Recent Posts

Pages: [1] 2 3 ... 10
1
The Vale Region / Re: Royal Rumble [CLOSED]
« Last post by EdgeyReyes on Today at 08:52:32 AM »
Akel was about to answer but let Rachel go ahead since she was her "manager", choosing to silence herself as she wrapped her arms around Prism, being mindful of her wings and being careful about where she walked. "You ready to watch me fight, I'm going to knock them flat." For someone who didn't know Akel her eagerness to actually start fighting might've come off as strange and even brutish but, to Akel she saw it as competitive learning VERY competitive learning.

Unlike the girl Akel was currently hugging, the bat faunus eyed the lady with the rather strange haircut, it wasn't really her taste. A casual wave to the girl before turning her head forward as she waited to be allowed in by the security guard.
2
Beacon Academy / Re: Discussions at Dawn [CLOSED]
« Last post by Moth on Today at 08:12:36 AM »
...gorgeous.

…gorgeous?

Prism stares down at Jocelyn as her eyes obviously rake over her form, blinking as she’s checked out. Her spill of blond hair forms a halo around a sweet face, tempting lips, pretty purple eyes- all fixated on her skinny form, nearly drowning in pure want.

Josie, her friend, teammate - Jocelyn-

Josie wants her. Her. Prism Skylark. Josie wants her.

After a beat or two of awkward silence, Prism nearly erupts backwards - scrambling off Jocelyn, landing on her ass as she scuttles backwards to put a few feet of space between them. Prism stares her down, a heady flush covering her face, still staring wide-eyed. Too many things to say, so many things to, and Prism tries to hold her tongue, bury the voice, but the question still bubbles up, tinged with shock, confusion, and the the barest hint of hope. ”J-Josie..?
3
Beacon Academy / Re: Discussions at Dawn [CLOSED]
« Last post by MonsterManic on Today at 07:39:51 AM »
Jocelyn didn't react as her hands were grabbed and pinned above her head.

Prism was straddling her hips, and she could feel the heady warmth of the hummingbird faunus more intimately than she had before. "Prism, you're..." she starts, before her eyes widen, taking in every visible inch of Prism's form. Her thin yet muscled arms, a testament to the amount of effort she's put into her training, travel upward to even more impressive shoulders, amplified by her additional appendages. The iridescent feathers catch the rising sun perfectly, twinkling and sparkling on her slightly flared wings, which travel down to a surprisingly delicate collarbone. That leads down to...

"Gorgeous." Jocelyn breathes, eyes raking over Prism's body. Making no attempt to break free, she simply remained stunned on the floor.
4
Beacon Academy / Re: Crème de la Crème [CLOSED]
« Last post by Moth on Today at 07:21:23 AM »
Amane gets a silent nod of approval from Prism as she adjusts Coconut's weights, before she turns back to her friend at hand. Hawk's Eye is unlatched from her waist, and the lever that controls it slides into the third position - her rifle extending into a glaive as she confirms what Coco was thinking.

"Yeah, actually - I was hoping you'd spar with me! I don't do enough close-combat practice against bigger opponents, so like- it'd be good for both of us. And I don't necessarily need to win this - I just need to know I can hold up to someone stronger weilding a heavier weapon." She nods in the direction of OTN, confirming her explanation, leaning her weight on the staff of the glaive.
5
Beacon Academy / Re: Crème de la Crème [CLOSED]
« Last post by Walter on Today at 07:04:16 AM »
Coco jumped at the whistle, darting his head to see Prism in the doorway. He huffed out an awkward laugh at the compliment, rubbing the back of his neck. "O-oh! Hey, Prism! No, I-I don't mind I was just..." he hefts the sword up and down a couple of times. "Practicing my swings."

He waves towards Amane as she enters, and is about to resume his training when the girl walks over and adjust the weight on the blade. Yes, Coconut was hardly a genius when it came to physics and the like. "Oh, thanks!"

He then tried a couple of practice swings, noticing that it was definitely a whole lot easier to keep balance now - still not what he was used to, but better. He glanced towards Prism again, smiling. "You're gonna practice close-quarters stuff?" The boy asked curiously. Granted, he knew Prism could fight in melee, but he did mostly see her as the team's sniper - and his own goal in battle to keep the grimm away from her and Jocelyn.
6
Beacon Academy / Re: Discussions at Dawn [CLOSED]
« Last post by Moth on Today at 06:29:50 AM »
Prism gives a small yelp as she’s grabbed while Jocelyn falls, but tries to work it to her advantage. Her leg is planted on the other side of Jocelyn as they go down - there’s a moment when they hit the rooftop where they’re nose-to-nose, chest-to-chest, before Prism pulls back a bit and sits up slightly on top of her. Wherever her hands landed, Prism follows them with her own, grabbing them by the wrists, before holding them overhead in a mock-pin that’s actually fairly easy to escape from. Shaking herself out of the stupor of falling, she grins down at the girl beneath her, cheeky with a hint of amusement in her eyes -

