RWBY: Dust to Dust [Limited]

Lucem

Ten Thousand Club

NAME:


GENDER:



AGE:



RACE:



APPEARANCE:



HISTORY:



PERSONALITY:



WEAPON:



AURA COLOR:



SEMBLANCE:



SYMBOL:

 
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RmT7aKZ.png


NAME: Lorelai Verdantia




GENDER:
Female




AGE:
18




RACE:
Faunus




HISTORY:
Lorelai, as most will notice, is a faunus of the deer persuasion. Both of her parents were hunters and instilled a deep vigilance within her, as well as one of the most core values any hunter should ever possess - the will to protect those who are unable to protect themselves. Ever calm, ever fluid, she can appear still as a tree and the next instant be lending a fist to someone's (undoubtedly deserving) throat. She believes wholeheartedly in the ultimate union of Faunus and humans, and their potential to coexist. Even with racial spats and the natural bullying that accompany being a young girl with antlers protruding from her head, she still maintains that, innately, humans are good.

She is not fit to judge a person, only their actions.




PERSONALITY:
Lorelai's calm temperament can appear timid to some, but she is far from shy. There's plenty of bustle in her mind and that's sometimes reflected in her seemingly innocuous observations, she is very observant. Very much a listen-and-react type of person, she is still as stubborn as any sequoia tree and every bit as tough.




WEAPON:
Artemis. Lorelai's dearest friend is a collapsible compound bow capable of firing aura-generated arrows. It can, of course, fire "regular" arrows as well. In the bow's collapsed form it rests over her backside and stays quite compact, but combat ready. It doesn't possess a sight, but her aim is such that she doesn't need it. As for ammunition, Artemis uses telescopic arrows, making transport easy - especially on long hikes. The broad heads are stored in the telescoped shaft already (as are the flights) and, despite the hollow insides, the arrows are strong enough to penetrate the toughest of Grimm hides. With some tinkering she could, in theory, imbue the arrows with dust in one way or another, but she hasn't got to that point yet.

In addition to being a bow, Artemis can transform into a pair of kamas. The cams detach from the limbs and collapse, the string pulling it into the handle. The limbs twist and lock into place, blades jutting from the handle. The handle telescopes and detaches, forming the pair. They're sharp and flexible, perfect as tools and as weapons alike and deadly as they come.

When Artemis returns to being a bow, the handles lock together and immediately collapse, blades retracting and nearly everything going back to normal. Lorelai must replace the removed cam by hand, but it locks into place and the string automatically balances via rotors in the pulleys.

Artemis was hand-built and designed from scratch by Lorelai and her mother.​






AURA COLOR: Dark Green


SEMBLANCE:
Lorelai can mend and strengthen both at the aural level and at the physical level. It takes an incredible amount of strength to heal a person, but their aura - if they are conscious - will bolster itself based on morale and strength.

Essentially, she could decrease the negative effects an aura might have on another person, or bolster the positive ones. Not both at the same time. And, of course, it doesn't work on herself.​





SYMBOL:

iVViLe5.jpg


 
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NAME

Alman Jadesphere




GENDER

Male




AGE

16




RACE

Human




APPEARANCE


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HISTORY



Alman was born to a pair of Hunters who were quite skillful in their field. When he was born, Alman's mother retired early from hunting the Grimm to raise him. However, his father continued in his line of work. His decision to do so wasn't frowned upon by Alman's mother, but it is rather what happened in the future that caused a problem. However, this would not occur until years from the day of his birth.


As a child, Alman was quite a cheery boy, always smiling even when there wasn't anything to be particularly happy about. Unlike the many boisterous children who displayed their demeanor with large bursts of energy, Alman did the opposite. He was one of the few quiet children and showed his cheerful disposition with a gentle smile. While he was on the quiet side of things, he was passionate about many things, such as Dust.



Dust was like some magical force in the world that peaked Alman's curiosity. The applications of Dust had intrigued him and he took a large interest in it. He would often ask his mother, who was proficient in the use of Dust when she was a Huntress, all about the mystical product that was distributed across the world. She was more than happy to talk to her son about it and would often teach him a thing or two about its possibilities. In the end, she probably taught him too much, as he would spend a great deal of time trying to create new uses for the product and it would often end in an explosion or two. The prospect of infinite possibilities fascinated him and Dust was something that had such a possibility. He did eventually get better at experimenting with it after multiple trial and error, but this is the point of his life where things took a bad turn.



When he was looking at the cyan-colored Dust in the small glass bottle, a ring at their door was heard. After answering, he and his mother were informed that his father had been killed by Grimm while hunting. The news devastated both of them and left them quite distraught. After awhile though, his mother had somewhat recovered, but Alman was still unable to cope with the fact that his father was gone.



Alman hardly ever talked during the weeks that followed the disastrous news. He didn't smile, nor did he cry during this period of time. Rather than this, Alman didn't do anything, including showing his feelings outwardly. He had lost the drive to do anything and he had lost the passion he had for learning about Dust, as well as everything else. Seeing her son's state, his mother proposed that they move. They held too many bad memories in their home and a change of venue would give a fresh feeling to their lives.



After Alman agreed to move with his mother, the two left Vale and took up residence in a small cabin in the woods. The fresh air and the atmosphere did eventually make Alman feel better and he was back to his old self. For awhile, everything was great and they were recovering from the loss they had suffered. However, tragedy would rear its ugly head once more.



It was unknown to them that Grimm were also residing in the woods and it was quite clear what happened next. They were attacked by the dark beasts and were helpless. His mother tried her best to defeat them and she had prevailed, but at the cost of her own life. To this day, Alman can still remember the smell of blood and the rose-like spots covering the ground.



As Alman sat in the soaking blood, he was completely immobile. He had nobody in his life now, both his parents had fallen to the Grimm. He didn't know what to do and be didn't have a clue what would happen to him. However, he could feel one thing in his cold body. He could feel hatred for the Grimm and he had felt anger for the first time in his life.



As he saw one of the fallen Grimm twitch on the ground, showing signs of life, Alman looked at the beast with narrowed eyes. Taking his mother's fallen weapon, he stood over the creature before plunging the blade into its heart, ending its life. This was a turning point in Alman's life and it marked the beginning of a new life for him. He vowed to become a Hunter and avenge the death of his parents.



After the events of that night, Alman was able to contact one of his father's old friends who was well-known through the Hunter community. He told the man his goal and he was more than willing to accommodate. He could see the drive in this boy's eyes as agreed to take him under his wing. Despite not having much combat prowess at the moment, he could see determination and that was all he needed. This turned out to be a great decision when looking at what the boy had become.



Alman was enrolled into Signal and took his studies very seriously. He focused completely on his academics and training, which didn't give him much of a social life. While he still retained that kindness of his, the newfound seriousness overtook that personality and he buried himself in his work. This effort was well rewarded with his results. His father's friend had trained him to become a great combatant, but the boy was nowhere near perfect. He wasn't old enough to learn everything, but he was fantastic with what he was taught.



With his overall perfect grades and combat skill, Alman graduated top of his class at Signal and was prepared to make the journey to Beacon. He looked forward to his time at Beacon more than anything, hoping to become a great Hunter. If he could succeed there, he would definitely become someone who could erase the world's darkness and avenge his parents.







PERSONALITY



Alman is a hard worker and will not settle for anything less than giving his best. If he doesn't give it all he's got, he feels that he will never become a great Hunter. While he does give his best at everything, that doesn't mean he's a perfectionist. If he doesn't do well in something, he accepts that and trains harder for when he can. He can make adjustments in combat, so doing so in life is possible.


He possesses an overall calmness, but being placed in certain situations can sometimes leave him baffled over what to do or say. However, he is always calm and serious in battle, regardless of the situation. If you let emotions overtake you, you lose sight of things and he will not allow himself to succumb to that. Although, he can get angry when pushed or certain things are triggered. His parents being insulted is one of the things that can make him lose his composure.



He takes things seriously, so people who don't can sometimes get under his skin, but not very often. After all, they are at Beacon to learn, not goof off. If you can't take things seriously, it is a hazard for not only yourself, but those around you as well.



Alman is quite the upstanding person, abiding by his rules and morals. He has a strong sense of justice and feels bad if he commits an act he finds morally wrong. He will not stand for others doing so either. Along with his seriousness and worth ethic, some people tend to describe him as the perfect student or a teacher's pet. However, he is just doing what he feels is right.



While he is mostly serious, Alman still possesses that cheerful disposition. Although, it might take the breaking of his stiff ways to get him to be more loose. He is generally kind to everyone and tries to be polite, but he will do just the opposite if he feels that it is warranted. If you can get past the serious Alman, you'll be able to enjoy his cheerful side more than usual.



Yes, all these are qualities of his are truly good for someone to have, but there are several that are kept under the surface. A particularly strong example of this would be Alman's vendetta against the Grimm. While he may have a strong sense of justice and can often be quite flexible in regards to punishment, his judgement towards the monsters that took the lives of his family are separated into plain black and white. There is no middle ground. or moral boundary. There only exists good and evil in their case, with his position being firmly planted in the former.



In a high contrast to his normal personality, Alman shows no mercy towards the Grimm and exterminates them without an ounce of sympathy. He never hesitates upon encountering one of the beasts and puts a quick end to their lives. It is his personal mission to see them eradicated and purge the world of evil.







