Author Topic: Tina Allan  (Read 12736 times)

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Tina Allan
« on: January 29, 2017, 10:35:23 AM »

CHARACTER

Name: Tina Allan

Age: 17, 2nd of Amare

Species and Gender: Human Female

Occupation: First Year Beacon Academy Student

Appearance: Standing at 5'1", Tina Allan sports long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, platinum-coloured irises, a small nose and mouth, slightly tanned skin and a slim, fit body. She tries hard to play off the "average teenage girl" look but never quite gets there. Probably because she's too short.

Apart from the school uniform, which Tina doesn't wear all that often, her fashion sense is a cross between girly and tomboyish clothing which she likes to wear. Her favourite outfit includes, but is not limited to, a silver sleeveless T-shirt, embroidered with her symbol on her left shoulder, with a modified, lower neckline and a tank top which she wears over said T-shirt. Alternatively, if she's feeling lazy, a simple, cute, silver blouse fits the bill. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before resorting to wearing them. Paired with her attire on missions are two criss-crossing leather belts, to which she has 2 holsters attached.

Lastly, for her gun-toting needs, she has a small bag that clips onto any belt, which she uses to store her ammunition. These normally come prepacked in the form of 12-round speedloaders, with one distinct type exception, which is stored isolated from both the other rounds and separate from their same type as well. That separate compartment is specially insulated to keep a constant temperature within that area to prevent any premature activation of the rounds within.

History: Tina’s early childhood was heavily influenced by her father, a Huntsman who spent much of his downtime tapping away at whatever latest console the market had on hand. Their family was well-off in the first place, her father’s weekly bounties supplemented by her mother’s passive income as a landowner, which let Tina’s father splurge on everything from retro arcade cabinets to the newest VR setups Atlas had on offer. Naturally, with the curiosity of a child – which she still was – Tina climbed over everything and, with her father’s guiding hand, dove headfirst into the world of video games.

It wasn’t surprising that Tina was pretty bad at most of it. She was only around 8, after all. But when she got to try a first-person shooter, something clicked. She became engrossed with the genre, pouring any free time she had into playing the many different FPS games on the net. This naturally came at the cost of all existing social life and much of her normally good grades, as any previous time spent with classmates studying or just playing outside turned into “practice session #267”.

Despite the cost, Tina was excelling at what she enjoyed. A natural at the controls, excellent hand-eye coordination and reflexes borne from hours on hours of training and practice led to her climbing the online competitive ladder with a speed rarely seen from someone her age. Teams started tracking the young prodigy with interest, especially when she started joining local tournaments and gave the competition a thorough thrashing. Tina even got some sponsorship offers from small companies looking to ride her wave of success, but since she was still a minor her parents had all the control, and they turned all the offers away.

Eventually, her parents put their foot down. Of course, they were happy that Tina found something she enjoyed and was good at, but neither believed that there was a sustainable future to be had in this direction. They reminded her that even if her father enjoyed playing his games, he still had his career as a Huntsman, and that came first. The same would go for her, who they believed should begin distancing herself from what she loved and instead start considering what the future had in store.

To encourage her to put her best foot forward, her father commissioned two custom-made revolvers from the best gunsmith he knew, built from the ground up and inspired by the weapons Tina used to dominate in her online battles. Now, instead of only being the gun-toting sharpshooter people feared and ran from online, she could be that person in real life, too – if she was willing to put the same dedication and time to her Huntress studies as she did with her games. Awed by the visual appeal and feel of the guns in her hands, Tina resolved to give it her best shot.

Training for gun safety and protocols in preparation for a Hunter school was one thing but learning to reintegrate with society was another thing entirely. All that time spent online – and dealing with her fair share of toxicity that came with every competitive game out there – ended up turning Tina into a quiet, shy girl who only felt comfortable when talking about her previous hobby. Still, her parents believed that enough time and social interaction, forced or otherwise, would solve this problem, and so sent her to Beacon for her first step towards her future.

Personality: It's not a common sight for a girl to be one of the high-ranking FPS gamers in her region, and doubly so for her to also take on the role of a Huntress. Tina finds joy in one, new experiences in the other, and both represent what she aspires to in the future; gaming and being a Huntress. Her biggest influencing factor has also turned out to be her biggest weakness; all that online time logged has left much to be desired on the more social side of life.

Depending on where you make acquaintances with Tina, your initial impressions will vary as differently as night and day. While communicating online, Tina comes off as highly confident and knowledgeable, but also friendly to members of the communities she is part of. If for some reason you meet her online, she tends to frequently use online chat slang - short form words, just like most others who frequent the web. There, she is easily approachable and is prone to striking up fast-paced conversations.

Her online persona is a complete opposite of who she is in real life. Someone who would much prefer just staring at her Scroll or any monitor at hand, Tina tends to avoid conversation unless it falls into one of her few hobbies or if it’s necessary. When she does speak up, it’s usually one-word responses or short sentences that may give the impression of dullness or being uninterested, but any hint of the subject being changed to something she’s enthused about, and her personality does an about-turn – suddenly she’ll be full of life and happy to converse about something she’s knowledgeable about.

Aura and Semblance: Aura Color - Platinum/#e5e4e2

Semblance: Seismic Sense - Allows Tina to send a shockwave of Aura through her legs and into the ground, where it resonates against any grounded object and brings the exact location back to Tina, like ground-based sonar. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and detects any object currently on the floor. She can further focus her mind and extend this range to 30 meters. However, this requires her to focus, closing her eyes for a better mental image.

Tina can usually tell what the object is based on how large the print is on the floor. For example, she can differentiate between a Beowolf, Ursa, and King Taijitu, because a Beowolf stands on 2 legs, Ursa walks on 4, and King Taijitu slide. Seismic Sense cannot detect anything that has no contact points with the ground, or if neither of her legs are touching the floor. Tina can use Seismic Sense once every 15 seconds without any trouble and has developed the habit of pulsing it all the time while she walks with her head down, staring at her Scroll. However, if there are a lot of objects, or several large objects in the radius of her Semblance when she uses it, she experiences varying levels of headaches depending on how many objects she detects, the most severe ending in her literally screaming from the feedback.