”And that’s why both of us need to expect surprise attacks.”
7
Beacon Academy / Re: Discussions at Dawn [CLOSED]
« Last post by MonsterManic on Today at 06:17:15 AM »
One moment she's standing with one arm outstretched, the next she's beginning to look up at the sky as her ankle's swept out underneath her. In a moment of panic and instinctual reaction, she grabs the nearest thing to her as she falls--which just so happens to be her sparring partner. Hitting the ground without enough force to do actual harm, it nevertheless knocks some wind out of her, causing Jocelyn to just blink and breathe as she lies on the floor.
8
Approved Characters / Re: Calen Shrike
« Last post by Kingnoname1 on Today at 06:07:30 AM »
Super sneaky mod edit lightning quick approval #1 changes, New pictures, modified personality, grammar fixes.

Spoiler: first edition • show
CHARACTER

Name: Calen Shrike

Age: 18, Born 19th of Hitahita 63AC

Species and Gender: Human Male

Symbol: Three interlocked cracked circles 

Occupation: First year student.

Appearance: Tall but gaunt, 6’/1.8m 110lb/50kg, Calen’s body once gorged on opulence now carries the scars of years alone in the wilds of Remnant. Despite those years in the sun Calen’s pale skin remains almost ghostly, this combined with his emaciated body gives him a skeletal appearance. Calen’s knives keep his short black hair neat and his face cleanly shaven even on expeditions. The only natural colour is Calen’s deep green eyes which almost glow given their monochrome setting.
 
Mirroring his physical appearance, Calen prefers mostly black and white formal clothing (usually a two-piece suit) with small splashes of primary colours in buttons, ties or small ribbons on his lapel. Calen practically uses the long sleeves, high collars and gloves to hide his scars and skeletal form leaving only his sunken cheeks and hungry eyes visible. When expecting a fight, Calen will maintain his formal attire but also wear thin layers of armoured material under his clothes, unable to absorb kinetic force they provide decent defence against claws or blades. Calen is also quite a fan of jewellery, wearing a simple gold earring in his right ear and a silver bracelet of charms on his left wrist.

Vocally Calen has a surprisingly soothing voice, one ill-suited for his barbed tongue. Calen moves with almost courtly grace, a slight limp from an injury on his right knee when working out his semblance spoils the image if carefully studied. The same follows his movements in everything he does, poised when seated, always upright and moving with precision in combat or out.

History TLDR: A good childhood with one for five large hunter families protecting Nevah an isolated town in south Amina was cut short by realising they don’t hunt Grimm they hunt Faunus. A failed attempt to recuse some of his family’s captives had him branded a traitor and tortured for a month. Escaped when hunters and white fang forces, hearing from the escapees, moved into arrest/kill his family. Wandered the wilds and towns of Amina for over a year trying to get as far away as possible then stowing away on a ship to Sanus. Continuing his trek Calen was set upon by a Nevermore and would have perished if he wasn’t saved by a hunter. Memories brought about by seeing the hunter fight caused Calen to face his past rather than run from it. As such he has decided to try to balance the scales his family had upset by becoming a hunter.

History: The youngest of a litter of nine by seven years Calen had a very happy childhood. Born to the Shrike family, one of five families sworn to guard Nevah, a large town in south Anima. Most of the family would be off hunting or patrolling at any one time but they always made an attempt to get Calen involved. He was helping prepare meals by five, gathering medical herbs by six and cleaning weapons and armour by eight. An outsider may have thought the Shrike family treated their youngest like a servant but Calen loved every second of it, being even a small part this unstoppable hunting force. Given gifts by those they protected the Shrike family had enough money to ensure their every desire was met from books to the latest games the Shrike family lived in opulence almost unheard of outside the kingdoms. Home-schooled by whoever was sitting out of the families endless hunting trips that day in fighting, academics and surviving in the wilds, Calen threw himself into anything which would have made him an asset to his family, by nine he was the main cook of the household and by twelve even his father was asking for his opinion on medical matters. All throughout this Calen was training to be a hunter, practicing with dummies as soon as he could hold a stick and graduating to half play half real fights with his siblings and the other families when he was starting to unlock his aura and semblance at twelve. Much to his mother’s despair even half real fights with trained huntsmen left scars and even broken bones on her darling boy but still Calen loved every second of it, every fight he was getting that much closer to being like them. On his fifteenth birthday, he even won his first fight and he was so happy that it took him weeks to realise one of his brothers had thrown the fight.