WEAPON

Alman wields a scythe that is colored in two-toned balance of black and white. While in its base form, it is simply that with the ability to shoot ammunition from an opening locating near the weapon's top position. Towards the bottom of the polearm is a diamond-like container that also serves well as a puncturing device.


Beyond a simple scythe, Alman's weapon is capable of shifting into the form of a pair of automatic pistols. The scythe goes through many shifts in its mechanics to bring about the desired form and allowing the rounds to be fired. The previously long grip is compacted into a smaller size and serves as magazines that hold the several forms of ammunition. The blade of the scythe splits from the center after its compression, creating curving guards in front of the triggers for protection for the user's hands in the shape of crescents that extend beyond the gun, as well as providing the use of melee combat.



The pistols have different sets of ammunition that are fired after being placed within the stocks. One of these types include Speed Rounds.



As the name implies, these rounds are extremely fast and are fired automatically. These rounds focus more on speed than impact, allowing for better piercing. However, due to this, they are ineffective against certain Grimm with tougher exteriors.



The second type of ammunition uses Power Rounds. These rounds make up for what the Speed Rounds lack. They are larger and heavier than the other ammunition types, focusing more on powerful impacts than anything. These rounds create a large recoil, allowing for bursts of speed and better attacks when used in tandem with the blades. These are able to take on the Grimm that the Speed Rounds are ineffective against and it is their main focus. However, these rounds require a great deal of skill. Miscalculations and errors in footing can easily cause disastrous results for the wielder and those around them.



Foregoing the traditional ammo typing seen in the previously listed ammunition, the Dust Shots are used as Dust is usually used and allow for proper usage of these abilities. They are put into shells in powdered form, allowing for easy containment. Crystallized Dust can be used as well, but powdered Dust can be used in larger amounts. This requires a great deal of focus to use, as you have to account for the gun as well as the Dust that is being used. The effects might not always be the ones desired.



Finally there are Aura Burts. The Aura Bursts use one's Auara instead of physical ammunition. This is a powerful round, but usually only used when physical ammunition isn't available. Despite being the strongest round, it isn't very relatable. The extent of its usage depends solely if the wielder can continuously use their Auara. The use of this ammunition is quite tiring and takes its toll on the user.



The ammunition aisles above are the extent of Alman's arsenal, but only when considering classification. In truth, the young man's weapon has a final and third form, which could be considered its strongest. Rather than using the rounds listed, this form goes above and beyond and uses everything within grasp.



By planting the bladed edge of the fully formed scythe firmly into an appropriate surface, the pole becomes a long barrel that extends by using the same mechanics used to shrink when condensing into the smaller pistols. When the scythe has completely transformed, a long rifle sits in its place. With a unique cartridge, the rifle can load several and all ammunition types at once, resulting in a powerful blast capable of massive amounts of damage. Of course, there is also a heavy drawback that comes along with such destructive power.



After firing, the weapon reverts into its primary form and remains dormant in an overheated state. Until a certain amount of type has passed for it to recover from the extensive toll taken on its structure, it becomes a simple blade. While the capabilities of a normal scythe can still be used without issue, the weapon isn't the only one suffering adverse effects.



The concentrated blade requires large amounts of Aura to keep the shot from expanding or going off course, resulting in a complete loss of energy and deterioration of health. In more extreme cases, Alman can be rendered immobile without a definite time of recuperation. In the end, using this tertiary form can result in high yields, but also high risks, leaving it as a last resort.





AURA COLOR

Alman's Aura is predominantly white, but upon closer inspection, there are flickers of ebony within.




SEMBLANCE


Alman's Aura is particularly dense, but there is more than simply just that. At times, its mere presence can be suffocating, as if it has a life of its own. This is not too far off from the truth, as Alman's Semblance is being able to use this Aura of his as an extension of his own body.


The Aura he wields is able to physically manifest itself into various constructs or simply enhance what he can already do. It takes extreme focus and precision to use this properly, making it not something for the light of heart. Alman is nowhere near being able to use his Semblance to such an extent, especially when considering he has yet to even discover it.





SYMBOL


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Solace Halahala
solace_portrait1_copy_by_omocha_san-d621d4w.png

Age: 18

Gender: Male

Race: Faunus - Scorpion, He has a scorpion's tail hidden underneath his clothes. Poisonous. The antidote to his poison is inside the green accessory on his chest.

Personality: Solace is the cold, serious spunky type. He almost usually hides his emotions of anger under a tolerating facade that consists of a tired and sarcastic smile with an occasional roll of his amber eyes.

The reason why he hides these emotions is because every-time he sees red, he will sting, but not just with his sword. He doesn't like stinging because, obviously it's rude, but really it's more painful to him than to the victim he had stung. He prefers to be silent most of the time until someone (Sabrina Kampfer) forces or bothers him to speak.

Semblance: Poisonous blood.

When Solace gets cut, his blood turns into a green poison, causing those who come into contact with it to feel awfully slow and tired, nearly to the point where they become unconscious but not yet dead. He can use his semblance on Sting of Envy, slitting his palm on the blade and coating it with his blood. His semblance is only activated when he has a open flesh wound and his blood drips out of it.

Weapon:

Sting of Envy is a blade that can switch from a solid sword to an extendable swordwhip. Solace doesn't partake on the weapon > gun system like others do, since his sword-whip can extend far enough to his liking.

Scorpion_by_malmida.jpg


Aura Colour: Burgundy

History:

Solace was born in one of the mild deserts of Vacuo, since scorpions usually preferred to live in warm climate areas.

His parents didn't allow for him and his brethren to venture into populated areas where humans lived, although they attacked and robbed the humans that dare enter their territory, along with neighbouring faunus. Grimms weren't a problem where he was, since most of the time, Grimms either died from thirst/hunger or from the stealthy traps made and hidden by his parents and/or other faunus. Living in a desert for most of his life, he's used to mild sunburns and can go on days without water.

Once he had departed from his homeland and anonymously managed to stay within a human populated city, Solace had overheard the scorn and impudence streaming from human tongues everywhere he had went about faunus.

Humans, to Solace's judgement, weren't that strong. Most of them were all talk and no show or they looked tough but didn't have a clue on how to fight. He didn't care nor take the hatred and insults hurled at him personally, once they've found out that a scorpion's tail was hiding beneath his cloak.

Symbol:

scorpio+symbol+tribal+tattoos+tribal-scorpion-tattoo.jpg

 
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Sabrina Kampfer

MEIKO.full.1168329.jpg


GENDER: Female


AGE: 18


RACE: Human


AURA COLOR: Brown


WEAPON:


Krieger and Jager. A pair of single edged swords with long blades. The pommel of both swords' handles are pointed and claw like in appearance that is because they function as grappling hooks that allow Sabrina some degree of ranged combat as well as provides her with the ability to reach higher places with ease. She may merge both swords into a double-edged great sword.


There is a button on handle that is slightly above the pommel, that button serves the purpose of launching and retracting the wire. The wire of the grappling hooks goes beyond industrial-grade, insuring that no matter how much force is exerted on it, it will not snap. The Guard of both swords feature an mechanical internal system that basically pulls the wire back in or sends Sabrina flying into an enemy or object if it is firmly embedded. Again, the steel required to make this weapon goes beyond industrial-grade. A luxury of the Kampfer family.


This weapon will not bow nor break and it has far outlived Sabrina's ancestors. It will probably outlive her too. I don't think I'll be toppled too easily, I mean uhh *ehem* you heard nothing.







HISTORY:



What's there to talk about? History is boriiiing.
Sabrina


Sabrina hails from the Kingdom of Mistral, not from Vale. Her family is a respected line of hunters and huntresses and is a somewhat illustrious name. Even from a young age, she had already been taught the basics to combat since it was part of the family's tradition. The tradition itself was just a cautionary action to ensure that everyone could pull their weight should they be beset upon by the Grimm back in the day but has since then been akin to a rite of passage. It was a necessity back then since the Kampfer clan wasn't exactly in a populated or secure municipality in Mistral and even that changed.


It is safe to assume that the Kampfer family rose in prestige due to their practices to create capable hunters and huntresses. Though the details of their rise had been hazy to say the least. Her father would say one thing while her uncle would say something else. Maybe it simply just happened over time? No one could really tell.


Sabrina's father is the current head of the Kampfer family through a family tournament held every generation when the children from even offshoots of the Kampfer family reach a certain age. However, Sabrina can not participate in said familial tournament due to the presence of an older brother and sister, both of them graduates of Haven Academy. Her older siblings were born seconds from each other so those two would probably fight it out for a spot on the tourney. Indeed like her older siblings, Sabrina also graduated from Sanctum, Mistral's equivalent of Vale's Signal Academy. Unlike them, she would soon be a student of Beacon in Vale rather than Haven.


Aside from the martial training, her parents had thought it be best, more like her mother insisted, that we... I mean she and her siblings would also receive some basic education and knowledge and were given a private tutor in the form of their uncle to teach them the ways of the world and what lay beyond Mistral. Her mother wouldn't suffer her children to grow up idiots after all, she was a strong woman to have subdued their father and even cowed him into agreeing with this. However, that strength came with a price. That price came with a reward in its own right, she would be remembered as the first outsider to successfully threaten and subdue a head of the Kampfer clan. Another reward was probably her passing on her innate curiosity and inquisitive nature to her children.


