyon was the village blacksmith while his mother, Aqua, is the village herbalist. He was the middle child among 3 siblings, with an older sister, Ilyas, 7 years older and a younger sister, Lucifina, 3 years younger than Ael. Since the village was located on the outskirts of the city, Ael's father thought it was mandatory for his son to learn how to fight. So, at the tender age of 5, Helyon began training his son in the ways of the sword. As he grew up, Ael thought it to be highly unusual how a blacksmith was so proficient in combat that he managed to teach him not only the basics of combat but also some advanced techniques as well. When asked, his father would always reply that "the good blacksmith is someone who can make a fine blade, the better blacksmith is someone who can use that fine blade, but the best blacksmith is someone that can understand that blade".

When Ael was age 13, Helyon left the village along with some merchants on their way to Malden. He had thought that his father would simply be delivering his wares to the kingdom but, after a few days trip turns into a month-long disappearance, Ael's family began to worry about Helyon's safety. A few days later, a letter sent by the merchants arrived at the Cedomir family residence stating how Helyon's caravan was suddenly attacked by a horde of Grimm while they were only a few kilometers away from the kingdom. Helyon survived the encounter and is currently recuperating in a hospital in Malden but he had lost an arm and a leg during the grimm attack. Still, Ael thought that luck wouldn't even begin to describe it, considering how his father managed to get away with only those injuries. So he decided to confront his mother about the real identity of his father. She revealed that the Cedomir family was indeed a family of Huntsmen turned blacksmiths whose lineage could be traced back to the early days of the kingdoms. Helyon, however, decided to take the path of a Huntsman just like their family's founding father. He would escort travelers to villages all over the kingdom, even without any compensation whatsoever. However, after meeting Aqua during one of his escort missions, he decided to settle down in his hometown and takeover the family business.

Upon learning the truth, it had seemed that a fire has been lit in Ael's eyes ever since. He would spend most of the day training. polishing the skills his father taught him and even experimenting on ways he could improve his technique. Then one day, he set out by himself to the kingdom in order to see his father and talk to him in person. Nothing could dissuade Ael from this idea so all Aqua could do was prepare her son as best as she could for the journey. Along with giving him some medicinal herbs and food, she thought that it would be best if he would also be given the Cedomir family's heirlooms, at least temporarily. Despite being ancient, and covered with rust, it was better than going outside of the village defenseless.

While on his way to the Malden, Ael was attacked by a group of Grimm, this time in the form of a pack of Beowulves. Despite his extensive training, this was still the first time he'd fight Grimm in his entire life. He had not unlocked his semblance yet, and he was only equipped with what he thought to be sub-par gear. Despite this, he managed to bring down a couple of Grimm before the Alpha managed to knock away his sword. The clang of the metal against a distant rock seemed like the tolling of church bells to his funeral. Tired, wounded, and surrounded by still half a dozen beowulves including the Alpha, he was beginning to accept his untimely death. However, he heard a voice inside his head saying that as long as the light and warmth of the sun touches him, he should never lose hope.

Suddenly, he felt an unnatural warmth spread across his entire body. When he opened his eyes, Ael discovered that he was glowing, in the literal sense. A fiery, orange aura enveloped his entire body from head to toe and he felt stronger than ever before. His once rusty armor was now gleaming beautifully as if the aura returned it to its former glory. When a beowulf tried to attack him, it only took one punch to turn it to dust. Before the other four regular beowulves could try to pounce on him, he quickly outmaneuvered them and reached his sword. Upon touching the rusty blade, he watched as his aura enveloped the entire sword, cleaning the entire thing of its impurities until he was holding a well crafted, and well-balanced blade. Having made quick work of the other beowulves, only the Alpha remained, but whenever Ael tried to get close, it would continue to distance itself from the shining knight. Out of sheer frustration, Ael focused on his sword and swung it with all his might towards the Alpha, despite the grimm being at least twice the distance away from his sword. All of a sudden, a beam of burning energy erupted from the sword and was sent hurling towards the Alpha who didn't have time to let out even so much as a yelp before it disintegrated into ashes and smoke.

After the victorious battle, Ael hurried over to Malden in high spirits. However, great power comes at a cost and he soon learned the cost of that power later that night. Just when he was only a kilometer away from reaching the city, he felt his strength suddenly leave his body. He knew losing consciousness here, alone would be tantamount to suicide but alas he could no longer fight his exhaustion.

When the first signs of daybreak came, Ael immediately woke up, disoriented, confused, and surprised to find out that not only he was alive but he was in a hospital in Malden. Right next to him, his father laughed heartily, congratulating his "stubborn" son for making it so far on his own. He told his son that a Huntsman friend of his stumbled upon Ael while he was out for an evening stroll and he brought him back to the same hospital were his father was recuperating. After his son told him everything that had happened, Ael's father was convinced that it would be for the best if he trained under an active Huntsman so he could become a full-fledged huntsman. His father convinced his friend, Ingram, to take Ael under his wing and take him to Vacuo where the hate for Huntsmen wasn't that prevalent.

For 6 long years, Ael stayed in Vacuo, training under Ingram, who, unsurprisingly was an even stricter yet more skilled than his father. In his tutelage, he learned not only to fight more effectively but also to use his semblance more efficiently. He had taught him that one should not rely on one's semblance in battle and must find other means to win, specially when Ael's semblance had such a nasty side effect when used excessively. By the time he reached 19 years old, Ingram finally says that he "barely passes" and that he's now ready to set out on his own and experience what it's like to be a Huntsman.