Also around his fifteenth birthday Calen started to get left alone for extended periods of time. In the beginning, he thought nothing of it and simply used it as more time to train on his own but as the gaps became longer and longer he started to worry. Wandering around the woods outsider of town Calen faintly heard muted screaming coming from further off in the wilds. Calen quickly dashed over, thinking one of his family was in peril, but found trap door camouflaged with the undergrowth which lead down into an cavern. Making his way down the darkened passageway Calen started to hear the screaming more clearly and could pick out different voices, men, women and children younger than he where trapped down here. Onward he pressed, his aura guiding him around the stalagmites into a large sanctum. Cages of Faunus littered the sides of the room with one strapped to a table in the middle of the room, it was his screams which he heard before. Living outside CCT tower range and kept from the poorer areas of Nevah Calen cautiously approached the bound figure, having only seen Faunus before he was equal parts scared and enthralled. The creature begged to be released and in a daze Calen complied, unshackling the Faunus and resting it on his shoulder as they made their way out. They had almost made it to the door before his family returned. Seeing his captors, the Faunus grabbed Calen as a shield and out of pure instinct Calen kicked out knocking the Faunus a stalagmite and in its weakened state expired from a broken neck.

His family was overjoyed. The first time in a decade the entire family returned home to celebrate their youngest first kill. Its accidental nature didn’t matter to the Shrike family nor did it reduce Calen’s growing horror seeing for the first time the reality of his family. They weren’t protectors but monsters, preying on these so called ‘Faunus’ and others they considered less than themselves from the shadows. Despite his family’s assurances of the inhuman nature of their captives Calen silently rebelled and began trying to free the Faunus his family had captured. Calen had only gotten a handful out before his family realised what he was doing. They were furious, they brutally killed the rest of their captives in front of Calen to show the futility of his actions and then had Calen replace them on the table at the mercy of his family’s sadistic impulses. They saw him no longer as their baby boy but in their twisted minds something worse than a Faunus, a traitor. In less than a week Calen’s mind began to fray under the attentions of those he would have given his life for only a month ago. His body was kept just alive enough to survive on a day to day basis and soon his body was a maze of scars. Fortunately for Calen some of the freed Faunus managed to alert authorities in Mistral, the remaining four families as well as a furious White Fang detachment. Caught in the middle of a three way conflict Calen managed to break free and escape into the wilds. He never found out the outcome of that battle but Calen has never heard from his family or even his home town since.
 
Calen spent almost two years slowly making his way through Anima. He fled from village to village moving on whenever he heard Mistral hunters or White Fang were in the area. Usually travelling with caravans of traders Calen still had several close calls with Grimm or bandits and innumerous sleepless nights alone in the wilds. Turning his knowledge of the local flora and fauna into a living selling pelts, food and medical components allowing Calen to survive the trek, if barely, and stowaway on a ship to Sanus. Landing in the south east of the continent Calen continued his journey enjoying the change of scenery until he was blindsided by a Nevermore, completely outclassed Calen could only run. Quickly chased down he would have died if he wasn’t saved by a hunter. His grace in combat, humility in victory and refusal of any payment reminded Calen of the better part of those he had spent two years trying to forget. Thanking the hunter one last time Calen departed for Vale and Beacon, no more running from his past he decided. He had a debt to repay to the world.

Making it to Vale without much further difficulty Calen continued making a living off the land while he prepared for the enrolment exam. Luckily Calen’s memory helped him quickly catch up on the academic side. As for the combat sides Calen blitzed the sparing rounds, the majority of his training was for fighting people and as such had an edge over his competition. Live combat was harder but by tapping into his experiences wandering Remnant, a little heart and a lot of luck he managed to pass.

Personality: Calen has managed to mentally supress his trauma and therefore evidence of his dark past only seeps through in his already defined character traits. Before he was prideful because of his training supportive family but now it has solidified to an unshakable self-belief sliding straight into arrogance. Where he once was jovial he is now sardonic with most of his 'humour' being insults, self-deprecating or otherwise. Where he once found fulfilment in working as part of a whole Calen still volunteers for the most dangerous assignments but now out of ego and a sub-conscious death wish. Never is this clearer than in combat, even when fighting Grimm Calen will constantly let his opponent recover. Likewise, Calen has long been making enough money to feed himself properly but refuses to do so, eating only enough to keep his hunger pains from dulling to illogically prove self-mastery and further evidence of his complete disregard for his physical wellbeing. Despite it's willingly afflicted nature Calen's withered form reduces his stamina from his lack of fat, lowered immune system and lower body temperature.

He rarely holds grudges finding little value in the opinion of others, never even really feeling hate once in his life, takes attacks of his character personally but only in the short term. Physical injuries are forgotten the moment they stop hurting and forgiven almost instantly seeing them more as another barrier to overcome rather than anything personal.  Ironically the only thing that causes Calen to hold a grudge is mistreatment of Faunus, although this protective turn is more from not wanting his history relived than any particular love for Faunus.