Sabrina just couldn't stay put at all, she had wanderlust reminiscent of her late mother. Which was what spurred her decision to leave Mistral along with her uncle to stay in Vale. Her uncle would be there for a long time and, in order to keep with the Kampfer name, her father and uncle had required her to join Beacon if she was to have her request granted. So she accepted and applied and made it into Beacon, much to her immediate family's surprise and pride. Not anyone can get into Beacon after all, it is where the best fighters are made. To mark her entry into Beacon Academy, her father had passed Krieger and Jager down to her, an ancestral weapon that was reputed to be invincible, at least within the Kampfer family records. The weapon itself had undergone some recent upgrades, recent being the time of Sabrina's grandfather.


It was nothing short of overwhelming when she had told her uncle that she made it into Beacon and her uncle relayed the message to his parents and his brother's family. Her father, grandparents and siblings made a short trip to Vale just to congratulate Sabrina. Which probably wasn't a smart idea as everyone had to sleep in a cramped apartment for the night. One thing was for sure, she would miss this temporary home she spent time a small amount of time in as well as her uncle. Beacon was a boarding school after all. Though she felt a little relieved that her uncle's sense of humor rubbed off on her at least in the short time they shared the same roof.


Tomorrow I'm going to...I mean she would make her way to Beacon Academy.

PERSONALITY:




Hey Solace, hey, hey....hey Solace. Notice me already ugh.
Sabrina


Impatience is a very noticeable trait. Sabrina isn't one who just waits for something to happen, she goes out there and makes it happen. Suppose it was raining and the way to her dorm room was flooded, she wouldn't wait for the water to subside, she'd brave the flood and whatever came with it. If it is at all within her power to speed something up, you can be sure that she will make it go faster. In fact nothing sapped her strength more than when she was waiting in line with several other people applying for Beacon. It was like she was dying, oh so very slowly but that was the ultimate test of her endurance. For her at least.


Curious. Like her mother, she always had a why ready for anything. It was just in her blood to want to know how something works or why something is there and that's about it. She'd know trivia but it isn't like she could ever act on that knowledge. If it so much as looked strange, Sabrina would be all over it trying to guess just what made it tick. For her, everything has a reason to exist, even if it is a minor one. Anomalies just needed to be understood. One anomaly in particular seemed to stand out, his name is Solace Halahala. Heh Hollaaaaaaaaa! *ehem* He looked strange to say the least, but it wasn't his outward strangeness that seemed to draw her in. There was just something about him that she couldn't put her finger on but made him different from anyone else she'd seen on campus. How did I...I mean I how did she get his name? Simple, cramming in as much harassment as she could until he coughed up his name.


Confidence. She is nothing if not full of herself just because she let her what her family said get to her head. In fact she had a recording of their words that night. It empowers her to believe in herself despite the fact that she has a deeply rooted inferiority complex growing up in the shadow of her siblings. One could say that she is full of false bravado, that her confidence is baseless. But just because it is baseless doesn't make her look or feel any less confident. After all, she just needs to fake it until she makes it.


Sabrina just can't come to grips with the concept of "waiting" and "staying put." There is a whole world out there to explore, or at least a whole campus. It wouldn't be a stretch to say that she might still explore the campus even when she memorizes the layout like the back of her hand. It wasn't the destination that was important but the journey. She just needed to get mobile, being stationary meant a slow death.


Outspoken. A byproduct of her fake confidence. Sabrina will speak her mind, even if she is wrong. Her mouth does work faster than her brain most of the time. Sometimes, she cracks jokes that sound good in her head but is extremely inappropriate in the given situation.


Which leads us to my...her next trait. Her lack of restraint. Not everything was forbidden or she believes. Well, despite that she still has a standard of behavior she has to uphold. A standard that had been drilled into her thick skull by her parents. That meant that even if she didn't like it, she had to follow the rules. An added incentive for her to be a "good girl" was that if they so much as caught of whiff of some kind of delinquency in her, she would be shipped back to Mistral in crate. However, she does not hold anything against the rules of Beacon. Everything just seemed to line up with common sense.


Sabrina is a person who follows her own compass most of the time. Which meant that she usually does things at her own pace. If it so much as felt wrong, she wouldn't do it at all. She makes her own decisions and sometimes clashes with other people, it won't be stretch to say that she'll knocking skulls with the other students at Beacon. As was mentioned, most of the time, she still knows when some things just shouldn't be questioned and just followed to the letter.

SEMBLANCE:




Hit me with your best shot! Try to send my flying!
Sabrina


Solidarity. It can be simplified into this: She defies all force exerted onto her for a short period of time as a result of a complete hardening of her body that can withstand even Krieger and Jager, since she tried it out on herself on a whim. She is practically invincible for a few seconds and immobile as well. Suffice it to say, she becomes one with the earth in that small time frame.

SYMBOL:




shield_tribal_v2_by_kuroakai-d4d7nq4.jpg



*Sorry it took so long. Anything I should change?*
 
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I'm not expecting this to be accepted since it's a rather far-fetched idea I had. Give it a look anyways.

NAME:

1st Generation Anti-Grimm Suppression Weapon:

"Ascalon"




DESIGNATED GENDER FRAME:

FEMALE




AGE:


18 MONTHS OF OPERATION




RACE:


Robot

APPEARANCE:


<p><a href="<fileStore.core_Attachment>/monthly_2014_09/Jittsu.full.719386.jpg.349e3bc19b43bab386a9bfd52c562a65.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="30690" src="<fileStore.core_Attachment>/monthly_2014_09/Jittsu.full.719386.jpg.349e3bc19b43bab386a9bfd52c562a65.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


HISTORY:

> Beginning data transfer

> Anti-Grimm Suppression Weapon

1st Generation Anti-Grimm Suppression Weapon frames were created a year ago as a high demand of robots that actually did something against the hordes of Grimm began to seep in. The project was considered a well-kept secret and all researchers and scientists working on the project were bound to secrecy until the first batch was to be fully produced.

The oldest 'sister' of the batch was First Generation Anti-Grimm Suppression Weapon "Ascalon", a support-type unit that mainly aided in long-range fire and retrieval of wounded allies, while still having immense ability in close-ranged combat. Prior to installing the personality module, Ascalon was pitted against AK-130 units, where she decimated them with no problem at all. Ascalon displayed similar ability for the next 7 days, and it was later given a stronger enemy to combat: Spider Droids. While her performance was not essentially perfect for the first day, she absorbed relevant information with regards to the Droid's functionings, and quickly adapted. By the third day, the Spiders were taken down with about as much effort as the AK-130s. AK-200s were used sparingly in this experiment, though Ascalon behaved similarly as with the Spiders: first absorbing information about them, and then proceeding to wipe them out with immaculate precision and care with her given weapons.

After her combat test was acknowledged, a personality module was installed (SEE PERSONALITY FOR MORE DETAILS). The unit attempted to purge unimportant details with regards to emotions, which was required to 'form' a 'soul', so to speak. However, after several attempts, the personality module was successfully installed into the unit.

After the research on her personality had been completed, Ascalon was once again pitted against the other robots. Ascalon showed reluctance to destroy them, and had attempted to converse with the enemy to convince them from engaging her in combat. The robots had to be specifically over-ridden to act as hostile as possible and Ascalon was forced to destroy them. She performed her duties with exceptional ease, and it was concluded that her combat data was still intact. In order to ascertain her true combat prowess, the researchers deployed Unit "Gae Bolg" to lock blades with her. Initially, both were unwilling to fight each other, due to their specific personality modules. However, Gae Bolg felt the need to end the confrontation quickly so as that one of them may be free to walk amongst humans, and attacked Ascalon. Ascalon reciprocated. During the skirmish, both units produced an Aura, which was what the original experiment was for: creating a synthetic being with the ability to match Hunters to aid them in battle. Ascalon, after a gruelling duel with her 'brother', finally destroyed him with a high calibre bullet through his head. After this duel, Ascalon expressed what seemed to be guilt and sorrow over the whole ordeal. This was one of the the first steps to becoming human: both negative and positive emotions.

Ascalon was still imperfect, however. To further her abilities, she was sent to Beacon as a student, as well as an observer.




PERSONALITY:

Ascalon's personality module was modelled after a regular human female of teenaged years, approximately 17 years of age. While her general knowledge surpasses those of regular human beings, she is designed to not enforce such intelligence on her peers so as to not annoy them, unless directly asked to elucidate on a certain topic. Ascalon's personality draws heavily from concepts of camaraderie, and functions as such. She acts in accordance to her comrade's wishes and their orders. In order to create a pseudo-soul for Ascalon to harness the abilities of an actual Hunter, she has been given directives to behave in a certain manner, where she will usually defer to a person her programming....'heart', if you will, sees as the most trustworthy. We are still running tests, but it seems that an enforced feeling of 'friendship' will often take precedence in priority over given orders. Ascalon has been given the authority to over-ride direct orders to act on her module's wants.

