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1
Amity Colosseum / Re: Switcheroo: Tieren/Aegis
« Last post by EdgeyReyes on Today at 01:33:09 AM »
Aegis went to block Tieren's fake left punch with her right forearm, upon seeing the opposing fist she ducked and moved forwards, from behind she proceeded to place one hand on the collar of his tank top, another grabbing his shorts by the waist and proceeded to pull him up from the ground, giving an accidental wedgie as she did and threw him down onto the ground to make him land on his head and either land on his back or his chest. Following this Aegis delivered a brutal kick to his face the very moment she had an opening.

Aura [35%]
Throwdown 12%
Kick 7%
2
The Vale Region / Re: Work Experience (with extra guns and explosions) [CLOSED]
« Last post by GingerAvalanche on December 10, 2017, 10:30:39 PM »
Lilla looked up from the disappearing map. The plan seemed pretty simple, even if the endgame was uncertain. Search and destroy? she thought. But the Grimm are endless. How do we know when the mission is over? She looked into Imber's eyes, as if she might find the answer imprinted upon them. As his gaze shifted back to her, she glanced away quickly toward the side hatch of the airship. Oh well, I guess he'll be the one to determine that.

Rising from where she'd taken a knee for the briefing, she went to lean against the closed hatch and crossed her arms as a rare smile grew upon her lips. It was getting close to the part she was most looking forward to. She had only dove once before, but the experience was so thrilling, she couldn't wait to do so again.

After the others finished asking for clarification, and the Bullhead pulled slowed to a more manageable velocity for their exit, she formed a fist and held it out in front of her, roughly adjacent to the hatch release. "Welp," she said, trying to sound bored, though her eyes betrayed her excitement. "Time to go." She hit the release, and as it opened, she fell backward out the side.

"YEEEEEEEEEEEEEEEEEEEEEEeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeehahahahaaaaaaaaaaa." The others hear her excited shriek fade as she falls.
3
Everywhere Else / Re: An Afternoon Downtown [Closed]
« Last post by FunkyMonkey on December 10, 2017, 09:58:50 PM »
Lyra still didn't know what to think of this strange man, and she wasn't sure if they should follow him when he asked them to go along with him.  Nonetheless, Lyra saw that Airi seemed quite comfortable with him, or at least sufficiently so.  As a result, Lyra elected to trust Airi and follow along.
4
Character Creation / Mara Lev
« Last post by Kaliot on December 10, 2017, 08:53:55 PM »
CHARACTER

Name: Mara Lev

Age: 43

Species and Gender: Human, Female

Symbol:  -

Occupation: Leader of Mercenary/Hit Squad, Siren

Physical Characteristics:

General Health - After getting out of her situation, Mara managed to improved her overall health to an adequate state. Though she doesn't have access to rich food anymore, she still manages to get by with a balanced diet.

Mara trains and exercises on most days of the week. Most of her training and exercise she does with her mentor and it usually focuses on technique, balance, and keeping a clear state of mind even when under duress. On her own time, Mara works on improving her balance and her endurance.

General Body - Mara weighs 115lbs and stands in at 5'5". Her body is fairly tone and is maintained by her regular exercise. Her skin, while once fair when she lived in the harsh Vale, was now slightly tanned thanks to the constant agitation of Vacuan sun; it used to be that she instead was easily burned, but after a decade of living in Vacuo, her skin was now used to it. [ ]

Head and Face - Her hair is a chestnut brown with a red tint and it runs to her shoulder-blades. Her hair is naturally straight, but because of her environmental conditions, it tends to always be at least a little disheveled. Because of this, Mara tends to wear her hair in either a bun or a ponytail, the latter held together with a simple, black, elastic hair-tie. [ ]

Her eyes are in-between the color of her hair and the color of her aura, and it is best described as illuminated rosewood. The default setting of her eyes is observation with a sprinkle of judgement making her seem as if she is staring down whomever she is looking at. [ ]

The shape of her face overall is oval. Her cheeks are moderately round, and both her lips and her nose are thin. Signs of aging are just starting to appear on her face.

Attire:

Main Wear - Mara doesn't refresh her wardrobe often making her clothes are worn but still often enough that they're not ragged. Mara's main garb consists of a beige, hooded cloak with either a black or white head-scarf, doubling as a facemask, made from cotton-polyester cloth. Underneath her cloak, she wears a plain tank-top of varying colors--usually light-blue but never white--with black, tight mid-thigh shorts and either khaki leg-wrap sandals or desert boots that run up to a third of her shin. In additional, her hands are always covered in black hand-wrap--blood tends to stain white a tad too easily--in anticipation for any fight that may come her way. She also keeps a pair of recently-replaced, military-grade goggles, its grey straps hanging around her neck allowing the goggles to be concealed under her scarf. [ (/) ]

Formal Wear - Being a Vacuan mercenary/hitman, the chances of actually needing formal wear is unsurprisingly low; she'd sooner win the lottery than have to go to a formal event. In such an event, Mara keeps it simple: she wears a sleek black or wine-red dress with black gloves that run to her elbow and black heeled-boots that rum to her knees. She keeps her makeup light and her hair in a bun. She wears no jewelry but has on light make-up. [ (/) ]

