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[Appearance Image]

Name:

Gender:

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Occupation:

Personality:

Backstory:

Semblance:

Equipment:

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Major Vanta Argent
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Name: Vanta Argent

Alias: The Silver Shadow

Country of Origin: Atlas

Age: 25

Gender: Male

Sexuality: Heterosexual

Vanta looks a lot younger than he actually is, one can only tell by the few gray hairs that the military has prematurely given him. His body itself is a slim athletic muscle toned build. He stands at about 5’8 in height.

Race: Human

Occupation: Huntsman/Atlesian Special Operatives Unit

Rank: Major/O-4

Personality: Vanta has an air of authority and just radiates Military in his very presence. Underneath that is his disdain for most of the wealthy bureaucrats and corporate personel. That’s because upper Atlas society includes them, alongside the families of Atlesian Officers. Vanta despises how disconnected they are from the world and the people, he also hates being lumped in with them. Vanta at this point is his life has gain the ability to follow, lead, and operate on his own which he finds to be a critical trait in his Unit. However, Vanta takes a lot of pride in who he is and by extension his family, Kingdom, and unit.

Backstory: Vanta is the son of an Air Fleet Admiral and his mother was a Huntsman from Mistral. His upbringing was military and as such he was projected to follow in his Father’s footsteps to become an officer in the Atlesian Military. His pre-Huntsman education was at a military school for projected future officers. He only ended up on the Atlesian Special Operative track when he awakened his aura. His mother till then didn’t see any potential for him to be a Huntsman, but after that she added Huntsman training as an extracurricular to his military education. The Atlesian Special Operative track was the compromise and acceptable choice for someone with Huntsman capability who wants to join the military. He went to a specific primary combat school for those seeking to be Atlesian Special Operatives before attending Atlas. He graduated Atlas and commissioned in the Atlas Special Operatives Unit. With his capabilities as not just a Huntsman but an Officer, he rose through the ranks to become one of the youngest Field Grade officers in the Atlesian Military.


Semblance: Pin Point

By throwing his weapon away from him he can then teleport himself to that weapon. This indeed does allow him a new dynamic of getting around the battle field.

Equipment:

Parrabellum and Limelight(In Appearance Image)


Parrabellum is a magnum with adjustable firing modes which are normal, full auto, scattershot, heavy, and explosive.

Limelight is Atlas's hard-light technology but it's instead in a high energy form that cut through things, dust can alter the properties of its beam. The blade of Limelight has an adjustable length and can be rapidly activated and deactivated.

Armor:

His armor isn’t actually armor but rather functional equipment not direct combat. His breastplate is his dust storage. His forearm plates contain minimized computer screens for communication and issuing orders to Atlesian AI assets.

Other: His mother did place a lot of focus on basic aura manipulation techniques which she felt is so often lost on most Huntsman. Things like focusing one’s aura to their hands when disarmed to improve defense and strikes as well as unlocking aura of others.

Plans for Development:
  • Vanta will progress in his military character in both rank and very likely position
  • Vanta will improve and evolve his semblance
Emblem:
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Tanner Mannerheim the Gearhead
Name: Tanner Mannerheim
Aliases: Gearhead
Gender: Male
Age: 18
Nation of Origin: Vale
Occupation: Huntsman/Combat Engineer.
Role: Heavy Fire Support/Engineering support.

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Personality: Enthusiastic and observant. Tanner is very goal oriented and what he would call ‘practical’. He tends to go from A to B in the most straightforward way possible, which doesn’t always correspond with the best way. Despite the occasional hiccup caused when he bulldozers over something he really shouldn’t, he’ll get right back up dust himself off and keep going.

He likes his music and can often be caught singing along to whatever song is on the radio at the time.

A stereotypical grease monkey, he’s usually busy tweaking some form of tech or the other. Commonly that tech can be used for violence. Whenever he sees something new he can’t help but go poke it to see how it works. While biological shinies don’t interest him nearly as much he’ll still go out and poke them if bored, but he’s not braindead enough to do that with anything that even remotely resembles a Grimm. He’s seen how that movie went and far too many tentacles were involved for his tastes.

His favourite colour is green.

He is proactive. He had the means, he had the ability and there was a pressing problem. He could continue to fail at a business study or he could choose to go out and do something that he was actually good at. Sure, he had capacity for creation, but it was in applied destruction that he really shone. And seeing what happens when good people do nothing, how could he idly stand by?


Backstory: Tanner is the 3rd son of a metalworker and a courier. From an early age he was fascinated by heavier equipment in the shop. Soon he claimed an old forklift as his own and by the age of eight he'd given the thing a thorough overhaul - with his family's help of course. Any plans for staying on the civilian side of life were thrown off the rails shortly thereafter.

While on a trip with his mother to the kingdom's fixed defences, Tanner got to see, hear and feel the thunder of an artillery battery in action. He came so close that were it not for his aura awakening he would have lost all hearing. The massive guns inspired a lifelong love for all things explosive. Combined with his preference for heavy metal it soon became readily apparent Tanner would end up in neither family business.

Fortunately, his parents were supportive. Tanner's mother got him in touch with a local maintenance yard and the ball just kept rolling from there. To his classmates Tanner became the go to guy for all things mechanical. The forklift, by now christened 'Lloyd' was turned into a gun carriage in short order. While no great leap technologically, the huffing, clanking metal box represented Tanner's chosen path in life. He even took it out for a trail run outside of parental supervision.

During this trip, he caught the eye of a huntress who liked his enthusiasm for the project and occasionally dropped by to offer tips every now and then. Ranging from better training regimen to where he could pick up expensive parts for low cost. She inspired him to fully commit to the huntsman life, even if his chosen weapon was unconventional. Around this time, he decided to leave Lloyd as is and started construction on Ultima Ratio Regum.

Even at the very start Ratio was an enormous resource hog. Tanner spent the next few years on a very tight balancing act. He tricked out cars for rich kids in order to gain more funds and hung out with dock workers to gain access to more metal and heavy duty parts. At the same time he spent long days in the backyard tinkering with the hulk. This hard work beat a can do attitude into him. He did score a lucky break and unlocked his semblance. By using the semblance to do aircraft maintenance he sort of managed to lease a bullfrog hangar on Beacon school grounds. With only months to spare before the start of the school year the tank rolled out of the garage ready to roll.

While in class, he was still a bit of a stickler for cash or spare parts, though it lessened. Between the income of missions, school connections, and the absolute mountains of maintenance work he could do in his spare hours for the first time since forever, he had some room to breathe. He took it easy. Classes were fun, and for the first time he took his head out of the engine compartment to actually take a look at his classmates and other people his age.

Speaking of people his age, his team currently consists of Magnolia Temujin, Gregory Sakowicz, and Angel Carson. Together they form team MAST. Or 'Mastodont' in longform. All are cavalry in one form or another, though they've modernised - all of them outside of Tanner ride motorbikes. None of them are taking their mounts into the arena - not even Tanner. Both because it's not roomy enough and none of them want to show their full hand with an invasion waiting in the wings.

OoC, they are respectively based off Mongolian horse cavalry, Polish winged hussars, and of course classic western cowgirls.

Semblance: Machine Spirit - Tanner can share his aura with a single piece of machinery, up to the size of a small building. This gives him an intimate sense of it’s functionality and more importantly allows him to control it as if it is an extension of his own body. It is limited to creations made by someone with a soul. Essentially when an item is created it receives a bit of the creator's spirit as a template for how it must be, how the creator saw his or her creation. Tanner’s semblance uses this spiritual template to take control. This incidentally means he cannot take over something that is total loss, nor can he move parts that were not meant to move. Neither can he take over rocks, snapped off branches, or anything crafted by a Grimm.

In theory he might be able to wrestle the control of a machine from the grip of a Geist, but there are far too many downsides to make this move anything but a desperate gamble. For one, Tanner has never tried a direct mental battle with a Grimm before. Second, it does nothing to the other pieces a Geist controls.

On the subject of minds, when he tries to bond with a sentient machine, like Penny, rather than take over Tanner and the target experience a mind-meld. They can directly experience each other’s thoughts and feelings. Nothing is hidden. Tanner does NOT know about this.

His aura regeneration is still limited to what his body can produce, thus while Tanner can fuel, maintain, and even re-arm any weapon he touches (including those of his teammates), it leaves him utterly spent when he does so and isn’t useable mid-combat. It on average takes him an hour to recover from totally repairing and reloading a personal weapon with just his Aura, up to a full two days for an overhaul of his own weapon - provided there's food, water, enough quiet to meditate and he can sleep regularly.

Finally, the bonding causes the same visible shimmer that a normal person has when their aura is awakened, so he cannot do it stealthily.

One final note. Perhaps the most interesting use of his semblance is gleaning information from the spiritual template. Tanner can gain information from anything he bonds with. The more intimate the item is the more information he gets. A discarded flashlight might just tell him in what direction the user travelled beforehand. A personal huntsman weapon can tell him a fighter’s preferred style and favourite tricks, personality and personal goals. An ancestral weapon that the user has trained with all their lives essentially gives him a detailed biography of the person in question.


Weapon: Ultima Ratio Regum - Tanner's first life-long love. With it, Tanner is fast in a straight line, but it can't hope to match other hunters for agility. The armour, while tough, has plenty of weaknesses and obscures his vision. Tanner and Ratio cannot sneak, while hiding is 'only' borderline impossible. They're clumsy in melee and run a very real risk of hitting allies in close quarters.

The reason Tanner puts up with all this is for two major strengths.

The first and often overlooked strength is his out of combat support. Camping with Tanner means hot showers and meals are always in reach, you have all the medical travel supplies you could ever want, you'll never have to wonder what plants and animals are edible and what ones are toxic, and sleeping is done in high quality sheltered hammocks.

The second and much more readily obvious reason is firepower.

Apocalyptic firepower.

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Tanner fights the same way whether outside of his wagon or inside it. On foot he lugs around the dismounted co-axial mounted machinegun. It is too unwieldy to comfortably whack someone over the head with it, but the sheer amount of lead it can throw downrange ensures he usually doesn’t have to try. The base design is old enough that the name is lost to time, though Ma Deuce is the most common.


Equipment: Oh sweet jesus. A full list approaches the thickness of a decent novel. The Ratio has a cargo capacity of “YES”, so it’s packed with all sorts of goodies. Again, dead serious about the shower here.

90mm L/50 autocannon - A heavy cannon mated to an autoloader system. Can fire a wide variety of rounds (see below).
20mm ‘Ma Deuce’ co axial - can be dismounted. Tanner uses it as a ‘side arm’ if he has to get out and about.
Smoke dispensers - For an instant smoke screen.
90mm mortar - mounted below that flat hatch on the turret, to the right of the primary sensor dome. Fires the same 90mm ammunition as the main gun. However it has a much shorter barrel length and thus muzzle velocity.
Large medical kit - Contains extensive reserves, common antivenoms and anti-biotics, and even a small spectroscope kit for diagnosis.
‘Firebrand’ 1200 reactor - Fire-dust reactor. Powers the Ratio and various subsystems. Also serves as a stove and heats water for the shower.
Distillation rig - Generates drinking water, not booze.
Sensor rig - infrared, radar, high quality telescopes, etc.
Still - NOTHING TO SEE HERE MOVE ALONG
Camping set - A series of poles and fabric that allows up to four hammocks to be hung from the Ratio with cover from rain. No one has to sleep on the ground when camping with Tanner.
Cooking set - A metal plate that hooks up to the reactor for heating. Coupled with mess tins, it means gourmet food rather than hard tack for the road.
Database - A small computer with an extensive library of useful knowledge. Includes medicinal herbs all over the world, edible plants and animals (complete with recipes), useful phrases in nearly every recorded language.
Toolkit - Extensive general purpose toolkit. Includes shovel, hatchet, crowbar, etc.
Armoured bed - There’s a cramped bunk right next to where Tanner sits. Meant to carry heavily wounded people out of a battle in a hurry.
Demolition explosives - Explosives meant to clear obstacles and destroy dangerous buildings in a hurry. With a little fiddling, they are perfectly serviceable as mines too.
High end Stereo - A vital component to keep morale up.

