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Fandom RWBY Alternate Reboot!

Pumpkid

~Vibing along the cosmos~
Character Sheet

Appearance:
(Picture preferred)

Name:

Age:
(15-17)

Gender:

Sexuality:

Weapon:

Semblance:

Emblem:

Aura color:

Personality:

History:
(You can write their history whenever I know how difficult it is to come up with one)

Other:
 

Principal Blanche Vos

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Age
Looks 11 is 33

Semblance
Shapeshift- Blanche can shapeshift into anything even shapeshift someone else and part certain parts of their bodies for a limited time

Emblem
TBA

Aura color
White color with tints of pastel yellow gives it a milky color

Weapon
Unknown but there are rumors that he has a cane sword or they jokingly say it's his pet tiger, Snow

Personality
He can be mature when he wants to but he is childish most times, for example, he likes to run away from responsibilities and have fun even go as far as to pretend to be a student and join projects. This gives him a chance to feel young while at the same time being observant with his students to see who is good and who is naughty. He is always accompanied by his tiger cub, but when not is a strange combination which he cannot do without.

History
TBA
 
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  • Saphiria Blackwell

    0433924596ea4f100d0a3a2d3173032a.jpg
    (Note: Has white hair not bleach blonde)
    I.D.


    Name
    Saphira Blackwell

    Age
    16

    Gender
    Female

    Height
    5'5

    Weight
    130 IBS

    Sexuality
    Heterosexual

    Species
    Human

    Emblem

    View attachment 933845

    Aura color
    Sapphire


    Power & Weapon


    Weapon
    Detachable chainsaw, scissor swords

    View attachment 933849
    The sword can detach whenever the holder wants to create dual swords light enough to maneuver compared to a full blade. They are not just a weapon when together it becomes a beacon to harness the control of Violet's magnetism.


    Semblance
    Magnetism
    Personality & History


    Personality
    Saphiria is most noticably an angelic, bubbly type of girl. She's reliable in every way and never truly says "no" to helping people. Her passion and hardwork is shown during selfless acts often causing fatigue even though it's within her natural environment. She is easily seen as a nurturing type capable of strengthening someone's ambition.

    Saph may be clumsy and fragile at first glance, but she is not to be underestimated. One thing a lot of people tend to do end up surprising folks. She has gone through reigourous training enough to provide some worth. Of course, sometimes her emotions blind her even in the midst of battle and thus creating a problem. Another trait is that she is unwilling to back down in dire times becoming and inextinguishable optimist. Should she suddenly befall into hopelessness will be the most concerning upon her close comrades.

    In general, Saph may be dependant on needing her twin, but she is available to help at any given time and place.



    History
    [TBA]

    Other:
    Saphiria's fighting and outfits are usually knight based


 
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Appearance:
sCUViCy.jpg


Name: Lapis Pauk

Age: 15

Gender: female

Sexuality: bisexual

Weapon: threads

Semblance:
thread control, Lapis can manipulate and control the physical properties of her threads. She can cause them to stick to things , or just certain parts to stick, she can make them move seemingly on their own. They can be easy to break or stronger than steel. She can make them sharp enough to cut most things or have no cutting power at all. They can be given various effects as if coated in dusts or chemicals.

Emblem:
symbol-spider-tree-sms-leaf.jpg


Aura color: yellow

Personality:
Lapis is an odd one to anyone that thinks with what is considered common sense often seeing bad situations as good fun and the horrors of her home as just normal days or even good memories. When it comes to technology Lapis honestly has no clue how it works and gets confused with it all, really all of the modern world confuses her. She finds things dull until it involves fighting grimm or something else as she honestly doesn't know what else there is to do with time aside from kill and fight grimm in a place like vale. The discrimination that Faunus face is actually a foreign idea with her home being constantly under siege the hatreds never really took root between human and faunus. in truth Lapis is not fully impressed by vale the technology is great but she had expected great warriors even stronger then her people yet she finds most people even those wanting to be hunters to be to soft. She doesn't see why Beacon teaches so many things she doesn't see as related to grimm fighting, to her there is just to much filler in vale to be liked.

History:
Lapis comes from Solstace, the continent above Sanus. Most assume that landmass is uninhabited due to Grimm being very common to the point they are as common as normal animals for some reason. Long ago the landmass had an attempt at colonization, but the Grimm seemingly killed all but a few who fled back to Sanus. That however was not true as many colonies managed to adapt and survive the near constant Grimm assaults. These villages have regressed technologically but have become experts at fighting grimm and survival.