Now, after being an active Huntsman for 6 years, Ael decided to settle down for a change, opening a bar with the earnings he had made while he was still active.

Weapon:

latest

Sword Form


asari_oracle_sniper_rifle_by_cheezanator48-d5gcowk.png


Rifle Form


Hexcalibur Solstice: The Sword of Radiant Victory - the sister sword of a legendary blade that was used to win a great war from ages past, it was bestowed as a gift by its maker to the Cedomir family's ancestors and has been an heirloom ever since. Strangely enough for an "ancient artifact" it is equipped with functions that are akin to today's technology.

The first function, or mode, is the standard sword-function. The edge of the blade is sharp enough to cut through most Grimm like butter except those with tough armor. However, the true function of the sword is to act as a vessel for the energy absorbed by Ael's semblance until it is dispersed either by being coated around the blade or being launched like a beam.

The secondary function, or mode, is the rifle-function which allows regular bullets and dust-bullets to be integrated into the blade to serve as ammunition. The effects vary depending on the type of ammunition used though he normally carries only fire, ice, and steam cartridges.

Semblance:

Burning Daylight - an ability that amplifies Aelius' abilities starting at dawn and peaks during noon but is completely useless at night. During combat, his strength, speed, and agility are increased significantly. It also allows him to recover from non-fatal wounds. Additionally, this semblance also enables Ael to assimilate the burning heat of the sun to his blade, encasing it in an energy field. This field could be extended up to twice the length of the blade and can also be shot out like a beam, although it takes 3 minutes before Ael could use this ability again. Needless to say, this ability drains a significant amount of his aura so he uses it sparingly.

However, overwhelming fatigue envelops him during the night as if his body's strength had left him. This ranges from feeling rather tired or gloomy to flat out passing out the moment the last bit of sunshine disappears for the day. The longer and the more he overexerts himself with this semblance, the more intense the pervading feeling of fatigue he experiences during evening.

Due to the adverse side effects of his semblance, Ael only uses it sparingly. When he does use it, he takes great care not to overexert himself fearing the consequences of pushing his semblance's limit without the assurance of making it to a safe place he could stay for the night.

(If you're familiar with the fate franchise, yes, this is Gawain's Numeral of the Saint skill. If you're also familiar with The 7 Deadly Sins/Nanatsu no Taizai, this is also Escanor's ability though I know how OP he is so I'm saying right now Ael wouldn't come close to being that OP)


Aura Color: Fiery Orange Flames

Dust: Ael mainly uses Fire, Ice, and Steam Dust in the form of Dust bullets for his weapon's Rifle form and vials for his weapon's Sword form. Thus, he makes sure that he has an adequate supply on him at all times. However, he also keeps other types of dust since he believes that one could never truly know when they may come in handy.

Talents:

Weapon Maintenance- While his skills aren't comparable to his father, Ael does know a thing or two about maintaining his equipment in tip top shape, having grown up in a family of blacksmiths after all. He always makes sure his blade and his in peak condition since he is quite aware that

Bartending - Having been around with Ingram who has his fair share of drinking problems, Ael took an interest in bartending not only as a means of getting his mentor drinks that won't give him a massive hangover the next day. He also realized that he can't very well be a Huntsman forever and he may be involved in an incident that would render him ineffective at fighting the creatures of Grimm just like what happened to his father. Thus, he thought that exploring careers other than being a Huntsman would be a good idea. He now owns a small tavern in Zramore that doubles as an inn and business has been good ever since he set up shop.

Herbalist - Ael's mother also taught him not only how to distinguish between edible, medicinal, and poisonous herbs but also how to mix them to give various effects. Although modern medical treatment is still by far more effective than anything he could mix up, it's still a handy skill when one runs out of meds in the field specially during emergencies. Lately, he's also started experimenting with integrating edible and medicinal herbs in his drinks to give off more nutritional benefits to his patrons and is close to coming up of a recipe for a drink that doesn't give hangovers the next morning.

Hobbies:

Barhopping - Whenever he has free time, he likes to visits the bars of fellow bar owners in Zramore to catch up with them, and try out their drinks to gain inspiration for new drinks he plans to add to his own menu.

Reading - Another one of his past time, Ael likes to read a wide variety of material but generally prefers fiction stories involving knights.

Training - Despite jumping from being a full time into a part-time Huntsman, Ael firmly believes in not allowing his skills to rust even for a moment. He devotes a few hours every day into training not only his swordsmanship but also unarmed combat and semblance control.

Theme:

General Theme | Battle Theme | Semblance Maximum Output Battle Theme
 
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Name: Chro Leonhart
Age: 37
Gender: Female
Race: Human
Aura Grimm: No
Role: Hunter
Sexuality: Heterosexual
Height: 163 cm
Weight: 60.7 kg

Backstory:
Chro’s early life was somewhat typical of a child born into a family of hunters and huntresses. She began combat training from a young age, learning her family’s fighting style. At the age of 17, she enrolled in Beacon academy. The assaults on civilization by the creatures of Grimm which continue to this day began shortly thereafter, putting her and the rest of her peers on the front lines. Although hardly the education she was expecting, she still managed to survive, and obtain her license as a Huntress.

In the early days after the fall of the academies and the rebuilding of new cities, Huntsmen weren’t regarded as poorly as they are today, and she was hailed as a hero, along with many of her peers. A modest person who genuinely wishes to protect her fellow man, she has fought many battles and sacrificed as much as she could in defense of the people of Remnant. She’s seen her share of death, and is compelled to save as many people as possible. Her drive to protect others will usually outweigh her concerns for her own safety, although she otherwise tries to avoid risks whenever possible.