Calen still cooks and enjoys it greatly, never eating anything he hasn't prepared himself, but usually cooks for others like his team mates or the less fortunate at one of Vales many soup kitchens. It began as an exploration of the Faunus communities but now Calen enjoys the few hours of peace between training and studying. The other of Calen’s great loves outside of fighting is dance, ballroom dancing in particular, and he constantly disparages Vale for its poor dance scene.

Uniquely suited to school life Calen is both extremely determined and possessing of an almost photographic memory making him a very capable academic student. He isn’t however very good at solving abstract problems, reacting to the unexpected or other forms of lateral thinking. Sociable enough Calen will invite strangers for meals and make idle conversation with anyone but becomes very protective when the conversation turns to himself and completely shuts down inquiries into his past. Questions are deflected by forced, often repeated, jokes.

Aura and Semblance: Calen’s forest green colour aura is very strong for his age. He however isn’t very good of it’s more finesse applications like creating shockwaves, focused blocking and his danger sense has a smaller radius than normal. Instead Calen uses his aura to make up for his distinct lack of muscles and to endure attacks.
 
Calen’s semblance is Velocity Manipulation meaning he is able to instantly change his speed for a short period of time. He isn’t running faster and is effectively being held or pushed in any direction he wishes, this does mean he needs to be careful not to trip on debris when ‘rushing’ along the ground. Calen also grows disorientated if he ‘rushes’ multiple times in quick succession making him spend a few moments to reorientation himself. Calen prefers to dash short distances for efficiency and to hide the extent of his semblance. 5% of his reserves is usually enough to dodge single attacks or empower his own attacks moving fast enough to evade arrows. He can rush longer but any large expenditure, >30%, in a single ‘rush’ is likely to knock Calen out as G-Forces batter his weak frame. On the flip side Calen can spend 5% of his reserves to cancel all current momentum on himself allowing him to freeze in place to dodge attacks or survive falls.

Combat Behaviour: A dance-like fighting style Calen relies heavy on feints and speed to gain the upper hand. The rhythmic movements are predictable if carefully studied and the ‘dance’ can be interrupted robbing Calen of much of his momentum. This slow start fighting style combines a fluid defence with steadily intensifying attack designed to prove undeniably the Shrikes superiority. Created to deal with humanoid enemies Calen struggles with dealing with most forms of Grimm, his experiences wandering Remnant has taught Calen how to deal with basic Usras and Beowulfs but more exotic breeds or alphas/majors can cause him a lot of grief.
 
Calen refuses to use dust in combat, saying he won’t rely on something he can’t personally ensure the craftsmanship and as such relies on his throwing knives if he is unable to close gaps with his semblance.

Resource management is a core element of Calen’s fighting style as he relies heavily on his aura and semblance for offense and defence. This means that every heavy blow Calen deals out is one heavy blow he can’t take and vies-versa. Despites this Calen is very difficult to keep down, his pride and will providing huge engine rooms to keep him moving when his body is falling apart. But in this state Calen can do little more than keep getting up as on its own his weak body is little threat at the best of times. All together this means Calen can grind through weaker or humanoid enemies comparatively easily but struggles against more powerful foes, particularly Grimm.

WEAPON 1

Name: None

Primary Form: A one-and-a-half sword with a single curved edge and sharp point for thrusting. Like Calen himself it is long, light and hard to break 1.5m/5’ blade, 15cm/6’’ handle with his symbol on its cross guard. Mostly used for rapid strikes and close quarter defence.

Secondary Form: The handle extends a full 2m/6’8’’ into a glaive. More of an acrobatic weapon providing more leverage for powerful swings and the length of the weapon improves it as a defensive tool. Calen will often use the glaive form to vault of the ground before ‘rushing’ an opponent to clear himself of any ground debris.

Dust Functions: None

History: Forged by Calen with the help of his mother and elder brothers. The metal used was weapons of hunters his family had slain but found impressive fighters which makes the composite metal almost impossible to break but rigid.

WEAPON 2

Name: Shrike Talons

Primary Form: A set of ten blades, one for each of Calen’s siblings and parents with their names inscribed on the blades. They make up his only range weapon but Calen is hesitant to use them and will almost compulsively search for them after any fight. Extremely high quality 30cm/1’ blades sharped to a razor point and maintained meticulously. Wide for throwing knives and they have seen close quarters use when Calen doesn’t have the space to use his combat dance.

Dust Functions: Each throwing knife has a small chamber which can store dust trigged by the blade striking any surface causing anything from bursts of flame to localised gravity wells depending on the dust used. Calen doesn’t make use of it.

History: A set of throwing knives given to Calen by his family after his first kill. He keeps them around to never forget what his family was to him before they were revealed as monsters. The blades themselves are hidden in a harness on his back which he is rarely without.
9
Approved Characters / Re: Ramalia
« Last post by Kingnoname1 on Today at 05:32:54 AM »
Mod edit exploitation #1 Changes; hair style to mohawk, eye colour to steel grey, minor grammar edits, modified cannon.