Combat Behavior: With her love of video games, it's no surprise Tina takes fighting as a sort of game as well, only...with the knowledge that there is no "respawn" button available. With that in mind, she keeps her distance from her enemies, preferably pinning them to certain locations with her slow firing but precise revolvers. Specialising in mid-to-long range combat as a gunslinger "class", she is mobile and is capable of shooting accurately while on the move.

Operating equally well both in and out of a team, Tina is most deadly when others play by her rules and give her space to work with, allowing her to rain lead and Dust on her opponents. Pressuring her, not allowing her time to focus on her target, or waiting for her to reload before moving in are effective ways to counter and shut down her suppressive fire, and once within melee range her options are incredibly limited.

Tina has an excellent sense of map awareness honed from her hours of gaming and can usually notice when enemies aren't where they should be, or suspiciously off the radar for extended periods of time. This makes her somewhat hard to sneak up upon, though on the off chance that they do, there isn't much she can do about it, apart from retreating to the cover of her allies. Alongside this, she knows full well the importance of communication on a battlefield and relays any information she gains to her allies frequently. With the aid of her Semblance, she basically has a "minimap" of where everyone is at certain intervals--just like a sweeping radar.

Even though her twin revolvers have sword transformations, Tina is physically weak and has received minimal training in the art of swordfighting, meaning her usual tactic against close-quarters fighters is to make a break for it. Catching her off-guard is easier said than done thanks to her Semblance but doing so leaves her extremely vulnerable.

WEAPONS

Names: Sunrise / Nightfall

Revolver Mode: Sunrise and Nightfall are Tina's pair of custom-built revolvers, the former white-gold and the latter dark purple. With identical designs in revolver mode, each have a pair of regal, gilded eagle wings mounted directly above and below the barrels on sliding rails. The pair each carry a total of 12 rounds in their snap-open revolving chamber and her symbol is printed on the barrel of both revolvers.

Image: ShowHide





In addition to standard ammo that can be purchased in any weapon store, Tina packs several types of Dust/altered ammunition ranging from your typical Fire Dust rounds to some...higher-impact stuff that is comparable to a grenade. This doesn't come cheap, however, nor is it too safe to carry around - so she normally doesn't carry more than 4 of said rounds with her on missions, unless the situation calls for widespread termination. Due to the volatile nature, factory instructions recommend against loading more than one of said round into the chamber at any time.

Gladius Mode (Sunrise): Sunrise’s handle and pommel straighten up in line with the chamber, while the golden wings slide down the rails to form the guard of a sword. Edges of steel then protrude from within the rails, forming a short gladius. Due to the nature of the transformation, the sword has no tip.

Rapier Mode (Nightfall): Similar to Sunrise, Nightfall’s handle and pommel are adjusted to be in line with the chamber, and the wings slide into the same position. The purple wings then split into two again, forming the knuckle guard of a rapier around the chamber. A telescopic rod of steel that protrudes from the barrel ends in a sharp tip and forms the point of the rapier.

Dust Functions: In their ranged form, both revolvers take Dust cartridges of varied types. Their melee forms omit this function.
Types of rounds: ShowHide

Fire Dust: Bullets ignite upon leaving the barrel. Upon impact, leaves a small area the size of a fist in flame.

Ice Dust: Bullets create small ice shards on contact, that either further shatter into fragments, acting as miniature frag bullets, or freeze a small area upon contact. Area is the size of a human palm. Leaves a thin trail of very opaque mist which doubles as tracer rounds.

Electric Dust: Bullets are electrically charged upon leaving the barrel. Apart from shocking the point of impact, inflicts small amounts of paralysis in that area which stack up gradually. Alternatively, capable of frying electronic systems (assuming the bullet itself didn't break anything).

Kinetic Dust: Bullets are affected less by wind resistance and gravitational pull, making them travel faster, have higher piercing power, and a longer dropoff range. A small wind cone is visible when travelling toward any target.

Gravity Dust: Bullets create a small gravity well upon impact, pulling objects toward the point of impact slightly. Used to pull light enemies and objects off balance.

High-Ex. Rounds: The BIG one. The rounds are what basically amounts to dynamite being compressed into the shape of a bullet, then covered with a thin layer of metal. The hammer triggers the "fuse", and impact with any surface creates a large and loud explosion, carrying with it chaos and confusion. Alternatively, the round explodes around 3 seconds after leaving the barrel. Due to what's within, the range of the High-Ex rounds is lesser than her other variants.

History: These twin revolvers, identical in appearance but for their color scheme, are replicas of Tina’s preferred weapons in her favorite online shooter. Tina’s father had them commissioned, following the game’s design down to the letter knowing how much Tina would appreciate them. The transformation is a later, additional touch from the gunsmith after hearing who they would be going to, knowing most Beacon students would be toting some form of transforming weapon.
« Last Edit: August 05, 2022, 03:36:57 AM by MonsterManic »
Beacon: ShowHide

Setsuna Antiqua - First Year Leader, Team ASTC - Chivalrous Shield

Tina Allan - First Year Member, Team ATLA - Twin Sharpshooter

Tieren Augus - First Year Student - Emotional Berserker

Kei Tsz Fung - Fourth Year Member, Team SARK - Silent Duelist

Lunae Terenas - Second Year Student - Unlimited Explosion Works

Graham Dylandy - First Year Member, Team LLGD - Technological Samurai

Jocelyn Antiqua - First Year Member, Team CASA - Combat Medic

Yu Nanhai - First Year Student - Lone Survivor

Haven: ShowHide

Rachel Jonquil - First Year Student - Spirit Summoner

Others: ShowHide

Prof. Ferus Talandar - Grimm Specialist Teacher at Beacon - One Man Army

Emile Antiqua - Former Professional Huntsman - Gentle Giant

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Re: Tina Allan
« Reply #1 on: February 08, 2017, 06:46:49 PM »
Sorry for the very late reply, things have been getting quite hectic irl.