Ten years ago, she helped organize and found the CHRM (pronounced “Chrome”) Foundation along with other like-minded huntsmen. The name of the organization is something of a fanciful call-back to the team names used in the old academy days. An anti-Grimm research organization, the foundation’s purposes are to uncover the secrets of the changes in the Grimm, and develop new weapons and technology to better fight them, with the goal of minimizing casualties. CHRM is a non-profit and demilitarized organization, and has grown to include branches dealing with such areas as civil engineering to help people rebuild. While she spent some of her time as a director or advisor for the foundation, she continued her work as a huntress.

Around five years ago, she began to use some of her resources with the foundation to create a sort of support network for hunters and huntresses still in operation. Although some supplies are available, the primary purpose is to maintain contact with each other to share information and safe haven, in the current climate. If asked, she considers this side-project to be more of an informal letter-writing circle than anything.

She is semi-retired, and currently owns and operates Cafe Kyrie, a cafe in Zramore, Vacuo. Her days are devoted a little more to her hobbies of brewing coffee and tea, and conversation with her patrons. It would be difficult to call her days completely peaceful, however, and she will still do what she sees as her duty, if she hears of any Grimm in the area.

Weapon: Silver Key
A longsword built out of a silvery alloy. Silver key’s blade appears to be covered in a strange arabesque tracery forged naturally into the material of the blade. The sword can be combined with its sheath to form a greatsword. An archaic weapon in many ways, it lacks modern refinements such as a cartridge system for dust, although the sword does have two sockets into which raw dust crystals can be slotted, to empower its attacks. One socket in the sword, the other in the scabbard.

Semblance: Vector Trap
While she claims to manipulate vectors, Chro’s semblance is not quite as broad in application as that would imply. The primary use of her semblance is to create circular glyphs on a nearby solid surface. These glyphs cause anything that comes in contact with them to be launched away from the surface, with the direction indicated by wisps of aura streaming out of the glyph. She cannot places these glyphs on people. A refinement to her semblance glyph is to instead create an arrow-like symbol that causes anything coming in contact with it to move in the direction the arrow points. Rather than simply send things away from a surface, this can move them along it, instead.

Regardless of use, the symbols she creates last around 20 seconds unless initially supplied with more Aura or dismissed earlier. She can create them in a limited range around her, and is restricted by line of sight.

Aura Color: Silver

Dust: Chro primarily uses dust to enhance her melee attacks, by adding an elemental effect or burst to her strikes.

Talents:
Aura wave Technique: Chro is quite skilled in using aura to infuse or enhance her attacks, and can even launch waves of it as a projectile.

Cooking: She can cook, and usually does a good job of it. She personally bakes the desserts served at her cafe.

Driving and vehicle maintenance: Chro can both drive and maintain her motorcycle which will in no way be doomed as part of a cool set piece at some point in the RP.

Hobbies: Flower arrangement, brewing tea and coffee, smoking a pipe, whiskey

Music: Normal | Battle (normal) | Battle (EX)

Other:
CHRM Foundation supplemental:
The main CHRM headquarters is located in Malden, although branch offices exist in each of the four major kingdoms. The engineering school is situated in Wakikata.
 
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"Well aren't you out a wee bit past Curfew? Run on along home.."

Name: Juniper Garnet

Age: 25

Gender: Female

Race: Human

Aura Grimm: No

Role: Atlas Military

Sexuality: Heterosexual

Height: 5' 11" / 180.3 cm

Weight: 160lbs / 72kg

Backstory:
Born before the great Attacks that changed the face of Remnant Juniper had a rather simple life on one of the cliff terrace villages of Vale, daughter to a Farming family with a couple siblings to boot. The days were as peaceful as they could be better off than most families in Vale her Family farm was always making a steady if modest income and could afford large agricultural equipment, running about the fields and climbing the hills with little concern about the Grimm. At least till around the time of her sixth birthday, while memories are Foggy she remembers the destruction of the home, of the village and the sacrifice that Hunters and Huntresses alongside Atlesian soldiers gave to keep as many safe as possible.

Settling in the new City of Malden, Juniper would not forget those struggles, the lives and lands lost and the terror that had taken grip of the whole of Remnant and how quickly others turned on their would be saviors and of the stupid pointless strife that still raged between Humans and Faunus and lingering survivors that became little more than raiders and bandits. Returning to their roots as farmers and with what few pieces of Machinery they brought with them, the Garnet Family through sweet, tears and even blood took up it's reigns of farmers and contributed greatly towards the employment in the city and it's food supply. But for the young Juniper this wasn't enough, too much had been lost and she was not about to keep sitting around as a frightened child, a debt was owed to Atlas.

A debt she would repay at the age of 16, enlisting in the Atlesian Army, or it's Vale Garrison at least, the young and very large Juniper showed an amazing depth in aura reserves, though no understanding or hint to her Semblance the Atlesian Military at the time found it's forces dangerously stretched thin, the girl was in good health and could carry a lot and had a great understanding of the forest and highlands and while suspicious of the writing a signature from her parents..

Finishing her training in the Vale Military District Juniper was assigned to a Reconnaissance Section to keep watch for bandits and to thin back the Grimm should they ever approach the city. Which they of course did, but in greater numbers than anticipated, at least for a patrol based and a platoon to deal with, manhandling a machinegun within the camp, Juniper assisted the defense as best as she could, all the while an assortment of Grimm attacked and stormed the positions, it was then that the Young Corporal took matters into her own hands once more, out of ammo and with comrades in danger she lept into the fray with a borrowed sledge hammer, desperate to save those that she could Human or Faunus, she swore not a step back hefting her borrow hammer like a Club as she walked with slow determination into the midst of the Grimm attack.