Munitions: Basically so long as it fits down the barrels Tanner will enthusiastically try and fire it. Standard though, he has a few options available to him. He’s slightly limited by the fact even with the Ratio’s generous weight capacity, he can only carry 50 rounds for the 90 mm total.


HEAT - An explosive that concentrates most of it’s fury into a single point. Versatile, as the explosive is unhealthy to anything squishy nearby and the focal point will penetrate any solid defense. The other unique perk is that distance does not affect the amount of armour pierced. (High Explosive Anti Tank)

AP - Bog standard big heavy bullet. Has better penetration at close range than HEAT and unlike HEAT it doesn’t get stopped by minor inconveniences like thick trees, entire houses or reinforced concrete walls. (Armour Piercing)

HE - It’s a big blob of explosives and marbles fired at unhealthy speeds. Comes with impact, timed or a proximity fuse. Very nasty versus anything that thinks it can dodge. Decidedly less nasty against anything with actual armour. (High Explosive)

HE/I - Like the HE round but now with a bit less explosive power in exchange for added napalm. Always a crowd favourite. (High Explosive/Incendiary)

Canister - Take a 12 gauge shotgun round and make it bigger. No, bigger than that. 2500 ball bearings cover more area than standard HE but the range is limited. The obvious answer to the question, what to do when people can dodge bullets: Shoot everywhere at once.


Plans for development:
•Prepare for the inevitable Mantle blitz.
•Extensive support other huntsmen/women on the field.
•Develop a dummies guide to mechanised support for huntsmen independent of kingdoms.
•Demonstrate the potential of mechanised huntsmen squads.
•Craft some 90mm elemental type shells. He wants to see what a big lightning dust infused round does.
 
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Valkyrie Estrella Tron
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Name:
Estrella Tron

Alias: Valkyrie

Gender: Female

Age: Twenty-four

Nation of Origin: Vale

Occupation: Huntsman/Instructor

Personality: Estrella is strong-willed some would argue stubborn. Though she would argue she just stands by what she thinks is right. While she likes being a Huntsman because she can help others it's the adventure that is what keeps her. Her adventurous spirit is never quelled and she'll never turn down a quest. Estrella can be impatient and may jump too quickly at times resulting in her getting into situations she doesn't know if she can get out of. This isn't to say she is unintelligent as she is fairly so sometimes her love for battle takes precedence over logic. If you are someone she considers a friend she will protect you fiercely. Even if you are strangers she'll be a shoulder to cry on if you need it.

Backstory:
Her father owned a dust shop and her mother stayed home tending to the always eccentric Estrella. As a child, she often played pretends with the other kids, feigning epic battles of huntsmen vs grimm. Estrella found herself happier than all when she imagined taking down a large and scary grimm. It was really no surprise to her parents when she begged them to let her go to Pharos Academy. From the second she started attending Pharos she knew getting accepted to Beacon Academy was her next goal.
When she finally did she felt as if all her dreams came true. The time spent at Beacon were some of her best and most treasured memories. The friends she made are someone she'll hold dear to her forever. She even thought that her life was at its peak until she graduated and truly became a huntsman. The battlefield is home to her, fighting just a form of sacred dance. She'll occasionally go to Beacon as a special guest and to a lesson in combat.


Semblance:
Battle Remembrance - Battle Remembrance allows the user to recreate weapons and mimic the fighting style of a person they have battled. The ability is completely based on memory so a single user could only remember so much before they become inefficient at the weapon and fighting style. Due to this, they must choose wisely in what they wish to recreate. While there is nothing to help a user remember a fighting style besides fighting the person again or consistently using the style themselves. There are ways for them to store weapons in a dust lined memory projector.

Currently, Estrella is only able to store two fighting styles besides her own as well as only the physical aspect of fighting (not the person's semblance). With time and practice, she'll be able to store more. But it is unlikely that she will ever be able to mimic semblances.

Equipment:
The Collector - The Collector is like a storage system rather than a weapon itself. When the user opens it displays the available weapons to choose from. Most are simple weapons with dust enhancements, but each one is special to Estrella. She is only able to have one weapon from The Collector at a time as it takes up Aura to use. None of the weapons are real until they exit The Collector as they are simply memories stored by her Semblance. If a fight last for a long time and her Aura is very low the weapon will disintegrate (It returns to inside the collector but she can not call another one until her Aura is restored.)leaving her to use Arcturus.
Arcturus - Arcturus is her physical weapon, it may just be a basic sword with a basic and heavy combat mode. But when her Aura is low it the most important item in her kit.
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Plans for Development:
-Be able to store more fighting styles.
-Collect more weapons.
-Further improve status as a huntsman.
 
Brae Atrum
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Name: Bräe Atrum (Pronounced 'Bray')

Gender: Female (Faunus)

Age: 24

Nation of Origin: Menagerie

Nation of Residence: Mistrall (mostly)

Occupation: Huntress/Independent

Personality: Bräe can initially come across as rather introverted. This is mostly due to her appearance as a winged Faunus, as due to this she has found it easy to blend in anywhere - especially around non-faunus. This nervous disposition of hers has softened over the years due to her time spent with the small 'family' of Bandits she inadvertently became part of (see backstory below) and through this she has come to be fiercely protective of those that she cared about. This has only deepened over the years as she trained to become a Huntress and forged deep bonds with several humans throughout her training which has given her almost maternal or 'big-sister' traits towards her close friends and loved ones. She is a determined huntress who puts her whole being into the task at hand - however she tends to be cautious both in and out of battle, and prefers to first analyse both situations and opponents in order to find weak spots/alternative strategy rather than rushing into things headfirst. Despite her personal growth over the years she can still seem somewhat cold or distant to new people.

Backstory: Bräe spent most of her youth in isolation, her mother died in childbirth and her father, she was told, was a huntsman who had gone missing a few months beforehand on a mission and was, by the time of her birth, presumed dead. 'Raised by the state' by the governing body of Menagerie, her childhood was harsh and lonely. Bullied even by some other young Faunus due to her wings (a rare trait for the species), she chose instead to run away from Menagerie. For a time she lived off the land in the nearby hinterlands - it was a peaceful life, but a unfulfilling and joyless one. Bräe was only thirteen years old when, whilst out hunting for food, she stumbled into a mechanical net-trap and was soon discovered by its creators; a bandit gang by the name of The Silver Leaf. Fearing the worst, Bräe was heavily surprised to find out that despite being human, her 'captors' actually had no interest in harming her - neither were they remotely unkind towards her for her species nor her appearance. She had merely stumbled into their trap which they too had set, hunting for food. The leader of the group, a tough but decent woman by the name of Mei (whom the gang had jokingly-but-lovingly nicknamed 'The Matriarch') took interest in the young girl. Mei warned her that the hinterlands were no place for an untrained youth, pointing out that the next group she stumbled upon may not be as humane, and thus chose to teach the girl some self defence. Learning how to wield a long wooden staff and a phsyically weapon, alongside developing her semblance, Bräe stayed close and ran with the gang for some time, assisting them with their raids upon dust transports alongside other 'dubious' ventures. The gang only really partook in petty crimes and saw themselves as something of a 'Robin Hood' style group - only stealing from the rich and/or corrupt and refusing to ever murder security or cause causalities. Of course, in retrospect it was never quite as black and white as the gang tried to believe, and the morality of their actions and repercussions have become something of a shade of grey to Bräe in later life, although at the time she looked up to them like the 'folk heroes' they tried to be.

Around the time of Bräe's 15th Birthday, a raid went south and Mei, caught in the crossfire, was seemingly mortally wounded. Stricken with grief and rage Bräe's semblance unleashed fully and, if not for her pseudo-mother's weak plea for her to stop, she likely would have killed those responsible. Luckily Mei's quiet-but-firm words cut through her anger, and she instead chose to clasp Mei tightly and flee the scene while her assailants were trapped within her semblance. Back at the camp, it turned out The Matriarch's wound was significantly less critical than Bräe had first assumed - the woman would never again be the fighter she once was, but she would live. This brush with death changed much about how The Matriarch viewed their work, and the world however, and she eventually came to the realisation that Bräe was meant for more than this life of pillaging and foraging. She began to pressure the girl to sign up as a huntress, having seen what Bräe's semblance was capable of and believing that she needed stricter hands than her own in order to help guide the girl's power. Bräe was understandably unsure, having spent the vast majority of her life away from civilisation and large gatherings of humans, but The Matriarch reassured her that she would be fine and promised to teach her much of the world outside their hinterlands. With Mei's help, Bräe taught herself to tightly fold in her wings around her and clasp them in the centre of her collarbone with a specially made clasp - spreading from there out around her back, creating some illusion of a a black feathered cloak. This became very useful for practicality (much easier to fit into places without two large wings extending from one's frame) and for personal comfort around other humans, as they now had to pay very close attention to realise she was indeed winged. As a parting gift, The Silver Leaf's armsmaster forged Ravus, a halberd of great strength and ornate appearance, specifically designed to help Bräe channel her semblance. Bräe travelled across the sea to the continent of Mistral in order to be enrolled at Haven Academy and, after a quick trial, was accepted. Her years spent in Haven surprisingly ended up being the childhood which she had missed, gaining friendship and belonging quickly among her peers and her fellow members of Team BERY (despite remaining quite aloof herself - having spent so much time away from modern society). Since graduating Bräe's exact location and deeds have remained something of a mystery, with her working almost 'freelance' as a Huntress for the people of Haven and often disappearing for months at a time.

Semblance: Infusco - Infusco is the ability to obscure, specifically through the use of shadow or darkness. Using Infusco, Bräe can create shadow to hide or limit opponents ability to see. Within the darkness she also has some influence over their mind, being able to read some basic, surface-level thoughts or fears and make opponents think they can see things that aren't really there. She use this power in order to further distract opponents or make them easier to pick off. The shadow itself fades away after several minutes and the psychological effects of Infusco only works while the person in question is within the darkness, although this affect does usually remove the person's willpower to actually get up and walk out of the shadows. Infusco, while incredibly useful, takes several hours to recharge and Bräe does have some limitations to the size of the shadow that she can create - usually large enough to engulf one or two people - any more than this takes huge amounts of energy and can be dangerous to her.