Combat/Mission Wear - Not wanting to endanger herself, Mara strays away from you usual loose clothing, instead going for fitting/tight clothes to reduce her opponents' abilities to grab her. Following this goal, she keeps her hair up in a tight bun. She subs out her tank-top with a tight, dark-grey t-shirt, her shorts with fitting, khaki military-pants, and her scarf for a black, proper facemask. Mara holds onto her hand-wraps, adding atop them black Kevlar gloves, as well as her desert boots. She also retains her goggles, but for safety purposes, keeps them in a beige sack, the sack kept closed with string. If she needs to conceal her outfit, she will use her cloak to do so, but he will remove it upon arrival to the target's location. [ ]

History: Mara was born in Vale to loving parents. The family was not well-off financially, and although they encountered many hardships, they always managed to pull through, even by the skin of their teeth. Despite their situation, they were able to send Mara to a decent school--She was able to lead a fairly normal academic life and she graduated with respect.

Managing a work-school life, Mara continued on to college where she would meet her husband and eventually come out as a certified nutritionist. Shortly thereafter, she gave birth to a daughter.

Mara enjoyed her family life. She was much better off than she was as a child, and with her income she was even able to help support her parents when they needed it. Unfortunately, this life was cut short.

When Mara was 33, she was intercepted on her way home from work. They blindfolded and gagged her, and the next thing she knew, she was in some sort of cell, her hands tied behind her back. Around her, she could hear the agony of other women who had suffered the same fate as she had.

She wasn't in the cell for very long. Almost immediately after she had realized where she was, several men had entered the premises, whisking away women one by one, retaliating against anyone who resisted. When they got to her, she went without a fight. They took her up to the surface to what appeared to be the docks, placed her in a shipping container, and shut the door, engulfing her in darkness.

The 'ride', as one could call it, was miserable. It was only a day, but with the rocking of the barge, it felt like an eternity. At one point, it was clear that she was being craned, and the ride continued past the waves. When the doors opened up again, a sweltering heat smashed into her face. It took her eyes a bit to adjust, but when they did, Mara realized they had brought her to Vacuo.

Again they herded her, but this time it was back into a cell. With the slamming of the door, they tossed some exotic clothing into the cell and ordered her to put them on. She glared at them, demanding with her eyes for some privacy and they did so, preferring not to have to deal with anymore hassle.

When she was done, they brought her back outside to a stage with a small crowd gathered. Not having been the first to be let out, the crowd seemed to be placing prices on the girls with a surprisingly amount of civility. Mara watched until her turn was up. They led her by leash onto the stage and her own auction commenced. Of course it was no laughing matter back then, but when she looks on it now, she was modestly brag about how she managed to snag the highest price. "Those fuckers" she would add as a cherry on top.

For years, Mara was a pet being used by one owner until they tired of her only to be transferred to the hands of another. For years, she endured as best she could while she waited for a chance to make a clean, stealthy escape or for a rescue party to find her. In the meantime, she did a little training everyday out of the sights of those around her. She waited for a long time, but nothing ever happened.: no rescues, no openings. Upset, disappointed, bitter, and extremely frustrated, Mara gave up on the idea of rescue, instead only turning to only herself to get her out of this mess. She went on, trying to remain strong-willed, but she was slowly chipped away at day after day until one day she finally snapped. After an altercation with her master, Mara grabbed the nearest heavy object she could and smacked him atop the head with it before bolting out into the dead of night.

Almost immediately Mara began to regret her decision, certain that they would find her, and in doing so, provide her with some unimaginable fate. She wouldn't be able to show her face; she was essentially still a prisoner, except her cell went with her to whatever hole she managed find herself in night after night. She changed clothes soon after leaving, stealing some garments off an open-air rack, and proceeded to lay as low as she could, awaiting the day they would find her and take her away. She spent her days hidden away, sleeping in abandoned buildings or rarely-treaded rooms in occupied ones. During the night is when she became active, scavenging for food and clothing as well as continuing her training which she had been doing in secret before. A long while passed and they never found her, whether due to her prowess or their apathy she wasn't sure.

Eventually, she did find the courage to walk around in daylight, albeit with a covered body and face. Like the breaking of her will, every day she spent in the light rejuvenated her spirit. She looked into doing one-off jobs so she wouldn't have to forage or steal anymore, and she trained more seriously in combat by finding someone willing to teach her, preparing for the day that her confidence may have been misplaced. With time, she felt stronger and more empowered than she had ever felt before.

Still, there was still something missing. Mara thought about it constantly, and she eventually realized that she couldn't keep doing nothing. Sure, she was starting to make something of herself, but there were many others that still needed help. Filled with a resolve and a mission, she set out on her crusade. She started with her most recent captor, managing to simply free the woman that replaced her. She continued down the line of her masters, her methods getting more violent and extreme, culminating in the murder of her first, and it was almost…euphoric, and it was this feeling that would twist her into someone merciless.

By that time, a small band had formed around Mara from the victims who had decided to following are, either because they had nowhere else to go or they wanted to join in her crusade. The group continued on this path, continuing to hunt her former masters and branching out to the former masters of other party members.