And she made good on that promise as a brilliant golden light shined from her hand, engulfing her whole person within it's glow, like an avenging angel or a juggernaut did she advance, even tying up a trio of Beringel in time for the Platoon to receive reinforcements from the other outposts. Hailed as a hero and having a useful Semblance, Altas was quick to throw her into it's Special Forces Program, over the next seven years she would rise from a lowly Corporal to A Captain of the Vale Rangers, responsible for the Security of the long road leading to Vacuo and Peace Keeping Operations Malden, where she's known to carve small wooden toys for children that she towers over..and to the displeasure of Atlas for being a bit...flexible on the rules, especially in regards to the Hunters from so long ago. Curiously in addition to her customized Military Battle Uniform she wears a silver badge on her beret from an era long past, of an order that considered it's self the symbol of peace and stability on the frontier.

Currently armed with a lovely weapon and a few too many ammo boxes she patrols the outposts in her region and works with her own platoon to keep the roads safe for travelers, where she can at least as a bulwark that protects, a Golden Juggernaut shining in the Darkness.



Weapon: Woodsmen's Bane:

Originally a weapon developed by the Atlesian Military intended to being mounted on vehicles, fixed positions or to be mounted in smaller fighters to escort the Airship Fleet, it is a .50 cal monstrosity which makes use of belt fed ammunition that is propelled by fire dust while firing a hardend core of Earth dust for greater penetration as part of a two piece round. Primarily intended for thinning out swarms and taking down so called heavies, the Woodsmen's Bane is an evolution of this weapon.

Custom Built for Juniper the HMG has received the Huntsman's treatment and looks like an overly large generator or fuel tank at first glance, unpacking at the push of a button into an fully automatic HMG, further manipulation of the weapon and it's thick ballistic shield turns the weapon into a rather hefty axe. The weapon is able to fire on semi-automatic in this mode and generally provides more power to direct impacts in this manner, or shooting targets behind one's self.

In effect it gives the Machinegun a "AFIX BAYONETS!" command as Juniper likes to put it.


Semblance: Juggernaut

Focusing her Aura in a fashion to make use of her already considerably enhanced strength, a golden light will start to glow from a singular location on Juniper, namely, hands, eyes, feet, spreading rapidly to encase her form. Her Aura in question seems to enhance her strength, or rather to fortify the rest of her body on equal footing, becoming a bulwark against attack.

Something of a mobile fortress or Juggernaut if you will, Juniper can punch or even shoulder ram her way through unreinforced walls, turn over small vehicles or pulverize lesser GRIMM into a pulpy mess with a single swing of her Hammer or even fist, and can tie up the attention of larger GRIMM for a considerable amount of time for allied forces to land in the killing blow. Being able to bring the firepower and defensive protection of a bunker around her person, Juniper becomes a moving fortress that can breach walls and shrug off small arms fire and heavy impacts without skipping a beat.

However this reinforcement and incredible defensive buff comes at a few costs, chiefly the field radiates from the source to envelope her, it's golden glow is hard to not notice and her movement speed is heavily restricted, akin to a soldier wearing super heavy armor. The Semblance seems to increase her density in some manner as even her footsteps can crack harden ground, seemingly concentrating her Aura into her very being, while her weight is not observed to change her density becomes far more greater.

Aura Color: Gold

Dust: Fire/Earth fusion round.

Talents:

Ammo Creation
Assault Soldier
Power Napper
Ranger (rough terrain movement and tracking)


Hobbies:

Horticulture
Ocarina player
Wood carving (especially small toys)
Fitness Training

Theme:

Other: She acquired the badge from a group of travelers she saved on one of her Patrols, given to her by an old man who had an ancient revolver at his hip. Has two older siblings and two younger, her family is displeased at her for running off and Joining the Military.
 
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  • Age
    ???

    Gender
    Male


    Race
    ???


    Aura Grimm
    Yes, Multiple Grimm


    Role
    N/A


    Sexuality
    ???


    Height
    6'8''

    Weight
    214lb



  • Backstory

 
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Appearance:
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‾‾ THE CLOWN BOY ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾

Name:
Bob

Age:
17

Gender:
Male

Race:
Human

Aura Grimm:
Nope

Role:
Traveling entertainer

Sexuality:
Straight

Height:
5'8"

Weight:
173 lbs

Backstory:
A lot of things about Bob's past remains unknown, such as his actual birth name. What is known was that he was born to two ex-hunters not long after the Grimm attack. He was originally trained by his parents in the ways of a hunter but eventually grew to resent the lifestyle and in classic rebellious teenager fashion, he ran away from home at the age of 15. For the next few years, he survived by doing odd jobs while living as a vagabond. He learned a few skills during this time from the different jobs he took such as cooking, animal care, smithing, and even singing.
As time went on, he found that he had grown to enjoy the life as an entertainer, telling jokes, singing songs, and performing impressive tricks and stunts. He continued life as a traveling bard and entertainer, moving from town to town usually on his own. Every once in a while, however, he does pick up a random job again if nothing more than to just spice up his life a little.

Weapon:
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This spear/rapier/short sword weapon was given to Bob by a blacksmith whom he had worked for. Both blades are capable of utilizing dust. On the short sword side, powdered dust is stored within the hilt, allowing Bob to infuse the blade with the dust's element. On the rapier side, a dust bullet can be loaded into the barrel under the blade to be fired with the pull of a trigger on its handle. As there is no way for it to store ammunition, Bob must reload this weapon after every shot.