Equipment: Ravus - Ravus is a Qinglong Ji (Chinese Halberd) about as long as Bräe is tall, she trained for years to gain mastery of its fighting style. Ravus is imbued with her semblance allowing her to channel some shadow into its blade, which can then scatter outwards upon contact almost like sparks from steel hitting steel. These slivers of darkness can obscure opponents view, usually causing them to break their line of sight in order to avoid them, Bräe can then use this brief gap in the opponents guard as an opportunity in battle.
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Plans for Development:

Note: this is my plans as the creator of the character, rather than the character's desires themselves.
  • Bräe has become more introverted due to separation from her Haven team and her difficulty in opening herself up to new people, therefore it would be good growth for the character to become involved in new friendships and forge new bonds.
  • I'd like to see Bräe return to Menagerie at some point and reconnect with her Faunus roots having spent so much time as an outcast with her adoptive bandit family.
Emblem:

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Rhyme Lila
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Name: Rhyme Lila

Gender: Female

Age: 25

Nation of Origin: Mistral

Occupation: Huntress/Music Director for Haven Academy

Personality: Rhyme is a bright, cheerful and overly optimistic individual - which is often joked about as being both her greatest strength and her worst fault. Due to this, she can sometimes be perceived as ditsy or airheaded and often seems to blindly overlook the negative aspects of the world around her. In reality Rhyme is far too aware and in tune with the darker and gloomier aspects of Remnant, yet chooses instead to play them down and attempts to constantly emit more positive vibes to those around her. Rhyme is always humming or whistling to herself when in thought or almost whenever not in conversation, sometimes to the irritation of those around her, although her friends have come to find it endearing. She is a very loving person, always on the lookout for opportunities to help others with issues both great and small, even at her own expense. Since becoming a professor at Haven she has become quite motherly of all of her students.

Backstory: Rhyme is, and always has been obsessed with music. Since she was a small child she would hum back any song or tune that she had heard. Rhyme grew up in a small town on the outskirts of Mistral, her family were not well-off but both of her parents were incredibly hard workers so there was always food on the table and a roof above their heads. Sensing Rhyme's gift in the musical arts, her parents scraped together all the money that they could save and bought the young girl a (relatively crudely made) fiddle from a woodworker in the village. Despite its somewhat shoddy appearance, once it was tuned up the instrument played like a charm and became the young girl's whole world for many years. Everything that Rhyme would experience, both the worldly and emotional, would be channelled into various little tunes and motifs through her little wooden fiddle. It wasn't until her hometown was attacked by Grimm that Rhyme ever even considered becoming a Huntress. Still just a girl at the time, Rhyme hid in her room whilst her parents and the townsfolk fought. To calm herself she began to play a melody on her fiddle which caused her emotions, her fear and her concern for her family to gradually build inside her until it felt like she was going to burst. She tightly squeezed her eyes shut and kept playing but suddenly heard a loud crack and felt her instrument fall out of her hands. She looked down to realise her shoddy fiddle had snapped in two, no- it had been cut in two. She looked at the bow in her hands and was stunned to see the edge of the string glowing with aura which slowly began to crawl up and above the bow itself, creating a sort of blade. At this point a Beowolf smashed through the window behind her and she instinctively turned and swung the newly created blade. When her parents found her, both her childhood instrument and the Grimm were lying on the ground beside the girl in two pieces. Years later Rhyme enrolled at Haven academy, joining a team of huntress and huntsman, quickly becoming student president of the Haven Academy orchestra, making some incredible friendships, and honing her skills in both her abilities as a huntress and as a musician. Since graduation Rhyme spent a few years as a Huntress full time but quickly began to miss the joy of playing music for more than just destroying Grimm. She returned to Haven as the new director of music, overseeing the study of music alongside the school's orchestra and other musical groups. She also gives special training to other students who have music-based semblance or weapons.

Semblance: Harmonize - Channels aura through music, can be utilised in various ways depending on the source of the music (eg. whistling causes aura to materialise like darts for each note and shoot at the enemy, clapping or rhythmic hits can create aura-based soundwaves which physically knock opponents backward and when utilised alongside Reason, aura extends from the bow like a sword of light when played across the strings, this sword can then be used as a weapon). Secondary function of the semblance allows Rhyme to utalise the rhythm of her aura to help her teammates sync up and perform boosted combination attacks.

Equipment: Reason - Reason is a purple viola and bow combo, fully playable and seemingly always in tune. The viola body of reason can be transformed quickly into both a crossbow and a sniper rifle, both of which fire pre-made elemental projectiles created with dust. The bow itself folds into an incredibly sharp and sturdy knife for close-quarters-combat.

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Emblem:
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Name: Rhyme Lila

Gender: Female

Age: 25

Nation of Origin: Mistral

Occupation: Huntress/Music Director for Haven Academy

Personality: Rhyme is a bright, cheerful and overly optimistic individual - which is often joked about as being both her greatest strength and her worst fault. Due to this, she can sometimes be perceived as ditsy or airheaded and often seems to blindly overlook the negative aspects of the world around her. In reality Rhyme is far too aware and in tune with the darker and gloomier aspects of Remnant, yet chooses instead to play them down and attempts to constantly emit more positive vibes to those around her. Rhyme is always humming or whistling to herself when in thought or almost whenever not in conversation, sometimes to the irritation of those around her, although her friends have come to find it endearing. She is a very loving person, always on the lookout for opportunities to help others with issues both great and small, even at her own expense. Since becoming a professor at Haven she has become quite motherly of all of her students.

Backstory: Rhyme is, and always has been obsessed with music. Since she was a small child she would hum back any song or tune that she had heard. Rhyme grew up in a small town on the outskirts of Mistral, her family were not well-off but both of her parents were incredibly hard workers so there was always food on the table and a roof above their heads. Sensing Rhyme's gift in the musical arts, her parents scraped together all the money that they could save and bought the young girl a (relatively crudely made) fiddle from a woodworker in the village. Despite its somewhat shoddy appearance, once it was tuned up the instrument played like a charm and became the young girl's whole world for many years. Everything that Rhyme would experience, both the worldly and emotional, would be channelled into various little tunes and motifs through her little wooden fiddle. It wasn't until her hometown was attacked by Grimm that Rhyme ever even considered becoming a Huntress. Still just a girl at the time, Rhyme hid in her room whilst her parents and the townsfolk fought. To calm herself she began to play a melody on her fiddle which caused her emotions, her fear and her concern for her family to gradually build inside her until it felt like she was going to burst. She tightly squeezed her eyes shut and kept playing but suddenly heard a loud crack and felt her instrument fall out of her hands. She looked down to realise her shoddy fiddle had snapped in two, no- it had been cut in two. She looked at the bow in her hands and was stunned to see the edge of the string glowing with aura which slowly began to crawl up and above the bow itself, creating a sort of blade. At this point a Beowolf smashed through the window behind her and she instinctively turned and swung the newly created blade. When her parents found her, both her childhood instrument and the Grimm were lying on the ground beside the girl in two pieces. Years later Rhyme enrolled at Haven academy, joining a team of huntress and huntsman, quickly becoming student president of the Haven Academy orchestra, making some incredible friendships, and honing her skills in both her abilities as a huntress and as a musician. Since graduation Rhyme spent a few years as a Huntress full time but quickly began to miss the joy of playing music for more than just destroying Grimm. She returned to Haven as the new director of music, overseeing the study of music alongside the school's orchestra and other musical groups. She also gives special training to other students who have music-based semblance or weapons.

Semblance: Harmonize - Channels aura through music, can be utilised in various ways depending on the source of the music (eg. whistling causes aura to materialise like darts for each note and shoot at the enemy, clapping or rhythmic hits can create aura-based soundwaves which physically knock opponents backward and when utilised alongside Reason, aura extends from the bow like a sword of light when played across the strings, this sword can then be used as a weapon). Secondary function of the semblance allows Rhyme to utalise the rhythm of her aura to help her teammates sync up and perform boosted combination attacks.

Equipment: Reason - Reason is a purple viola and bow combo, fully playable and seemingly always in tune. The viola body of reason can be transformed quickly into both a crossbow and a sniper rifle, both of which fire pre-made elemental projectiles created with dust. The bow itself folds into an incredibly sharp and sturdy knife for close-quarters-combat.

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Emblem:
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Name: Bräe Atrum (Pronounced 'Bray')

Gender: Female (Faunus)

Age: 24

Nation of Origin: Menagerie

Nation of Residence: Mistrall (mostly)

Occupation: Huntress/Independent

Personality: Bräe can initially come across as rather introverted. This is mostly due to her appearance as a winged Faunus, as due to this she has found it easy to blend in anywhere - especially around non-faunus. This nervous disposition of hers has softened over the years due to her time spent with the small 'family' of Bandits she inadvertently became part of (see backstory below) and through this she has come to be fiercely protective of those that she cared about. This has only deepened over the years as she trained to become a Huntress and forged deep bonds with several humans throughout her training which has given her almost maternal or 'big-sister' traits towards her close friends and loved ones. She is a determined huntress who puts her whole being into the task at hand - however she tends to be cautious both in and out of battle, and prefers to first analyse both situations and opponents in order to find weak spots/alternative strategy rather than rushing into things headfirst. Despite her personal growth over the years she can still seem somewhat cold or distant to new people.

Backstory: Bräe spent most of her youth in isolation, her mother died in childbirth and her father, she was told, was a huntsman who had gone missing a few months beforehand on a mission and was, by the time of her birth, presumed dead. 'Raised by the state' by the governing body of Menagerie, her childhood was harsh and lonely. Bullied even by some other young Faunus due to her wings (a rare trait for the species), she chose instead to run away from Menagerie. For a time she lived off the land in the nearby hinterlands - it was a peaceful life, but a unfulfilling and joyless one. Bräe was only thirteen years old when, whilst out hunting for food, she stumbled into a mechanical net-trap and was soon discovered by its creators; a bandit gang by the name of The Silver Leaf. Fearing the worst, Bräe was heavily surprised to find out that despite being human, her 'captors' actually had no interest in harming her - neither were they remotely unkind towards her for her species nor her appearance. She had merely stumbled into their trap which they too had set, hunting for food. The leader of the group, a tough but decent woman by the name of Mei (whom the gang had jokingly-but-lovingly nicknamed 'The Matriarch') took interest in the young girl. Mei warned her that the hinterlands were no place for an untrained youth, pointing out that the next group she stumbled upon may not be as humane, and thus chose to teach the girl some self defence. Learning how to wield a long wooden staff and a phsyically weapon, alongside developing her semblance, Bräe stayed close and ran with the gang for some time, assisting them with their raids upon dust transports alongside other 'dubious' ventures. The gang only really partook in petty crimes and saw themselves as something of a 'Robin Hood' style group - only stealing from the rich and/or corrupt and refusing to ever murder security or cause causalities. Of course, in retrospect it was never quite as black and white as the gang tried to believe, and the morality of their actions and repercussions have become something of a shade of grey to Bräe in later life, although at the time she looked up to them like the 'folk heroes' they tried to be.