Previous sheet
Spoiler: first edition • show
CHARACTER

Name: Ramalia.

Age: 18.

Species and Gender: Human Female.

Symbol:  A desert eagle flying in an empty sky.

Occupation: First Year Shade Student.

Appearance: Ramalia is a true mountain of a woman, standing 6’5 tall clad in layers of hard, thick muscle from life outside the kingdoms. An olive complexion is mostly free of scars, more steel than blue steel blue eyes topped off by a surprisingly well maintained short blond mohawk, Ramalia is almost the stereotypical Vacuoian raider. Tribal tattoos cover her left eye and right arm, three jagged lines over the eye and a maze of lines and solid blocks fully comprehensible only to those who were born among her tribe.

Ramalia still prefers to wear the same clothing she wore when apart of her tribe, finding comfort in its familiar weight, even though it marks her as an outsider in Vacuo. Hard layers of leather worn and tough cover most of Ramalia’s body protecting it from the sun and heat. Reinforced by slabs of scrap metal found in throughout the Great Vacuo Desert to protect against the Grimm as well as augmenting her physical strikes. Although the leather is naturally a bland brown the scavenged metal often has bright coloured strips which can be covered with cloth if stealth is required. The googles Ramalia wears to protect her eyes from the sun are also red. Ramalia rarely wears ‘traditional’ clothing and never formal clothing even the school uniform.

Possessing a rhythmic, sing song tone of speech which contrasts severely with her harsh exterior and slightly hunched posture. This flawed posture only gets worse while sitting or lying down, very much a sprawler, Ramalia can take up a ridiculous amount of room and sees nothing wrong with such. This carries over to her other gestures; Ramalia laughs loud, eats louder, parties loudest and has the stamina and frankly the temper to go from an hours long drinking binge to a full blown fight.

History: Ramalia was born among one of the tribes desperately trying to survive deep within the wasteland of Vacuo’s most harsh deserts. The ‘Ashkhas Formed from a mixture of humans and faunus centuries ago this tribe managed to evolve to mostly survive in the desert alone. Still there are things that even the most resourceful hunters can’t procure on their own as such the tribe took to unsanctioned scavenging, looting wrecks too far inland, too infested with grimm or too recent for other crews. With this they traded for dust, water and food as well as the occasional piece of technology.

This was the hard and harsh world which Ramalia was born into. An amoral mess where the constant danger of grimm was only surpassed by the desert weather with it’s blistering hot days and freezing cold nights. Raised collectively by the tribe Ramalia and her generation had their place designated by their performance in several ritualistic trials with as much vague religious symbolism as actual test at the end of ever year past their fifth birthday. Ramalia performed extremely well in these trials as she grew faster and stronger than the others, she took in the lessons faster and could last longer in the wilds.

The religious leader of her tribe took an interest early on and began drilling the lessons of survival they had learnt across the centuries with a highly ritualised tint on top of her other training. Ramalia adored this high intensity of guidance, constantly pushed to her limit but more importantly being held in such high esteem by her fellows. A rising star among her people apparently destined to lead them all in a few short decades time. This hope for her future only increased as her semblance developed not long before her 13th birthday. Being able to see through the local animals made Ramalia an incredible asset in hunting, gathering and scavenging. In only a few short years this allowed the tribe to blossom immensely, drawing new families in and claiming new land. These families in turn brought new skills as craftsman and animal tamers further expanding the skill set of the tribe and therefore the tribe's power even further increased.

This run of good luck continued until Ramalia’s 17th birthday and final ritual milestone until adulthood. This trial was far more intense than any before it but everyone was confident that she would pass it seemingly without difficulty like all the others. As a part of this ritual the applicant would ingest a mixture of herbs, some hallucinogenic and some poisonous, then climb to the highest point within the ‘Ashkhas’s territory, an immense pillar towering out of the ground then await a vision. The pillar was too hard for conventional climbing tools as otherwise would have never withstood the desert’s wind and sand. Instead the applicant had to use fixed hand holds chiseled into the rock face from time immemorial. This wasn’t a complete positive however as many of these crevices had become home to various poisonous spiders adding to the danger of the trial.

Still Ramalia had prepared for the trial all year, she had taken in all the lessons those who had done it before had to give, and she was still the most gifted of her tribe, she couldn’t fail. She shouldn’t fail. She did fail. The climb was perilous, a thick fog had drifted in from the sea soaking the hand holds. This didn’t stop Ramalia however as her grip was strong and will stronger and in only a few short minutes she reached the top. It was the second stage which she couldn’t accomplish. Here the applicant would meditate on the tip of the pillar, hear the voices of the desert and be given their adult name. On the third day Ramalia run out of food. On the fifth, the water was all gone. By the seventh Ramalia lay dying from exposure, the desert did not speak to her. She would have no place within the tribe.