Semblance: Ya Yeet
Bob's semblance could be described as "super adrenaline". In short, when undertaking a task that is normally dangerous or stressful, Bob's semblance gives him a sort of mental and physical boost, enhancing his reflexes, speed, and strength for a duration. The more dangerous or stressful the task, the more powerful boost Ya Yeet provides to Bob.
With his semblance, Bob is capable of achieving feats such as dodging gun fire, overpowering (or at least fending) Grimms much larger than him, or survive falling heights that would normally kill if not cripple a man. This last feat has saved his life and career many times.
The drawback to this semblance is it's high drain. If not careful, Ya Yeet could end up burning through Bob's aura reserve, causing him to crash and become exhausted in proportion to the boost he had received. The larger and longer the boost, the quicker and greater the exhaustion.

Aura Color:
Dark Purple

Dust:
Bob carries whatever dust he can get his hands on. He does seem to prefer fire dust bullets and lightning dust powder.​

Talents:
Juggling
Balance
Sword Swallowing
Singing/Playing Instruments
Flexibility

Hobbies:
Coming up with new tricks
Composing new songs
Trying new jobs​
 
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"Arachnophobic? Funny."

Click here for the full sign-up.
Click heading portrait and weapon name for full images. Both redirect to original artists.
 
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Appearance: Forest stands at an average 5'11'' with brown hair and forest green eyes, that match and gave his name. Beyond hair, people find two things on his head. First would be his spotted ears. He and his few friends have definitely agreed that they are cat ears with the speculation, and later confirmation, that they are a Bobcat's. "It was Lil’ Em who guessed it. Found a kid’s encyclopedia on animals. She was flipping through it one day and suddenly hollered. Heh, she has quite the pair of lungs, let me tell you. So I went running on over, worried that she’d tripped and broken something. We didn’t have money for a doctor’s trip, so the worry was valid. Anyway, I find she’s quite fine and eager as a bouncy ball. Pointing at a picture in her book saying ‘lookit Verse! Lookit! This is you.’ And she was right. Docs at Beacon did a little bloodwork to confirm it. Making sure I was all up on my shots and found out I was behind since I was born. They freaked a bit but it turned out alright. As you can see, I didn’t die of disease." Second are the high quality, super durable, noise canceling headphones. Through them, he listens to whatever he can get his hands on. It's one the artifacts he refuses to tell where he got it from. Other than that, Forest wears a variety of simple T-shirts and cargo pants. It shows lean, wiry muscles and tan skin that’s laced with multiple scars. He adapts to the weather by simply throwing on a heavy duty green trench coat that he carries around with him, stolen by Thatch, and a thick, home-knitted black cap that fits nicely over his headphones, knitted by Onyx.

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(Note: Picture is from his time at Beacon. He’s way too young. Also known “as I couldn’t find what I wanted.”)


Name: Forest “Verse” Thorn

Age: 39

Gender: Male

Race: Faunus (Cat, with the confirmed theory of being a Bobcat due to his ear shape and spots.)

Aura Grimm: No

Role: Hunter, White Fang Associate

Sexuality: Heterosexual

Height: 5’11’’ (180cm)

Weight: 170 Ibs (77 kg)

Backstory: Forest was, in his own words, "born and raised by the streets of Vale." Due to the misfortune of his father dying in a theft attempt and his mother dying in childbirth, he never knew his parents. He was then passed around by the homeless faunus community of Vale he was born into to see who could and would take care of him. Due to the sheer racism that existed at the time, the members agreed not to send him to an orphanage because they wanted to try and spare him from growing up hated. He was taken in by 18 year-old Cobalt, a bear faunus. Under his care, Forest got his first name, a healthy distrust and dislike of the middle and upper classes, a knack for pick-pocketing, stealing, and scavenging, the beginnings of a fighting career, and how to avoid the dangerous part of the criminal underground. In short, he learned to work the streets. What he never learned, and didn't have to, was a love of music. Cobalt had come home from a day of "shopping" to find the then three-year-old Forest dancing crazy to an old record that Cobalt had scrounged up. "Kid was just swingin and spinnin in whatever way he wanted. All in verse and all. Thing is, what he wanted happened to be good, for a tyke." Naturally, Cobalt gave him that as a nickname and middle name. Verse. Cobalt would encourage the habit and this would lead to years of practice and the development of Forest's unique fighting style. It would be five years later that, the day before Forest's birthday, Cobalt stole Forest's headphones. They were bright blue, brand new for hunters and huntresses for their armored durability. Through an insane combination of luck and skill, Cobalt was able to get them out of the store and into the hands of Forest on his birthday. It would be the day after that Cobalt was caught, not by the police, but by the draft. The never ceasing troubles of Grimm took away Forest's friend, brother, father, and mentor at the age of eight. And never brought him back.

Forest withdrew into his music and his headphones, becoming almost estranged in the community of homeless to which he belonged. He contributed to it with the traditional theft and begging, but kept dancing and fighting on the side. Even this was not to last. When the advent of the faunus wars arose, Forest focused on one thing alone. Surviving. It was something that took most his effort as, what was once angry racism, turned to deadly attacks. Avoiding violent citizens, dangerously zealous police, while besting starvation was extremely difficult and put to test all the young teen had learned. Then, one night near the end of the war, a mob put the slum of his home to the torch. Trapped beneath burning debris, Forest believed his life was about to end. Only it didn't. He was saved, rescued, restored by a huntress. Carried through the destruction, the flames, and protected from the angry mob by her. It would cost her life to save his. A debt he feels that can only be payed in one way. To take up her mantle and become a hunter. A feat that would be exceedingly challenging given his standing. An orphan, alone, and with only his music. He took only one thing from her corpse, a lock of her auburn hair to remember her by. He keeps in a locket he stole. It would be some years before he found out her name. Karen Thorn. Forest then took her last name as well.

