CHARACTER
Name: Nathan Nad Eau (a.k.a. Nathan Eau)
Age: 17, born 6th of Zinnober 63 AC
Species and Gender: Male human
Symbol: (http://i.imgur.com/XTQ4LSx.png)
Occupation: Beacon Academy student, first year
Appearance: At 176.5 cm/5'9½" (he doesn't mind rounding up or down) and 72.5 kg/160 lbs, Nathan is more lean than fit, and while not actually chiseled, he still has some definition to his muscles. His lower body has more bulk than his upper body, but this is partially offset by his large ribcage and broad shoulders. He thinks of himself as "ridiculously average-looking" or "ever-so-slightly on the attractive side", depending on how far you push that particular investigation (although seriously, why in Remnant would you?). He has more defined neck muscles than the average person. His voice usually hangs about the low to mid-low range. If he's warm and his arms are below his chest, veins are VERY visible all over the hands and forearms. He has a thick (about 3 mm wide, 2 mm high, 3 cm long) scar on his right elbow. He has fine (almost feminine but not quite), agile hands. He is left-handed. He has tanned (perhaps a bit paler than Neptune) skin. He has short (about 4 cm),VERY dark brown (looks basically black) hair. His eyes are dark gold/light and rich brown (depending on how far away you're standing). He usually crosses his arms when standing, but it doesn't mean anything. His face tends to remain relatively emotionless, albeit it's not for lack of trying to be expressive. He walks very fast (pretty much overtakes anyone who isn't jogging) thanks to long strides from good rotation of the pelvis and years of practice.
He has only dark grey (#969696) running shoes. Normal clothes: His favorite garments are a black, somewhat slim-fit T-shirt going down the arms to just above the elbow with dark lime green (#00D219) lines on the sides and dark blue jeans, although it isn't uncommon for him to simply don "a shirt" and "some jeans". If it's cold/raining, he wears a dark grey coat with a hood. School clothing: standard Beacon uniform apart from a slightly loose tie and the aforementioned running shoes. Formal clothing: a white, ever-so-slightly ivory lounge suit with notched lapel, the overall colour being quite reminescent of a white rose's petals. Usually worn with a vibrant green (about #14EA00), vibrant cyan (about #00F6F0) or vibrant purple (about #BD00FF) tie. Pajama: white T-shirt and red and black plaid pajama pants. Combat-ready: dons a dark grey harness worn over his coat/shirt with 4 pouches (2 vertical on the right-hand side at torso height that are about 3*10 cm, 1 vertical on the left-hand side at chest height that's about 7*8 cm, 1 horizontal on left-hand side of belt that's about 15.5*10 cm). The harness has fixation points in the middle of the back for his weapon and more fixation points on the sides of the back to snap on extra luggage space.
History: Nathan was born and raised in Vale. He spent ages 5-12 going to a school about 1.5 km away from his home. He also spent those years being bullied, rejected or ignored by all other kids. When he was 12, his parents divorced and he stayed with his mother. During the last semester of school that year, he scored very high on an Aura ability test part of the normal orientation process. Having been taught the hard way how not everyone can defend themselves, he decided to put his newfound skills to use by becoming a Huntsman. Not even 3 months later, his mother met an Atlasian scientist who was working in Vale at the time. He subsequently enrolled in a local Combat School, about 4 km from residence. Starting from the first semester, he was taught a lot by his stepfather about Dust, technology and science in general through common interests and regular discussions. Although he didn't get bullied or rejected at school anymore, he didn't really make anything more than acquaintances and circumstantial friendships.
During his time at combat school, he learned the basics of pretty much all forms of hand-to-hand combat, like everyone. However, when it came to fighting with weapons, he vastly preferred the versatility of staves to swords, maces and gauntlets. Practicing regularly, he gradually taught himself to mix and match combat styles rather than staying with a single one every battle. Not only did he think it would make him more adaptable, he also thought it would make him harder to contend with. His style, through the years, eventually reached a stable state, where he defends whilst taking advantage of every opening he can, in any way he can.
When he was about 14, he started experimenting with Dust under strict safety protocols in a small part of his basement (he was shown how by his stepfather). Upon learning the nature of his semblance, he started to create schematics and data for his to-be weapon and the required Dust components. His desire to defend victims and pursue aggressors having only grown stronger during his years at combat school, he was eager to advance his training even further and enter Beacon. He scored pretty good at all parts of the entrance exam. His parents moved to Atlas as he moved to the Academy.
Personality: Relaxed and calm, he likes to make the odd joke and is generally easy-going. He has vast trouble understanding non-aggressive body language and prefers to be as honest as possible without unduly hurting anyone. Although not lacking in self-confidence, he's rather shy and will not go towards others unless they first come to him or he has to go to them. He rarely gets angry or even worked up, as he is incredibly patient. He is a fast learner and a great listener. He has an immense imagination and fabulous memory (for the things he cares about). Messing with the ones he loves with the serious intention of hurting them is not recommended, as he may go into (I don't know how to describe this in a word or two: it's basically as if his emotions turned into a cold, soul-wrenching abyss where the only thing that exists is the will to destroy and kill, all the while keeping a very calm face). He has very good senses (for a human) and tends to dislike loud noises and bright lights, carrying a pair of high-tech, flexible sunglasses in his jeans' pocket (so they don't continually break when he fights). He has a lot of difficulty in putting his full trust into someone else.
Aura and Semblance: His Aura is of a bright white colour and turns jet black when "angry" (see emotion described above). His very high score in Aura in orientation is due to being very powerful for a complete novice. His semblance is Energy: that is, he can control his own kinetic energy. To be more clear, he can turn his Aura into kinetic energy, but only within his body. The energy being inherently associated with momentum, he only uses it for powerful blows, lest he fling himself out of control to go faster.