So, only issues I currently see are the lack of preliminary training in history. Sure you could say she played a shittone of video games, shooters and the like but that doesn't mean it automatically translates to real life skill. That's kinda dumb. The fact that she has good minor finger reflexes or the swipe of a wrist doesn't mean she'd be able to see enemies coming from multiple directions and act accordingly just because she can do so in a game. Rectify this by adding something like proper training(and please don't go with the "an old huntsman saw her do this and trained her cuz he wanted to") way too many benevolent anonymous teachers around here.

Weapon, image doesn't really help picture the blade coming out. Unless I missed something but description might suffice.

Sidenote: Cutting a rapier takes away the purpose of a decent ranged stabbing weapon that can easily be used to dispatch enemies when compared to a shorter thrusting weapon.

Again, not too much an issue.
Students
Wisteria Lockheart - 1st Year student at Beacon. "Don't make me throw a book at you"
Shiroe Pendragon - 1st Year Student at beacon - "This is my monochrome reality" - Team MARS
Lavender du Lac - 1st Year Student at Haven -  "The harder I try the further things drift away."
Ayaka Miyamoto - 1st Year student at Beacon. "Tsubame Gaeshi!" - Team ALIA
Vermilion Desdemona - 3rd Year Student at Beacon - "Only time you'd be above me is when your head rests on my pike"
Talen de L'eglantine - 3rd Year Student at Beacon
Kei Almas - 4th Year Student at Beacon - "Everything is ripe for the taking!"
Aurum LeBlanc - 3rd Year Student at Atlas - "Lay back, take it easy, and watch the comedy unfold"

Professors
Professor William Nox - "To contain the world in a grain of dust

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Re: Tina Allan
« Reply #2 on: February 08, 2017, 07:31:32 PM »
As follow up to Xarias's message, the video game stuff could definitely still tie into things like reflexes and hand-eye coordination, but the thing that is lacking the most is muscle memory, which is something that is only gained by performing the particular action. There is a definite correlation between the skill gained from video games and actual training, and it could definitely lead into actual training, but the training part just can't be skipped over.

Otherwise, things look good pending changes based on Xarias's comments.
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Kaali Charen - First Year at Beacon Academy
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Re: Tina Allan
« Reply #3 on: February 09, 2017, 01:53:40 AM »
Added small firearms training.

(With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.)

For the weapon, I cannot think of a better way to describe Nightfall, than a shortened Myrtenaster without the dust functions. Maybe I could sketch something out? Also, I designed Tina with a melee weakness in mind, thus the illogical shortened rapier.
Beacon: ShowHide

Setsuna Antiqua - First Year Leader, Team ASTC - Chivalrous Shield

Tina Allan - First Year Member, Team ATLA - Twin Sharpshooter

Tieren Augus - First Year Student - Emotional Berserker

Kei Tsz Fung - Fourth Year Member, Team SARK - Silent Duelist

Lunae Terenas - Second Year Student - Unlimited Explosion Works

Graham Dylandy - First Year Member, Team LLGD - Technological Samurai

Jocelyn Antiqua - First Year Member, Team CASA - Combat Medic

Yu Nanhai - First Year Student - Lone Survivor

Haven: ShowHide

Rachel Jonquil - First Year Student - Spirit Summoner

Others: ShowHide

Prof. Ferus Talandar - Grimm Specialist Teacher at Beacon - One Man Army

Emile Antiqua - Former Professional Huntsman - Gentle Giant

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Re: Tina Allan
« Reply #4 on: February 09, 2017, 02:32:47 AM »
For the weapon, I cannot think of a better way to describe Nightfall, than a shortened Myrtenaster without the dust functions. Maybe I could sketch something out? Also, I designed Tina with a melee weakness in mind, thus the illogical shortened rapier.

I believe what he is saying, is that a rapier is a piercing weapon. It has very limited use in non-piercing situations. And having a rapier that is shorter than rapier standards is strange because it means you have to get every closer to your target to strike them. It's not wrong per say, but it is... strange. We'll leave that up to you if you want to change it or not. Should work fine, just remember that it's a limitation on the character.

Otherwise, I approve. +1
Kirkka Scarlet - Beacon Academy Groundskeeper - Dust and SCF Expert - SCF Tuner
Alban Inverno - Headmaster of Beacon Academy
Kaali Charen - First Year at Beacon Academy
Mia Brightspear & Waffle - Beacon Dust Shop Owner, Huntress, Bear Owner, Dust Expert. Also Waffle is a bear.
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Re: Tina Allan
« Reply #5 on: February 09, 2017, 02:46:44 AM »
Approved
Students
Wisteria Lockheart - 1st Year student at Beacon. "Don't make me throw a book at you"
Shiroe Pendragon - 1st Year Student at beacon - "This is my monochrome reality" - Team MARS
Lavender du Lac - 1st Year Student at Haven -  "The harder I try the further things drift away."
Ayaka Miyamoto - 1st Year student at Beacon. "Tsubame Gaeshi!" - Team ALIA
Vermilion Desdemona - 3rd Year Student at Beacon - "Only time you'd be above me is when your head rests on my pike"
Talen de L'eglantine - 3rd Year Student at Beacon
Kei Almas - 4th Year Student at Beacon - "Everything is ripe for the taking!"
Aurum LeBlanc - 3rd Year Student at Atlas - "Lay back, take it easy, and watch the comedy unfold"

Professors
Professor William Nox - "To contain the world in a grain of dust

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Re: Tina Allan
« Reply #6 on: June 02, 2017, 05:57:46 PM »
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CHARACTER

Name: Tina Allan

Age: 17

Species and Gender: Human Female

Symbol:  A platinum-colored bold crosshair

Occupation: First Year Beacon student

Appearance: Tina is around 5 ft 1 inch in height with a slim, but not entirely slender body. She has long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, and she has platinum eyes, inherited from her mother. She has pale, slightly tanned skin and tends to wear a delonix-colored bracelet around her right wrist. Apart from the school uniform, which Tina doesn't wear all that often, she has a cross between girly and tomboyish, mostly tomboyish, clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. She wears two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt. She sometimes wears single-rimmed glasses.