With time, as their pool of targets began to slowly dwindle, the group's 'just' crusade began to falter as well and their ideals started to erode. What started as a group of seemingly righteous individuals turned into a band of vigilantes, and eventually after that, nothing more than a small mercenary group/hit squad with very little moral compass to speak of, and Mara was at the helm; many left during throughout the transition, citing that Mara wasn't who she once was. She dubbed the group 'Siren' as a reference to the fact that many in the group had been brought from overseas, and for the irony of having mythical sea creatures in the middle of a desert.

Personality: Mara was once a kind and merciful soul, a light that brightened even the darkest of days. She was once a loving mother and wife, but the sandstorm that was Vacuo gradually and eventually dimmed her light; now, she isn't even bright enough to see her hands in front of her face. Once just, looking to free those who were like her, she became tainted by the Vacuan culture where it wasn't the kind-hearted who survived, it was the strong, the cunning, and the merciless, and that is what she became. Despite being something like a mercenary nowadays, the money it brings in is just a nice bonus; she's just in it for herself.

By nature, Mara has always been tuned to details. Whenever she got curious, she would follow all interests to their roots, or at least until she could no longer comfortably understand the details anymore. She was never been caught off-guard by trick questions in exams, and she is quick to pick up on social anomalies as well as the behaviors of people. It's this trait of hers that makes her not much of an icebreaker as she's too busy takes notes on the people around her. That's not to say doesn't socialize--she enjoys a good conversation like everyone else.

For the most part, Mara has retained her motherly traits. She is always trying to find ways to nurture those in the group who are younger than her, and she makes sure that those older than her are able to live comfortably. Mara is highly protective of the group. She makes sure to handle dealings with outsiders herself. In the event of something going wrong, Mara would prefer to go down than any of her companions.

As a leader, Mara tries to run a tight ship. She does understand that the group is fairly amateurish and things may not go as she hopes but she still, is quick to punish those who endanger the group regardless of actual intent. While she has a reputation as a strict leader, Mara is not opposed to having a good time when the situation calls for it, though her 'good time' mainly just consists of cards and drinking around a dimly-lit round-table, joking with her companions how some of the dumb or silly things they've done.

Mara would be lying if she said she didn't want to visit home and her child but she is acutely aware of how much she has changed since she was first swept away to Vacuo. Besides, it's been 10 years with not a single trace of a search or rescue. Perhaps, she figures, they've given her up long ago as missing or dead. Despite not having seen her family for a decade, Mara still considers herself a married woman.

Hobbies/Preferences - Mara's leading hobby is training, not only because it keeps her and her companions safe but it is also her primary means of venting off any caged emotions rattling inside her. Beyond that, a nutritionist at heart, she also loves to cook. She finds the meticulous nature of cooking calming, and whenever she has an odd inventory, she enjoys trying to make the best dishes she can with whatever she has left available to her. For similar reasons, Mara also enjoys to sew, not only as a means of relaxation but also to save money since she just needs to buy cloth and thread.

For entertainment, her go-to activity is playing cards with her companions. Mara enjoys trying to predict how they will act in whatever scenarios they may find themselves in, and it also gives her an opportunity to boost her observation skills. Beyond just playing cards, Mara trains her card training  in an effort to become a card mechanic and illusionist. The manipulation of something as seemingly chaotic as a deck of cards fascinates her. She doesn't do anything tricky when playing with her companions, though they nevertheless get nervous when she is dealing. When playing with complete strangers, Mara would be willing to employ her tricks depending on the situation.

Mara doesn't have many major, insignificant likes or dislikes. One of her few is smoking. Mara despises smoking, enough that she's pretty much banned her companions from doing so. The smell is disgusting, the smoke slowly stains whatever is around, and it affects bystanders.

On the contrary, Mara loves spicy foods. She enjoys a challenge, and the exhilaration she gets from the pain only pushes her to finish her dish and slighty up the heat for the next one. Unfortunately, Mara can't eat spicy foods often since they tend to leave her...vulnerable the following day, and she can't be having th

Aura and Semblance:
Coquelicot Red (#FF3800)

Mara is able to tag objects, and in doing so, she is able to continuously 'see' them even if they leave her line of sight. The more objects she tags, the more vague the sense becomes. For example, at one object, she is able to see that one object with absolute clarity; she could actually count the hairs on a person's head of she wanted to. At five objects, she has a somewhat vague idea of what the tagged objects are doing. If they are all holding up some amount of fingers, all Mara would be able to tell you if is her tags are holding up more or less than half their fingers. Past five, the actions of tags come progressively blurred. At this stage, she still has an approximate direction and distance of her tags, but those senses soon fade into pure noise past ten tags.

Tagging exhausts her mentally, but because her semblance's senses degrade with every added tag, the total cost is the same regardless of how many active tags she has. She can keep her semblance up for ten minutes before needed to rest her mind.

Combat Behavior:  With her main weapons being her knives and her various limbs, Mara is almost exclusively a melee fighter save for a pistol she carries around just in case.

When weaponless, her primary style involves reacting to her opponents in a swift and aggressive manner in order to shift control of situations to her (e.g. swiping a gun or forcing an attacker onto the ground and into a submissive position). This style typically does not involve striking, but if it is or becomes clear that invoking submission will be difficult to impossible, she will not hesitate to get her fists and shins involved.