It was in the village of Darkwell that Lapis was born the third of eight surviving children of her parents Liv and Sia Pauk. Her childhood as one might expect for such an area was very short, though she would disagree. Children in Solstace are taught from the moment they can walk to fight grimm, though even with combat being a daily part of lives kids will still be kids and Grimm were incorporated into children's games. Lapis really enjoyed dodge deathstalker were kids would take turns dodging a deathstalkers deadly sting. With little actual schooling beyond basic counting and household tasks Lapis like most kids were given plenty of time to roam and play, Lapis unlike many would travel north into the more dangerous lands to observe grimm.

It was this tendency to wander that changed lapis's life as one day she saw a strange man. He wore clothes unlike any in the villages and had strange objects what sounded like people with him. Following the stranger Lapis would watch him doing various odd tasks before a grimm attacked. Lapis left her hiding spot and quickly dispatched the grimm. The man introduced himself as ozpin after the beast dissolved. Lapis would travel with Ozpin as he spoke of the south and showed he was no feeble man and more than capable of killing grimm.

After a time Ozpin would invite Lapis to accompany him south as he was impressed by her skill for one so young. Ozpin would explain just what it meant to go to beacon and the role of hunters in the world to the south. Lapis really just understood it was about fighting grimm anything beyond that in terms of lofty ideals flew over her head. In the end she accepted and after saying good by to her family she would head south with Ozpin.

Other:
Height 5'6"
Only 2 of her eyes are real others are implants
 
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Appearance:
1626494458030.png


1626495250804.png


Name: Asher Cobalt

Age: 16

Gender: male

Sexuality:

Weapon:
large long sword made Of a custom black alloy that gives it a very clean cutting edge and channels neat incredibly well

a large gun-sword cannon like thing that fitted high powered explosive or soild slugs shells complicated recoil compesators allow for it to be fired while holding it tho it produces alot of heat

1626499265842.png


Semblance: Thermo manipulation: this semblance allows the user to manipulate thermal energy as opposed to simply fire directly. the user is able to project beams walls and balls and other blasts of thermal energy that's power can range from boiling water to igniting flesh and bone.
however, anything more than 3rd-degree burns requires additional thermal energy that is stored in the user's body.
to facilitate this the user's body tempter is naturally incredibly around 35-40 degrees Celcius along with the ability to absorb and store further thermal energy from the surrounding or hot objects.
this additional thermal energy is then used to increase the power of attacks. the thermal attacks and absorption and know to interact dust in strange and usual ways (that's something for later and interesting growth)


Emblem:

1626501335011.png



Aura color:
dark orange


Personality: ironically Asher is a rather chill fellow overall happy to just sit back and relax with some chips or tinker with a weapon of sorts, most things he's happy to do though obviously no the most excitable of people but certainly cheerful nonetheless. when needs be Asher cool disappears and he can be honestly terrifying when needs be.

History: Asher comes from the Cobalt family that owns a small but relatively high-end company and produces custom weapons to order for its customers priding themselves on getting their customers anything they wanted and normally designing and making stuff alongside their workers Asher, of course, was no exception rather enjoying tinkering with stuff how he ended up on his path to become a hunter? well, it was a fun excuse to test weapons and the like and show off his family's cool equipment at least that's what his parents what him to do.

Other: he's like 7'2 foot tall, he tend to wear minimul clothing on his torso to optimise his semblance abilities.

constantly improving his odd sword cannon currently experimenting with custom mixed dust ammo and dispersion. (Likly not gonna end well considering how his semblance interacts with dust)

don't touch the sword cannon if you value your flesh on your bone That's the one thing that will make him lose his chill

his families company is called "cobalt specilist armarment manufacturing" so CSAM
 

Xander Ambrose

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Character Sheet



Appearance:
FAH2tpcVkAgnkI7.jpg



Name: Weldon Earl



Age: 17



Gender: Male



Sexuality: Heterosexual



Weapon: Weldon's weapon is a claymore with the two outward-facing ends of the crossguard doubling as shotgun barrels.



Semblance: Weldon's semblance Slip Away allows him to travel through shadows. In order to move from one shadow to another, however, the first shadow must be touching the next.



Emblem: Weldon's Emblem.png


Aura color: Weldon Blue



Personality: Weldon at first glance seems to be the classic charming rogue. He's playful, witty, enjoys a pretty woman on his arm, and is prone to getting caught up in the moment and doing stupid things. While this is one side of the young man, it's not reflective of who he is in his most private moments. When alone or around people he trusts (which there aren't too many of) for a while, he becomes melancholy and vulnerable. You see he isn't the handsome rogue he wants everyone to think he is, in reality, he's still just a scared little boy trying to cope with the loss of his parents by putting on a front and pretending his demons aren't there.