We have assembled a small survey team comprising of equal numbers of female and male teenagers ranging in age from 13 to 18, and allowed them to interact with Ascalon. The findings are consistent on one thing: Ascalon displays a highly maternal personality. Often, Ascalon would over-ride her systems just to care for the younger survey team members or to assist the others in some way or another. Ascalon does not seem to have any biasedness towards any gender, much to the disappointment of some of the older survey team members. Along with this finding, some male members have been told to attempt to 'pick her up' (Head Researcher Side Note: This was done as a joke.). All romantic notions by them have been flatly refused, and Ascalon shows no ability to understand figurative speech.

Case in point:

Log 3.4:

".....you're the only 10 I see."

"My apologies. According to -20- reviews of the components that I am comprised of, the average rating is only -7 point 5- over -10-."

We have also tasked the members to act in different ways, aggressively, passively and in neutral states of behaviour. In each of them, Ascalon has showed an ability to switch her behaviour in order to complement theirs. Those who behaved aggressively reported Ascalon giving them appropriate encouragement, while keeping an eye on them so they do not harm themselves, while those who behaved passively tended to have her attempt to strike up a conversation with them, though they all reported that her topics often did not seem like comfortable ones in any way, such as the number of fatalities caused by Grimm attacks for each year. A neutral state of behaviour has her follow suit.

All research on the personality module of Ascalon ends here. We were hoping to nurture an actual personality befitting of a human within Ascalon, but her ability on-field is of higher priority. We hope her exposure to actual budding Hunters in Beacon would improve her ability as a weapon as well as a human.

××××××

Researcher's Log:

After Ascalon destroyed Gae Bolg, it would seem that another personality has taken form within her. In secret, I sent the same survey team to study Ascalon again. While she still exhibited a warm and older-sister-like feel, according to the team, the more perceptive of members also reported what seemed to be remorse in her optics, and she was slightly more withdrawn than usual, often playing with her hair, deep in thought. I wonder if it is truly a good idea to allow Ascalon to exit this facility so soon. She was given the ability to act like a human, and that alone frightens me with the prospect of how much her duel with a 'brother' she has never met has affected her.

WEAPON:

1st Generation Anti-Grimm Supression Weapon Frames come equipped with various weaponry to better suit their environments. After all, they are weapons themselves. Ascalon was designed for extra flexibility on the field, so we have attached a fully customizable bipedal chassis to function as her 'legs' of sorts. The chassis is able to withstand approximately 20000 psi, and allows for great bursts of agility and jumping power. While the legs are not designed for kicking, but rather rapid movement and ground traversal to reach initially distant allies in order to assist them in combat, one would imagine their output force to be able to shatter rocks.

The Ascalon Chassis, as we call it, comes with functioning weapons. As seen in the image above, on the left side, a slim, guardless blade can be accessed for melee combat. Unit Ascalon has been trained and provided theoretical information in her databanks in the proficient use of such a weapon. We have attempted to recreate a High Frequency Blade as seen in fiction to further the blade's cutting ability. Unfortunately, such a possibility is impossible, and we had to go with the best option available. The sword is designed for both slashing and thrusting, with a straight-edge and a katana-like build. It is fragile, but it cuts through the Grimm easily. Ascalon has received a supply of similarly crafted weapons to replace her sword in the event that it is broken.

Another function of the Ascalon Chassis is its right leg. While not clearly visible, a rifle meant for heavy anti-personnel fire has been attached to the chassis. With the power to withstand most forces, the chassis is able to fold back when Ascalon kneels on her left knee, allowing the rifle to fire ahead of her from her right knee. Ascalon utilises high calibre rounds for target disposal. Due to our productions having made with the affinity with Dust in mind, Ascalon has come equipped with various Dust ammunition to further her utility in a combat situation.

The Chassis also comes equipped with several medical equipment to treat wounds. Ascalon has been installed with enough medical information to perform first aid on wounded allies. With her ability to traverse vast distances, she can be deployed for search and rescue missions.

AURA COLOR:

A grayish, steely shade.

SEMBLANCE:

-DATA NOT FOUND-

SYMBOL:


<p><a href="<fileStore.core_Attachment>/monthly_2014_09/robot_emblem_by_dhanimation_co-d5tkrbh.jpg.84bc749fdfd174917230e35edb2bb788.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="30699" src="<fileStore.core_Attachment>/monthly_2014_09/robot_emblem_by_dhanimation_co-d5tkrbh.jpg.84bc749fdfd174917230e35edb2bb788.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>





I honestly can't remember having this much fun making a character though.



 

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NAME

Senren "Sen" Marbulos




GENDER


Male




AGE

17




RACE


Human




APPEARANCE



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HISTORY


As a child, Senren was entranced by the tales of Grimm and the ones who came to vanquish them, along with their dark deeds. He looked up to these Hunters and Huntresses as superheroes, his eyes shining with childish glee and innocence upon mention of the protectors of their world. He saw them as role models, those who helped people and could do no wrong.


Among these heroes, he saw his grandfather, an accomplished hunter, as the strongest man in the world. He would believe that the man was made of iron and could take on anything. The elder would always tale the time to tell the excitable lad stories from his youth, encouraging his beloved grandson. Seeing how the boy looked up to those in his profession in every way possible, he even told him that if he so wished, Senren could even follow in his footsteps. That day was the happiest in Senren's early life, the very idea of fighting along side the heroes he admired dancing around in his childish imagination.



Even as he grew in years, Senren's admiration had not dwindled and his child-like manner still remained. He himself wasn't anything too great and didn't particularly excel in any fields, but he didn't care about that. All Senren knew was that he would forever adore his idols. However, there were those that did care about the boy's behavior.



His father, who wasn't as supportive as his own, always told him that he shouldn't be thinking of such things and take life more seriously. Despite the constant lectures and age-long speeches, Senren paid him no mind. His father was just grumpy as he saw it and he refused to heed his words. After all, there was no problem with looking up to the Grimm slayers, especially his grandfather.



Years went by and Senren's father continued to lecture him about his ways. He would always tell his son to focus on school work and other responsibilities, rather than having fantasies about his heroes and continuing his carefree lifestyle. Despite the constant criticisms, Senren never said anything, always biting his tongue. He would never say anything in response to his father's words and kept whatever floated into his mind locked within. While it seemed as if his father would always be like this, trying to change his sons ways at all costs, he would never worry. After all, he still had his grandfather, the man who was always there to lend a comforting hand. However, with his child-like naivety, he forgot that things will not always be the same. He would soon receive a rude awakening when tragedy would strike.



On the day of his grandfather's death, Senren's life would change forever. There was no information regarding how he met this cruel fate, but it was rumored to be at the hands of Grimm. Even in his old age, he still ventured out to keep the citizens of remnants safe from harm. Regardless of who did it, nothing could change the fact that he was still dead and Senren was crushed.



After the funeral service, Senren stood over his grandfather's grave, the rain soaking his clothes and freezing his body. It had been hours since the many that came to offer their condolences to the family had left, but he hadn't budged, all the words of those that attempted to speak to the young man falling on deaf ears. He paid no mind to the rain, as he senses had become dulled by the sheer disbelief that his grandfather, the man who he thought was indestructible and could survive anything, was gone.



As he stood over the grave, Senren's father approached him. More so than ever before, his face serious. He looked at Senren with those familiar eyes that told him a lecture was coming, but it seemed different this time. As he looked from the grave to his son, he told Senren that if he didn't get serious, he would meet the same fate as his grandfather.



Usually, he would've held his tongue like always, but the current circumstances caused Senren to snap back. He would not stand for the disrespect of the man he cared for above all else. No longer keeping his words and emotions bottled, he told his father in an uncharacteristic fit of anger that he could do what he wanted and that he was tired of being put down by his father multiple times a day. It was his life and he would choose what to do with it. This reaction was unexpected and had caught his father off-guard, but it had sparked an even larger argument just a moment later.



When the shouts had reached ear-shattering volumes and all inhibitions had been released by both parties, no longer holding back their true feelings, the argument had reached the point when his father told him he had no future. Following this soul-shattering reveal , Senren paused. No immediate retort had followed, the boy falling into silence.



He stood in the rain, fists shaking and the anger burning inside driving away the cold that threatened to overtake him. Full of fire, he looked up at his father with determined eyes and yelled far louder than before, the volume threatening to shatter all and shake the rubble at their feet. With the voice and heart of a warrior, he told him that he would reject the future, or lack thereof, his father assured him would come to pass. He would become a Hunter.



Upon hearing his son's words, the man looked at his offspring in disbelief. Not swayed by these words, he immediately told him that he would never be a Hunter and that it would be better to give up such a foolish goal, saving himself the heartache. Senren paid him no mind as he walked off, no longer fueled by anger, but resolve, something he had never truly felt before. He would become a Hunter, doing everything in his power to make it so. Long ago, his grandfather said that he could become one of these warriors if that was what he wanted and that was indeed what he wanted, now more than ever.



Despite his bold claim and worth aspiration, Senren was below average in school. He failed to excel or show skill in anything with the exception of combat. The odds were not in his favor, but he was determined more than ever to make something of himself. He studied any time he could and used every available moment to read textbooks and improve his standing in the school, even going as far to skip meals. No longer living at his former residence after the incident that occurred at the funeral, he stayed on the school's roof, foregoing sleep for several nights in order to study.