History: Tina grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman (her father) and the other being a well-off clothes storeowner(her mother). Growing up, Tina had little trouble befall her and lived a normal girl's life, with one exception: She showed little interest in what normal girls did (which was group up and gossip) and instead spent her time reading and playing FPS games. This was because of her father's influence, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina never learned how to properly socialise, and instead preferred to chat with people online. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.
One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting.
"My beloved Tina:
I know you must be worried about me. But do not fear, I just need to deal with several things. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.
Love, Dad"
Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, Tina brought the blueprints round to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal with above average exam results with the intention of joining Beacon, becoming a Huntress, and finding her long-lost father, Tina is ready to forge her own path, by gunfire if necessary.

Personality: Tina is a shy yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events. However, she is more than willing to talk to people about topics she likes, and she is open and likeable to people she is friends with. She likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.

Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes. This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any moving object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She also cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress.

Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not particularly strong, and easily overwhelmed if disarmed, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina mostly stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.

WEAPON

Names: Sunrise and Nightfall

Primary Form: Sunrise and Nightfall are two revolvers that Tina created by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with Dust rounds, equivalent to .357 Magnum rounds. Both revolvers have an effective range of around 40 meters, and two shots are capable of crippling a Beowolf Grimm.
(Design concept: http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg)

Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle shifts backward on a sliding mechanism and rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps, and protrude to around 4 cm, creating a gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any poke damage. The firing mechanism does not work, either. It does do "swish swish stab" well, though.

Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick.  As with Sunrise, Nightfall starts it's transformation by swivelling it's handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 2/3rds the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a longer time in which she could wield the weapon.

Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust infused rounds to further their capabilities:
Fire Dust:Both revolvers fire flaming bullets, which do extra damage.
Ice Dust:Both revolvers fire icy bullets, which create small ice shards on contact, that further shatter into fragments, acting as miniature frag bullets.
Electric Dust:Both revolvers fire electric-charged bullets, which do tiny amounts of paralysis which stack up gradually. One shot is like hitting your funny bone lightly.
Gravity/Kinetic Dust:Both revolvers fire bullets that are affected less by wind resistance and gravitational pull, making them faster, and have slightly higher pierce.

History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.
(If anyone gets the reference, credit to them)
Lucina Archaletta - The Haughty Hipster - 1st Year Beacon Student on Team ALIA

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Re: Tina Allan
« Reply #7 on: June 02, 2017, 07:27:56 PM »
Edits made:

-General improvement on appearance, story, Semblance, personality. No longer a massive brick of test. Improved detail.

-Modified description of Dust rounds. Added Gravity Dust rounds.
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Re: Tina Allan
« Reply #8 on: June 03, 2017, 01:35:54 PM »
Re-approved.
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Re: Tina Allan
« Reply #9 on: October 25, 2017, 03:48:29 AM »
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CHARACTER

Name: Tina Allan

Age: 17

Species and Gender: Human Female

Symbol:  A platinum-colored bold crosshair

Occupation: First Year Beacon student

Appearance: Tina is around 5 ft 1 inch in height with a slim, fit body. With long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, platinum-coloured eyes, a small nose and mouth, she resembles her mother, the only major difference being their height. She has pale, relatively tanned skin, with her arms and legs more tanned than her body due to long-term exposure at the shooting range.

Apart from the school uniform, which Tina doesn't wear all that often, her fashion sense is a cross between girly and tomboyish clothing which she likes to wear. Her favourite outfit is a silver sleeveless T-shirt, embroidered with her symbol on her left shoulder, with a modified, lower neckline and a tank top which she wears over said T-shirt, left unbuttoned, or a simple, cute light blue blouse. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before wearing heels. Paired with her attire on missions are two criss-crossing leather belts, to which she has 2 holsters attached. There are also several ammo loops on the belt.

History: Tina Allan grew up in the cities of Vale, surrounded by peaceful citizens and raised by a loving pair of parents, one being a solo Huntsman graduate from Beacon (her father) and the other being a well-off clothes storeowner (her mother). For most of her teenage years, Tina had as close to a stock, normal, cliche citizen life as could be had in Vale, with one exception: Showing little interest in what normal girls did (which was group up and gossip) and instead spending her time by herself reading and playing FPS games. This was because of her father's influence, where in his free time he simply played FPS games, much to her mother's dismay. Still, she went with Tina's wishes as much as she could, only insisting that she keep up her studies. Due to her obsession with video games and reading, Tina rarely went out like most girls and socialised, instead preferring to chat with people online, easily picking up the lingo of the online world. She also developed a natural instinct for the trigger, and from her video games, improved her reflexes. With this addiction to video games also came a desire to actually be good at shooting things, and after much begging from Tina, her father relented and brought her to a shooting range, where she started learning the proper way to handle firearms, and after some time, became proficient with small sidearms like pistols and revolvers. However, her frail frame never grasped the way to use anything heavier, not even a SMG.

One day, her father received a mission to protect a small village just outside the main cities, and so after bidding Tina and her mother goodbye, he set off. To this day, Tina has never seen him again. At first, Tina was distraught after her father didn't return in the time she expected, fully expecting her father to be dead, killed by Grimm. However, during a period in which Tina was mourning her "lost" father, she received a unnamed package in the mail. Inside were blueprints for something Tina didn't recognise, plus a short note from someone that Tina instantly recognised as her father's handwriting.

"My beloved Tina and Christine:
I know you must be worried about me. But do not fear. There are simply several situations which require my attention for a while. One day, I will see you again. In the meanwhile, here's something to keep you occupied. I know you'll like it.
Love, Dad
"

Tina brought the package to her mother, who nearly fainted at the news that her husband was still alive. After a bit of rejoicing, including several rounds of heartfelt tears and comforting each other, they brought the blueprints to the local blacksmith, who got her the parts she needed to create what Tina named Sunrise and Nightfall, her dual revolvers, and enrolled at Signal Academy. Now, after passing Signal, claiming above average exam results (and a noted trigger-hungry finger) with the intention of joining Beacon, becoming a Huntress, and finding her father for some long-overdue answers, Tina is ready to forge her own path to the future, by gunfire if necessary.

Personality: Tina is a shy, timid, yet cheerful girl, with her father instilling several of his hobbies into Tina before he left. Despite her lack of interest in very girly clothing, she wears minimal makeup and makes an effort to touch it up whenever possible. She is an avid reader of science-fiction, and equally loves video games, resulting in her interest in sci-fi. However, this also caused socialising to be a problem for Tina, and thus she is shy around strangers, and prefers to be left alone at social events.