Around the time of Bräe's 15th Birthday, a raid went south and Mei, caught in the crossfire, was seemingly mortally wounded. Stricken with grief and rage Bräe's semblance unleashed fully and, if not for her pseudo-mother's weak plea for her to stop, she likely would have killed those responsible. Luckily Mei's quiet-but-firm words cut through her anger, and she instead chose to clasp Mei tightly and flee the scene while her assailants were trapped within her semblance. Back at the camp, it turned out The Matriarch's wound was significantly less critical than Bräe had first assumed - the woman would never again be the fighter she once was, but she would live. This brush with death changed much about how The Matriarch viewed their work, and the world however, and she eventually came to the realisation that Bräe was meant for more than this life of pillaging and foraging. She began to pressure the girl to sign up as a huntress, having seen what Bräe's semblance was capable of and believing that she needed stricter hands than her own in order to help guide the girl's power. Bräe was understandably unsure, having spent the vast majority of her life away from civilisation and large gatherings of humans, but The Matriarch reassured her that she would be fine and promised to teach her much of the world outside their hinterlands. With Mei's help, Bräe taught herself to tightly fold in her wings around her and clasp them in the centre of her collarbone with a specially made clasp - spreading from there out around her back, creating some illusion of a a black feathered cloak. This became very useful for practicality (much easier to fit into places without two large wings extending from one's frame) and for personal comfort around other humans, as they now had to pay very close attention to realise she was indeed winged. As a parting gift, The Silver Leaf's armsmaster forged Ravus, a halberd of great strength and ornate appearance, specifically designed to help Bräe channel her semblance. Bräe travelled across the sea to the continent of Mistral in order to be enrolled at Haven Academy and, after a quick trial, was accepted. Her years spent in Haven surprisingly ended up being the childhood which she had missed, gaining friendship and belonging quickly among her peers and her fellow members of Team BERY (despite remaining quite aloof herself - having spent so much time away from modern society). Since graduating Bräe's exact location and deeds have remained something of a mystery, with her working almost 'freelance' as a Huntress for the people of Haven and often disappearing for months at a time.

Semblance: Infusco - Infusco is the ability to obscure, specifically through the use of shadow or darkness. Using Infusco, Bräe can create shadow to hide or limit opponents ability to see. Within the darkness she also has some influence over their mind, being able to read some basic, surface-level thoughts or fears and make opponents think they can see things that aren't really there. She use this power in order to further distract opponents or make them easier to pick off. The shadow itself fades away after several minutes and the psychological effects of Infusco only works while the person in question is within the darkness, although this affect does usually remove the person's willpower to actually get up and walk out of the shadows. Infusco, while incredibly useful, takes several hours to recharge and Bräe does have some limitations to the size of the shadow that she can create - usually large enough to engulf one or two people - any more than this takes huge amounts of energy and can be dangerous to her.

Equipment: Ravus - Ravus is a Qinglong Ji (Chinese Halberd) about as long as Bräe is tall, she trained for years to gain mastery of its fighting style. Ravus is imbued with her semblance allowing her to channel some shadow into its blade, which can then scatter outwards upon contact almost like sparks from steel hitting steel. These slivers of darkness can obscure opponents view, usually causing them to break their line of sight in order to avoid them, Bräe can then use this brief gap in the opponents guard as an opportunity in battle.
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Plans for Development:

Note: this is my plans as the creator of the character, rather than the character's desires themselves.
  • Bräe has become more introverted due to separation from her Haven team and her difficulty in opening herself up to new people, therefore it would be good growth for the character to become involved in new friendships and forge new bonds.
  • I'd like to see Bräe return to Menagerie at some point and reconnect with her Faunus roots having spent so much time as an outcast with her adoptive bandit family.
Emblem:

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Name:
Estrella Tron

Alias: Valkyrie

Gender: Female

Age: Twenty-four

Nation of Origin: Vale

Occupation: Huntsman/Instructor

Personality: Estrella is strong-willed some would argue stubborn. Though she would argue she just stands by what she thinks is right. While she likes being a Huntsman because she can help others it's the adventure that is what keeps her. Her adventurous spirit is never quelled and she'll never turn down a quest. Estrella can be impatient and may jump too quickly at times resulting in her getting into situations she doesn't know if she can get out of. This isn't to say she is unintelligent as she is fairly so sometimes her love for battle takes precedence over logic. If you are someone she considers a friend she will protect you fiercely. Even if you are strangers she'll be a shoulder to cry on if you need it.

Backstory:
Her father owned a dust shop and her mother stayed home tending to the always eccentric Estrella. As a child, she often played pretends with the other kids, feigning epic battles of huntsmen vs grimm. Estrella found herself happier than all when she imagined taking down a large and scary grimm. It was really no surprise to her parents when she begged them to let her go to Pharos Academy. From the second she started attending Pharos she knew getting accepted to Beacon Academy was her next goal.
When she finally did she felt as if all her dreams came true. The time spent at Beacon were some of her best and most treasured memories. The friends she made are someone she'll hold dear to her forever. She even thought that her life was at its peak until she graduated and truly became a huntsman. The battlefield is home to her, fighting just a form of sacred dance. She'll occasionally go to Beacon as a special guest and to a lesson in combat.


Semblance:
Battle Remembrance - Battle Remembrance allows the user to recreate weapons and mimic the fighting style of a person they have battled. The ability is completely based on memory so a single user could only remember so much before they become inefficient at the weapon and fighting style. Due to this, they must choose wisely in what they wish to recreate. While there is nothing to help a user remember a fighting style besides fighting the person again or consistently using the style themselves. There are ways for them to store weapons in a dust lined memory projector.

Currently, Estrella is only able to store two fighting styles besides her own as well as only the physical aspect of fighting (not the person's semblance). With time and practice, she'll be able to store more. But it is unlikely that she will ever be able to mimic semblances.

Equipment:
The Collector - The Collector is like a storage system rather than a weapon itself. When the user opens it displays the available weapons to choose from. Most are simple weapons with dust enhancements, but each one is special to Estrella. She is only able to have one weapon from The Collector at a time as it takes up Aura to use. None of the weapons are real until they exit The Collector as they are simply memories stored by her Semblance. If a fight last for a long time and her Aura is very low the weapon will disintegrate (It returns to inside the collector but she can not call another one until her Aura is restored.)leaving her to use Arcturus.
Arcturus - Arcturus is her physical weapon, it may just be a basic sword with a basic and heavy combat mode. But when her Aura is low it the most important item in her kit.
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Plans for Development:
-Be able to store more fighting styles.
-Collect more weapons.
-Further improve status as a huntsman.
Name: Tanner Mannerheim
Aliases: Gearhead
Gender: Male
Age: 26
Nation of Origin: Vale
Occupation: Huntsman/Combat Engineer.
Role: Heavy Fire Support/Engineering support.

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Personality: Enthusiastic and observant. Tanner is very goal oriented and what he would call ‘practical’. He tends to go from A to B in the most straightforward way possible, which doesn’t always correspond with the best way. Despite the occasional hiccup caused when he bulldozers over something he really shouldn’t, he’ll get right back up dust himself off and keep going.

He likes his music and can often be caught singing along to whatever song is on the radio at the time.

A stereotypical grease monkey, he’s usually busy tweaking some form of tech or the other. Commonly that tech can be used for violence. Whenever he sees something new he can’t help but go poke it to see how it works. While biological shinies don’t interest him nearly as much he’ll still go out and poke them if bored, but he’s not braindead enough to do that with anything that even remotely resembles a Grimm. He’s seen how that movie went and far too many tentacles were involved for his tastes.

His favourite colour is green.

He is proactive. He had the means, he had the ability and there was a pressing problem. He could continue to fail at a business study or he could choose to go out and do something that he was actually good at. Sure, he had capacity for creation, but it was in applied destruction that he really shone. And seeing what happens when good people do nothing, how could he idly stand by?


Backstory: Tanner is the 3rd son of a metalworker and a courier. From an early age he was fascinated by heavier equipment in the shop. Soon he claimed an old forklift as his own and by the age of eight he'd given the thing a thorough overhaul - with his family's help of course. Any plans for staying on the civilian side of life were thrown off the rails shortly thereafter.

While on a trip with his mother to the kingdom's fixed defences, Tanner got to see, hear and feel the thunder of an artillery battery in action. He came so close that were it not for his aura awakening he would have lost all hearing. The massive guns inspired a lifelong love for all things explosive. Combined with his preference for heavy metal it soon became readily apparent Tanner would end up in neither family business.

Fortunately, his parents were supportive. Tanner's mother got him in touch with a local maintenance yard and the ball just kept rolling from there. To his classmates Tanner became the go to guy for all things mechanical. The forklift, by now christened 'Lloyd' was turned into a gun carriage in short order. While no great leap technologically, the huffing, clanking metal box represented Tanner's chosen path in life. He even took it out for a trail run outside of parental supervision.

During this trip, he caught the eye of a huntress who liked his enthusiasm for the project and occasionally dropped by to offer tips every now and then. Ranging from better training regimen to where he could pick up expensive parts for low cost. She inspired him to fully commit to the huntsman life, even if his chosen weapon was unconventional. Around this time, he decided to leave Lloyd as is and started construction on Ultima Ratio Regum.

Even at the very start Ratio was an enormous resource hog. Tanner spent the next few years on a very tight balancing act. He tricked out cars for rich kids in order to gain more funds and hung out with dock workers to gain access to more metal and heavy duty parts. At the same time he spent long days in the backyard tinkering with the hulk. This hard work beat a can do attitude into him. He did score a lucky break and unlocked his semblance. By using the semblance to do aircraft maintenance he sort of managed to lease a bullfrog hangar on Beacon school grounds. With only months to spare before the start of the school year the tank rolled out of the garage ready to roll.

While in class, he was still a bit of a stickler for cash or spare parts, though it lessened. Between the income of missions, school connections, and the absolute mountains of maintenance work he could do in his spare hours for the first time since forever, he had some room to breathe. He took it easy. Classes were fun, and for the first time he took his head out of the engine compartment to actually take a look at his classmates and other people his age.

He came to a startling discovery.

So, over the past two years prior to enrolling he’d made a friend in a catfaunus. Initially they just chatted about sci fi while he fixed her family’s car - they’d been neighbours for a while now and the faunus family was kinda poor. Then they decided since they were the only two interested in a new sci fi movie, they’d go out to see it together. Things happened, her family moved out, but Tanner kept in touch and got her a prime seat at the Vytal festival. After he got the absolute stuffing beaten out of him, rather than his own team she waited for him with water and a towel.

When Tanner asked his team about why, they just said they found it cuter to have his girlfriend take care of him. He raised a finger and opened his mouth to deny they were anything more than friends. Then, at a significant glance from his team lead, he shut his mouth. He turned around, sure enough she was right there. Significant talks were had. They've been a couple ever since.

The peace conference is actually at a terrible time for Tanner. He’s busy setting up a situation to propose to his girlfriend of now nearly eight years.


Semblance: Machine Spirit - Tanner can share his aura with a single piece of machinery, up to the size of a small building. This gives him an intimate sense of it’s functionality and more importantly allows him to control it as if it is an extension of his own body. It is limited to creations made by someone with a soul. Essentially when an item is created it receives a bit of the creator's spirit as a template for how it must be, how the creator saw his or her creation. Tanner’s semblance uses this spiritual template to take control. This incidentally means he cannot take over something that is total loss, nor can he move parts that were not meant to move. Neither can he take over rocks, snapped off branches, or anything crafted by a Grimm.

In theory he might be able to wrestle the control of a machine from the grip of a Geist, but there are far too many downsides to make this move anything but a desperate gamble. For one, Tanner has never tried a direct mental battle with a Grimm before. Second, it does nothing to the other pieces a Geist controls.