After several months of intense training, Senren applied to Beacon, one of the most prestigious schools in Remanant that was dedicated to to ducking the best Huters and Huntresses that the world had to offer. The waiting period for a letter of correspondence was Hell on earth, constantly being worried about the response he would receive. This worry would soon turn to shock and joy when he received his acceptance letter from the academy. Despite all the time he had spent preparing himself to be worth of the school, he hadn't actually believed that he would get accepted. However, now that he had, he was even more determined than he ever was before. From then on, he would do everything in his power to prove himself to his father and make his grandfather proud.





PERSONALITY


Senren is one of the outgoing types. He's all about having a good laugh and socializing with others, still retaining his laid-back that's been around since his childhood. Although, while he is a highly sociable person by nature, he's never really had time for such activities with his overall lack of friends. Regardless, he enjoys having fun as he explores the world and hopes to meet several new people along the way, hoping that he could eventually call them friends.


Along with this outgoing personality of his, Senren is generally kind to all that he meets. Given his background, he doesn't like to judge others before properly getting to know more about them, as he hates being on the receiving end of scrutinizing gazes that look down on him. However, the kindness he offers does not make him a permanently jolly fellow. in truth, the boy is far from calm and collected.



Senren can get annoyed very easily with others depending on their personalities, as well as their words if they strike a nerve, and gets very loud when in said mood. He will often retaliate with his own barrage of insults, or even his fists if needed. While he may get annoyed, Senren doesn't tend to hold a grudge against those he gets into arguments with...most of the time.



In addition to anger and annoyance, Senren also tends to get easily embarrassed in certain situations. When his face feels the familiar sensation of heat and his cheeks take up the familiar shade of crimson, he will always deny it and refuse to admit he would ever be embarrassed. In order to cover this up, he often responds in the same way he does when annoyed. Words and fists seem to work well to reflect his less than desirable emotions.



Although he is lacking in the knowledge department, Senren has always done quite well in regards to combat. Not one to think of long and complicated strategies, the young man often charges straight into the heat of battle and relies on his instincts, no plan of action in mind. While in combat, Senren is surprisingly composed in most situations, or at least tries to be.



While he may be good in a fight, Senren does have the misfortune of being a klutz. He's often getting injured in some way or another when out of combat, something he thinks is the result of some curse that was placed on him without his knowledge. When his weapon takes up the form of nunchaku, the blunt objects often give him quite a beating when he attempts to use them, which is why he prefers to keep them on the back-burner.



Despite all of his faults, Senren possesses an overall kind heart and a burning fire of determination that refuses to go out. He owes these traits to his grandfather. He holds the man in high esteem and will do his best to honor his memory. Nothing will stop him from being a Hunter, whether it be Grimm or his father.





WEAPON

When in combat, Senren uses a four-part sectional staff. In its base form, the staff appears as a small cylinder for easy transportation and extends into the long staff that is seen when a situation escalates into a brawl. The maroon-colored material is highly durable and sturdy, making it a reliable choice for combat. Its already tough exterior is reinforced by modified implants that take the appearance of golden trimmings.


With his close combat style, Senren is quite proficient in the use of this staff. Due to its sectional properties, the weapon connects its four parts with a silver-colored chain that grants vast maneuverability that works well when paired with Senren's agility and athleticism. The chain is kept maintained and nimble so that it does not interfere with the mechanisms of the staff's projectile capabilities that fire rounds from both the top and bottom ends.



Like most weapons used in this age, the weapon is able to shift into a secondary form. In this second form, Senren's staff becomes a pair of nunchaku that split from the center, the flowing chain maintaining their connection. The second form works primarily the same as the staff formation, but with a significant addition. The nunchaku also work as a pair of shotguns, capable of firing round in close proximity to the opponent, but with double the firing power after breaking them into two parts. Despite this form being useful for combat, Senren hardly ever uses it. Unlike his staff, Senren isn't very capable with the secondary form. His clumsiness tends to overtake him and he often hits himself in the face and other areas of his body with the weapon, due to the large amount of discipline and finesse required, dealing more damage to himself than the actual opponent.



With a much more reliable tertiary form, a pair of tonfas are formed that double as sawed-off shotguns. With each impact caused by a successful hit, Senren is able to pull the riggers that rest on the sides of each grip to release large shells. Since this form focuses on dealing large amounts of damage in quick succession, a great deal of arm strength is required and it is important to keep a balanced state so that each shot does not knock Senren off his feet.





AURA COLOR

Gold




SEMBLANCE


Senren's Semblance allows him to use high impact attacks that increase the strength he possesses on average. This is possible by taking the Aura and focusing it into one point, releasing it into a specific location. By an alternate method, the concentrated impact can be altered to where the Aura disperses upon impact, mimicking a shockwave of sorts that has a far greater range.


While this is a useful ability for fighting in close proximity, Senren's Semblance can adapt to longer distances as well. Unlike the previous two examples, Senren can concentrate his Aura to focus on a specific location that does not need to physically connect with his own body. This is followed by releasing the condensed energy into a literal explosion, acting as a destructive bomb that can vary in size.



Of course, such a powerful Semblance does come with a heavy drawback. Since the Semblance is based on using the user's Aura, using it eats away at a person's energy and dwindles their strength with each usage. Eventually, this can lead to severe exhaustion and even cause the body to shut down, resulting in a collapse until it is possible to recuperate.









SYMBOL



<p><a href="<fileStore.core_Attachment>/monthly_2014_09/image.jpg.d8567dc015968b58aff644f2034f3837.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="30814" src="<fileStore.core_Attachment>/monthly_2014_09/image.jpg.d8567dc015968b58aff644f2034f3837.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>





 

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NAME:

Maro Venizia




GENDER:


Male




AGE:

17

RACE:

Human

APPEARANCE:

*He only looks like this because he usually underestimates his energy reserves and goes 110% all day errday*

devil-survivor-2-jungo-torii-artwork-1.png



HISTORY:

There really isn't much to comment about Maro's life in as citizen of Vale. His parents were just normal people running a bookstore. He grew up with an elder sister who is studying to expand the family's business. He had his fair share of close friends and they all got along pretty well. No grimm attacks, no nothing. His life was unremarkable.

Which was his problem to begin with.

His mother always said he'd amount to greatness if he tried. What was greatness if not defending the people of remnant from the ever increasing threat of the grim Grimm? He had absolutely no experience in combat and thus had a rough first few years when he decided to apply and miraculously get into Signal Academy. He lacked the creativity to make all those awesome weapons the students brought along with them, instead researching on past figures and imitating their weapons. That was how he was able to create Iaito.

To compensate for his initial lack of martial prowess, Maro gave it his all in the lessons that would follow since all these lessons would shape him to be a hunter of great renown. He had taken his mother's words onto himself, he wouldn't disappoint her expectations of her. She would be a proud woman with a great hunter for a son. His father and sister showed their support as well in whatever small way they could. After all, it wasn't just every day that your sibling or child decided to stick to with the harsh path of being a hunter. In truth, they were worried he'd break since he was such a gentle child. In fact he kind of still is, he has that belief that everyone is redeemable.

In any case, despite his exceptional averageness Maro had graduated Signal academy but his ambition forced him to apply for Beacon as well. The long wait for the results slowly ate him up inside. Until the letter arrived. He had been accepted into Beacon and him and all his friends and family celebrated the wondrous news.

So began his long paradigm shift from mundane to exceptional.

PERSONALITY:

The naivete is strong in this one.

Maro believes in the idea of helping others to achieve their goal. He believes that the world is still good and redeemable despite the fact that darkness is trying to creep its way back into power. He has the firm belief that heroes still exist in this world and that everyone is still innately good, that no one is evil and they are only doing evil things because of circumstance forcing their hands. He dreams of a utopia where everyone lives in mutual understanding and common courtesy.

Maro is steadfast in his beliefs and will always give any endeavor his all. Once he's started something, he'll commit to it until the end and it is hard to talk him out of it. He believes in giving the 110% to anything he does to insure that everything comes out in the best possible way. Any obstacle can be overcome with effort.

He is quite the optimist, always pointing out the bright side of things or the silver lining. His head is filled with the ideal situation and some would say his optimism is infectious. Maro believes that once people start losing faith or hope in the bright side it's just going make life hard since people would only just focus or fear the darkness in their lives. Despite his optimism, Maro is fully aware that in order to have day one must first flirt with the night, effort is needed to acquire those good days.

Maro is a stickler to the rules and always obeys them. A utopia without order is just anarchy in pretty dress. The rules are meant to keep people from straying from the true path. Though his inability to break rules sometimes clashes with his moral compass, though as a rule, he follows his moral compass more than he does the rules. If it so much as felt wrong, he wasn't going to do it.

WEAPON:


Iaito





Despite being a graduate from Signal Academy, Maro did not have a personalized weapon instead opting on making modifications to the weapon used by Adam Taurus. In essence, the weapon is a katana with an "explosive" quickdraw. The force from the draw requires Maro to utilize an arm guard with that utilize dust energy to to absorb the force from the draw and prevents Maro losing his arm every time he uses that "explosive" quickdraw. The scabbard and the armguard are connected. If the armguard has depleted its dust stores, then the scabbard will not allow Maro to utilize the "explosive" quickdraw function. The draw itself discharge any excess force and will sever anything nearby even if it is just mere inches away from the blade tip sailing in the air and probably knock back anything farther.