Tina is more than willing to talk to people about topics she likes, and she is happy to talk to people she is friends with. With them, she likes to make references to video games and books, often confusing people that don't know what she is talking about. Due to her constant playing of FPS shooters, she has a natural tendency for the trigger, and as a result has improved reflexes from playing so much. As well as that, she has trained in a shooting range since she was young, and as such has actual experience to back this up.

In contrast, when generally forced to talk to people she does not know well, or only just met, she is shy, tends to stammer, and can, quite amusingly (to others) lose the capability to speak fluently due to pure nervousness, complete with blushing, lowered eyes, and higher-pitched voice. This is more evident when talking to boys, for obvious reasons. Also, even after reassurances from others, she still does not completely relax.

Aura and Semblance: Tina's aura is platinum colored, and she has an average amount of aura. She is especially talented in using her aura to detect nearby Aura users, but is less good at using her aura for other purposes.

This may be because of her Semblance, which is Seismic Sense. When using her Semblance, Tina sends a shockwave of Aura through her right leg, through her foot and into the ground, where it travels through the ground, resonating against any grounded object and bringing the exact location back to Tina. This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and CAN detect Grimm, since it is detecting moving objects and not Aura. She can also tell what the object is based on how large the print is on the floor. For example, she can differentiate between a Beowolf, Ursa, and King Taijitu, because a Beowolf stands on 2 legs, Ursa walk on 4, and King Taijitu slide, which is what Tina sees.

However, Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to close her eyes and stand still. She cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without significant stress. However, if there are a lot of objects, or several large objects in the radius of her Semblance when she uses it, she experiences headaches depending on how many objects she detects.

Combat Behavior: Tina takes the role of a gunslinger, preferring to engage foes at medium range, and able to provide covering fire for any allies when fighting Grimm. Tina is much less skilled in close-range combat than she is in long-range, and thus prefers to retreat rather than fight if being engaged by a swordsman. Due to her semblance, she prefers to stay on the ground, where she is able to sense foes around her, and force them out into the open, where she can shoot them down. She is not strong in the arms, and easily overwhelmed if disarmed or surrounded at close range, but she is more than capable of holding a defensive position on her own, even if outnumbered, due to her accurate aim. If forced into close-range combat, Tina normally stores away Sunrise, her sword, and fights with Nightfall, her rapier. Despite having weapons that transform to dual swords, she has spent almost all of her time training her aim, and has little experience at sword-fighting. She only knows the basics of dual-sword combat, and thus does not use both swords often.

WEAPON

Names: Sunrise and Nightfall

Primary Form: Sunrise and Nightfall are two revolvers that Tina built by herself, with help from her father's blueprints, and the local smith. In their revolver form, Sunrise and Nightfall are almost exactly the same, apart from the color scheme and a few dimensions: Sunrise is whitish-gold and Nightfall is purple-black. The body is comprised of a 6-shot revolving chamber, with a angled handle and trigger underneath. The handle further extends into a oval pommel, which goes under and ends at Tina's wrist. A hammer mechanism is on top of the chamber, and a gilded, thin barrel extends outwards, around 15 cm long. On the top and bottom of the barrel are a pair of metal eagles, wings extended backward and head forward. Both Sunrise and Nightfall hold up to 12 shots before requiring a reload, and they are loaded with rounds which can contain small amounts of powdered Dust. Both revolvers have an effective range of around 40 meters.
[spoiler=concept]
http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg


Secondary Form: Sunrise and Nightfall may have the same revolver design, but vastly different modes. In Sunrise's sword form, the handle rotates to the back of the revolving chamber, while the pommel also straightens up and forms a classic sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel emerge from hidden gaps where the wings retracted from, and protrude to around 4 cm, creating a short gladius sword. However, there is no tip to the gladius, which makes it ineffective at doing any stabbing. The firing mechanism does not work, either. Nothing hard to understand about "swish swish stab", though.

Secondary Weapon/Form: Nightfall's revolver form is the exact same as Sunrise's, but it's sword form is again, different. Nightfall's barrel is longer than Sunrise's, but not as thick.  As with Sunrise, Nightfall starts it's transformation by moving the handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, forming 4 half-eagles around the chamber, like the prongs on Myrtenaster. The eagle wings do not lift up. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 3/4ths the length of Myrtenaster. Tina knew that she wasn't strong enough to wield a proper rapier for an extended period of time, so she opted to shorten the blade in exchange for a weapon that was easier to wield in combat.

Dust Functions: In their sword form, Sunrise and Nightfall don't use dust. However, in revolver form, Sunrise and Nightfall can use Dust-infused rounds to further their capabilities:
Fire Dust: Bullets ignite upon leaving the barrel. Leaves small area upon that can reignite, given fuel and done quickily.
Ice Dust: Bullets create small ice shards on contact, that either further shatter into fragments, acting as miniature frag bullets, or freeze a small area upon contact. Area is the size of a human palm.
Electric Dust: Bullets are electrically charged upon leaving the barrel. Inflicts tiny amounts of paralysis which stack up gradually. A full chamber of Electric Dust bullets can temporarily paralyse an appendage for 4-5 seconds.
Kinetic Dust: Bullets are affected less by wind resistance and gravitational pull, making them faster, have slightly higher piercing power, and have a longer dropoff range.
Gravity Dust: Bullets create a small gravity well upon impact, pulling objects toward the point of impact slightly. Not powerful whatsoever, can only slightly budge a Beowolf. Used to pull enemies and stuff off balance.

History: The origin of these revolvers came from one of Tina's father's blueprints that he left behind, with a mysterious OOO emblem on them. Tina then, with much trial and error, managed to recreate the design.
[/quote][/spoiler]

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Re: Tina Allan
« Reply #10 on: October 29, 2017, 05:52:25 AM »
Edits:

-Rewrote history. While events have changed, basis has not.

-Added new section in Appearances.

-Added symbol.

-Reworded personality and Semblance. No changes in basis to either.