History: The Earl family name is practically synonymous with the term "old money" in Atlas/Mantle making the beginnings of their fortune in banking decades before the Great War even began. Weldon was born as the only child of the head of the family at the time and was (and still is) first in line to inherit much of the Earl fortune. He lived a fairly normal (if privileged) life for the first 7 or so years of his life. However, if you have even a passing familiarity with Weldon's inspiration you can see where this going. One night after a charity event in Mantle Weldon's mother and father were shot and killed in a robbery. In the aftermath, the newly orphaned boy was taken in by a maternal uncle (who was his only living adult relative), and the fortune he was to inherit was put in a trust by the board of directors of the Earl bank.



After the tragedy, Weldon hid his trauma behind the facade of a stereotypical rich pretty boy, only really dropping the act around his uncle, cousins, and a few close friends. He eventually decided he was going to become a huntsman and do everything he could to make sure the tragedy that struck the Earls never happened again. To further this goal of his, he enrolled at Beacon Academy where a new chapter in his story begins.



Other:

Weldon is 6 feet tall.

If I had to say who Weldon's mythological/fairy tale inspiration was, I'd say Batman. (Superhero comics are basically just modern-day mythology after all.)

His fighting style basically boils down to hit and run tactics. He'll attack, retreat, move back in to attack, rinse and repeat until the enemy is defeated.

Will be added to as ideas come to me.
 
Appearance:

FDFA3146-FF89-4322-8153-A49B6FE197F5.png

Name:
Nula Dopplers

Age:
15

Gender:
Female

Sexuality:
Heterosexual

Weapon:

EX-1 Pistol: A light plasma pistol, inspired by Vale's public plasma pistol that can be seen sold or manufactured anywhere. Although, using it only as a template as the gun works has lot more functions added. Shaped with a heavy rectangular front. [A design choice as the clip goes in front] Fires only plasma rounds that can decimate even through 4mm iron walls. Semi-automatic, burst fire, and charge fire options, each one useful in its own right. The weapon fires a blue whin line of light with a low hum to what most would describe an electric speaker static passing by. Holstered on the Huntress's right leg. Colors: Blue and yellow with a tinge of platinum white.

SPK Blade- A short sword with a sharper and more tactical design and aesthetic. Used for closer quarters combat and is actually very convenient for the quick draw on melee due to how easy it is to wield. Made from high-quality steel, the blade is sharp and durable enough to kill Grimm. It also has a new special function that with flick of a switch, heats itself to melt through even thin armor to add pierce into Grimm with the use of liquid fire dust.

Semblance:
Dark warp- Harnessing the powers to cut distance through the ability to open the dimensions to the dark cosmic plane. The user can teleport themselves or with others through a flat circular black hole that appears gaseous by nature. 30 meters max range regardless if it is in line of sight or not. The only limitation being is that in the presence of very bright light can the portals be disrupted, any object that is currently passing through the portal will be pushed back to its entrance portal instead of the exit.

Emblem:
DB4F53E0-3DE8-404E-9437-A481B4352A86.jpeg

Aura color:
Scarlet red

Personality:
Appears to be one of the most docile-looking people to ever walk the academy. A soft-spoken young lady who has big dreams for the world of remnant encased within her own mind. Not quite a confident speaker but is reverent and behaved even with no supervision of any kind. Jittery and alert in nature as her skepticism is one of the highest ones has ever seen. Sometimes the lack of communication is a problem for the young lady. Anxious about the opinions of others, she tends to do things by herself. Despite her rather delicate emotions, she is quite, however, selfless and sometimes a resourceful mind of sorts. She has the determination to be as competent as the other huntsmen and huntresses of Beacon.

History:
The history of Nula's life is quite private more information will be filled later on.

Other:
+What was thought to be extinct, the silver-eyed warriors still live on. One of the lucky few was Nula whose special blessing went under the radar for years. Even Nula is unaware of this special gift as she herself has never used it.

+In combat, Nula is a very innovative combatant, often using both weapons, semblance, and her calculative knowledge, even against Grimm she is as skill as her sword-gun wielding fighters who are more oriented on high octane slash-and-shoot kind of violence.