Mara's combat style with knives is similar, but it does aim to kill rather than to simply incapacitate (as one would expect). Unless she smells blood or if she must attack, Mara prefers to fight reactively, using her opponent's attacks to create opening for hard strikes.

Against untrained or novice combatants, Mara has also dabbled in a style that involves repeatedly attacking a opponent with heavy low-kicks in order to hinder their movement and ultimately incapacitate them. She doesn't do so against stronger opponent because they generally are able to endure much more pain and such a style would drag the fight out longer than she would be uncomfortable with. On top of that, she has a tendency to leave small opening using that style that stronger opponents can more easily exploit.

She can handle up to five melee opponents at a time, the five opponents being completely inferior to her in skill. For greater numbers and against ranged fighters, help is required. When 1-on-1 with an equally skilled opponent, her choice to disengage or fight depends on the situation. If the fight is more or less meaningless, she will usually disengage. If the fight is significant, she will always take it.

MELEE WEAPON 1

Name: (None)

Primary Form: Two trench knives with the blades the same length as the handles. The blade retract into the handle allowing for them to be easily stored or used as brass knuckles.

Dust Functions: None.

History:  Snatched off the body of an unconscious guard during her first mission.

MELEE WEAPON 2

Name: (None)

Primary Form: A simple karambit.

Dust Functions: None.

History: Bought from a vendor.

RANGED WEAPON

Name: (None)

Primary Form: A simple, silver revolver, slightly worn. Mara carries this around at all times in a leather sheath around her thigh. Holds six rounds.

Dust Functions: None.

History: Bought from a vendor.
5
Everywhere Else / Re: A Rose By Any Other Name :: {Wicked Fates, Part I} [CLOSED]
« Last post by Kaliot on December 10, 2017, 08:51:40 PM »
Jackson's be lying if he said he wasn't just a little disappointed that the enemy airship turned tail so quickly and easily. Still, it meant that his crew remained unharmed and that they didn't have to expend any money for using munitions.

Jackson released himself from his seat and made his way toward the window where he'd been prior to this little incident. "Barry, withdraw orders". The energy that had once overwhelmed the bridge dissipated as soon as the order dropped.

"Yes, sir. Oh, and we're receiving comms from the Red Corsair. Patching it through," Barry said before fulfilling the orders just given to him. Cordell's message filled the bridge.

"It's not everyday that you come across a dog fight out here over these waters, even if it was a bit...one-sided. Still, those maneuvers you pulled off? Color me impressed, Miss...Cordell". He gestured toward the pilot. Jackson had gotten his attention, his place his palms parallel to each other. The pilot nodded and the ship began to churn. "Will you be able to make it back to port?"
6
The Vale Region / Re: Far From Home [CLOSED INITIATION]
« Last post by Grimlock on December 10, 2017, 06:51:19 PM »
Yin launched out with the others and landed on his feet making as little noise as possible. Sitting down for so long he felt the need to stretch and was doing so for a little bit. He was pondering where they could actually find the child before asking the Doctor what he knew of Mt.Glenn. "Do you have a map of these ruins? The child must have a home base of sorts to hide from the Grimm. It could be up high in an old building, maybe there is a secluded cave somewhere, perhaps down low into the sewers or maybe there is an emergency shelter they use?"
7
Character Creation / Rachel Jonquil
« Last post by MonsterManic on December 10, 2017, 05:04:44 PM »

CHARACTER

Name: Rachel Jonquil

Nickname: Animal Whisperer

Age: 18, 29th of Niege

Species and Gender: Female Axolotl Faunus

Occupation: First Year Haven Academy Student

Appearance: Standing 5'3, Rachel is a small girl with hazelnut hair that drapes down her shoulders, light grey eyes, black irises, a semi-permanent smile and behind her ears, twin sets of 3 axolotl gill stalks, light pink and very obvious. These are wider and larger than her ears with the capability to spread out, fold up, and waggle. They are also quite sensitive. She has very pale skin, comparable to an albino animal's. Other than that, she has no other faunus traits.
 
Rachel wears a yellow crop top under a white, short-sleeve bomber jacket, leaving her midriff completely exposed to the air. Black fitted pants with large pockets and calf-length grey boots with laces of yellow complete the look. An interesting note is that she has no belts, ribbons, or jewellery on her outfit, nor her symbol. There is no space for weapon storage, nor any bag slung over any shoulder. Her outfit itself is noticeably patched up and fixed in several spots.

History: It is said that the greatness of a nation and its moral progress can be judged by the way its animals are treated. Unfortunately, the same cannot be said for the Faunus, even in Mistral where the harsh words were slung around less frequently than most and the more physical side of things were kept to a minimum. The Faunus in Mistral were shunned and mistreated, given unideal tasks and forced to carry them out, and any pleas for mercy were cut off by words along the lines of "Why are you complaining, your fellow degenerates in Atlas are suffering far worse, you should be thankful that I'm treating you this well".