The scabbard itself is thicker and longer than the sword because a rifle is built into it. There is a slot on the underside of the scabbard where he may feed a magazine of rifle rounds into. If the scabbard detects the sword in it and the armguard to still have sufficient dust stored up to absorb the impact, pulling the trigger that's jutting out the side of the scabbard would instead spring the sword out of the scabbard which makes it an "explosive" quickdraw. Pulling the trigger under any other condition, like the sword is not slotted into the scabbard and armguard has sufficient dust for example, would just make it shoot standard bullets.




AURA COLOR:

Deep Blue

SEMBLANCE:

Has not yet been discovered.




SYMBOL:

avatars-000003342013-0s3hxd-crop.jpg
 

NAME:

Lana Spalding

GENDER:

Female

AGE:

19​




RACE:

Human​




APPEARANCE:

ELNIdNS.jpg


HISTORY:

Lana was born to a young unwed couple, Harrison, a small time chef living in Vale and an up-and-coming huntress from Mistral. Despite their unquestionable affections for each other, the daunting prospect of having to raise a child and the potential loss of her freedom proved too much for Lana's mother, and she departed just shy of a year after her birth, leaving her ex-fiance behind to take care of their daughter alone.

Despite his relatively meager income, Harrison brought up Lana in relative comfort and safety. Despite not having enough money to give her a formal education, he did his best to educate his young daughter, and he often brought her into his little eatery each day to show her the ins-and-outs of his job and to keep an eye on her. The few regular patrons of the cafe soon grew fond of her, and during their visits would always bring sweets and candies for the spirited lass, and would often chat with her for hours on end.

Many years passed by the happy duo uneventfully, but undoubtedly happily. Unlike the hotshot youngsters her age, yearning to become hunters and huntresses, Lana never was never seduced by the overly romanticised lifestyle of hunters, and saw no appeal in the prospect of risking her life each and every day clashing with the forces of darkness. In her mind, she already had everything one could ask for, a safe life, and people to treasure.

As she neared the age of twelve, her father married a Faunus woman, a single mother herself, and she soon found herself in the company of a new mom and baby brother. Her newfound sibling was the complete opposite of her, brash and headstrong, and completely enamoured with the stories and fables of hunters far and wide. The young boy would excitedly blabber on to his new sister each and everyday about various facts and trivia he had learnt about the hunters each and everyday, as well as regurgitate what seemed to be a neverending supply of tall tales of heroics and valor. Each and every time, his eyes lit up excitedly, with a burning passion quite unlike anything Lana had ever seen before, and though initially indifferent, she soon found herself looking forward to her brother's daily sermons.

It seemed however, that her brother's dreams were doomed to remain a fantasy, as on their parents third anniversary, her brother was diagnosed with an affliction of the muscular system that, while not life threatening, left him bedridden with the prospect of recovery uncertain. However, far from devastating him, the ailment seemed not to bother him in the slightest, continuing to feed his fascination with heroes and hunters, and remaining certain he would one day, walk among their ranks.

Moved by his sheer dedication, Lana made up her mind to enroll in Signal academy, and after a year's worth of hoarding her allowance, pleading with her parents and lectures from her brother, she entered the academy. After the several long years of training, she graduated from the academy and wasted no time in handing in her application to Beacon Academy, where the hunters and huntresses of Vale were born, making her brother a promise as the letter went out.

"Just you watch me little bro, I'm going to become the greatest hero out there! And one day I expect you to come up and take that title from me, you understand? Ain't nothing gonna stop me, and there sure as hell better be nothing stopping you!"

PERSONALITY:

Bombastic would be an understatement when it comes to describing Lana's outward personality. Her demeanour could be likened to that of a outlandish heroine of a Saturday Morning Cartoon, loud, hotheaded and with a borderline unhealthy obsession with JUSTICE AND GLORY. In an attempt to emulate the heroes of legends, Lana has taken to theatrics and hamminess to conevy her intentions, with varying degrees of success. Her sense of humor is also similarly loud, and oftentimes physical, and she takes great enjoyment in teasing those unable to keep up with her outlandishness. (I.E: Almost everyone)

Although her antics are taken at face value by many, most of this is just an act, both as part of her obligation to her brother, and as a means of pushing herself forward. In reality, Lana is much calmer and perceptive than what her behaviour would suggest, though admittedly, many years of acting has caused her own acting to rub off on her slightly. Lana deep down remains the calm and spirited girl she was years ago, who was content with her once uneventful life.

Though her brother's actions had genuinely changed her outlook, she is remains uncertain whether or not pursuing the life of a huntress was a feasible idea, let alone if she can truly live up to her promise of becoming a renowned hero. Though she remains uncertain, she marches forward each and every day with a smile on her face, determined to press onward and tackle whatever comes her way.

WEAPON:


Reckoning


GorehowlModel.jpg



(Indicative of shape only, patterns not included)





Reckoning is a large two handed axe, almost as tall as Lana herself with the handle fully extened. It once belonged to her biological mother, who left it behind after leaving her father and returning to Mistral, whether out of sentimentality, remorse or forgetfulness, Lana does not know. Nevertheless, it has remained Lana's weapon from day one, and has served her faithfully. The axe itself possesses no notable features outside of a telescoping handle, which allows for (relatively) easier storage. The head curves to form a grisly looking hook, and is fashioned from cold hard steel, with spikes protruding from the opposite end of the head.

Unable to afford a cutting edge, dual form weapon, Lana has had to modify Reckoning herself in order to be able to keep up with modern weaponry. Chief among these augments is a pair of rocket engines, obtained (illegally) from a Rocket propelled locker, which she has jury rigged onto both sides. The steering system in the engines has been tied to a glove Lana wears, allowing her to control the flight trajectory up to a certain distance away, as well as call the weapon to her side should she need it.

As a result, the weapon understandably weighs considerably, and requires much strength to even lift up. Lana often uses the rocket engines to make swinging it around easier, but that of course makes it harder to control. Lana's semblance plays a big part in her effective usage of the weapon, meaning that few other than her can effectively wield it.

AURA COLOR:

Vermilion

SEMBLANCE:


Relentless:


Lana's semblance quite simply, exhaustion in reverse. Instead of tiring as a battle wears on, Lana's physical attributes like her strength and endurance increase over time, meaning that as her foes grow weaker, Lana grows stronger still, making drawn out engagements against her tantamount to suicide. Her increased strength as a battle wears on also means she can use Reckoning to its fullest potential once sufficiently powered up.

While strong, her semblance has two highly exploitable flaws. The first being, that while her body continues to strengthen, her aura degrades as usual and even at accelerated rates once a threshold is reached. The second weakness being that, while her body does strengthen for the duration of combat, her heightened attributes also put an even greater strain on her body, which will eventually come back to haunt her once out of combat or if a fight lasts long enough.




SYMBOL:





dai_gurren_brigade_flag_by_ryuzaki_kagura-d53hv5v.jpg


(Design courtesy of her brother)​
 
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NAME: Salem Reno


GENDER: Female


AGE: 18


RACE: Falcon Faunus


APPEARANCE: Born albino, Salem dyes her hair to keep from being too bland and tends to keep it in a single mid thigh length braid.


A rare form of Faunus, Salem sports a pair of snowy hued wings that she long ago accepted would always betray her species to all who meet her.



Salem is also noticeably short for her age.






HISTORY: Salem was born to two obscure Faunus parents that lived far from the civilized areas of the world.


For whatever reason they'd chosen, Salem grew up with her human 'aunt' and 'uncle' Katrina and Kristohf Reno. Despite this, Salem never felt she was in 'the wrong place' as one might suspect, and recognized her adoptive family loved her and it was all that mattered.



When she was a bit younger she was active in the support of the White Fang until she witnessed a human friend of hers attacked by an angry mob of White Fang protestors. After hearing messages of hate equal to that of what she heard from the nastier of humans, Salem decided that being 'good' was not something that a specific race could be, and that one, as an individual, had to earn that claim.



It was then that the young Salem Reno decided she would become a Huntress and began her practice, determined to become the good that she wished to see in the world.



Now, after a few years of hard work, dedication and harsh training she's achieved her dream and been accepted at Beacon Academy.



PERSONALITY: Generally quite, Salem holds a both jovial and upbeat personality that tends to be infectious.


Though many take her quite and calm demeanor as tell of her being weak, they quickly find that not many can match her in determination or sheer force of will when it comes to getting things done, and that Salem has a unique habit of misunderstanding what the phrase' stay down' means.



When not training, Salem enjoys spending time around others, even if she isn't speaking, and when she does speak it's either highly insightful... or a silly joke, depending on the situation and how she feels.



Loyal to the friends she makes, and with how much she cherishes the bonds she forms, it is generally unwise to either A) break her trust, or B), threaten those she has grown close to.



Salem doesn't tolerate bullies, and has a habit of being more than a bit forceful in her 'persuasions' to make them stop.



WEAPON: A very plain and simple tool carved from a tree and set with a stone and blade, Messenger of Hope is a hand made and crafted staff sword that is far from the high-tech devices many use nowadays.


