[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.
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