Luckily for Ramalia. members of the ‘Ashkhas had come to watch her finish the trial. After the seventh day they had grown so worried and believing there was no way Ramalia could have failed went up the pillar to rescue her. Assuming her collapsed form some kind of religious experience rather than simple exhaustion the tribespeople took Ramalia back to their caravans to recover. It took a few days for Ramalia to awaken but when she did she revealed with great shame her failure in the last trial. The tribe formed a council to decide what to do with Ramalia. If the desert didn’t acknowledge her then the tribe believed that if she joined them as an adult that disdain would carry on to them. The desert which almost everyone had lost someone to when it was appeased, none were willing to take the risk of what the desert would do if it grew angry with them.

Although a highly practical people the animistic religious beliefs of the ‘Ashkhas where core to their very being and what outsider may see as wasteful they knew the only solution was sacrifice. Drowning in the sea to be specific so the desert’s rejected daughter would no longer pollute it’s sands. The trip was dark and sombre, no one had expected this outcome and now it had occurred it seemed like a dream. Ramalia, their perfect scion, had been rejected by the forces they worship and now had to be killed. Ramalia response was more determined, she knew the laws of the desert better than any of her kin and she understood the punishments for breaking them even through no action of her own. She was kept in chains but they weren’t needed, Ramalia would meet her death the way the sand willed it. Her bright future which had almost come to take for granted had vanished and now the people she had spilled blood time and time again for had decided to kill her but if this was the plan for her she would accept it.

As they reached the beach the tribe waited for low tide before walking Ramalia out into the sea. Attaching weights and trapping her there and left waiting for the tide to come in and drown her. In the following hours the tribe beseeched the desert for mercy. Ramalia joined in their prayers but the winds howls held no words and no potents were seen. The waves were going over Ramalia’s face before succor arrived. The ‘Ashkhas’ religious leader had found a loophole. Although not being given an adult name clearly meant that the desert didn’t want her in the tribe and exile would be a far worse fate than drowning there are ways Ramalia could serve the tribe without being part of it. As the tribe’s fortunes improved they had more and more dealings with the outside world. They had learnt about; Vacuo, Vale, Mistral and Atlas, how large the world is and so on. They wanted someone they could trust to leave their desert and inform them of the world.

Hunter Schools seemed like the natural fit to form a connection between the ‘Ashkha and the world as a whole. Ramalia did surprisingly well on the academic side of the entrance exams, a sound mathematical mind combined with a lifetime learning passages by heart meant she had refined the basics of learning to a fine edge. The combat sections were easier but Shade’s combat instructors isolated several significant weakness that they want to get around to fixing as soon as possible. Being trained by some of the best minds the world had to offer Ramalia summarises these lessons and sends them home as well as any piece of technology she could spare. As for how she does in school over all Ramalia is very determined in her mission to pass on her lessons to her tribe and as such puts a lot of effort into understanding the subject matter. However that same devotion holds her back in a lot of aspects, the religious beliefs of the ‘Ashkhar makes her stumble a lot in almost all aspects of learning.

Personality: Ramalia can seem very stoic and aloof at first glance or at least while sober. Growing up in an environment where strength and obedience was all, she has had difficulty adapting to a society with a far wider spread of individuals. Ramalia of course doesn’t consider herself aloof, in fact she quite likes the idea of being the wild barbarian queen from the wastes and plays that kind of persona up. There is a degree of self awareness to this persona however with knowing first hand that strength isn’t always going to be enough to solve all her issues.

That still doesn’t mean that strength and directness aren’t her first port of call, being aware of other solutions doesn’t make Ramalia any better at capitalising on them. The only small exceptions to this are in the wild. The ‘Ashkha made their wealth off scavenging and as such Ramalia has a lot of practice in scanning the battlefield for anything that could be useful in the fight now or future.

The most obvious personality quirk of Ramalia is her unorthodox worldview. Firstly she is quite accepting of other people's explanations, trusting their perspective until they give her a reason to doubt it. This does leave Ramalia rather incurious, interested more in what things are rather than why. Secondly living in the deserts outside Vacuo has left Ramalia amoral or at least possessing a relative morality with the highest value placed on the survival of the tribe and everything else in relation to that ideal. The third is although Ramalia is a reasonably intelligent woman particularly concerning weather patterns her ‘whys’ would cause equal parts laughter and disbelief from the meteorological community, pressure systems being the will of the desert, ground water basically being magic and the water cycle being caused because of a pact between the original ‘Ashkha and the desert itself. Although humourous a more impactful example is concerning the laws of Vacuo. Not really respecting the institution itself Ramalia hasn’t bothered to learn the laws above enough to pass civic classes. This doesn’t mean she doesn’t understand that killing and stealing are wrong but anything beyond that is a grey area.