It is worth noting that he has never told anyone what his semblance is and that he tries to use it as little as possible.
Here are some examples of the uses for scale.
Hits: - Like a speeding truck for 60% of his Aura.
- Like a speeding car for 40%.
- Unusually powerful blows for 5% (enough to severely stun most Grimm).
Numbers: These are based on the examples above, if applied to someone with an average Aura.
- 1% --> 4% Aura damage
- 5% --> 20% Aura damage
- 10% --> 42% Aura damage
- 15% --> 65% Aura damage
- 20% --> 90% Aura damage
Anything beyond that will merely do more damage, beyond the now-shattered Aura, with the semi-exponential function still applying. The amount of seconds he must wait before his Aura is usable again is equal to the percentage of Aura consumed.
Combat Behavior: He tends to favor swift, precise and efficient movements when defending and powerful blows when attacking. He mixes hand-to-hand with melee weapon combat freely. He prefers long-range if undetected but will favor confrontation if an enemy is actively chasing him. He will try to dodge and block all he can, but if he misses a movement and still knows that a blow is coming, he may attempt to block or dodge it (if possible) by using his semblance. When first encountering an enemy without being able to effectively get a surprise shot in, he will never attack first.
He will prefer to concentrate on one threat at a time and take care of it as fast and as safely as possible, which opens him up to surprise attacks from unsuspected additional threats. When he suspects more than he can see, he will tend to maintain a more defensive posture.
If outnumbered, he will be capable of resisting without using his semblance for quite some time but will prefer to get some distance between him and the enemy to come back in at a new angle.
WEAPON
Name: Ergia
Primary Form: 30 cm long, 6.8 cm diameter matte black cylinder with 2 dark lime green lines on the wall 10 cm from the bases. This form is usually used for carrying around in a non-combat situation, affixed to the back of the harness or for performing short to medium-short range attacks. The bottom opens up when engaging the jetpack. The central section is dedicated to housing the power cores and control mechanisms, the upper section (there's a symbol on it) is dedicated to the cannon and first staff mechanisms while the bottom part is dedicated to the jetpack and second staff mechanisms.
Secondary Form: This form is dedicated to performing medium to long range attacks. The top staff is, like the bottom staff, hollow. The staff portions have an external diameter of 3 cm. Depending on the range needed, it will extend anywhere from 30 cm to its full 75 cm and open its endcap to allow for the passage of projectiles and energy packets. When necessary, a high-power scope folds out of the top section of the cylinder and subsequently extends. A small handle with trigger also folds out of the top section.
Tertiary Form: Both staff mechanisms extend to their maximum lengths of 75 cm, making the weapon a 180 cm matte black staff with dark lime green lines (longitudinal, 120 degrees apart on the staff sections) and a 30 cm cylinder in the middle.
Dust Functions: The weapon functions with Dust all over. By using the power cores in conjunction with small Dust crystals integrated within Ergia, using thermal energy and electromagnetic energy is also possible (examples: firing plasmoids; producing bunsen burner-like flames; electrifying portions of the staff; superheating a layer of gas around the desired portion of the staff to make it capable of easily slicing through basically all organic materials, but takes some time to heat up things that melt at a high temperature, say chromium or tungsten).
Most of the circuitry has Dust in it to make it as compact as possible. The power cores mentioned earlier are custom-made dust crystals created to store enormous amounts of energy each. They glow a soft, pleasant cerulean when full and are a dark, dull blue when empty. They are 9 cm long and 2 cm wide at their widest. There are 6 of them at all times in the center section of the cylinder. He stores an extra 6 in his belt-level pouch. The jetpack mechanism uses a special blend of dust that greatly increases the thrust produced and combustion efficiency when used in conjunction with the energy from the power cores. The top section of the staff contains 3 dust cells, of which a very small amount is used each time he fires a sniper shot: this shot infuses a large amount of energy into the dust, which is then vaporized and propelled at significant fractions of the speed of light towards whatever he is aiming at (for the effects, they are similar to those of a highly collimated stream of relativistic particles). Non-sniper shots are merely energy.
Lastly, he also keeps 2 crystals (which he names "LR crystals", for Last Resort) in 2 pouches. These crystals, also custom-made, are made to store positively gigantic amounts of energy each at the cost of being able to release it. When all hope is lost, he can load one of these crystals into the cannon assembly and, using a mechanism present within the firing chamber, render them extremely unstable. Shooting them afterwards, a strong impact will then make the crystal simultaneously combust and release all of the previously accumulated energy, with absolutely catastrophic consequences. Anything Grimm or otherwise not protected by Aura will get heavily pulverized/incinerated within a 10 m radius. Destruction and Grimm injuries are still present up to 15 m and anything beyond that consists in brutal knockback to slight breeze. They are a dark, dull pink when empty, very bright pink when filled (staring for more than a few seconds may induce discomfort and afterimages) and an incredibly brilliant gold when full and rendered unstable.
(http://i.imgur.com/N9SRNYp.jpg?1)(http://i.imgur.com/KQXk1cJ.jpg?1)
History: Ergia was made, from plans to fully functional, in the last three years prior to his entry at Beacon. The components took over two and a half years to get right and the shell and final assembly, 6 months. It was made to make the most use of his semblance and to be as versatile as possible. It was named Ergia due to having vast amounts of energy at its heart.
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Pre-Beacon theme: Mad World - Gary Jules & Micheal Andrews (https://www.youtube.com/watch?v=4N3N1MlvVc4)