Such were the living conditions that one suffering young Faunus child was born into--in a zoo, no less. Remarkably similar to that story in a holy book, but remove the manger, the onlookers and the shelter and you have Rachel's birth. These horrible environments and no medical aid left Rachel incredibly weak from birth, and it took all her mother had and more to afford the medicine Rachel needed to even survive. This wasn't helped by the medical staff charging extra simply because her mother was a Faunus like her. With no father to help take care of Rachel, Rachel's mother had to work with her strapped to her back--tending to animals, feeding unruly beasts, cleaning up after them and sweeping the zoo before and after closing hours--which was an agonising job since she was forced straight back to work after childbirth. The first day came close to killing her. It was only the thought that Rachel would have no-one to take care of her that kept her going. And going. And going.

She wasn't superhuman. No person on Remnant could survive the labours of childbirth, the backbreaking work, and the unending torrent of abuse from staff and visitors alike, least of all one exhausted, underfed, and mentally broken mother. When the inevitable happened and her mother collapsed on the job inside the tiger pen, the onlookers stared. Stared. And moved on. It was just another Faunus who had hit rock bottom. Just another unremarkable event in their everyday life.

What happened next was definitely not unremarkable.

A soft noise, almost mistakable for a purr, emitted from the pen. Witnesses to that scene described it as "a young child walking up to a tiger and pulling its tail." Instead of roaring it's displeasure, the tiger looked back at the young Rachel. And sat. Allowed Rachel to climb onto its back, enduring the pinches and yanks at its fur. Moved to stand protectively over Rachel's unconscious mother. Needless to say the staff and Rachel's mother got quite the shock when they arrived and her mother woke up. She nearly fainted again when Rachel waved at her gleefully from atop the tiger's back.

This wasn't a one-time occurrence, either. With every animal in the zoo, including potentially dangerous species, Rachel elicited the same results, every animal becoming docile and allowing her to play with them. Rachel's mother could only attribute this to the long-term contact with the animals, long enough that the animals recognised Rachel as a non-threat. Or, perhaps, the animals secretly sympathised with the Faunus. They certainly weren't about to turn it down, either way. As Rachel grew older, she was able to help her mother with her job and lessen her workload. This was further helped by her bonds with the animals turning what once was a potentially dangerous job into an enjoyable one. Rachel further adopted a cat given to her by a child and quickly fell in love with it.

Despite this, their situation hadn't improved much. More people were visiting the zoo, curious to witness Rachel's "talents" and willing to turn a blind eye to her Faunus heritage. Thanks to this, Rachel's mother was getting paid and treated better, but they were still in a tight spot. Still, there was one question unanswered: Where did Rachel's bonds come from?

This was answered one day when a staff member told Rachel there was a Huntress to see her. At that point Rachel had no clue what a Huntress was, and her reaction was "Is it another animal?" She was half-right--the Huntress was a Faunus like her, and she reckoned she had the answer. It may have been Rachel's Semblance, and she was willing to train Rachel to help her discover it. There was another reason--she, like most of the Faunus who ever saw them in her situation, was sympathetic. However, what separated her from the rest was that she had something that could help. Eager to get her mother out of her horrible predicament, Rachel eagerly accepted. After 5 years of training, Rachel had unlocked her Semblance (It had something to do with her "talents" after all) and was entering Haven with a recommendation from her teacher/Huntress.

Personality: Rachel's almost transparent when it comes to emotions and thoughts. Sure, she'll try and hide her facial expressions, limit her body language, but there's no hiding her Faunus traits. Action speaks a thousand words, they say, and there's no one who fits the bill better than Rachel. Depending on her mood, her axolotl stalks will perform various actions not unlike cat's ears. Feeling happy? Stalks fan out. Sad? They droop visibly. Nervous? Not only do the stalks stand on end, the minuscule hairs on each stalk do as well. Not only are her Faunus features the ones that stand out the most, they're the ones that define her emotions too.

Apart from her Faunus traits showing her emotions even if she doesn't want to, Rachel is a rational thinker. She thinks everything through before carrying them out. This applies to her words and her actions, both in and out of combat. Rachel plans most things ahead and gets flustered if they go awry, though she is not a slow thinker and can usually scramble up a backup plan if the original gets ruined. She does not take this to the extreme, usually just making one precise plan with one backup option.

As an Axolotl Faunus, Rachel cannot stand the heat. She prefers cooler climates such as Mistral, where the high hills provide cool, fresh air. This has influenced her choice of clothing where she exposes as much skin as she feels comfortable to cool herself down. If the temperatures go above the 25's celcius, she starts feeling headaches, ramping up to feeling faint and collapsing. This doesn't affect her health too much, being only a slight negative of being a axolotl Faunus.

Being a Faunus and having lived with animals her whole life, Rachel knows them really well. She can understand specific sounds, facial expressions, movements and cater to their needs. This applies to a very wide range of species, and she has a natural connection to animals, in which she can easily endear herself to other animals. Subsequently, she feels more at ease with animals than with humans. She owns a pet cat called Katniss, which she can summon a copy of using her semblance. Doing so makes her more at ease with her surroundings.

Rachel has had bad experiences with Faunus racism, toward both her and her mother. She is looked at with distrust due to the White Fang's activities within Mistral. This has led to her developing a bad mindset that humans are generally horrible toward Faunus, and disliking the White Fang for giving all Faunus this bad impression. While not agreeing with their methods of violence, she retains a certain degree of respect toward the Fang for having the courage to stand up for them.