On the subject of minds, when he tries to bond with a sentient machine, like Penny, rather than take over Tanner and the target experience a mind-meld. They can directly experience each other’s thoughts and feelings. Nothing is hidden. Tanner does NOT know about this.

His aura regeneration is still limited to what his body can produce, thus while Tanner can fuel, maintain, and even re-arm any weapon he touches (including those of his teammates), it leaves him utterly spent when he does so and isn’t useable mid-combat. It on average takes him an hour to recover from totally repairing and reloading a personal weapon with just his Aura, up to a full two days for an overhaul of his own weapon - provided there's food, water, enough quiet to meditate and he can sleep regularly.

Finally, the bonding causes the same visible shimmer that a normal person has when their aura is awakened, so he cannot do it stealthily.

One final note. Perhaps the most interesting use of his semblance is gleaning information from the spiritual template. Tanner can gain information from anything he bonds with. The more intimate the item is the more information he gets. A discarded flashlight might just tell him in what direction the user travelled beforehand. A personal huntsman weapon can tell him a fighter’s preferred style and favourite tricks, personality and personal goals. An ancestral weapon that the user has trained with all their lives essentially gives him a detailed biography of the person in question.


Weapon: Ultima Ratio Regum - Tanner's first life-long love. With it, Tanner is fast in a straight line, but it can't hope to match other hunters for agility. The armour, while tough, has plenty of weaknesses and obscures his vision. Tanner and Ratio cannot sneak, while hiding is 'only' borderline impossible. They're clumsy in melee and run a very real risk of hitting allies in close quarters.

The reason Tanner puts up with all this is for two major strengths.

The first and often overlooked strength is his out of combat support. Camping with Tanner means hot showers and meals are always in reach, you have all the medical travel supplies you could ever want, you'll never have to wonder what plants and animals are edible and what ones are toxic, and sleeping is done in high quality sheltered hammocks.

The second and much more readily obvious reason is firepower.

Apocalyptic firepower.

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Tanner fights the same way whether outside of his wagon or inside it. On foot he lugs around the dismounted co-axial mounted machinegun. It is too unwieldy to comfortably whack someone over the head with it, but the sheer amount of lead it can throw downrange ensures he usually doesn’t have to try. The base design is old enough that the name is lost to time, though Ma Deuce is the most common.


Equipment: Oh sweet jesus. A full list approaches the thickness of a decent novel. The Ratio has a cargo capacity of “YES”, so it’s packed with all sorts of goodies. Again, dead serious about the shower here.

Twin 90mm L/50 autocannon - A pair of heavy cannons mated to an autoloader system. Can fire a wide variety of rounds (see below).
20mm ‘Ma Deuce’ co axial - can be dismounted. Tanner uses it as a ‘side arm’ if he has to get out and about.
Smoke dispensers - For an instant smoke screen.
Large medical kit - Contains extensive reserves, common antivenoms and anti-biotics, and even a small spectroscope kit for diagnosis.
‘Firebrand’ 1200 reactor - Fire-dust reactor. Powers the Ratio and various subsystems. Also serves as a stove and heats water for the shower.
Distillation rig - Generates drinking water, not booze.
Sensor rig - infrared, radar, high quality telescopes, etc.
Still - NOTHING TO SEE HERE MOVE ALONG
Camping set - A series of poles and fabric that allows up to four hammocks to be hung from the Ratio with cover from rain. No one has to sleep on the ground when camping with Tanner.
Cooking set - A metal plate that hooks up to the reactor for heating. Coupled with mess tins, it means gourmet food rather than hard tack for the road.
Database - A small computer with an extensive library of useful knowledge. Includes medicinal herbs all over the world, edible plants and animals (complete with recipes), useful phrases in nearly every recorded language.
Toolkit - Extensive general purpose toolkit. Includes shovel, hatchet, crowbar, etc.
Armoured bed - There’s a cramped bunk right next to where Tanner sits. Meant to carry heavily wounded people out of a battle in a hurry.
Demolition explosives - Explosives meant to clear obstacles and destroy dangerous buildings in a hurry. With a little fiddling, they are perfectly serviceable as mines too.
High end Stereo - A vital component to keep morale up.
Also a gun - Ratio braces, and the dual 90s mechashift into dual 182mm howitzers. Affectionately known as ‘grid square erasers’ or ‘in case of spiders’. Disables the co-axial machinegun and treads.
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Munitions: Basically so long as it fits down the barrels Tanner will enthusiastically try and fire it. Standard though, he has a few options available to him. He’s slightly limited by the fact even with the Ratio’s generous weight capacity, he can only carry 12 rounds for the big gun and 50 (combined) for the twin 90s.


HEAT - An explosive that concentrates most of it’s fury into a single point. Versatile, as the explosive is unhealthy to anything squishy nearby and the focal point will penetrate any solid defense. The other unique perk is that distance does not affect the amount of armour pierced. (High Explosive Anti Tank) (90mm standard round)

AP - Bog standard big heavy bullet. Has better penetration at close range than HEAT and unlike HEAT it doesn’t get stopped by minor inconveniences like thick trees, entire houses or reinforced concrete walls. (Armour Piercing) (90mm only)

HE - It’s a big blob of explosives and marbles fired at unhealthy speeds. Comes with impact, timed or a proximity fuse. Very nasty versus anything that thinks it can dodge. Decidedly less nasty against anything with actual armour. (High Explosive) (152mm standard round)

HE/I - Like the HE round but now with a bit less explosive power in exchange for added napalm. Always a crowd favourite. (High Explosive/Incendiary)

Canister - Take a 12 gauge shotgun round and make it bigger. No, bigger than that. 2500 ball bearings cover more area than standard HE but the range is limited. The obvious answer to the question, what to do when people can dodge bullets: Shoot everywhere at once. (90mm only)

TOW missile - It is a missile on a string that Tanner can guide to a postage stamp sized problem up to about 2.5 km away. Said problem will then feel very sad and explode into a thousand tiny chunks. Tanner cannot do anything other than guide the missile if he attempts this, but it is both accurate and very, very fast. For if he needs to snipe someone through a window or around a corner of something he’s not allowed to just blast through with other munitions. (Tube launched, Optically guided, Wire controlled missile) (152 mm only)


Plans for development:
•Prepare for the inevitable Mantle blitz.
•Extensive support other huntsmen/women on the field.
•Develop a dummies guide to mechanised support for huntsmen independent of kingdoms.
•Drink tea to calm the nerves.
•Propose.
•Win the war before the planned wedding.

All Accepted
 
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Name: reznov viridi
Alias: tyrant of mistral
Gender:male
Age: 29
Nation of origin: mistral(technically)
Occupation: warlord of the tyrant Legion/huntsman.

Personality:reznov had been drilled into an unbreakable will of iron, along with a somewhat serious nature. He also seems to have picked up a great deal of passive aggressiveness, which he now often uses.Reznov is often used to be the one barking orders and can be utterly frustrated when he's the one receiving them. Despite this if you somehow managed to gain either his respect or favor then be certain that he'd be on your side.

Backstory: reznov was the youngest of the four sons of the chieftain lord of a mountain stronghold known as solaran.the art of war was something that had always interested reznov even at a young. He would be part numerous war games with his childhood friends, it didn't matter where or when. Reznov would always think of new strategies and tactics, along with extreme amounts combat training.father had decided to send him to the huntsmen Academy of mistral, but before he could go, reznov would be put through rigorous training to prove he was worthy of going.

Reznov successfully completed these trials, and went on to graduate the Academy, however not long after white fang raided solaran. The defendants managed to push back the fang, however this commotion lead to grim joining the party. His father was slayed by the alpha nevermore, after the whole incident the eldest mephiston, became the new chieftain lord. Time passed and solaran was back to normal, though mephiston called reznov for he would be the one to lead the charge of expansion. He named this army the "tyrant Legion".

Semblance: electric manipulation: it's fairly self explanatory, however in the only way this can be discharged into an attack is to be fired by the very fingertips. this semblance can also power different machines including his armor.

Equipment:manreaper- is a scythe that's enhanced by reznov's semblance, manreaper can still be used even without the armor.different heavy weapons can be equiped such as a heavy flamethrower. However this must be done beforehand. This of course comes with the expense of manreaper, which means he only uses them when it's an especially bad mission. his armor was crafted by his second oldest brother hestan(with the help of Atlas scientists who may have been kidnapped after visit to the country. They blamed the kidnapping on white fang to cover thier tracks. Of course they threatened to brutally torture the scientists if they didn't corporate.) Who also nicknamed it "terminator armor". The suit itself is made of a mix of Atlasian steel along with a few other lesser known metals. It's held back by its lack of mobility and speed. However this armor is invulnerable to the majority of attacks.the entire damn thing is powered by his aura, which means the more he's in the armor the less he can use his semblance or aura. latest.png200.png

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"We'll find our Father!"
"...Wherever he is."

  • Name: Garnet (Quartzer) Doquinat (DQN-AuraTech Huntress Model-01 "Garnet")

    Gender: Female

    Age: 18(Actual Age: 5)

    Nation of Origin: Atlas

    Occupation: Bounty Hunter and Fugitive on the run, essentially.

    Personality:

    Garnet is known to her co-hunters as a serious person who rarely shows any other emotions during the hunt, yet shows a hint of joy when she finishes a job. She is not the kind of person who would open up easily, and would easily resort to violence if the situation demands for it. This in mind, Garnet has a relatively short fuse.

    Garnet is quite fond of her sister, Jasper,and would do anything to protect her. If Jasper is gone for a long period of time, Garnet will get worried and begin demanding to know her location until Jasper herself shows up or when she answers her flip phone. If neither occurs, then she'll assume the worst and go on a rampage in the place she was last in and to the people who she was last with.

    Backstory:
    Garnet, along with her sister, Jasper, was created by a lonesome scientist hiding out in the edge of Atlas. As the two reached completion, the lab were the two of them were held was attacked, raided by bandits and Grimm at around the same time. Most of the building collapsed except for the two capsules where Garnet and Jasper were held. A few years after the action died, their capsules opened, and both of them were awakened as their faces slammed into the mountain of hard and rough rubble their capsules were stationed on, sliding down it, even.

    Garnet was wary of Jasper at first, but then realized that she's in the same predicament as she is and doesn't recall anything from her past. Thus, Garnet decided to stick with Jasper. Eventually, Garnet and Jasper saw each other as inseparable siblings, as noted by the serial number on their soles, with Garnet being the elder sibling since she is labeled as 01. After deciding who should obey who, the siblings decided to search for their Creator, which, according some footprints and a tattered lab coat that they found near a cave, might be alive. However, as they were about to search for him, a blizzard hit, forcing the two robot girls to take refuge in the same cave.

    The cave was filled with Dust, and Garnet had the common sense to not eat crystals, yet Jasper, a curious one, decided to eat a small chunk. Jasper discovered that the crystals were delectable, urging her sister to try one. Though reluctant at first, Garnet took a bite and discovered that she, too, could eat crystals. Perhaps it was the fact that the two of them weren't human, or perhaps they thought that eating Dust was normal. Either way, the Cave had just enough for the two to outlast the Blizzard.