-Reworded weapons and added 1 ammo type (High-Ex. Rounds.) Ammo type approved by Xarias in Discord. Rapier length extended from 3/4ths to 4/5ths.
« Last Edit: October 29, 2017, 06:14:25 AM by MonsterManic »
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Setsuna Antiqua - First Year Leader, Team ASTC - Chivalrous Shield

Tina Allan - First Year Member, Team ATLA - Twin Sharpshooter

Tieren Augus - First Year Student - Emotional Berserker

Kei Tsz Fung - Fourth Year Member, Team SARK - Silent Duelist

Lunae Terenas - Second Year Student - Unlimited Explosion Works

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Re: Tina Allan
« Reply #11 on: November 02, 2017, 02:37:20 AM »
No point putting the history in a spoiler if you aren't going to have a tldr. Everything else seems fine although you have removed the whole father training her to shoot before he ran away which means Tina got to an extremely high level of marksmanship over what is presumably a very short length of time. This is a bit silly and if you want to keep it I'll still allow it but just wanted to make sure you see it.
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Re: Tina Allan
« Reply #12 on: November 02, 2017, 01:40:19 PM »
Added tl;dr.

Discussed history in Discord and have decided to keep it. Just to clear it up she never learned from her father, and she is not at an extremely high level of marksmanship.
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Re: Tina Allan
« Reply #13 on: November 02, 2017, 06:12:39 PM »
I meant in the previous history version she had training from her father before he disappeared which is no longer present in the new history. Which puts the time frame for Tina to get up to hunteress-in-training level marksmanship pretty small but if your fine with it it doesn't matter.

Edits approved.
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Re: Tina Allan
« Reply #14 on: August 02, 2022, 07:56:58 AM »
Code: (Pre-edit) [Select]
[quote author=MonsterManic link=topic=847.msg9629#msg9629 date=1485707723]
[center][img width=400]https://i.imgur.com/VHqqRZC.png[/img][/center]

[color=#e5e4e2][size=18px][u][b]CHARACTER[/b][/u][/size][/color]

[color=#e5e4e2][b][u]Name:[/u][/b][/color] Tina Allan

[color=#e5e4e2][b][u]Age:[/u][/b][/color] 17, 2nd of Amare

[color=#e5e4e2][b][u]Species and Gender:[/u][/b][/color] Human Female

[color=#e5e4e2][b][u]Occupation:[/u][/b][/color] First Year Beacon Academy Student, Semi-pro gamer

[color=#e5e4e2][b][u]Appearance:[/u][/b][/color] Standing at the height of 5'1", Tina Allan sports long, brown hair, normally tied up in a ponytail with a pin with her symbol on it, platinum-coloured irises, a small nose and mouth, slightly tanned skin and a slim, fit body. She tries hard to play off the "average teenage girl" look but never quite gets there. Probably because she's too short.

Apart from the school uniform, which Tina doesn't wear all that often, her fashion sense is a cross between girly and tomboyish clothing which she likes to wear. Her favourite outfit includes, but is not limited to, a silver sleeveless T-shirt, embroidered with her symbol on her left shoulder, with a modified, lower neckline and a tank top which she wears over said T-shirt. Alternatively, if she's feeling lazy, a simple, cute, silver blouse fits the bill. She also wears smooth blue jeans, which is swapped for a black and silver "combat skirt" when she fights. She dislikes high heels, preferring sneakers and even sandals before resorting to wearing them. Paired with her attire on missions are two criss-crossing leather belts, to which she has 2 holsters attached.

Lastly, for her gun-toting needs, she has a small bag that clips onto any belt, which she uses to store her ammunition. These normally come prepacked in the form of 12-round speedloaders, with [i]one [/i]distinct type exception, which is stored isolated from both the other rounds and separate from their same type as well. That separate compartment is specially insulated to keep a constant temperature within that area to prevent any premature activation of the rounds within.

[color=#e5e4e2][b][u]History:[/u][/b][/color] [spoiler=due to length] To describe Tina Allan’s life as “normal” is like saying the Vytal Festival isn’t important in the slightest. In truth, her life’s meaning has taken multiple advances in the other direction at each life-changing event, and it shows no signs of stopping.

It all originated from her father. Her father, a Huntsman graduate from Beacon and a ardent fan of the up-and-rising popularity of video games, which didn’t exist when he was a kid. With the income he gained from completing missions, he bought himself a complete gaming setup, and spent most of his spare time sitting in front of the screen, tapping away at the keyboard. With all the curiosity of a 10-year old, Tina watched and listened, intrigued and enchanted by the marvels to technology and the joy it brought her father.

Knowing this, it wasn’t long before she tried her hand at it as well, triggering her first life-changing event. Unexpectedly, she was a natural at games of the FPS genre, easily getting hooked straight into the virtual world of gaming and being addicted, spending as much time as she could on the ranked ladder and rising rapidly. She and her father spent many a night laughing and shouting as they faced off against each other, battle after memorable battle. It took little time for Tina to surpass her father in skill level, despite their age differences, which she took glee in pointing out at every opportunity.

After having spent most of the ranked season in the top 50 in her region, Tina received an invitation to join a competitive gaming team, despite both her age and her gender. This was the second turning point in her life. They’d noticed her achievements, they explained, and would like to enlist her skills. While Tina was happy that her skills were noticed, her parents had other ideas. Like all good parents, they’d decided that she should focus more on the future, and thus meant moving away from video games. Even her father, her influence, was adamant on this, so Tina reluctantly agreed. She did, however, keep the invitation on hold, promising to get back to them some day.

Her third event came immediately after. Her father took on a mission to protect a small village and to do his duty as a Huntsman of Vale. He promised to be back in about a week or so. This was all routine to Tina, who had seen her father bring back the spoils of victory time and time again, and gave it little thought. What should have been a simple week rapidly turned on it’s head as there was no sound nor signal from him, even after one slow, agonising month for Tina and her mother. They waited. And waited, and waited. Slowly losing hope day by day. Even her source of joy, her games, were of little consolation, facing the truth that she’d lost her father.