Aura and Semblance: Aura Color--Jonquil Yellow/#F4CA16

Being an axolotl Faunus, while cumbersome in normal life circumstances, has carried over a powerful trait in terms of her survival: Axolotls have one of the strongest regeneration capabilities of any animal, and this translates to Rachel's Aura regeneration too. Her healing rate is vastly stronger than other humans, but healing major wounds still requires the aid of a medic. Note that this does not increase the speed at which her Aura regenerates, and is of little help in combat.
Spoiler: show

To put into perspective, axolotls can have their spinal cords crushed, their limbs cut off at any section, even their brain damaged, and it will regenerate. No scarring, no physical defects, nothing. Every tissue is replaced. Of course, this won't be the case with Rachel, but the point is there.

Semblance: Wild Advent--Rachel can, by means of using her own aura reserves, summon a selection of animals to assist her in combat, or other purposes. She is limited in this regard to animals she has shared a close connection to, and can only have one animal by her side at any given time. In addition, these animal summons have a limited area in which they can exist--20 meters from Rachel at any given point, no direct sight needed. These summons have no time duration, look like Weiss's summons but with yellow, and can be de-summoned at any time. However, any summons active will de-summon if she loses consciousness (eg. fall asleep)

These animal summons can be ordered by Rachel via thought to carry out various actions, and have limited degrees of sentience. They can warn Rachel of enemies inbound, lead her to water or food, but not make decisions on their own. It must be noted that once Rachel has used her aura to summon said animals, they count as separate entities with their own aura reserves, as much as Rachel has sacrificed to summon the animal. She does not take damage if the animal takes damage. Rachel cannot physically control the animal, cannot look through their eyes, does not have their senses, and cannot speak to them. However, if they can carry out an action she orders, they will do it. If a summon is within touch when Rachel de-summons them, she will regain whatever Aura the summon had, up to the maximum summon cost. This helps with survival more than combat.

Rachel has currently forged tight enough bonds with 5 animals to summon them via Wild Advent. These animals all have names and are normally used for more than one purpose. When summoned, the animal summons have an extra 50% aura added on from their summon cost for their "health".

Animals:

Jun--Bengal Tiger (20% Aura) (30% "HP")
-Jun is the first animal Rachel has ever succeeded in summoning with Wild Advent, and the summon she uses most often. Apart from fighting, Rachel uses Jun as a mode of transport, as well as a sort of steed since her weapons are too short to use on horseback. Claws and jaws are Jun's weapons and he uses them well.

Haku--Peregrine Falcon (10% Aura) (15% "HP")
-Haku is mainly used in combat to harass enemies, as well as her method to temporarily distract airborne foes that her weapons lack the range to hit. Haki is also used to fish in rivers from time to time.

Katniss--Cat (3% Aura) (4% "HP")
-Katniss is the only summon that serves no purpose in battle. Instead, she serves as moral support, being cute, being Rachel's favourite animal, and an excellent mousetrap.

Alvis--Boa Constrictor (15% Aura) (22% "HP")
-Used solely for combat, Alvis, as a boa constrictor, can bite (no venom) and coil around a limb, restricting movement. Rachel uses the summon as a landmine of sorts, having Alvis strike and slither away to another position. However, the fact that her summons are glowing yellow don't help.

Nathaniel--Grizzly Bear (20% Aura) (30% "HP")
-Nathaniel fufills the role of a pseudo-tank, being a hulking grizzly bear that can stand on two feet. Nathaniel can also be ridden, and by more than one person at a time unlike Jun.

Combat Behavior: Rachel's fighting style rotates around her Semblance. More specifically, which animal she has currently summoned. However, she is still capable of fighting without any animal summons, but her effectiveness in combat is reduced due to the her reliance on her Semblance.

W/O Semblance: Rachel fights up close with her twin katars, using them the way they were intended to: punching knives. While good at close-quarters, her strength is mediocre, meaning she relies more on agility than power to win her fights. In addition, when alone, she comes up with a combat strategy based upon exploiting the opponent's weakness and goes with it, rarely backing out even if the enemy has caught on. This leads to her own weakness being potentially used against her.

W/ Jun: The most used animal summon, Rachel rides Jun into battle, using her short katars as slashing weapons that can reach enemies due to Jun's proximity to the floor, compared to a horse which would leave her weapons too far away. Jun is more oriented toward striking hard and fast while trying to take as little damage as possible, and Rachel normally creates opportunities for the tiger to get in close and savage his foes. While mounted, Rachel assumes a cavalry charge, singling out an opponent and circling them with repeated charges.

W/ Haku: Haku is chosen when there is an enemy that is out of reach of both Rachel's katars and SMGs. Used mainly as a distraction tool, she creates opportunities for Rachel to slip in under an enemy's guard while they are distracted. Alternatively, Haku can be used to engage airborne enemies and hopefully bring them in range of her dual SMGs. In addition, Haku acts as a scout to warn Rachel of far-off enemies. Due to her small stature, Haku has little bulk and is easily dispatched with one heavy blow.

W/ Alvis: When stealthy eliminations are needed, Alvis is summoned to sneak up to opponents and bite, before sliding away to wait for another opportunity. Rarely used in a head-on brawl, Alvis can warn Rachel of landlocked enemies approaching.