    While in the Cave, Garnet and Jasper discovered what they can do while facing the Grimm that lay dormant in it. They apparently have super strength and durability, that even an Ursa's claw won't immediately break them, presumably because of their aura. Their fingers are sharp enough to be used as claws and hard enough to break rocks. The primative flip phones that were attached to their waists can not only be used as a means of communication between the two, but also as a laser gun that can be reloaded by attaching them back to their waists or entering a certain code. Over time, the two had to walk deeper and deeper into the cave to get more food in order to have a supply when they eventually leave. Reaching the deepest point, the two discovered a large military crate, a photo, and an a Scroll. The picture was a bust of an old man with a full beard, wearing a lab coat. The message within the scroll contains the voice of a gruff sounding old man, stating that the crate contains some of their arsenal that survived the raid which should keep them safe and enhance their current combat capacity. He then instructs them to head to Atlas and live there until he returns for them. Thus, the two did as their told, and made their way to Atlas.

    There, Garnet and Jasper lived in an old, abandoned flat in the outskirts of the capital, with Garnet opting to stay in and train herself while Jasper goes out and learn about the world of Remnant by visiting a local library. Garnet occasionally goes out for Bounty Missions regarding Grimm outside the capital as per the request of Jasper to earn some Lien in order to make their home more welcoming to others. Garnet didn't see this as anything really important, but she decided to go along with it anyway. Everything was peaceful for the two robot girls...At least, until that fateful day.

    It was an average day like no other, Garnet had just returned from her most recent bounty mission collecting more than a grand total of Lien. She noticed how Jasper hasn't come back yet...She's probably out with the 'friend' she made in the library. No big deal...Except, it is.

    Hours had passed, and it's almost midnight. Jasper had yet to come home. Garnet's getting worried at this point. Just then, sounds of guns clicking can be heard, and a squadron of military soldiers flodded the room, led by a single one in front of them. Garnet was not at all disturbed by this, and treats it as an excuse to train some more; ready to beat all of them up in a moment's notice unless they know where Jasper is...And they do; captured by the Atlas Military itself. Apparently, a Military Scientist recognized Jasper strolling around town with her friend and told his guards to apprehend her, saying that she is a weapon created by Terrorists after a small Grimm attack that she single-handedly took care of.

    This pushed Garnet off the edge, eyes widening as the red bits of her hair and the lines on her body glowed, persisting over her clothes. New plan; she's gonna kill all of them unless they give Jasper back to her. The Leader of the Squadron asked her to surrender peacefully, but Garnet ain't having none of that and demands they release Jasper. A grand fight ensued, ending with Garnet incapacitating most of then except for the leader, whom she killed personally for aggravating her and not meeting her demands. Taking his scroll, Garnet had made it a mission to break Jasper out of the Military base where Jasper was taken.

    It wasn't easy, and Garnet may had suffered some major injuries in the process, but she managed to reclaim Jasper and escape. They had to hide out in a nearby cave until they form a new plan. It's been nearly 4 years since they've woken up and found the letter, and their creator has yet to return. Wanting to meet him, Garnet and Jasper must now travel the world in search of their father...

    Semblance:
    Exceed Charge - Commonly triggered during states of heightened emotion. Most prominently, anger or excitement. When activated, the semblance overclocks Garnet's systems that essentially gives a boost to her speed, strength and durability. It also rejuvenates her as it expounds on the damage done to her. Essentially, it's like Yang's semblance but triggered with emotional input. However, even though the semblance alledged rejuvenates her, Garnet is prone to collapse from exhaustion when the semblance had been active during extensive periods of time.

    Equipment:
    images

    (DQN-ATW-01a) - Conmunicator Core Module
    -A primitive flip phone that acts as a form of communication between the two AuraTech Huntresses. It is mostly used to manage most of her arsenal's power output and abilities, making it the main console. The phone's screen can be tilted in order to be used as a laser gun. By entering certain codes, she can access the types of Dust she had eaten and use it on her arsenal.

    images

    (DQN-ATW-02a Beam Pointer)
    -A pointer that can be attached to her lower leg and ankle which can fire off a red beam of light or a red laser drill. It also has a burst mode where it combines the two, allowing Garnet to kick laser drills at specific targets. She can control when the drill activates and when it shoots as long as she enters a specific code.

    images

    (DQN-ATW-03a Adapter Knuckle)
    -A Knuckle Duster that's only purpose is to be used in conjunction with the Beam Pointer, by simply attaching the Beam Pointer onto the top slide of the device, Garnet can now punch laser beams or laser drills. On its own, the Knuckle can be heated up to a point that it would activate whatever Dust Garnet had recently ate unless she punches a specific code to use a specific kind of Dust.

    340

    732


    (DQN-ATW-05- Case Beam Blaster)
    A plasma rifle that has a yellow beam-sword like bayonet. The rifle fires off energy beams that can be set to either straight ray single fire burst shots, or rapid fire plasma shots. It is normally compressed into a suitcase like box which has to use Garnet's Communicator Core Module in order for it to unlock, effectively charging it. Once more, the rifle can shoot out Dust lasers depending on the code punched into number pad of the blaster.

    Aside from her arsenal, Garnet has her entire body as a weapon. Her hands and nails are tough and sharp enough to be considered as claws.

    Other: She's the red one.

My Plans for Development:
  • Find their father--or at least, an acquaintance of said father.
  • Meet Penny Polendina, or at least, an iteration of her and Dr. Polendina(aka the guy who made her)
  • Have Garnet and Jasper resolve their feud with the Atlas Military
  • On that note, Garnet could develop a connection with Vanta
  • Jasper shall awaken her semblance.
  • Find a s h i p to indulge my ass in(Priority 1)
  • Garnet Vs. Jasper in the RP's climax?
 
Last edited:
View attachment 612025
"We'll find our Father!"
"...Wherever he is."

  • Name: Garnet (Quartzer) Doquinat (DQN-AuraTech Huntress Model-01 "Garnet")

    Gender: Female

    Age: 18(Actual Age: 5)

    Nation of Origin: Atlas

    Occupation: Bounty Hunter and Fugitive on the run, essentially.

    Personality:

    Garnet is known to her co-hunters as a serious person who rarely shows any other emotions during the hunt, yet shows a hint of joy when she finishes a job. She is not the kind of person who would open up easily, and would easily resort to violence if the situation demands for it. This in mind, Garnet has a relatively short fuse.

    Garnet is quite fond of her sister, Jasper,and would do anything to protect her. If Jasper is gone for a long period of time, Garnet will get worried and begin demanding to know her location until Jasper herself shows up or when she answers her flip phone. If neither occurs, then she'll assume the worst and go on a rampage in the place she was last in and to the people who she was last with.

    Backstory:
    Garnet, along with her sister, Jasper, was created by a lonesome scientist hiding out in the edge of Atlas. As the two reached completion, the lab were the two of them were held was attacked, raided by bandits and Grimm at around the same time. Most of the building collapsed except for the two capsules where Garnet and Jasper were held. A few years after the action died, their capsules opened, and both of them were awakened as their faces slammed into the mountain of hard and rough rubble their capsules were stationed on, sliding down it, even.

    Garnet was wary of Jasper at first, but then realized that she's in the same predicament as she is and doesn't recall anything from her past. Thus, Garnet decided to stick with Jasper. Eventually, Garnet and Jasper saw each other as inseparable siblings, as noted by the serial number on their soles, with Garnet being the elder sibling since she is labeled as 01. After deciding who should obey who, the siblings decided to search for their Creator, which, according some footprints and a tattered lab coat that they found near a cave, might be alive. However, as they were about to search for him, a blizzard hit, forcing the two robot girls to take refuge in the same cave.

    The cave was filled with Dust, and Garnet had the common sense to not eat crystals, yet Jasper, a curious one, decided to eat a small chunk. Jasper discovered that the crystals were delectable, urging her sister to try one. Though reluctant at first, Garnet took a bite and discovered that she, too, could eat crystals. Perhaps it was the fact that the two of them weren't human, or perhaps they thought that eating Dust was normal. Either way, the Cave had just enough for the two to outlast the Blizzard.

    While in the Cave, Garnet and Jasper discovered what they can do while facing the Grimm that lay dormant in it. They apparently have super strength and durability, that even an Ursa's claw won't immediately break them, presumably because of their aura. Their fingers are sharp enough to be used as claws and hard enough to break rocks. The primative flip phones that were attached to their waists can not only be used as a means of communication between the two, but also as a laser gun that can be reloaded by attaching them back to their waists or entering a certain code. Over time, the two had to walk deeper and deeper into the cave to get more food in order to have a supply when they eventually leave. Reaching the deepest point, the two discovered a large military crate, a photo, and an a Scroll. The picture was a bust of an old man with a full beard, wearing a lab coat. The message within the scroll contains the voice of a gruff sounding old man, stating that the crate contains some of their arsenal that survived the raid which should keep them safe and enhance their current combat capacity. He then instructs them to head to Atlas and live there until he returns for them. Thus, the two did as their told, and made their way to Atlas.

    There, Garnet and Jasper lived in an old, abandoned flat in the outskirts of the capital, with Garnet opting to stay in and train herself while Jasper goes out and learn about the world of Remnant by visiting a local library. Garnet occasionally goes out for Bounty Missions regarding Grimm outside the capital as per the request of Jasper to earn some Lien in order to make their home more welcoming to others. Garnet didn't see this as anything really important, but she decided to go along with it anyway. Everything was peaceful for the two robot girls...At least, until that fateful day.

    It was an average day like no other, Garnet had just returned from her most recent bounty mission collecting more than a grand total of Lien. She noticed how Jasper hasn't come back yet...She's probably out with the 'friend' she made in the library. No big deal...Except, it is.

    Hours had passed, and it's almost midnight. Jasper had yet to come home. Garnet's getting worried at this point. Just then, sounds of guns clicking can be heard, and a squadron of military soldiers flodded the room, led by a single one in front of them. Garnet was not at all disturbed by this, and treats it as an excuse to train some more; ready to beat all of them up in a moment's notice unless they know where Jasper is...And they do; captured by the Atlas Military itself. Apparently, a Military Scientist recognized Jasper strolling around town with her friend and told his guards to apprehend her, saying that she is a weapon created by Terrorists after a small Grimm attack that she single-handedly took care of.

    This pushed Garnet off the edge, eyes widening as the red bits of her hair and the lines on her body glowed, persisting over her clothes. New plan; she's gonna kill all of them unless they give Jasper back to her. The Leader of the Squadron asked her to surrender peacefully, but Garnet ain't having none of that and demands they release Jasper. A grand fight ensued, ending with Garnet incapacitating most of then except for the leader, whom she killed personally for aggravating her and not meeting her demands. Taking his scroll, Garnet had made it a mission to break Jasper out of the Military base where Jasper was taken.

    It wasn't easy, and Garnet may had suffered some major injuries in the process, but she managed to reclaim Jasper and escape. They had to hide out in a nearby cave until they form a new plan. It's been nearly 4 years since they've woken up and found the letter, and their creator has yet to return. Wanting to meet him, Garnet and Jasper must now travel the world in search of their father...

    Semblance:
    Exceed Charge - Commonly triggered during states of heightened emotion. Most prominently, anger or excitement. When activated, the semblance overclocks Garnet's systems that essentially gives a boost to her speed, strength and durability. It also rejuvenates her as it expounds on the damage done to her. Essentially, it's like Yang's semblance but triggered with emotional input. However, even though the semblance alledged rejuvenates her, Garnet is prone to collapse from exhaustion when the semblance had been active during extensive periods of time.