Forest would not be alone for long, however. Due to his growing prowess in combat and growing nature to protect and help people, Forest pulled together a small of gang of four friends. Thatch, a scrawny human lad of 12 who could dislocate his shoulders for fun and fit through tight gaps. Onyx, a raven haired 14-year-old faunus girl and the best a reading and writing. Fume, an 8-year-old faunus boy who is most apt to pick the most pockets and cause the most ruckus. Lastly is Emerald or, as everyone calls her, Lil' Em. A faunus girl of five with a chronic illness that is in growing need of treatment, but with sympathy towards faunus low, and no money at all, she had yet to get it. It was during this part of his life that Beacon noticed him. It started out as a simple turf conflict as a rival group of more brutal thugs wanted Forest's alley, where he and his friends had made their home, for their own. Whether through luck or divine intervention, a teacher happened to be passing by just when the fight went down. With grace, skill, and the tempo of his song, Forest thrashed the gang with ruthless efficiency. Recognizing his talent and realizing that Forest could perhaps be picked up by a darker criminal element if not helped, he gave Forest an in to Beacon. An in to which his friends cheered him towards. And so, he went with the promise to become a hunter and help them all get out of the homeless life and into a better one.

And so he did. Going to Beacon marked a turning point in his life. Not least for his grammar and edickit. Forest would rise to lead team FRST, Frost as it were, with distinction in the tournament brackets and combating with Vale’s human problems. It would be safe to say that his team became Hunters and Huntresses of other people, rather than Grimm. Not that they weren’t trained and skilled in it, it merely wasn’t their forte. However, it was a rocky start. A faunus along with a nasty habit of pickpocketing almost got him expelled, multiple times. Luckily, his team was understanding and, with their help along with continued pushing from his family in the city, he was able to keep the habit checked towards the more useful workings inside Vale. Namely taking it from the criminal element. Yes, as cliché as it is, Forest took his team against many of the criminals of Vale. Naïve in some ways in how they believed they could clean up the streets and make them safe, but they were teens. Eager to prove themselves to the world and help out Forest’s situation.

For, while it took the better part of three months, the young man did come to trust his team with his secret. A homeless boy who lived in the streets of Vale with his few friends/family. They rose to occasion with flare. Working together to keep the alley in they lived from any encroaching gangs or other criminal elements. This continued for throughout his first year at Beacon before, returning one night with himself and his team seriously injured, Onyx and the staff member who got him into Beacon in the first place, kicked Forest’s daydream of saving everyone out of his mind. “Forest,” the teacher said, “you have shining star potential. But if you keep going as you are, you are going to get your team killed.” Onyx followed that with “Verse, we don’t need this alley safe; we need a proper home.”

It was a smack in the face, but a needed one. Teens can’t so easily save the world. They were not invincible. So, with their second year rolling in, they changed tactics. Instead of working to beat up the criminals and stop crime outright to save the world, team FRST worked to earn money. Part-time jobs and small tournament money that, while it would have taken one person awhile, took team FRST and Verse’s family a minimal amount of time to earn enough and become established and stable enough to give an income that could afford an apartment. Not a good apartment, but one that Forest’s family could live in safely. The safe part came through a strike of cleverness and kindness. Afterall, the damage that team FRST had smacked onto crime in Vale was neither forgotten nor forgiven. While some elements would settle for the team, others wouldn’t mind harming family for the sake of getting to them. Forest came up with the idea of having the deed of the apartment in someone else’s name. The teacher who effectively had sponsored his attendance at Beacon agreed to it. It was another debt Forest felt he could never fully repay.

So passed their second year at Beacon. It would be in his third year that hell would rain on down. But such events are not willingly recalled by Forest “Verse” Thorn and are, as such, not recorded here. What then remains is his most recent activities. From an extended period of absence, Forest has returned on the mapped. Marked by him and his headphones appearing going from village to village, making his way through Vacuo. Why? Few people know.

Weapon: Therein lack of! Or rather, he uses mixed martial arts to continuously develop and change a diverse and eclectic means of combat that uses himself, his environment, and any weapons kindly provided by friends or the opposition.

Semblance: Forest calls his semblance "Aura of the Dancer." Verse’s semblance is truly and simply a heightening of instincts and aura control. The music becomes a guideline to complex martial styles that shift based upon the tempo. Fluid, loose, and very difficult to read. In this form, he is able to guide and direct his aura with pinpoint control and precision, honed over years of street-life fights, training at Beacon, and many years as a full-time Hunter. What this direction does allows him to seamlessly shift the position of aura and force. He can reinforce his legs for quicker movement and stronger kicks. Similar to arms, chest, and head or various sides of his body. Whatever he wants. However, the drawback has the potential to be quite, deadly. Wherever he shifts his aura to, it pulls away from somewhere else, ruining the perfect balance around his body and exposing weakness and even gaps in his aura’s protection.

Aura Color: It is as his name, forest green.

Dust: He uses it whenever it fits into the scenario. Meaning of someone is using a dust weapon against him and he disarms them, he’ll turn it right around on them. Or if there are some lovely fire dust crates and, he sets it up correctly, he’ll use them as a local bomb.

Talents: General Thieving (lockpicking, pickpocketing, etc.), Excellent Leadership and Strategic Mind (Born and nurtured both from helping his fellow orphans on the street and leading a team at Beacon.), General Mothering instincts.