It was during their mourning period that Tina’s life got flipped upside down once again. They’d received flowers and cards from well-wishers, friends that knew her father and wanted to pay their respects. Along those came an oddly large package. Or, that’s what it looked like. When they opened the package, their initial impressions were one of confusion—which rapidly got replaced with tears in their eyes at the sight of a letter, distinct in Tina’s father’s handwriting.

[i]My beloved Tina and Christine:
Firstly, I sincerely apologise for the stress I must have put you through. It was never my intention to leave for more than a week, but now complicated matters have arisen, and I must needs tend to them. This will most likely be the only communication I will be allowed for a long while, so if you don’t hear from me there is no cause for concern. I simply need to fade off the radar for a while, and I’m sorry that this had to happen. But, do please rest assured that one day, I will see the both of you again, I just don’t know when. In the meanwhile, here’s a little consolation for my dear Tina. Hope you like it.
Love, Dad[/i]

Upon further inspection, the “consolation” looked to them like blueprints for a pair of revolvers. Perhaps her father wanted her to follow in his footsteps one stage further and become a Hunter alongside him. In any case, Tina discussed this with her mother, who agreed, if only to find her husband quicker. But to do this, she needed Lien…and what better way to earn it by accepting that invitation?

Several training sessions and one competitive tournament victory later, Tina had the Lien she needed to buy the materials and hire a blacksmith to build the weapons specified in the blueprints she now owned. Surprisingly the weapons fit her hands near immaculately, a nod from her father no doubt. One obstacle down, another to go: she had absolutely zero experience at handling any weapon, let alone firearms; to counteract this, she enlisted in the nearest firing range, where the owner, a retired Huntsman, unlocked her Aura for her to begin training. Her quick reflexes and steady hand, honed from her hours of practicing, translated to the guns she was holding; she caught on much faster than others her age, using them well but not spectacularly. With the owner’s go-ahead and her mother’s blessings, she enrolled in Beacon Academy to become a Huntress, find her father, and experience once more the joys of gaming together. [/spoiler]

[spoiler=tl;dr] Tina is a girl that grew up watching her father, a Huntsman, play videogames. She soon joined him, specialising in the FPS genre. Her skills led her to be scouted by a professional gaming team, but initially she turned them down. Later, her father went off to carry out a protection mission for a village but never returned. During mourning, Tina got a package from her assumed-dead father, with blueprints for twin revolvers. To get the Lien to build it, she joined the gaming team, participated in competitions, won, and built the weapons with the prize money. She also went to a shooting range to learn how to use them. Now she enters Beacon to become a Huntress and find her father.[/spoiler]

[color=#e5e4e2][b][u]Personality:[/u][/b][/color] It's not a common sight for a girl to be one of the high-ranking FPS gamers in her region, and doubly so for her to also take on the role of a Huntress. Tina finds joy in one, new experiences in the other, and both represent her way of life; gaming and being a Huntress. Her biggest influencing factor has also turned out to be her biggest weakness; all that online time logged has left much to be desired on the more social side of life. That's not to say she's addicted, by any means--it's a way for her to earn some of that much-needed Lien in order to keep her weapons fixed. And the occasional in-game purchase.

Depending on where you make acquaintances with Tina, your initial impressions will vary as differently as night and day. While communicating online, Tina comes off as highly confident and knowledgable, but also friendly to members of the communities she is part of. A habit she has developed when talking online is frequently using online chat slang--short form words, just like most others who frequent the web. She is easily approachable and is prone to striking up fast-paced conversations.

If you first met Tina online then proceeded to bump into her in the streets, chances are you would definitely [i]not[/i] associate the chatty, friendly person with the small girl in front of you. Tina's online facade quickly fades away to reveal her real personality: shy, timid, nervous and overall as unsure as a person can ever be. If she happens to talk to someone she doesn't know (normally you'd have to force her to), she'd tend to stammer frequently, and would easily be flustered even by simple wordplay, complete with adorable blushing and temporary loss of speech. This is even more evident when talking to boys, and she is quite often teased for it. Rinse and repeat.

When you get her to loosen up after a very long while, break down her outer shell and coerce her to relax, she shows more signs of her online persona, being a avid fan of all video games in general and particularly skilled in the FPS genre. The problem is getting there--getting through to her is a task in of itself, thanks to her general uncertainty.  Being a naturally sweet girl at heart makes her quite likeable to those who spend the time getting to know her for who she is, but this in itself is quite the feat.

[color=#e5e4e2][b][u]Aura and Semblance:[/u][/b][/color] Aura Color -- [color=#e5e4e2]Platinum/#e5e4e2[/color]

Tina has something of a sixth sense, whereas she can sense other Aura users--that is to say, any person within a 10-meter radius in any direction with their aura unlocked. She only knows the number of users present, and only their general direction.

Semblance: [i][b]Seismic Sense[/b][/i] -- Allows Tina to send a shockwave of Aura through her right leg and into the ground, where it travels through the ground, resonating against any grounded object and bringing the exact location back to Tina. (Think echolocation but in the ground.) This shockwave can go up to 20 meters in any direction, passing through walls and solid objects, and detects any object currently on the floor. She can also tell what the object is based on how large the print is on the floor. For example, she can differentiate between a Beowolf, Ursa, and King Taijitu, because a Beowolf stands on 2 legs, Ursa walk on 4, and King Taijitu slide, which is what Tina sees.

Seismic Sense cannot detect anything in the air, no matter how close they are to the ground. Tina can further focus her mind and extend this range to 30 meters. However, this requires her to concentrate (close her eyes and stand still). She cannot use Seismic Sense if her right leg is suspended in the air. Tina can use Seismic Sense once every 15 seconds without any trouble, and has developed the habit of pulsing it all the time. However, if there are a lot of objects, or several large objects in the radius of her Semblance when she uses it, she experiences varying levels of headaches depending on how many objects she detects, the most severe ending in her literally screaming from the feedback.

[color=#e5e4e2][b][u]Combat Behavior:[/u][/b][/color] With her love of video games, it's no surprise Tina takes fighting as a sort of game as well, only...with the knowledge that there is no "respawn" button available. With that in mind, she keeps her distance from her enemies, preferably pinning them to certain locations with her slow-firing, but precise revolvers. Specialising in mid-to-long range combat as a gunslinger "class", she is also fairly mobile and is capable of shooting accurately while on the move.