W/ Nathaniel: If a big, bulky tank is needed, Nathaniel can draw some fire away from Rachel in times of need due to the bear's intimidating build and size. He is normally used in scenarios where time is needed or pressure needs to be relieved. Alternatively, he can transport up to 4 people on his back, whereas Jun can only carry 1 swiftly.

WEAPONS

Names: Navi and Fi

Katar Form: Navi and Fi are twin katars, comprised of two sections: a katar with handle and a shield/gauntlet hybrid.

Like a normal katar, Rachel grips a handle attached to the main section of the punching blade. However, the handle is attached to a small shield placed above her forearm and ending at her knuckles. The shield has a line running through the entire length of the metal. Under the shield is a small box that is hidden from sight, attached to the main katar handle and is the thing holding the shield in place.

SMG Form: During the transformation to her weapon's ranged form, the katar blades split in half and rotate to the sides of her fists like prongs on a crossbow. The shields split in half as well, along the lines running down the shield, and they cover the sides of Rachel's arms creating a 3-sided rectangular cover for her forearms. In the space that the shield has now created, a small, single-barrel SMG locks into place, and can be fired from Rachel's wrists if she tenses her forearms. Weapon magazines can be loaded onto the top of the SMG, but must be unclipped before transformation.

Storage Form: The katar blade fully splits and folds around her wrist, exposing a blunt edge facing outwards. This allows Rachel to wriggle her fingers without dropping the twin weapons, but does not completely free up her hands. Otherwise, she keeps these constantly in her weapon locker or on her arms, making it slightly cumbersome while out on missions.

History: Weapons that could be used on tigerback were limited, so Rachel put the two most affordable weapons together and created Navi and Fi with the help of her teacher/Huntress. Easy enough to learn, these weapons brought her through the combat test in Haven.
8
The Vale Region / Re: Songs of Peril [Closed]
« Last post by Riven on December 10, 2017, 02:48:11 PM »
Anov couldn't have been more different from Vona, as near as Rory could tell. Vona had an air of desperation about it, a bitter and stubborn determination that brought to mind plants growing up through cracks in the concrete... Anov may as well have been a rich-soil flower bed by contrast. The people seemed content and, if Carafe was any indication, well fed, but that was to be expected when a village was both fully enclosed and self-sufficient for food. Still, Rory didn't really feel any more at ease here than he did in Vona, regardless of the chief's generosity. The persistent feeling of something being off was the one thing Anov and Vona definitely shared.

Still, the fact that this village's chief liked to run his mouth so much was advantageous. As painful as it was to listen to him chew with his mouth open, the shield fighter learned more about the situation from the chief's offhand comments than he'd been able to get out of the chief of Vona. Gaud had already mentioned that conflicts here involved both fighting and a bitter trade dispute, but from here he could start to see the outlines of how that came to be. Anov was the region's bread basket, its main source of food; Vona, then, seemed the village best outfitted with warriors and weapons. What Navo contributed he could only guess at, but it seemed abundantly clear that these three communities each had something the others needed... and weren't willing to trade away lightly.

The thought that Anov might be slowly starving out the other two -- well aware that they were doing so, at that -- put Rory instantly in a sour frame of mind. Carafe's shameless comments towards Camelia didn't help either. He kept an eye on her to see how she responded, ready to back up however she chose to handle this double-chinned lech.
9
Everywhere Else / Re: Across the SALTy sea (Super special Thread for Cornell)(Closed)
« Last post by Riven on December 10, 2017, 02:08:48 PM »
Sixty thousand Lien. Sixty thousand, all of it in various small-denomination cards that would make spending it without drawing unwanted attention that much easier. Back aboard the Red Corsair Cordell couldn't help but take a peek inside the huge case as she sorted the received supplies; she had to admit, the sight of so much money at once was nearly enough to make her giddy, at least when she wasn't considering what she was being paid to do. More practically, she made sure to systematically sweep the almost-a-suitcase in search of hidden signal or listening devices, using her Semblance to double-check the work of her eyes. It seemed clean and clear...

Once back in the ship's cockpit, Cordell wasted no time in sending out a call to the transponder she'd given Rachael. "So, Ms. Mysterious, seein' as ye just hired yerself a pirate an' all, it seems fittin' we chat en route t' th' job site before th' weather starts degradin' th' signal. Just who's runnin' this show'a yours? I get that some clients prefer anonymity, but most of 'em don't also have secret island bases an' intent t' throw a wrench in th' works'a equally secret weapons programs. Forgive me sayin' so, but this shindig has 'spy agency' or th' like written aaaaaaaaall over it. Th' resources, th' methods, th' whole shebang, like somethin' outta comic books. Am I wrong?"

"Either way, it's time I knew about you lot -- and th' target. What am I stealin', exactly? Bomb? Mech? Airship? Some sorta toxin? Please don't say it's a toxin..."








"Well... crap."

Aside from attacks by Grimm and... well, pirates, there was arguably no greater danger to any airship than a Dust-infused storm. Natural ones were bad enough, highly unpredictable with a nasty penchant for destruction, but when any sort of mined-up Dust -- even the unrefined stuff -- got mixed up in a weather pattern it stood to make things just that much worse. They were mercifully rare, but she'd seen one of the odd occasion over the course of her career. That said, the one displayed on her screens right now was an absolute monster by comparison. Flying into that would basically be suicide. She could likely get onto the target ship before it sailed in... but getting out afterwards? That would be a trick.