Hobbies: Listen to music, dance, read, train, randomly volunteer at homeless shelters/triage centers/etc.

Other: He’s very shut off about the White Fang, being asked to sing, and people asking after his current lovelife.
 
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Villain Bio (Random or limited use based on circumstances or GM request)

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Name: Jyn

Age: ???

Gender: Female

Race: Faunus

Aura Grimm: Gorgarin: A Lesser Dragon species of Grimm, smaller than most it is still a formidable opponent that can control whip like tendrils from it's mane, overall the beast seems to be some sort of chimeric being showing characteristics of other Grimm outside of it's standard dragon origins.

Role: Underworld Criminal

Sexuality: Sadist

Height: 5'7"

Weight: 152

Backstory: Jyn, oddly for a Aura Grimm subject has kept her name and has no last name. Her age is problematic to guess but is assumed to be in the early 30's to the Mid 40's. Taking up a life of crime at an early age, the Faunus was known by several monikers and nicknames during the period leading to her capture after a series of grizzly murders and assassinations in the Atlas region. Arrested and convicted of her crimes, though found psychologically unstable she was a perfect test candidate for the Project in it's early stages, expendable and would not be missed, officially dead as far as the Law was concerned.

Possessing a strange Semblance that could play with the senses of those around her, her Grimm "Partner" was a Gorgarin, a Lesser Dragon from the interior of Vale, or rather a part of one that was remarkably well preserved. For whatever reason the Grimm and Jyn entered into a peculiar pact of sorts, a Symbiotic relationship. While it gave some sign of hope to the more idealistic, it soon quickly became apparent that it was as Jyn was as crazy and full of hatred for all living things as the Grimm within her.

The bond turned Jyn into something far more beastly than a typical Faunus, far more dangerous than before, whimsical with her speech. Gaining multiple tails and inhuman eyes, her seemingly helpless manner of being and singsongl voice, hid her true nature just below the surface.

With some debate it was decided to keep her alive for additional study, but ultimately when the "Incident" happened, she simply walked from her cell and vanished from public view, she is considered extremely dangerous and may have had a hand in the destruction of the facility.

Weapon: Hand Claws prior to Grimm experimentation, currently physical augmentation.

Semblance: Tale of the Jabberwock

Turning into a creature that seems to be a cross between man and beast, Jyn hunts her foes with beast and trickery.

Her Semblance alters the sense of perception around her creating a field of around 15 meters in it's semiactive state, muddling the minds of those around her, in principle she causes confusion, a sense of a fairy tale, able to blend into crowds and easily forgotten in the minds of those with small aura pools, malicious in nature some weaker beings are even prone to falling to suggestions and persuasion, a feeling of serendipity or deja vu is not uncommon in her presence, quickly passing out of sight and out of mind, or somehow belonging as part of a living dream.

Her active form however is far more deadly, growing out wings and two large claws, her tails reveal themselves as tendrils combining in a single form. A fire breathing Dragon with bits of blonde fur and black Grimm scales it's fairly sure where some of this may come from.

Curiously the transformation seems to have a few rules, for one she will always attack the leader of a team or formation, or at least the one that has the most authority and two, she can summon a form of Beowolf that she calls the Bandersnatch and a Griffin called the Jubjub Bird.

Seemingly made of Aura with mixture of the Grimm's darkness, she has been seen with no more than two at a time, though these beings are a fair bit stronger than the Grimm they take after.

Also at the same time, her Semblance seems to be in a constant semi-active state, covering her body in a straitjacket that she herself cannot remove. Another must take it off willingly, or it must be damaged in battle, only then will her Semblance be in position to activate.

Though one should not take her as being helpless, being able to spawn up to nine tails as a gift from her Grimm augmentation or engaging in quick and powerful leg work, Jyn is rather capeable of fighting and is a highly effective close range fighter with very limited range capability.

Aura Color: Bronze

Dust: n/a

Talents:
Information gathering
stealth
close combat
Acrobatics

Hobbies:
Parkour
Story telling
Singing
Kickboxing

Theme:

Other: Jyn is derived from Mandarin for jīn Meaning Gold.
 
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Name:
Lia
Age:
60+
Gender:
Female
Race:
Cyborg
Role:
Atlas Commissar
Sexuality:
Homossexual
Height:
1,72 meters
Weight:
150kg+

Backstory:
Part of a project led by the now exiled Scientist Rosa from Atlas personnel, Lia is the only known success after several failures. With a simple objective, the project was run along with Project Grimm, also in secret and in separate cells. When success was achieved, it was kept in extreme secret and, given the costs of said project and the impact it's success could have on the rest of the world, Rosa was exiled and afterwards killed.

However, the success' legacy remained. Lia, a revived form of the legendary Huntswoman known as Camelia. Renowned for having faced and killed a Dragon Grimm, Lia is viewed as a myth by many. History keeps the truth hidden away, as the woman was found, almost a century ago, dead in Atlas' borders. Her remains were safely secured and it was kept hidden away for decades until the beginning of Project R. When genius scientist Rosa proposed instead the idea of creating a perfect soldier from dead huntsmen, the project's initial schism was driven away with the success in creating Lia. The schism was only brought back when the secret behind the scientist's creation was revealed.

After being "created", Lia seemed to have no concrete memories of her previous life. Desopite various attempts to bring back Lia's memory were given no success and, instead, she seemed only to remember vague scenes and the concepts being who she was. Even in spite of her ruined memory, the unmatched skills of a hunter were still there and so, the project's second plan was given continuation. Lia was assigned under the military for the purpose of hunting and killing VIP's that opposed Atlas.