Tina has an excellent sense of map awareness honed from her hours of gaming, and can usually notice when enemies aren't where they should be, or suspiciously off the radar for extended periods of time. This makes her somewhat hard to sneak up upon, though on the off chance that they do, there isn't much she can do about it, apart from retreating to the cover of her allies. Alongside this, she knows full well the importance of communication on a battlefield, and relays any information she gains to her allies frequently. With the aid of her Semblance, she basically has a "minimap" of where everyone is at certain intervals--just like a sweeping radar.

In terms of close-combat, however, Tina has invested all her "points" into ranged fighting, leaving her weak in melee--just like about every other ranged fighter out there, really. Unlike them, however, Tina does have her twin swords for "intimidation" factor, but lacks the experience to back it up. If forced to engage up close, she prefers to only use one at a time, and if disarmed is a sitting duck. Tina knows this weakness, and does her best to not make it obvious.

Operating equally well both in and out of a team, Tina is most deadly when others play by her rules and give her space to work with, allowing her to rain lead and Dust on her opponents. Pressuring her, not allowing her time to focus on her target, or waiting for her to reload before moving in are effective ways to counter and shut down her suppressive fire, and once within melee range her options are incredibly limited. However, that's [i]only[/i] if they manage to pull the feat off: having what basically amounts to a constantly-updating map turns a simple task into a challenge that only those trained in stealth can exploit.

[color=#e5e4e2][size=18px][u][b]WEAPONS[/b][/u][/size][/color]

[color=#e5e4e2][b][u]Names:[/u][/b][/color] Sunrise / Nightfall

[color=#e5e4e2][b][u]Revolver Mode:[/u][/b][/color] Sunrise and Nightfall are Tina's pair of custom-built revolvers, the former white-gold and the latter dark purple, something which wouldn't look out of place in the video games she constantly plays. Unlike most standard revolvers, however, the pair each carry a total of 12 rounds in their snap-open revolving chamber, and look something like ceremonial gilded weapons instead of anything used in front-line combat. Her symbol is printed on the barrel of both revolvers.

In addition to standard ammo that can be purchased in any weapon store, Tina packs several types of Dust/altered ammunition ranging from your typical Fire Dust rounds to some...higher-impact stuff that is comparable to a grenade. This doesn't come cheap, however, nor is it too safe to carry around--so she normally doesn't carry more than [i]4[/i] of said rounds with her on missions, unless the situation calls for widespread termination. Only if it's a life-or-death situation does she even load 2 or more High-Ex. rounds in the same chamber.
[spoiler]
[img width=500]http://img15.deviantart.net/6ecb/i/2015/113/d/c/argent_peacemaker_spiral_knights_by_bloomy_chan-d8qrvt0.jpg[/img]
[/spoiler]

[color=#e5e4e2][b][u]Gladius Mode (Sunrise):[/u][/b][/color] In Sunrise's sword form, the handle rotates to the back of the revolving chamber, while the pommel straightens up and forms a sword handle, with the chamber as the base of the blade. The two eagles slide down the barrel and line up with the chamber, while the eagle wings lift up and form the edgeguard of the blade. Along the gilded barrel, edges of tempered steel protrude from where the wings retracted from, extending to around 4 cm outwards, creating a short gladius sword. There is no tip to the blade.

[color=#e5e4e2][b][u]Rapier Mode (Nightfall):[/u][/b][/color] Nightfall starts its transformation by moving the handle and pommel to the back of the chamber. However, after sliding the eagles down the barrel to the chamber, the eagles split into 2, rotating around the chamber to form prongs similar to Myrtenaster. From the barrel, a long, sharp rod of tempered steel extends, forming a rapier around 4/5ths the length of Myrtenaster.

[color=#e5e4e2][b][u]Dust Functions:[/u][/b][/color] In their ranged form, both revolvers take Dust cartridges of varied types. Their melee forms omit this function.
[spoiler=Types of rounds:]
[color=red]Fire Dust:[/color] Bullets ignite upon leaving the barrel. Upon impact, leaves a small area the size of a fist in flame.

[color=blue]Ice Dust:[/color] Bullets create small ice shards on contact, that either further shatter into fragments, acting as miniature frag bullets, or freeze a small area upon contact. Area is the size of a human palm. Leaves a thin trail of very opaque mist which doubles as tracer rounds.

[color=yellow]Electric Dust:[/color] Bullets are electrically charged upon leaving the barrel. Apart from shocking the point of impact, inflicts small amounts of paralysis in that area which stack up gradually. Alternatively, capable of frying electronic systems (assuming the bullet itself didn't break anything).

[color=teal]Kinetic Dust:[/color] Bullets are affected less by wind resistance and gravitational pull, making them travel faster, have higher piercing power, and a longer dropoff range. A small wind cone is visible when travelling toward any target.

[color=grey]Gravity Dust:[/color] Bullets create a small gravity well upon impact, pulling objects toward the point of impact slightly. At full power, can only slightly tug a Beowolf. Used to pull enemies and stuff off balance.

[color=beige]High-Ex. Rounds:[/color] The [color=white][i]BIG[/i][/color] one. The rounds are what basically amounts to dynamite being compressed into the shape of a bullet, then covered with a thin layer of metal. The hammer triggers the "fuse", and impact with any surface creates a large and loud explosion, carrying with it chaos and confusion. Alternatively, the round explodes around 3 seconds after leaving the barrel. Due to what's within, the range of the High-Ex rounds is lesser than her other variants.
[/spoiler]
[color=#e5e4e2][b][u]History:[/u][/b][/color] Hailing from unknown origins, the designs for the revolvers were sent to Tina from her father from an unknown location, paid for with prize money from her victory within the video game tournament, and constructed with the help of a blacksmith. Repairs are often necessary due to the complex transformation gimmick, and with Tina's lack of knowledge this results in frequent trips to the smithy.
[/quote]

Diana Levone - Beacon First year - Leader and Medic of team Digital (DGTL)
[color= #839CA5]""[/ color]
Bastet Nin - Haven First year - Blinking Glaive Skirmisher of team Rewind (RWND)
[color= #F2B233]""[/ color]