CHARACTER
Name: Azrael Tenshi
Age: 17, Frost 28, 62 AC
Species and Gender: Raven Faunus Male
Symbol:
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Occupation: First Year Beacon Student
Appearance: Azrael is 5'4" and has a very thin build. He has a broad jaw, thick eyebrows, and brown eyes that look black unless in direct sunlight. His hair is black, curly and messy and ends at the nape of his neck. He has tan skin as if he spent his life in the sun. He is athletic and has a scar running down diagonally down the length of his torso. He also has black wings with a wing span of 16 feet protruding from his back. Normally the most he can do with them it's glide for short amounts of time or slow down mid-fall. He wears a red, nondescript t-shirt, black jeans and a black leather jacket, which were tailored to account for his wings. He also wears black combat boots and always has a pair of sunglasses on.
History: Azrael was born in a small village of Faunus and the most southern part of Vale known for its forests and hunters that survived without modern technology and specialized in stealth and tracking. Around the age of ten, a large storm had torn his village torn apart. The villagers not injured began to use the fallen trees to rebuild, but before construction could finish, a large pack of Beowolves attacked. Two killed his father and mother in front of him before attacking him. Grabbing his father's bow, he managed to kill them both, but was clawed across the chest, almost killing him. His younger sister managed to drag him into the woods and keep him alive. After three days, they entered the village only to find it in ruins and the ground soaked in blood. The two of them managed to find their way to central Vale by walking and hitchhiking from any Faunus willing to help. After a week, they managed to enter the city, though the trek sapped most of Azrael's strength. Without a doctor, it took him almost a month to recover, leaving a large and jagged scar. To try and take care of his sister, Azrael began working at the shipping district. Once he made enough, he rented his sister a place to live and practiced enough to be skilled to enter the academy, he filled it an application and was eventually allowed to enter the school. Upon reaching Beacon Academy, Azrael was determined to protect what little family he has left.
Personality: Azrael is a stoic and silent loner. He keeps to himself for the most part. He is serious about becoming the best Hunter in all of Vale. He has a morbid sense of humor, but rarely jokes unless he gets attached to someone. Due to his encounter as a child, he has an intense hatred of Grimm and can get too focused on killing them to take in his surroundings. During his free time Azrael is either visiting his sister or practicing martial arts at a dojo in the city. Due to his scars, he his hesitant to get close to anyone in fear they will pity him, or even worse, be disgusted. Because his wings make him and his sister very obvious, he has been ridiculed my humans and has a severe mistrust in them. Azrael is most confident in is own skills and will rarely depend on others, even to his own detriment. It takes a long time for him to trust someone enough to let them assist him.
Aura and Semblance: Azrael has basic level telekinesis, allowing him to control certain things with his mind. His semblance only has a maximum reach of a ten foot radius around him. With his semblance, he can move and lift anything under 8 pounds, deflect small projectiles using a telekinetic shield (cannot deflect high caliber/modded bullets), allow him to absorb heavier blows, add more force to his attacks, or guide his arrows (not homing), increasing his accuracy. His semblance only allows him to attempt one of these effects at one time, and requires him to wholly concentrate on using the effect. Using the semblance for more than two minutes a day causes extreme cluster headaches, blackouts, or even death. The longer he uses it, the worse the side effects get. After using his semblance, his concentration drops greatly, making him less useful in battle. Azrael can overcome his mental limits under enough stress, such as lifting something many times his limit, but in doing so risks permanent damage to his mind and brain.
Combat Behavior: Azrael is an expert marksman due to always hunting in his village. He is at his best at long range and is a proficient dust user. He is a great strategist and is able to stay calm through most situations. Azrael is a quick learner and is extremely hands on when he is interested in something. He is always quick to respond to a that to him or people he cares about and will do anything for his sister. Azrael is not good at close range combat. He has difficulties not following orders or being spontaneous. Azrael has problems working together with anyone. He does not trust humans due to the treatment of faunus. He focuses on his education, forgetting to spend time relaxing. The only time he isn't serious is around his younger sister. Due to his wingspan, Azrael has problems walking through small doors and tight places. His wings also are a weak spot in combat due to how much space they take up while gliding. It leaves his as a large target to his enemies. In order to maximize their usefulness, the edge of his wings along the bone are covered with a razor sharp, lightweight metal, allowing him to slice enemies with his wings. He received the idea when a combat professor mentioned potential ways to deal with having wings.
WEAPON
Name: Menus Celer Dei
Primary Form: A recurve bow made from ironwood, a special tree unique to his village which is almost as hard as iron but as flexible as wood. It is also has a special bowstring that is able to withstand twice the force of a normal bowstring. The bow can fire dust arrows, hand crafted by Azrael. Due to the difficulty is crafting them, the quiver only carries 20 dust arrows at one time.
Secondary Form: The bow can turn into a curved bo staff, allowing for close range combat by un-stringing it.
Dust Functions: Fire arrows explode on impact. Lightning arrows fly erratically and move very fast, but cause a loud thunderclap when they land. Frost arrows freeze in a ten foot radius. Dust propulsion arrows can allow the arrow to travel twice the distance, or to hit with more penetrative power. The string of the bow can also be coated with propulsion dust to increase range, but only lasts a few hours and needs to be applied extremely carefully.
History: The bow has been handed down through his family line throughout the ages. He is finally old enough to wield it, and in time will pass it down to his own child