    Equipment:
    images

    (DQN-ATW-01a) - Conmunicator Core Module
    -A primitive flip phone that acts as a form of communication between the two AuraTech Huntresses. It is mostly used to manage most of her arsenal's power output and abilities, making it the main console. The phone's screen can be tilted in order to be used as a laser gun. By entering certain codes, she can access the types of Dust she had eaten and use it on her arsenal.

    images

    (DQN-ATW-02a Beam Pointer)
    -A pointer that can be attached to her lower leg and ankle which can fire off a red beam of light or a red laser drill. It also has a burst mode where it combines the two, allowing Garnet to kick laser drills at specific targets. She can control when the drill activates and when it shoots as long as she enters a specific code.

    images

    (DQN-ATW-03a Adapter Knuckle)
    -A Knuckle Duster that's only purpose is to be used in conjunction with the Beam Pointer, by simply attaching the Beam Pointer onto the top slide of the device, Garnet can now punch laser beams or laser drills. On its own, the Knuckle can be heated up to a point that it would activate whatever Dust Garnet had recently ate unless she punches a specific code to use a specific kind of Dust.

    Aside from her arsenal, Garnet has her entire body as a weapon. Her hands and nails are tough and sharp enough to be considered as claws.

    Other: She's the red one.
Accepted

View attachment 612112

Name: reznov viridi
Alias: tyrant of mistral
Gender:male
Age: 29
Nation of origin: mistral(technically)
Occupation: warlord of the tyrant Legion/huntsman.

Personality:reznov had been drilled into an unbreakable will of iron, along with a somewhat serious nature. He also seems to have picked up a great deal of passive aggressiveness, which he now often uses.Reznov is often used to be the one barking orders and can be utterly frustrated when he's the one receiving them. Despite this if you somehow managed to gain either his respect or favor then be certain that he'd be on your side.

Backstory: reznov was the youngest of the four sons of the chieftain lord of a mountain stronghold known as solaran.the art of war was something that had always interested reznov even at a young. He would be part numerous war games with his childhood friends, it didn't matter where or when. Reznov would always think of new strategies and tactics, along with extreme amounts combat training.father had decided to send him to the huntsmen Academy of mistral, but before he could go, reznov would be put through rigorous training to prove he was worthy of going.

Reznov successfully completed these trials, and went on to graduate the Academy, however not long after white fang raided solaran. The defendants managed to push back the fang, however this commotion lead to grim joining the party. His father was slayed by the alpha nevermore, after the whole incident the eldest mephiston, became the new chieftain lord. Time passed and solaran was back to normal, though mephiston called reznov for he would be the one to lead the charge of expansion. He named this army the "tyrant Legion".

Semblance: electric manipulation: it's fairly self explanatory, the ability to use and create electricity.

Equipment:manreaper- is a scythe that's enhanced by reznov's semblance, his armor was crafted by his second oldest brother hestan(with the help of Atlas scientists). Who also nicknamed it "terminator armor". The suit itself is made of a mix of Atlasian steel along with a few other lesser known metals. It's held back by its lack of mobility and speed. However this armor is invulnerable to the majority of attacks, and also it comes with a wrist mounted machine gun. Finally the suit comes with a small teleportation device that can only transport the user into short distances. View attachment 612289

Emblem View attachment 612291
I have some questions about this one
 
View attachment 612025
"We'll find our Father!"
"...Wherever he is."

  • Name: Garnet (Quartzer) Doquinat (DQN-AuraTech Huntress Model-01 "Garnet")

    Gender: Female

    Age: 18(Actual Age: 5)

    Nation of Origin: Atlas

    Occupation: Bounty Hunter and Fugitive on the run, essentially.

    Personality:

    Garnet is known to her co-hunters as a serious person who rarely shows any other emotions during the hunt, yet shows a hint of joy when she finishes a job. She is not the kind of person who would open up easily, and would easily resort to violence if the situation demands for it. This in mind, Garnet has a relatively short fuse.

    Garnet is quite fond of her sister, Jasper,and would do anything to protect her. If Jasper is gone for a long period of time, Garnet will get worried and begin demanding to know her location until Jasper herself shows up or when she answers her flip phone. If neither occurs, then she'll assume the worst and go on a rampage in the place she was last in and to the people who she was last with.

    Backstory:
    Garnet, along with her sister, Jasper, was created by a lonesome scientist hiding out in the edge of Atlas. As the two reached completion, the lab were the two of them were held was attacked, raided by bandits and Grimm at around the same time. Most of the building collapsed except for the two capsules where Garnet and Jasper were held. A few years after the action died, their capsules opened, and both of them were awakened as their faces slammed into the mountain of hard and rough rubble their capsules were stationed on, sliding down it, even.

    Garnet was wary of Jasper at first, but then realized that she's in the same predicament as she is and doesn't recall anything from her past. Thus, Garnet decided to stick with Jasper. Eventually, Garnet and Jasper saw each other as inseparable siblings, as noted by the serial number on their soles, with Garnet being the elder sibling since she is labeled as 01. After deciding who should obey who, the siblings decided to search for their Creator, which, according some footprints and a tattered lab coat that they found near a cave, might be alive. However, as they were about to search for him, a blizzard hit, forcing the two robot girls to take refuge in the same cave.

    The cave was filled with Dust, and Garnet had the common sense to not eat crystals, yet Jasper, a curious one, decided to eat a small chunk. Jasper discovered that the crystals were delectable, urging her sister to try one. Though reluctant at first, Garnet took a bite and discovered that she, too, could eat crystals. Perhaps it was the fact that the two of them weren't human, or perhaps they thought that eating Dust was normal. Either way, the Cave had just enough for the two to outlast the Blizzard.

    While in the Cave, Garnet and Jasper discovered what they can do while facing the Grimm that lay dormant in it. They apparently have super strength and durability, that even an Ursa's claw won't immediately break them, presumably because of their aura. Their fingers are sharp enough to be used as claws and hard enough to break rocks. The primative flip phones that were attached to their waists can not only be used as a means of communication between the two, but also as a laser gun that can be reloaded by attaching them back to their waists or entering a certain code. Over time, the two had to walk deeper and deeper into the cave to get more food in order to have a supply when they eventually leave. Reaching the deepest point, the two discovered a large military crate, a photo, and an a Scroll. The picture was a bust of an old man with a full beard, wearing a lab coat. The message within the scroll contains the voice of a gruff sounding old man, stating that the crate contains some of their arsenal that survived the raid which should keep them safe and enhance their current combat capacity. He then instructs them to head to Atlas and live there until he returns for them. Thus, the two did as their told, and made their way to Atlas.

    There, Garnet and Jasper lived in an old, abandoned flat in the outskirts of the capital, with Garnet opting to stay in and train herself while Jasper goes out and learn about the world of Remnant by visiting a local library. Garnet occasionally goes out for Bounty Missions regarding Grimm outside the capital as per the request of Jasper to earn some Lien in order to make their home more welcoming to others. Garnet didn't see this as anything really important, but she decided to go along with it anyway. Everything was peaceful for the two robot girls...At least, until that fateful day.

    It was an average day like no other, Garnet had just returned from her most recent bounty mission collecting more than a grand total of Lien. She noticed how Jasper hasn't come back yet...She's probably out with the 'friend' she made in the library. No big deal...Except, it is.

    Hours had passed, and it's almost midnight. Jasper had yet to come home. Garnet's getting worried at this point. Just then, sounds of guns clicking can be heard, and a squadron of military soldiers flodded the room, led by a single one in front of them. Garnet was not at all disturbed by this, and treats it as an excuse to train some more; ready to beat all of them up in a moment's notice unless they know where Jasper is...And they do; captured by the Atlas Military itself. Apparently, a Military Scientist recognized Jasper strolling around town with her friend and told his guards to apprehend her, saying that she is a weapon created by Terrorists after a small Grimm attack that she single-handedly took care of.

    This pushed Garnet off the edge, eyes widening as the red bits of her hair and the lines on her body glowed, persisting over her clothes. New plan; she's gonna kill all of them unless they give Jasper back to her. The Leader of the Squadron asked her to surrender peacefully, but Garnet ain't having none of that and demands they release Jasper. A grand fight ensued, ending with Garnet incapacitating most of then except for the leader, whom she killed personally for aggravating her and not meeting her demands. Taking his scroll, Garnet had made it a mission to break Jasper out of the Military base where Jasper was taken.

    It wasn't easy, and Garnet may had suffered some major injuries in the process, but she managed to reclaim Jasper and escape. They had to hide out in a nearby cave until they form a new plan. It's been nearly 4 years since they've woken up and found the letter, and their creator has yet to return. Wanting to meet him, Garnet and Jasper must now travel the world in search of their father...

    Semblance:
    Exceed Charge - Commonly triggered during states of heightened emotion. Most prominently, anger or excitement. When activated, the semblance overclocks Garnet's systems that essentially gives a boost to her speed, strength and durability. It also rejuvenates her as it expounds on the damage done to her. Essentially, it's like Yang's semblance but triggered with emotional input. However, even though the semblance alledged rejuvenates her, Garnet is prone to collapse from exhaustion when the semblance had been active during extensive periods of time.

    Equipment:
    images

    (DQN-ATW-01a) - Conmunicator Core Module
    -A primitive flip phone that acts as a form of communication between the two AuraTech Huntresses. It is mostly used to manage most of her arsenal's power output and abilities, making it the main console. The phone's screen can be tilted in order to be used as a laser gun. By entering certain codes, she can access the types of Dust she had eaten and use it on her arsenal.

    images

    (DQN-ATW-02a Beam Pointer)
    -A pointer that can be attached to her lower leg and ankle which can fire off a red beam of light or a red laser drill. It also has a burst mode where it combines the two, allowing Garnet to kick laser drills at specific targets. She can control when the drill activates and when it shoots as long as she enters a specific code.

    images

    (DQN-ATW-03a Adapter Knuckle)
    -A Knuckle Duster that's only purpose is to be used in conjunction with the Beam Pointer, by simply attaching the Beam Pointer onto the top slide of the device, Garnet can now punch laser beams or laser drills. On its own, the Knuckle can be heated up to a point that it would activate whatever Dust Garnet had recently ate unless she punches a specific code to use a specific kind of Dust.

    340

    732


    (DQN-ATW-05- Case Beam Blaster)
    A plasma rifle that has a yellow beam-sword like bayonet. The rifle fires off energy beams that can be set to either straight ray single fire burst shots, or rapid fire plasma shots. It is normally compressed into a suitcase like box which has to use Garnet's Communicator Core Module in order for it to unlock, effectively charging it. Once more, the rifle can shoot out Dust lasers depending on the code punched into number pad of the blaster.

    Aside from her arsenal, Garnet has her entire body as a weapon. Her hands and nails are tough and sharp enough to be considered as claws.

    Other: She's the red one.
Neuro Vampire Neuro Vampire Added another weapon, hadn't posted yet, so this should still be good, right?
 
Neuro Vampire Neuro Vampire tell me what’s the error of my post
View attachment 612112

Name: reznov viridi
Alias: tyrant of mistral
Gender:male
Age: 29
Nation of origin: mistral(technically)
Occupation: warlord of the tyrant Legion/huntsman.