+Totally has a high pitched voice

+Stands at 5'2
 
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Ui93cC9kVHVyNVRqZWV4akxtK2I5dEdlakYzckt6TjIwd1FIVkI1UFhB0.jpg
Name: Lucoco Chocoberry

Age: 17

Gender: female

Sexuality: bisexual

Species: Rabbit faunus

Height: 5'5

Weapon:
~ Raid Bow: A simple but well made wooden bow painted black. She affectionally called it Butter. She carries a number of arrows in the quiver, some of those arrows have various kind of dust embedded into their parts.

~ spear: A collapsible mechanical spear with dust chamber inside. Can be used as projectile.

~ Boots: A well-worn brown boots made from the skin of giant desert worm. Exceptionally sturdy and goes well with its user's signature move: The Lucokick.

Semblance:
Illusion - Lucoco can bends light to create illusions. These illusions can be seen by everyone but is very fragile as any attempt to interact with it will shatter it to pieces. She can also use it to render a target invisible or repels light to create area of pure darkness. The illusions can be controlled for as far as her vision can reach but can only be made in close range.

Emblem:
images (27).jpg

Aura color: light brown with dark specks

Personality: Lucoco is a carefree and mischievous girl, yet she's very observant to her surrounding and other people. Very playful and actually put pranking all the people in the academy as one of her goal.

History: TBD

Other:
- Good at jumping and kicking
- Have zero accuracy when holding gun
- Have motion sickness on aircraft, but is really slillfull at driving land vehicle, especially off-road. The bigger the better.
- Plays Harmonica
- Detachable human ears
 
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Name: Buc Iron

Age: 17

Gender: Male

Sexuality: Heterosexual

Weapon: Buc has a fairly simple weapon, the Dane axe. A two handed monstrosity that can easily cleave through the thickest of hides. And to add more to it's already considerable stopping power, it has been infused with a firing mechanism, allowing Buc to fire either shotgun blasts at in combat or fling solid slugs of destruction at range.

Semblance:
Einherjar: Buc's semblance comes in two stances, detailed below.
Shield Biter, the default stance Buc enters into combat with. With his naturally high Aura augmented further by the stance, Buc becomes almost impossible to move alone. With slow, deliberate blows, he feels out his opponent, searching for any weaknesses or patterns.​
Berserkir, the opposing stance to Shield Biter, absorbs his Aura to use it for almost complete offensive capabilities. Using it to accelerate both himself and his blows, as well as empowering them with greater strength, Buc switches to this stance once he has spotted a pattern or rhythm to exploit, or a blind spot in the enemy's defense.​

Appearance:
1633314895205.png


Emblem:
1633316811520.png

Aura color:
Arguably silver, though perhaps it's just a metallic grey.

Personality: Buc is a no nonsense kind of person. He doesn't smile often and either doesn't understand or chooses to ignore most jokes. To get even a hint of a smile from him should be considered an immense victory. That being said, he's protective of his team, in his own silent way. Moving in between them and anyone he or they don't like, making sure any offending parties knows he's there and ready for a brawl, whatever works best to make sure they don't get hurt.

History: (You can write their history whenever I know how difficult it is to come up with one)

Other:
 
5ab27da4540d0687c75cf2d37f96c65e.jpg

Name: Tanner Mannerheim
Age: 16
Gender: Male
Sexuality: Straight
Appearance: 178 cm. Pale, usually smells of grease, cordite, and metal. When he activates his aura, it’s Calloused, deft hands are usually fiddling with one device or another. A toolbelt lined with many, many pockets and tools goes around his waist, under his customary leather jacket.

Weapons:
ABER_A32_021_German_late_barrels_MG131_06.jpg

The Skoane, a heavy duty machinegun. It used to be a vehicle-mounted only gun, until Tanner got inspired and slapped a shoulder stock on it. Tanner prefers to prepare an area beforehand, using tools, teammates and landmines to force people into the killzone of Skoane. While it does not shift forms, the gun's ridiculous firepower more than makes up for this deficiency. The sheer volume of high caliber rounds Tanner can send downrange in a short span of time is terrifying. The gun can fire from a straight box magazine, or preferably belt fed. To control the recoil Tanner must brace himself, something he usually does with a set of sharp anchors he keeps in a brace on his wrists. The downside should be obvious: When braced, he's practically immobile. When he can move, his prowess nose dives as he can't crank out the same amount of firepower at acceptable accuracy. He can stab with his anchors, quite hard even, as a nasty last ditch surprise for anyone that thinks him helpless in a melee fight.