"Okay... so, here's how we're gonna play it." Cracking her knuckles and then stretching out her fingers, Cordell laid out a low-to-the-water approach trajectory that would but them directly behind the transport. "Get me in close enough for boardin' via zipline, then withdraw to... here." She marked a small speck of an island about thirty klicks southeast. "Land, bunker down, and wait fer orders. If ye come under threat, use th' standard protocols."

"With any luck this won't be nearly as crazy as it looks."


"I still calculate the risks of this mission as being exceptionally high, captain. I urge you to be careful." Del paused, a pair of new markers suddenly appeared on the local map. "Captain, sensors just picked up two more craft: a large transport boat and a small armed escort. They appear to be heading for the storm as well."

"Could be part o' this weapons test business as well. Have they spotted us?"

"I cannot be certain. These weather conditions are helping to conceal our approach but the weather anomaly is also causing disruptions to our stealth systems. I estimate their current effectiveness at between forty and seventy percent."

"So we can't rely on surprise... speed it is, then." Rising from the pilot's seat, the captain checked over her approach trajectory one last time with a slow, hopeful nod. "Okay, bring us in Del. Here goes nothing."

Seen from outside, the Red Corsair was a crimson shadow cutting its way through the winter gale, sweeping in low and riding just above the churning waves to avoid the worst of the storm winds. The main hatch of the jump room slid open as the pirate airship closed in on the transport, a large harpoon gun on a large mechanical arm lowering from the opening to take aim. Inside Cordell operated the targeting controls, her hair whipping about freely as the bluster from outside swept in; she'd have to keep her beloved hat tucked away for now or risk losing it to the tempest.

She'd need to be close to pull this off anything resembling safely. Fortunately the big boat didn't have any onboard guns so there was no risk of getting shot down at this range, but close quarters under these conditions was still not a simple thing. She watched the rangefinder tick down, knowing that the longer this boarding maneuver took the greater danger there would be from the storm. 250 yards... 200... 150... She was close enough now to paint the target of her landing zone, then hand it off to Del for windspeed calculations. 100 yards... 50 yards and closing...

With a loud burst of compressed air, the magnetic harpoon fired and sailed through the air, anchoring itself to the hull just above one of the exterior doors. After a moment the line went taut, the airship matching the speed of its target. Pulley-hook in hand, Cordell stepped up to the line and took a deep breath. There would be no turning back after this.

"... I must be outta me damned mind." She muttered. A few moments later she was sailing through the tumultuous air, speeding down the long metal cable as snow whipped across her face. The landing was rough; the boat's hull came up quicker than she'd thought, having to squint just to keep her eyes open in the storm, and as a result she didn't have nearly so much time or space to slow down as she would've preferred. Cordell hit the wall in a crouch, letting her legs absorb the impact before letting go and dropping onto the narrow, ice-slicked exterior walkway. Oh, she'd feel that come morning. Quickly picking herself up, she signaled her arrival and Delahaye deactivated the harpoon's magnet, reeling it back in before veering away from the impending Dust-weather.

"Okay," Braving the elements just a bit longer, Cordell pulsed her Semblance to make sure no one was waiting on the other side of the door, then pulled it open and made her way inside. "Belly o' th' beast time."
10
The Vale Region / Re: Ashes to Ashes, Dust to Dust (AGAT Initiation)
« Last post by Dusty on December 10, 2017, 12:56:29 PM »
Rubbing the sleep from her eyes, Aoife let out an unwomanly groan as she got to her feet. She hadn't been doing much in the way of sleeping during the night, her unfamiliarity with heights playing with her nerves just enough to keep any slips into slumber short and not at all sweet. For the last hour, Aoife had been bouncing between artists on her scroll without any sort of coherent pattern, the music audible to anyone sitting close to her. It was a nice surprise that she was able to even make use of the headphones, but a flight across the continent had some benefits, it seemed.

Snorting as she made her way past Tieren and his brand new headache, Aoife grabbed one of the cups of tea Sophos had left out for them and downed it immediately, gasping as the liquid travelled its scalding path through her body. "Oh that'll wake a person up alright. Nice choice Doc", she exclaimed while walking back to her seat and grabbing her rifle. Settling down, Aoife began performing the last minute checks on her gun, making certain the red dot sight was still working properly and that there weren't any issues with the trigger and safety. Her revolver wouldn't need any checks, she'd completely dismantled and cleaned it the day before, and Aoife knew it was in perfect condition.

Checking her equipment, though, gave her another opportunity to look over her new team. Mae seemed nice, almost suffocatingly so, reminding Aoife of a stereotypical best friend that you'd find on some TV show. Gavin, too, had given the opinion of being a nice guy, even if she'd given him a bit of a cold shoulder before. Sue her, she was tired, everyone knows you become ruder when you were tired, it was scientific fact.

Tieren seemed less of a sweetheart than the others, but that may have just been the situation at hand. He had to have something going for him if he'd been made team leader, after all, so Aoife, deciding to give the whole nice thing a go, threw him a bone. Well, a bone by her standards anyway.

"How's the head, Argus? Sword knock the cobwebs loose?".
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