As for personal relationships Ramalia doesn’t truly understand much of the familial structure of the outside world. Raised communally she doesn’t understand what the point of father, mother and sibling relations are. Even the more casual relationships seem a bit odd. Almost everything has a practical purpose among the ‘Ashkha and as such friendships are based simply shared preferences instead of hunting/scavenging partners. This doesn’t mean that Ramalia rejects requests of friendship she simply doesn’t really understand her role in the relationship resulting her being too personal or not personal enough. As for the relation with her tribe Ramalia often sends personal messages with her lessons but never receives responses. Although at the time an alternative was seemingly completely supported but now many worry it wasn’t enough. Living in such a treacherous land as the Vacuo Deserts death isn’t an uncommon event and there is always the half thought that it was because the desert is displeased.

Aura and Semblance: From necessity the ‘Ashkha had learnt several lessons to do with aura and they passed this onto their children. Ramalia’s natural strength carries over to here as well giving her a massive pool to draw upon. However there is a reason why textbook training is in the textbook and her lack of finesse reduces Ramalia’s effective aural strength to average. Taking on a steel blue colour Ramalia's aura was just another thing people pointed at to prove her seemingly preordained destiny, sharing the colour of the local Wild Heliotrope, called scorpionweed by most Vacuoians due it attracting the poisonous arachnids favorite meal, a wild flower whose bright colours could be seen for miles and always indicated water was nearby.

Ramalia’s semblance is Wild Eyes, allowing her to ‘look’ through the senses of animals within a large area. She has limited control, acting more like a backseat driver and has an instinctive understanding of how to apply these senses even those without human mirror like a bat’s echolocation. Ramalia can look through one animal without substantially reducing her effectiveness although it is still requires substantial concentration. Anything above that Ramalia’s mind will quickly become overwhelmed from all the information. Recently discovering a way to deal with this Ramalia can enter a meditative state to help process the information allowing her to piggy back dozens of animals quickly forming a detailed map of her surroundings. This results in a massive drain on Ramalia’s stamina to the point she would only be able to use this level twice in a day if she was bed bound for the entire time. A single animal can be maintained for hours before rest is needed. The power is instantaneous to activate and marked only by a flash of white from her eyes often hidden by goggles which remain pure white for the duration of the semblance.

As little control Ramalia has over animals she would never be able to force animals to attack grimm and even human foes are rarely worth it. Instead this provides various perception advantages like a bird’s eye view or a snake’s sense of touch to aid Ramalia in whatever endeavour she is pursuing.

Combat Behavior: As someone would expect from her size Ramalia highly relies on her overwhelming strength augmented by her surprisingly advanced technology. Mostly ranged Ramalia prefers to devastate her foes from afar with an endless barrage with her cannon. The huge firepower of this weapon is balanced slightly by its slow rate of fire which makes it impossible to truly pin down foes if she can’t blast them away. The heavy weight of her weapon as well as her metal plating she wears does slow Ramalia down substantially both in pure speed and manoeuvrability and she is unwilling to resort to ‘rocket jumping’ due to her desire to still have legs. Still Ramalia has tried to offset this by training her stamina and can keep running for hours even with all her gear in the blazing desert sun.

For close combat Ramalia relies on the power fists covering her arms. Mostly these are used to help deal the cannon’s recoil and soften the heat it gives off but they can be applied in combat directly as well. Augmenting her physical strength as well as allowing her to unleash gouts of dust means that Ramalia can be as devastating an opponent in melee as she can at range. Similar weaknesses apply however as for all the incredible strength Ramalia can put behind each blow they are slow and predictable, favouring heavy swings over jabs. This means that melee combat is only implemented in desperation or when Ramalia is confident in her victory, which often doesn’t go how she expects. Ramalia also rarely uses anything outside her arms while fighting, preferring instead to stun her opponents with a robo-boosted hook the move in for the grapple.

Fundamentally the biggest weakness is although her strength and stamina have been built up over the years Ramalia has never been able to seriously improve her dexterity. Lacking any true ability to make up for this Ramalia often finds herself at the mercy of those who can’t who manage either through speed or ingenuity to counter her rather one-trick approach. As mentioned above however Ramalia has very good battlefield awareness allowing her quickly, for her, follow and give orders even the chaos of a full scale battle.

Although not directly relating to her combat behaviour Ramalia keeps several ‘pets’ from her time in the desert to help assist her semblance. A small snake, desert eagle and wolf have all joined the menagerie Ramalia is slowly turning Shade into. They mean that she always has their senses at her disposal even when no other animals are nearby but she has also had more practice controlling these through her semblance and therefore more effective than truly wild creatures.