In battle Tanner moves forward slowly and deliberately, grinding down opposition with inexhaustible torrents of firepower. While he can move around like most other huntsman, he truly shines when he can support his team from the rear line. Not just because he can hunker down and truly crank out the firepower, but also because he can pass around spare munitions, food, first aid, and whatever else someone might need. Should the range close, he can mix it up with his anchors and firing Skoane in single shot mode.

Semblance: The Hold - Tanner can store things into what is essentially a pocket dimension. He places his palm onto the ground and whatever object he wishes to store, and then it slowly sinks into the ground as if into quicksand. He can at any point touch the ground again to draw the object out. The total volume is equal to a shipping container's worth of volume. The larger the object, the longer it takes to get out, but even the smallest bullet takes around three seconds to draw out completely. The pocket itself feels like cling film and doesn't contain air, so storing living things is out of the question even if they stand still long enough for Tanner to activate his semblance. He has yet to find a volunteer willing to wear a scuba tank to go in and check if lack of air is the only issue.

Emblem:
FWL-new-logo-1.png

Aura color: A deep purple shimmer that tends towards wisps of smoke.

Personality: Tanner is relaxed, and at all times up to something. No matter how stressful the situation, he will keep his wits about him. During a fire at school he quite calmly ‘built’ a fireproof path to safety by smashing several walls with a fireaxe, then guided classmates along it. It got him a recommendation. He actually went for a snooze when an airship he rode went in for an emergency landing. He had no time or tools, so his fate was in the hands of the pilots either way. As if yelling like the other passengers would make things better. He can and does get excited, angry and scared, but he just never loses it completely.

Outside of high intensity situations, he can be mischievous, and prefers to play small pranks on people. Also quite fond of singing.

There is a special project he requires a lot of money for, so he is extremely mercenary at the moment. He’ll happily trade anything with anyone, as long as they have the Lien to spare.

History: Tanner is the 3rd son of a freighter pilot duo. This life started calm, and insofar as was possible, decent. His father would helm the ship, while his mother handled the self defense guns. Tanner himself felt most at home on the gunnery section of their small ship, where he often fiddled with odds and ends of various firearms, engine parts and whatever else he could get his hands on. School at the time was an unwelcome distraction, but one that Tanner excelled at the most out of all of his siblings. He much preferred the freedom of the open skies and road, but he took what he could get.

Then came the crash.

His father would do a friend of theirs a small favour, and take an old iron ship to the breakers. This turned into a disaster.

A fault in the engines sent the entire ship slowly spiraling down to the cold hard ground. Despite not even so much as raising a fuss, Tanner did walk away from the crash with a now active aura. He then performed quick first aid on both his parents, fashioning a crutch and splint for his mother and an improvised gurney for his father. He then proceeded to set up a temporary camp, fortified it to hell and back, and waited for a rescue mission. Three days later, said rescue mission finally deigned to show up, much to the relief of the now nearly out of ammunition Tanner. Impressed by his calm demeanor, the rescue team recommended Tanner become a huntsman.

He notably lacks any other great deal of family drama. There's no great legacy he needs to live up to, no secret uncle who is also an evil overlord, not even one lost sibling. The whole reason he wants to become a huntsman in the first place is because he has a pleasant home to protect. Tanner’s got three sisters and a brother, genuinely enjoys his old neighbourhood mates, and has a stable relationship with his parents and extended family. They get him involved in shenanigans from time to time, whether he wants to or not. The docks are his home, and he’ll return there time and again.

Other: Speaks with what we on Earth would consider a thick Irish slang. It’s the standard for ships across the world.​
 
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Name: June Ardal

Age: 17

Gender: Female

Sexuality: Straight

Weapon:
VZRIICn.png
Becquerel: Becquerel's base form is a blunt melee weapon with a rounded edge. At the weapon's end rests a square edge where the heft of its mass is. Its weight distribution lends it some dexterity but makes it hard to feint when swung. Each swing is a commitment from its owner. Its secondary mode takes the form of a Rifle. The weapons specialty is both short and mid-ranged combat scenarios. The rounds fired from the rifle can reach a distance of 500 meters but suffers from wild inaccuracy at max distance.

Semblance:
The Gambler: Each time June deals or sustains blunt trauma, she can roll a mental 'dice.' The numbers on the dice range from 1 to 6. A 3 is neutral; the force is neither nullified nor amplified. Anything more or less reduces or increases the magnitude of the force exerted. That is, rolling a 3 would increase the impact of her strike by 50%, whereas a 5 would decrease it by the same amount. Each proceeding or decreasing number from 5 is a 50% difference in magnitude.