Staffsword%202.jpg



AURA COLOR: This hue of pinkish purplish stuff xD


SEMBLANCE: Quick Mind. A form of foresight, Salem can take in info visually and her mind moves at amazing speeds to piece together what will happen next judging on speeds, angles, velocities and other dynamic information.


All this gives her a limited form of foresight that allows her to attempt to change things, such as seeing debris flying towards a friend, so Salem would throw a manhole cover with the intent to intercept it. It isn't a 100% given that it will work, but it's better than doing nothing.



It is comparable to Robert Downey Jr.s Sherlock Holmes when he runs through a battle in his head and then does it, only not as precise.



SYMBOL:


upload_2014-10-18_0-25-8-jpeg.82535
 
Ooh. Someone new, huh? Alright. Nice. And it's Jonx too.


Ah, is it me, or is the symbol's image broken?
 
It's showing up for me. This should be it:<p><a href="<fileStore.core_Attachment>/monthly_2014_10/image.jpg.c4fc91d944925c0e159316da35517f1a.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="32092" src="<fileStore.core_Attachment>/monthly_2014_10/image.jpg.c4fc91d944925c0e159316da35517f1a.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

 

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Ahm, yup, new person. And if you go to google and search Celtic pentacle it should be the sixth one shown.


Cause it didn't show for me with Lucem posted it. 
The site prolly just hates me is all xD
 





  • tumblr_n8838t0MPV1tgnltro1_500.png



    NAME:


    Leroy Mile




    GENDER:


    Male

    AGE:

    17

    RACE:

    Faunus (Lycaon Pictus, also known as Wild Dog)

    PERSONALITY:

    Cyrus is extremely dynamic and energetic. He is given to powerful emotional extremes and usually driven by a strong inner desire to succeed. Cyrus has a great love for life - and is extremely passionate in most things he does. Whether he works or just plays, Cyrus tends to do it to the extreme - determined to live life to the fullest. He can be unpredictable from time to time, acting on instinct, but evaluating situations before acting.

    Cyrus is often given to emotional outbursts or periods of depression, anger or jealousy. Because of his intense desire to succeed, he can often be too self-critical - blaming himself for things that he is not really responsible.

    Cyrus is a person in need of adventure, enjoying life fully, and always finding new challenges or unexpected events. His passionate energy and true love for life could be considered rather contagious and encouraging.

    When Cyrus is angry at someone, it may take weeks (or sometimes months) to forgive and forget.

    He is excellent at solving problems and rarely "gives up" when obstacles appear in his path. His rebellious nature and courage can sometimes lead to dangerous extremes.

    Leroy learnt how to work with others thanks to the days he passed while hunting with his siblings. He dislikes positions of power since he fears he will lead the whole team to a disastrous ending. While he isn’t a fan of the whole “being ordered around” thing he is willing to leave this aside for the good of the team. Leroy has been known to wander off on his own from time to time when he is simply bored, but like a good dog he always returns to his pack.​












 
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Well, I am not necessarily done yet. I still have to add the semblance and polish various aspects of my CS. I just posted it now under the tag of "Work in progress" since many times my computer doesn't save my drafts, meaning I have to do them all over again. It's quiet annoying actually.
 

Alicia Bueller

The Masochistic Mauler with the Massive Mallet

<p><a href="<fileStore.core_Attachment>/monthly_2014_12/asd.jpg.9d386174c614b8c48291bb183eb1f277.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="35906" src="<fileStore.core_Attachment>/monthly_2014_12/asd.jpg.9d386174c614b8c48291bb183eb1f277.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

GENDER:

Female

AGE:

18

RACE:

Human

HISTORY:

PERSONALITY:

"Mmm, yes~ hit me more, claw at me, pound me to the ground, run me through, call me names and then ignore me when I cry! Oh, I'm getting so ex-ci-ted for this, master~"

Alicia, for the least part, is an extreme masochist. She absolutely loves it when she is hurt in any way, be it physically, being called names, given dirty looks and being abused in general. In fact, it's one of the leading factors of why she went on to become a Huntress herself, looking for Grimm that can actually satisfy her need for pain and suffering. Her ideal partner, which she is desperately searching for, much to the horror and confusion of those around her, is one that can dish out a daily dose of threats and vicious onslaughts of either verbal or physical abuse. She'll happily lap it all up like a good dog, and this statement is not entirely metaphorical, given her tendencies. In a nutshell, she gets off on getting hurt. She also has a bit of a tendency to refer to almost everyone as Master. It either irks people, creeps them out or also gets them off. Not that she minds either way.

Outside of her masochist behaviour, Alicia is a bit of what most would call a genius ditz, and constantly screws up where no one would ever believe that anyone with functioning motor skills will screw up in in one second, and then show genius behaviour by giving in-depth analysis of things that most no one would ever believe that anyone who screws up in anything that no one would ever believe that anyone with functioning motor skills will screw up in would have an in-depth knowledge of in the other. She is evidently very skilled in technology, being able to run repairs on Ukonvasara and its axes, and her Suneate-7 as well as diagnose various issues with their systems just with a glance. Don't expect her to know anything that's printed in a book, though, unless it is something she has personally experienced.

WEAPON:

Alicia's combat style runs heavily on pure damage to overpower almost any obstruction she comes across. Her weapons are more than just a little indicative of her choice. She has three alternatives in combat, though she prefers to just truck along with just the Ukonvasara.

Ukonvasara:

The axes and their 'holster' make up the Ukonvasara. While the axes themselves are detachable from their holster, and are serviceable in every way, Alicia prefers, instead, to keep the axes inside the holster, and swing the whole thing, causing immense blunt destruction everywhere it hits. The Ukonvasara slows her down significantly, especially when she is swinging it around. It also leaves her wide open after every swing. Provided that the opponent isn't sent flying a mile away when she swings the thing, she will be a sitting duck for a good couple of seconds (not that she minds...). The holster itself features a clasping mechanism to hold their payload within them. Instead of opening up like a suit case, they instead seperate into two halves, allowing Alicia to draw out the axes. Electromagnets installed within the system allows the axes to stick to the holster when opened, until they are forcibly removed or drawn by Alicia. Ukonvasara also features the ability to expand horizontally, though this is usually only used to allow Alicia to draw out Dainsleif and Gram.

Dainsleif and Gram:

The two axes' respective names. As one would expect, they are a formidable pair of weapons when used together. She discards the Ukonvasara's shell, and gains a severe boost in speed and agility, no longer weighed down by the holster. While she is still burdened by her slow reactions, the unmatched fury and speed of her swings. The axes are evidently as tall as she is, possess a handguard, and are supposed to be used with two hands, given how long their handles are. Due to Alicia's Semblance, however, she can easily wield both with one hand each.

Suneate-7:

A pair of combat greaves developed originally as weapons. However, due to several issues, the Suneate-7's combat abilities had to be trashed, resulting in a pair of heavy leg warmers. Alicia wears them to offset her swings with Dainsleif and Gram or Ukonvasara. As much as her Semblance grants her strength, she is a lightly built, and a swing with Ukonvasara might as well throw her half-way across the continent. The Suneate-7 weighs her down so she doesn't end up flying into the air from the momentum of her swings. The greaves possess the ability to boost movement through short bursts of energy from their soles, allowing the user to leap a small distance forwards, or change directions in mid-air. Of course, this is only accessible if the person could actually move around in those heavy things, which Alicia has no problems with.




AURA COLOR:


Neon Blue

SEMBLANCE:


Heracles:


Alicia has innate extreme strength, allowing her to swing her weapons without as much as straining her muscles. This may seem to be highly useful. However, this passive-acting Semblance plagues her with the fact that it is very difficult to control said strength, resulting in broken doors, smashed glasses, and generally accidental property damage. Along with this, it also curses Alicia with slower muscle response. While her mind works as per normal, her muscles do not react to the signals her brain sends until a second or half later. This, heaped on with her already painfully slow movement when wielding Ukonvasara, makes her the most vulnerable to attacks, though one wonders if she is actually doing this because she WANTS to get hit.

SYMBOL:

dsLk2p6l.jpg




 
I'm a bit strung up on current matters (namely finishing a certain game and Persona Ultimax, as well as finals.) so I'll finish the history in a bit later.

 

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The Indomitable Snow White Killer Maid!

Abigail Wordsworth!

<p><a href="<fileStore.core_Attachment>/monthly_2014_12/95a12a31912e1ea5d33d444762cceaf1.jpg.6283440f4058492382897692577dc5fc.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="36931" src="<fileStore.core_Attachment>/monthly_2014_12/95a12a31912e1ea5d33d444762cceaf1.jpg.6283440f4058492382897692577dc5fc.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

“May I have this dance?”

GENDER:

Female

AGE:

18

RACE:

Human

PERSONALITY:

The classic servile snarker.

Abigail Wordsworth takes a few leaves out of the book of many popular butlers and maids of various literature and comic sources, being overly-polite and courteous, graceful, and, if given the opportunity, very, very sarcastic. Abigail's motive of coming to Beacon was to find a perfect master, and whether her perfect master is the type to constantly be hammered down into the ground by her constant sarcastic quips, or one that matches her snark by snark, depends on the population of Beacon.