Personality:reznov had been drilled into an unbreakable will of iron, along with a somewhat serious nature. He also seems to have picked up a great deal of passive aggressiveness, which he now often uses.Reznov is often used to be the one barking orders and can be utterly frustrated when he's the one receiving them. Despite this if you somehow managed to gain either his respect or favor then be certain that he'd be on your side.

Backstory: reznov was the youngest of the four sons of the chieftain lord of a mountain stronghold known as solaran.the art of war was something that had always interested reznov even at a young. He would be part numerous war games with his childhood friends, it didn't matter where or when. Reznov would always think of new strategies and tactics, along with extreme amounts combat training.father had decided to send him to the huntsmen Academy of mistral, but before he could go, reznov would be put through rigorous training to prove he was worthy of going.

Reznov successfully completed these trials, and went on to graduate the Academy, however not long after white fang raided solaran. The defendants managed to push back the fang, however this commotion lead to grim joining the party. His father was slayed by the alpha nevermore, after the whole incident the eldest mephiston, became the new chieftain lord. Time passed and solaran was back to normal, though mephiston called reznov for he would be the one to lead the charge of expansion. He named this army the "tyrant Legion".

Semblance: electric manipulation: it's fairly self explanatory, the ability to use and create electricity.

Equipment:manreaper- is a scythe that's enhanced by reznov's semblance, his armor was crafted by his second oldest brother hestan(with the help of Atlas scientists). Who also nicknamed it "terminator armor". The suit itself is made of a mix of Atlasian steel along with a few other lesser known metals. It's held back by its lack of mobility and speed. However this armor is invulnerable to the majority of attacks, and also it comes with a wrist mounted machine gun. Finally the suit comes with a small teleportation device that can only transport the user into short distances. View attachment 612289

Emblem View attachment 612291

There’s little explanation of where the suit comes from and why Atlas military would make something like that for some people in Mistral. Semblance for as much as it can do, it’s not defined enough or too vague. The suit also having teleportation device and being invulnerable to most attacks. Again the teleportation device doesn’t have an explanation where it came from in top of that. In Huntsman terms your character essentially has two semblances and two aura based on the assets of his armor and the person inside being a Huntsman.

If it was something like his aura and semblance powers the armor therefore it’s a drain on his aura to use and teleporting drains even faster, that would make him a hard hitter in a short fight but little more than a human shield in a prolonged fight to balance it out. It would be interesting if he had to dismount his armor fight on foot but had a fighter still in which he can utilize it as a stationary object.

Much like how Tanner at his full might which is in his vehicle in a support by fire and out of combat support type.
 
b8532535984587.570b79ffb4f14.jpg


"Time to shut them down!"

Name: Julie Krimson

Gender:
Female

Age:
20

Nation of Origin:
Mistral

Occupation:
Huntress

Personality:
There are three things that fuels her fiery passion and spirit; the smiles of people, the thrills of danger and adventure, and being the best there is at what she do...and what she do is not nice, sorta. Friendly, cheerful, and optimistic, she is very devoted in her job as a huntress despite the fact she is fresh from her graduation. However, even with the lessons and experiences taught from her Haven days, she still has a long way to go before she could call herself as a "true" huntress.

Backstory:
Julie had a simple life. She was born to a huntress native to her hometown and a soldier who is living in Atlas. Because of this situation, Julie never met her father and is raised soley by her mother. When she was a young child, her mother used to tell her stories about her adventures, which inspired her to become a huntress. A few years later, her hometown was raided by the Grimm. Her mother fought long and hard to defend those who cannot defend themselves, including the young Julie. The battle was nearing to its close and the huntsmen were gaining the upper hand. But then came a Beringel and it landed a severe blow onto Julie's mother, crippling her. The gorilla-like Grimm was ready to land the finishing blow, but Julie would not have that.

This is where her aura and semblance unlocks. With these powers, Julie went in and kills the Beringel with a single blow, but was left severely injured in the process. The battle was over, but Julie's mother was left so crippled that the following day, she was forced to retire from her huntress duties. It greatly saddens Julie to see her mother stuck on a wheelchair and doing absolutely nothing but do house chores. Her mother, however, assures to her that even if she cannot walk, things will be fine as always. By the time she reaches her teens, on her birthday she received a present from her father for the vey first time in her life. What she got was a very special suit made specifically for her semblance. Her mother apparently had contacted him and told him everything that has happened since the raid. Later on, her mother gives her a gift which turns out to be her weapon. She tells her that she is now ready to be on the road to become a huntress.

Since that day, Julie went into training, got enrolled in Haven Academy, and was assigned as the leader of Team JOOS (Juice), although she was among the "dead-last" students but was excelling decently. After graduation, Julie wondered what is next for her. She had made a fair amount of achievements that granted her a decent amount of recognition, but she felt she wanted more. She decides to let fate decide her next course.

Semblance:
Supercharge - This is basically the initial stage of One-for-All. Julie can "supercharge" any part of her body and even the objects she is holding to release a powerful burst of total destruction. The drawback though is that the recoil can severely damage the supercharge part of her body and/or the object.

Equipment:

All-Proof Battle Suit - A reinforced skin-tight suit developed by the Atlas military. This suit is made from a very durable material that can withstand any damages including the use of her semblance. This also lessens the damage caused by the recoil.

Ember Rose - A "High-Degree Heat Scythe" or HDHS. It has two modes; the gun mode can fire short but powerful burst of flames akin to Yang's Ember Celica and the scythe mode has a trigger that can propel the scythe forward and create/gain momentum like Ruby's Crescent Rose. This weapon was used by her mother until her retirement. Because she values her weapon, she prefers to not apply her semblance to it.

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Emblem:
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"Time to shut them down!"

Name: Julie Krimson

Gender: Female

Age: 20

Nation of Origin: Mistral

Occupation: Huntress

Personality: There are three things that fuels her fiery passion and spirit; the smiles of people, the thrills of danger and adventure, and being the best there is at what she do...and what she do is not nice, sorta. Friendly, cheerful, and optimistic, she is very devoted in her job as a huntress despite the fact she is fresh from her graduation. However, even with the lessons and experiences taught from her Haven days, she still has a long way to go before she could call herself as a "true" huntress.

Backstory: Julie had a simple life. She was born to a huntress native to her hometown and a soldier who is living in Atlas. Because of this situation, Julie never met her father and is raised soley by her mother. When she was a young child, her mother used to tell her stories about her adventures, which inspired her to become a huntress. A few years later, her hometown was raided by the Grimm. Her mother fought long and hard to defend those who cannot defend themselves, including the young Julie. The battle was nearing to its close and the huntsmen were gaining the upper hand. But then came a Beringel and it landed a severe blow onto Julie's mother, crippling her. The gorilla-like Grimm was ready to land the finishing blow, but Julie would not have that.

This is where her aura and semblance unlocks. With these powers, Julie went in and kills the Beringel with a single blow, but was left severely injured in the process. The battle was over, but Julie's mother was left so crippled that the following day, she was forced to retire from her huntress duties. It greatly saddens Julie to see her mother stuck on a wheelchair and doing absolutely nothing but do house chores. Her mother, however, assures to her that even if she cannot walk, things will be fine as always. By the time she reaches her teens, on her birthday she received a present from her father for the vey first time in her life. What she got was a very special suit made specifically for her semblance. Her mother apparently had contacted him and told him everything that has happened since the raid. Later on, her mother gives her a gift which turns out to be her weapon. She tells her that she is now ready to be on the road to become a huntress.

Since that day, Julie went into training, got enrolled in Haven Academy, and was assigned as the leader of Team JOOS (Juice), although she was among the "dead-last" students but was excelling decently. After graduation, Julie wondered what is next for her. She had made a fair amount of achievements that granted her a decent amount of recognition, but she felt she wanted more. She decides to let fate decide her next course.

Semblance: Supercharge - This is basically the initial stage of One-for-All. Julie can "supercharge" any part of her body and even the objects she is holding to release a powerful burst of total destruction. The drawback though is that the recoil can severely damage the supercharge part of her body and/or the object.

Equipment:
All-Proof Battle Suit - A reinforced skin-tight suit developed by the Atlas military. This suit is made from a very durable material that can withstand any damages including the use of her semblance. This also lessens the damage caused by the recoil.

Ember Rose - A "High-Degree Heat Scythe" or HDHS. It has two modes; the gun mode can fire short but powerful burst of flames akin to Yang's Ember Celica and the scythe mode has a trigger that can propel the scythe forward and create/gain momentum like Ruby's Crescent Rose. This weapon was used by her mother until her retirement. Because she values her weapon, she prefers to not apply her semblance to it.

_cinders_and_ashes___rwby_oc_weapon_by_denalcc1010_da581vh-fullview.jpg

Emblem:
33675.png
Accepted
 
View attachment 612112

Name: reznov viridi
Alias: tyrant of mistral
Gender:male
Age: 29
Nation of origin: mistral(technically)
Occupation: warlord of the tyrant Legion/huntsman.

Personality:reznov had been drilled into an unbreakable will of iron, along with a somewhat serious nature. He also seems to have picked up a great deal of passive aggressiveness, which he now often uses.Reznov is often used to be the one barking orders and can be utterly frustrated when he's the one receiving them. Despite this if you somehow managed to gain either his respect or favor then be certain that he'd be on your side.

Backstory: reznov was the youngest of the four sons of the chieftain lord of a mountain stronghold known as solaran.the art of war was something that had always interested reznov even at a young. He would be part numerous war games with his childhood friends, it didn't matter where or when. Reznov would always think of new strategies and tactics, along with extreme amounts combat training.father had decided to send him to the huntsmen Academy of mistral, but before he could go, reznov would be put through rigorous training to prove he was worthy of going.

Reznov successfully completed these trials, and went on to graduate the Academy, however not long after white fang raided solaran. The defendants managed to push back the fang, however this commotion lead to grim joining the party. His father was slayed by the alpha nevermore, after the whole incident the eldest mephiston, became the new chieftain lord. Time passed and solaran was back to normal, though mephiston called reznov for he would be the one to lead the charge of expansion. He named this army the "tyrant Legion".

Semblance: electric manipulation: it's fairly self explanatory, however in the only way this can be discharged into an attack is to be fired by the very fingertips. this semblance can also power different machines including his armor.

Equipment:manreaper- is a scythe that's enhanced by reznov's semblance, manreaper can still be used even without the armor.different heavy weapons can be equiped such as a heavy flamethrower. However this must be done beforehand. This of course comes with the expense of manreaper, which means he only uses them when it's an especially bad mission. his armor was crafted by his second oldest brother hestan(with the help of Atlas scientists who may have been kidnapped after visit to the country. They blamed the kidnapping on white fang to cover thier tracks. Of course they threatened to brutally torture the scientists if they didn't corporate.) Who also nicknamed it "terminator armor". The suit itself is made of a mix of Atlasian steel along with a few other lesser known metals. It's held back by its lack of mobility and speed. However this armor is invulnerable to the majority of attacks.the entire damn thing is powered by his aura, which means the more he's in the armor the less he can use his semblance or aura. View attachment 612289View attachment 613173

Emblem View attachment 612291
Accepted
 

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