Emblem:
78-785639_boar-png-boar-on-coat-of-arms-transparent.png

Aura color: Green (June bud)

Personality: Safeguarding her personal freedoms sit atop all of her other core principles. June will regularly disregard authority to her detriment. Indeed, in circumstances where she stands to benefit from following the herd, she will still rebel against her leaders. June's senseless compulsion for defiance has led to a reputation of her having a disagreeable or temperamental personality. Neither of the aforementioned judgment in character would she decline—curiously, she instead prides herself on these negative characteristics. Behind this misplaced pride lies a sense of vanity; if it is a trait that belongs to her, it must be a good one. From fashion to music, she has exceptionally gaudy tastes by most standards. If it's not expensive, then it is not worth her care. Of course, she possesses no skillset nor familial ties to attain her desired trove of wealth. Instead, she gains what she has by extortion. She will use any means necessary to obtain something she wants: Violence, blackmailing, or robbery—nothing is beneath her.

History:
A warm meal at home was never a guarantee for her. Vacuo was a stain in an already dreary oasis—a lawless hellhole with more thieves than jobs. For the commoners like her mother, their choice was either that or working in the industry. A pleasant life was never something on the table for her. June learned not to want for much early on. Asking about her father was taboo. Every attempt she made at discerning more would elicit a different yet emotionally filled response from her mother. Depending on mood, her return would vary from a bout of rage or a long silence. With her mother secluded in her factory, she had no parental figures to set a good example.

She was a whole lot bigger than the other kids when she was younger. When she realized that she could get away with harming and stealing from others, she had done so. She had taken what she wanted and done what she had pleased. She had no parents to scold her and tell her that was wrong, nor were any other children strong enough to challenge her. She had gotten her way and enjoyed it. The helpless feeling of despair she felt at home was long gone. There was not a single part of her that did not relish tormenting other children.

When she grew up, she had not made the slightest bit of progression in her personality. Many like her had found her to be charismatic, strong, infallible even. June had become charismatic to a fault, enticing others to listen to her orders and obey them without a single question. And just like that, she was able to form a fancy little gang. Taking up base in an abandoned apartment complex, the "gang" went by no real name or title. The one thing defining them was the silver enigmas they would stitch into their clothing, resembling a wild boar. Of the lot, she was the oldest. June was on top of the world now—nothing could stop her. At least, that was how she had seen it ... until it all fell apart.
 
Character Sheet

adf00f82e5adb405ec44cadf7f7ce9a3.jpg


Name:


Rosalia Aureliano ( “Real Name” )

Violeta Pyrite ( Alias )

Age: 17

Gender: Female

Sexuality:

Weapon:
Catalyst and Cauldron
A pair of six chambered dust revolvers which can turn into hard light swords.
When the blade is engaged, the hard light emitter is shifted over the barrel and dust from the six o’ clock chamber is mixed into the blade. They can combined end to end to make a doubled sided blade.

Semblance: Providence
Providence allows Rosalia to create a circular rose golden field of various sizes. Within these fields, she can manipulate the vectors of objects within the field.

These fields require aura to be kept up and takes more aura the larger the field is. She also can not manipulate the internals of anything that has been protected by other people’s aura like a combatant’s body or weapon. The field is generated around her body or something she is touching, she can not generate it remotely.

Emblem:


Aura color:

Rose Gold

Personality:
Rosalia gives off the impression of a cheerful, sunny, and even mischievous person, making her seem approachable and friendly. However, underneath, she houses a very ruthless, calculating, and resolute side.

History:
Rosalia is the adopted daughter of Amon Aureliano, the don of the Aureliano family, the biggest mob family of Atlas, though it would be better to say Mantle, as the Aureliano family had a specific code that blurred the line between hero and criminals, as they created to protect the weak of Mantle, who were abandoned by the system of segregation made by the Atlas divide. A code which Amon Aureliano followed. While not entirely a saint as he had made his money through illegal gambling operations in the floating city of Atlas and underground stolen dust trades, the Amon used the money to bring relief to the impoverished people of Mantle and used force to keep other more violent criminals in check.

Though Amon’s reign didn’t last, as one day he was betrayed by one of his under bosses, who had him assassinated. Rosalia was forced to flee Atlas with a few loyal members. Taking up an Alias, Rosalia took up an alias and entered Beacon Academy, due to the fact that the Academy was one of the few place that she was safe and could grow stronger, so she could get her revenge and get back control of the Aureliano family.

Other:
 
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