She is not easily intimidated or even at the very least made slightly uncomfortable, and takes everything within stride like a true servant. Her calmness and level-headedness are almost legendary amongst her peers. She boasts to be always two steps ahead and that she is prepared for anything and everything that could possibly happen in the near future. "Action, not reaction, is the axiom of a maid's job.", she claims. She might say this, but when faced with a tragedy, such as if one of her prospective masters is injured, she drops her polite, but somewhat cold, tone and behaviour like a hot potato and transitions straight into a full-blown protective sister mode. During times like these, where she loses her cool, her usually calm and aloof expression changes into one of fearsome rage, and will do just about anything, even things out of normal reasoning, for her masters.

Abigail doesn't hesitate to voice out her opinions at the slightest notice. When it isn't laced with sarcasm and mock-politeness, her view is often from a bird's eye, assessing the situation as a whole, or from a cautious view. Even though she does her best to appear quite acidic, the call of servitude is still stronger than her innate snarker and as such, she strives to keep any Hunter safe and alive as far as the limits of her abilities can, and as such, gives the more wary advice, providing the voice of reason, most of the time.

She doesn't forgive, and neither does she forget. She tends to hold grudges until her target has learned a lesson or is a confirmed kill on the receiving end of her blades. Hell hath no fury like a woman scorned, but no other woman hath fury like an Abigail Wordsworth scorned.

She addresses everyone formally, utilising their family names along with the title of Master. She speaks and carries herself with an air of grace and proper behaviour. Slouching is beneath her, and, as a maid of the Wordsworth family name, one should always appear, and be, prepared for whatever events future holds for them. She doesn't necessarily approve of the various methods of her fellow Hunters, and her rather well-veiled snarktastic comments tend to foreshadow her actual feelings, but whatever it is, she will follow those she sees as her masters through and through.

HISTORY:

Abigail Theadora Kleiner Wordsworth was born into the Wordsworth family, a long line of butlers and maids. Each and every generation dedicated their lives to serving their respective members with the utmost perfection, with a 100% guarantee in satisfaction with their service. Trained from birth to be yet another perfect servant for generations to come, Abigail grew up as a maid of a noble family that her parents served under. The Wordsworth line of butlers and maids were not only known just for their service, but their absolute care and protection of their masters, even if it means putting their own lives on the line. Abigail was not simply just trained in serving tea and dusting the mantelpiece, she was also given her responsibilities as a protector of the Montgomery family at 13, her parents presenting her with one of the Wordsworth family weapons, the Sturm Messer, and her own weapon of choice, the intimidating Wolf Beil.

Her service ended abruptly, however, when she was 15. The patriarch of the Montgomery family, Sebastian Montgomery, passed away, leaving the servants and house to his immediate family, which consisted of three branches. Unwilling to squabble over the property, the three siblings decided to do away with the mansion and split the money. The servants were all let go, including Abigail. Due to the Wordsworth name being popular amongst nobles, however, they were in no shortage of masters to serve. Abigail's parents were hired by the Thelassius family, and she followed. She worked within the family for a year until she turned 16.

At an age of 16, a Wordsworth butler or maid is expected to either pledge their lives to the current family they are serving until either they or the family expires, or leave the service to seek out their own master to serve. Throughout all these years, the last known Wordsworth to leave on a journey to find his true master was her great-grandfather, who ended up serving the grand Montgomery family. His children, and their children, grew up to serve the Montgomeries as well, all of them believing that this was the best that they could get. Now that Montgomery mansion was but a memory, Abigail could not display similar loyalty to the Thelassiuses. She packed her bags, wrapped up Wolf Beil, and set off into the world to find her true master. Months and months of wandering took her to Signal, where she seeked refuge in from the heavy rain. There, she watched the prospective Hunters studied and learned, to better serve this world for a greater good. While she originally thought to simply work as cleaning staff within the school for some extra coin, she found herself being drawn to these valiant souls that would put themselves in the frontline against the Grimm. Abigail made up her mind. If there was indeed a master worth serving, it was within these Hunters that she would find him or her.

All in all, she became a Hunter to find one worthy of her service. She's still searching for him or her.

WEAPONS:

Wolf Beil

The younger, but larger, sister of her two blades. At least 3/4 its owner's height, Wolf Beil is, to put in perspective, a huge chunk of metal fashioned into a blade from top to bottom, with a handle tacked on to it. Its main feature is very literally its most notable trait, namely its cutting edge that spans from the tip right down to the edge of its hand-guard. Its lack of special abilities is made up for by its ability to cut anything no matter where its owner swings it. Despite its huge size, Wolf Beil is ridiculously light for something meant for pure, unadulterated violence, weighing only about 6.3 kg (15 lbs). Its frame, however, is nigh-indestructible. Wolf Beil has no sheath, and is instead wrapped up nicely in a bundle of white cloth when unused, with only its handle visible.

Sturm Messer

The Wordsworth family knife, and older sister to Wolf Beil. It is a simple parrying dagger with the same design...flaws as Wolf Beil. Its cutting edge covers the front of the handle as a mock hand-guard, and loops back to connect to the pommel. Often wielded in a reverse grip, Sturm Messer sees its use as a main gauche or as an emergency weapon. Despite using Wolf Beil as her main weapon, Abigail is much more skilled with Sturm Messer than she is with Wolf Beil, utilising several tricks when wielding Sturm Messer alone.

COMBAT STYLE:

Abigail's fighting style tends to mix brutal, heavy slashes with Wolf Beil, careful parries and counters with Sturm Messer, and a dash of ballet to serve a whirlwind of steel. The scars Wolf Beil leaves upon the ground as she dances her dance of death are a testament as to how deadly her waltz is. She combines finesse and destruction to make an art of her talents.

AURA COLOR:

A pale tint of azure, or Alice blue.

SEMBLANCE:

Unchained

Abigail is able to manipulate the gravity working upon her and anything (limited to inanimate objects) she touches, allowing her to either lift herself up into the air with the slightest push, or bring herself, and, by conjunction, her twin blades, crashing back down to the earth. She combines her Semblance with her combat style to create devastating overhead slashes, leap over her opponents with graceful ease.

SYMBOL:

960px-Heru-ur_Symbol_%28Stargate%29.svg.png


Original Character Artwork by


Murakami Suigun



 

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NAME:


Gabriel Lileese


GENDER:


Male



AGE:


18



RACE:


Human



APPEARANCE:


<p><a href="<fileStore.core_Attachment>/monthly_2014_12/Dusty.png.d233b9b91d0e91e3e90d757351079046.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="38152" src="<fileStore.core_Attachment>/monthly_2014_12/Dusty.png.d233b9b91d0e91e3e90d757351079046.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



(Copyright of Nekoni. Permission was used.)



HISTORY:

Gabriel, or Gabe, was nothing but a mystery through his entire childhood. The large scars on his chest had been there from birth, and no doctor was able to figure out why. He grew up never speaking a word until he finally began school, where even the teachers found it hard to get him to answer questions. When he finally did begin speaking, it was only to backtalk teachers and any other form of authority. This made him a brat in the eyes of adult's, but a god in the eyes of his classmates and fellow children. he was never scared of anything, always taking the difficult and dangerous way instead of the safe and easy way. His recklessness has led to his multiple scars that line his body, most specifically his arms.

The only time Gabriel ever had a fatal injury was when he had skipped school, and had taken a walk in the local woods, which were closed off due to the increase in bear population. He disregarded the warning, and entered the restricted area. He was only walking there for a few minutes when he encountered the grizzly. It was huge, and it was the only thing to have ever struck him with so much fear his whole body froze. On it's territory, Gabe was not going to get off lightly. At the same time, his parents and some other adults went to find him, all turning to the direction of the high-pitched scream of the young boy.

He was hospitalized for the new gash on his chest, which evolved into the second ugly scar in his chest.

PERSONALITY:

Gabriel isn't exactly a social butterfly. But he is definitely not an introvert. He is never afraid of speaking his mind, especially to his fellow classmates. His blunt nature makes him seem arrogant and rude, and it makes him usually end up in trouble with people of authority. But really, he is kind to the bone. His brutal honesty gets in the way of that. He is very over-protective of his friends, usually making him not care about his own self-being.

WEAPON:


(Credit to Raverunner)


stormedge_by_raverunner-d4t4ewp.jpg



Vigilante

Vigilante is a fold-up lance, with blades on both ends. Both sides can extend out, or just one side. They can also be separated into two blades, the middle point extending out.

AURA COLOR:


Dark Red


SEMBLANCE:


Dilusion:

Dilusion allows Gabriel to meddle with the area he is in, distorting other's visions and sense of time very lightly. He can attack, and be half a second faster than his target. This is also handy when needing to dodge an attack from an enemy. He can only do this for a short time, though, and it takes a lot of skill to perfect.

SYMBOL:


<p><a href="<fileStore.core_Attachment>/monthly_2014_12/57a8c12ad2cfa_RWBYSymbol.png.b7d88ac6dffe1ed1b0ef56037b610713.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="38159" src="<fileStore.core_Attachment>/monthly_2014_12/57a8c12ad2cfa_RWBYSymbol.png.b7d88ac6dffe1ed1b0ef56037b610713.png" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



(By the way, how are you, Lucem?
:D @Lucem Tenebris )




 

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