Now, almost a decade later, she remains a Grimm and VIP hunter under the tag of the Atlas Military, still seeking to remember who she truly was...

Weapon:
Dragonslayer's Blade
Aside from recovering Camelia's remains, they also recovered her equipment after her death, which was mostly destroyed.

With Lia's creation complete, she was given the weapons, also revived to their old glory. The Dragonslayer's blade was a commemorative sword given to the woman for her feats and, despite it's ornamental appearance, is in truth a deadly blade. When a button on the hilt of the sword is pressed, the blade is released and held by a chain, of roughly five meters, that can aid in ranged attacks. When released, the chain can be infused with dust to create a dangerous secondary damage source. The blade was also given the same technology used by Atlas Agents, with it's sword using dust infusion to create a reverberating molecular saw on it's edge, allowing for greater cutting capabilities.
Semblance:
Energy Massing
Lia can drain any form of energy and Aura from everything within her Aura. Consuming this energy will allow her to harness energy which she can release in the form of vast bursts and explosions, modified by any energy of her choice. For example: If she drained a lightning attack, then she can choose that as the form of her energy release as well.

Aura Color:
Electric Blue

Dust:
Carries several dust crystals which she uses to enhance both her weapon and her Semblance. Particularly fond of Fire and Electricity Crystals.

 
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Nudara Shreik
Age: Twenty-four.
Race: Human.
Gender: Male.
Sexuality: Bisexual.
Height: 5'9".
Weight: 170lbs.
Role: Hunter.

Aura Color: Gold.
Aura Grimm: No.
Semblance: Icarus Wings. Allows Nudara to project his aura as a set of wings. These wings are not used for flight. However, as they are made of his aura, they can be used to shield him. He can also shoot the feathers out as aura-based projectiles. By mixing his aura with the red dust in his sword, Nudara can emblazon the feather projectiles with fire.
Dust: Red dust, for fire, embedded as a gem stone in his sword.

Weapon: Midas Talon. This weapon has been passed down through the Shreik family for generations. It is a falchion made from a golden-bronze alloy. A red dust gemstone sits in the center of the cross guard, which can be used to cause explosions and super heat the blade. The single edged blade gets wider towards the tip, with the back hand side having saw like ridges. A lever on the pommel can be flipped to activate the sword's chain form, in which the blade will separate into segments all connected by a chain. In this form Nudara uses the Midas Talon like a chain whip. Using the lever again will reel the chain in and reassemble the segments back into a complete blade.
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Talents:
1)
Very talented sword fighter.
2) Understands upper class society and knows how to both network and manipulate people.
3) Acrobatic and agile, often applying this when fighting with Midas Talon in chain-form.
4) Experienced in combat against other humans.

Hobbies:
1)
Reading.
2) Practicing sword play.
3) Watching cute animal videos.

Backstory:
Nudara comes from a very rich family. The Shreiks have been jewelers for generations and the Golden Skies Corporation is the leading producer and retailer of jewelry and gemstones. Their name and wealth are famous the world over. And Nudara was the oldest son and heir to this vast fortune. Was.

Nudara, however, had other plans. He knew that his father used Faunus labor to mine gold and dust. Vacuo has an abundant amount of natural dust so the mines were close by. Though they mostly owned gold mines. Not all of the Faunus workers were paid or even registered. They were slaves. Nudara set out on a series of covert operations to close down all of the mines. He worked with local Faunus and even the White Fang to put an end to the slavery. The rigorous training that his father put him through was paying off.

But there was an incident. A rescue mission gone wrong. Nudara teamed up with a White Fang representative named Urian Lakis to bust some Faunus miners out of mining camps. The mine collapsed during a fight, killing Faunus workers and Golden Skies guards. It was the last mission Nudara ran with the White Fang. Their violence was too extreme and they didn’t care who they hurt. When his father found out, Nudara stood up against him. For the first time in his life he was standing up against his father. Closing the mines, helping the Faunus workers, he was finally doing something good. And he would not let his father hurt anyone else.

Unfortunately, his father had no worries about disposing of any resistance to his business. Even if that resistance was his own son. The head of the Shreik family sent his own son away to Beacon Academy. In the public eye this was to help improve relations between the kingdoms. But it was actually about Nudara's father removing him the company. And worst of all is that he blackmailed Nudara into going to Beacon. He threatened to report Nudara's illegal raids on his mines, even going so far as to threatening to pin the injuries and deaths of the dead foremen and guards on him.

Needles to say that Nudara's impressive resume easily saw him accepted to Beacon Academy. The prospect of becoming a Hunter is something that Nudara readily accepted despite the fact that his father was simply getting rid of him. It would give him the training to better help people in need. Most of his work seeing him in Vacuo and Zramore.

After graduation, he began his work as a Hunter. During the construction of Malden, he saw that the Golden Skies Corporation was exploiting the people of Malden. Making a profit by delaying the construction of much needed homes. This lead him into direction confrontation with his family. Fighting against the Golden Skies Corporation and the Shreik family. In addition to challenging the family company, he travels and works as a Hunter.


Trivia:
1)
His first name, Nudara, is of Arabic origin, meaning gold. His last, Shreik, is named after a bird-like monster from a video game (Dauntless), furthering the motif of the wings semblance.
2) He once left Midas Talon out in the sun, on a hot day in Vacuo, causing the blade to heat up and trigger the fire dust. The weapon needed serious repairs after this incident.
3) Talks with a noticeably posh accent which stands out in his home kingdom of Vacuo.

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