WEAPON 1
Spoiler: show


Name: Cannon

Primary Form: A long barrel forms the majority of the weapon. A rusted red colouration is only broken up by a series of modifications, some with practical applications while others are more religious. The most obvious is the wings emerging from the middle of the weapon, flaring up when the weapon is fuctional they protect Ramalia against light counter fire as well as further balancing the weapon. Other than that is the large tube which connects the weapon to the backpack Ramalia wears which stores her ammunition and transports it to the cannon when needed. A few switches are on the weapon itself to control which ammo type gets dispensed and they usually work. Other than that some small attempts to reduce the recoil have been made since at Shade, mostly mechanical as any more dust would make the cannon into more of a bomb.

Ammunition: Although the weapon only has one form, minus a storage form which clips onto the backpack and collapses the glass dome, the true variety of the weapon is in it’s ammunition. Traditional cannon shot of course make up the majority as Ramalia’s arsenal, injected with a small amount of dust these can do little more than additional damage. Chain shot is Ramalia’s least common variant as it is very inaccurate and ice dust tends to trap people better but she still carries around a few of this strange ammunition. Grapeshot is the second most prevalent ammunition type Ramalia uses as it helps deal with enemies which have gotten too close and although might do hit as hard as the others is much harder to miss with even at moderate range. The last type are glass rounds, these store a huge amount of dust and can cause massive explosions even if they miss.

Dust Functions: Heavily relying on dust Ramalia makes use of almost every type available to her and is always eager to try a new one out.
   Gravity: Draws people and object closer to the ball
   Fire: Causes an inferno to erupt after contact
   Ice: Freezes foes hit
   Electricity: Seems to arc toward metallic objects as well as carrying a charge
   Wind: Shot moves faster and kicks up a lot of dirt/sand on impact

History: Although the cannon as been in development for most of Ramalia’s life it only really took anything close to the shape it now does when her tribe expanded bringing in more craftsman. This evolution has continued at Shade although Ramalia insists that it remains… easy to repair even if that means it tends to break down more often.

A trip the Atlas to help out with a series of training missions made clear the necessity of faster pace, more accurate fire particularly against her fellow hunters-in-training resulting in a serious overhaul of it's design. this included massively lengthening the barrels as well as making the design much more sleek for aesthetic reasons. Finally the large wings provide much needed cover while on the move as Ramalia has the tendency to be too busy blasting away at her enemies to worry about silly things like cover.

WEAPON 2
Spoiler: show


Name: Gauntlets

Primary Form: Full sleeve mechanical devices these two weapons may not look like much with their junkyard aesthetic but they get the job done. A series of hydraulics detects muscle impulses and moves with Ramalia’s arms boosting her already massive strength with cold steel. Several metal plates are then built around the weapons to make it more protective particularly around the hand and wrist.

Secondary Form: Although initially simply boxing gloves from hell the gauntlets can modify what exactly is on the knuckle to give more adaptability. Bone saws and claws move down from further up the arm to add an additional bite to Ramalia’s swings. Although initially designed to assist with scavenging operations they have already proven themselves equally effective at fighting grimm and intimidating her fellow students.

Dust Functions: Heavily relying on dust Ramalia makes use of almost every type available to her and is always eager to try a new one out.
   Gravity: Allows for the detachment and reattachment of the bone saw and claws, more of an intimidation tactic but can be useful against weak grimm.
   Ice: massively cools Ramalia, and her cannon if held, down. Designed more as a shock to ensure the upper hand in grapples or other close combat.
   Electricity: Although initially designed as a single damage increase Ramalia tends to save this for recharging devices found on her missions.
   Wind: Blasts her opponent away, hopefully lining up a good shot with her cannon.
   Water: Performs a similar job, if slightly worse at it, as Wind dust with the additional bonuses of survival implications and disrupting vision.
   Earth: Even further increasing Ramalia’s strength for a short period of time. This can also be used to further stabilised the cannon allowing for a short period of faster fire, still far below most other handheld weapons.

History: These weren’t originally Ramalia’s, given to her on the eve of her 17th birthday and that failed trial as an attempt to curry favour among the assumed successor of the tribe. When Ramalia failed the original owner didn’t want any chance of sharing in the desert’s displeasure and refused to accept them back. Ramalia has made good use of them since.
10
Beacon Academy / Re: Renovations [Team CASA] [Closed]
« Last post by Inexhaustive on Today at 12:23:23 AM »
A few footsteps are heard outside the room along with a rumbling sound which stops outside their dorm. Amane's and a man's voice can be heard.

"Thank you Sadiiq, I'll take it in. Here, this is for you."

"Thanks ma'am, have a nice day."

"You too. Bye bye."

The man walks away as Amane unlocks the door carrying in three boxes one by one along with a six-outlet surge protector. "Hey Prism. Good morning." She grabs her bowie knife from her things stashed under her bed and starts cutting open the boxes, first taking out a mini-fridge from one, then a toaster oven from the another. "Where would you like to put these?"
Pages: [1] 2 3 ... 10
Powered by EzPortal