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Topics - Timeworker

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1
Introductions, birthdays, and departures. / Im back!
« on: February 04, 2017, 04:33:43 PM »
Well it sure has been a while since I've caught up with everything...
a month longer than I expected to be to be precise.
Kinda got caught up with getting my school grades high enough and getting into college ect...
Well I should be back and active once more!

I look forward to roleplaying again with you guys!

2
Introductions, birthdays, and departures. / A temporary goodbye
« on: December 21, 2016, 08:16:07 AM »
So with the up coming holidays I am going to be very scarce around the website. Il finish any characters I'm reviewing (or at least until they are +1nd) and then il prob dissapear for a while.

Going under a lot of stress right now and if I will be role playing it should be at my best.

Bonus: this lets me work on my worldbuild! Creating a religion from scratch isn't as easy as I thought...

Anyway, Cheerio il be back soon!

3
Teams / A team for non-students! 4/4 MORE WELCOME!
« on: November 15, 2016, 06:49:51 PM »
Do you have a character that isn't a beacon student? (Bounty Hunter, Hunter, Adventurer, etc..)
Do you want your character to have adventures with people he or she can get attached to?
Well look no more because Dorothy Burgundy is recruiting!

Dorothy is looking for a team that she can travel the world with during her treasure hunting journeys. You'll be going to distant places, many not touched by humans for hundreds of years! You'll be fighting many different types of Grimm that may or may not kill you!

So what are you waiting for! Sign up your non-student character (which consists of like no one but here's hoping) and lets get hunting!

1.Dorothy Burgundy
2. Brond Osilgrin
3. Cerulean Steel
4. Rikita Tierra

RESEVERVE LIST
(Characters who are not on the official list but can and will be switched in as interest arises or more people are needed)

1.
2.
3.
4.

4
AMA Section / AMA The Timeworker Edition
« on: November 11, 2016, 07:53:22 AM »
So yeah you can ask my characters pretty much anything. Ranging from their favorite colours to why they think they exist.
You can also ask a bit about me but there isn't much to see here ^u^. Also I'm a world build minion staff so if you have any questions about character creation I should be able to answer most of them!

5
WiP Characters / Angelica Auburn
« on: November 10, 2016, 07:50:30 PM »
CHARACTER

Name:
Angelica Auburn

Age: 
36
Species and Gender:
Human Female

Symbol: 
A skull made out of spider webs

Occupation:
Mistral Hunter, Ex. Mafia Informer

Appearance:
Angelica is a light-brown skinned woman with dark frizzy hair jutting out in every direction. She stands at an impressive 5’ 10” but easily 6 foot when she wears heels on the rare occasion. Her skin is unblemished which is surprising for her age and occupation. Her warm green eyes betray nothing of her true capabilities and her smile lights up rooms. Her build is overall athletic like many other hunters while also being quite toned more like a swimmer’s and less like a body builder. She can usually be found in a very mafia-esque suit, which consists of a white dress shirt covered by a black blazer, black tie, suspenders, black dress pants, and black dress shoes with white trim. Overall a pretty standard formal attire. However there are some accessories to make her stand out. A skull made out of cobwebs is pinned on her chest accompanied by her trademark black fedora. She is often seen carrying a black messenger bag in which holds her weapon, Checkers. “Dad always told me to never be caught dead in anything less than flawless.”

History:

Ever wondered what it would be like for a saint at heart to be born into a mafia? Her name is Angelica Auburn and boy does she know that story. Born to Adande and Michelle Auburn, Angelica grew up in the love and care of both of her parents. They supported and loved her more than their parents had loved them. To them, Angelica was their treasure and legacy. She, from a young age displayed in many of the arts that Mistral had to offer. She loved the different forms of self-expression, practicing most of them in her spare time. Her favorite ones tended to be music and singing. She dabbled in art and humor but her true talent lied in her dedication to music. However, life had other plans for her.
As she grew up Angelica gradually became aware of the corrupt dealings that her family took apart of. While she was closely knit to her mother and father she also had many brothers, sisters, aunts, and uncles. She loved her family even if they tended to be over protective. She was the flower of the family after all. As she grew up she didn’t necessarily love the business but she sure as hell wanted to impress her family. She began taking up the family butlers offers of combat training and while it was a really slow start she made steady progress in leaning the art of fighting.
Yes growing up in a crime family had its benefits and downfalls. Her family was pretty known in the black market for information. If it existed they knew about it. You wanted a lot of dust for unknown reasons? They knew how to get it. You wanted lots of bombs for no reasons? No problem. You wanted to wreck your life by dosing up on so many drugs you lost your mind? They got your back. The services they offered was extensive but Angelica still struggled to find her place. She was just too kind to do much of it. That was until she found out about her semblance.
Angelica became quite the snitch, listening to conversations and gathering information from all over Mistral that landed in the black market. The family was quite pleased, until of course a hunter had come into her life. When Angelica met a hunter for the first time she fell in love with the job. She wanted to become a beacon of inspiration for children like her. She wanted to be a safe haven for the helpless. The family was in a panic until of course Angelica’s father put an end to this. They would support her choices and would allow her to become whatever she wanted to in life.

“Nothing you could do Angelica can change the fact that I love you.”
The next years would be brutal. Training was hard, intense and Angelica was struggling. Her semblance wasn’t exactly a crutch to be used. Her hands were the ones of an artist not a fighter. However, Angelica was determined to show the world it could be both. Some of the older butlers were ex-hunters. Her father commissioned them to train her so that she would be ready for Signal and they may have been a tad overzealous. Lacking proper training in the teaching category they taught her how their masters taught them. By driving her into the ground every day. They trained her in every form of combat imaginable trying to find one that suited her. She obtained a general knowledge over many different martial art styles and weapons. She became a jack-of-all-trades, not to say she didn’t keep up her arts. She became a renowned singer in many clubs around the area. She balanced her pleasures and determination expertly. After many, many failures she showed enough progress to be accepted into Haven. In order to maintain a good image, she had to cut all communication with her family. The parting was filled with many tearful good byes. However, this was her life and she was going to live it.

When she entered Haven she was a little below average in strictly combat terms. Her “teachers” had taught her enough to get accepted but it was up to her to become a huntress on her own. She sure as hell wasn’t about to lose her dream to incompetance. She learned to become a deadly killer and enemy to Grimm. Once the very few students who recognized her last name stopped isolating her she became quite well liked due to her kind personality and caring nature. She grew in leaps and bounds as the team leader to team ANGL. Her teammates came to find out whom she was and they accepted her. This was one of the best highs of her life. She had finally discovered a place where she belonged. Her teammates pushed her to become stronger and with their help she was able to become the fighter she is today. One of the only teams to stay together after their graduation they made a name for themselves using their unique brand of teamwork and strength.
The next few years were filled with missions and adventures. Eventually however it was time for them to split apart at least for a little while
Angelica, an artist who became a warrior. A person who proved that you don’t need “natural aptitude” to become a great hunter was ready to go home. She was ready to go and inspire more kids like her who want to become hunters and don’t feel they have the talent. Angelica was coming home. She took 4 years to explore the sights that Mistral had to offer. She practiced arts that she was never able to see before. Now away from most supervision she could have contact with her family much more often. Her 4 years of exploring and fighting off Grimm solo came to a quick end when Angelica received a phone call. She was told to find somewhere to sit down through sobs and fits of crying.

“Where did dad go Angelica? When is he coming back?”

Angelica didn’t know how to answer Madelyn as she tugged at her dress. She was too busy trying to process what had happened. Her father had been taken along with a few others. Enough evidence had been compiled to convict them. Her father was on death row and the others imprisoned with very little chance for parole. It was like a part of Angelica inside had shattered in that moment when she had found out. The family had gathered and they all spoke in hushed tone. Like they were mourning for a man who was still breathing. Angelica didn’t come out of her room that night. She screamed and destroyed. She cried like the little child who had left this house 5 years ago. She cried like the girl who had sobbed into her father’s shirt when her brother broke her favorite toy. Anger turned into sadness, which turned into apathy. Life wasn’t fair. She couldn’t choose between her family and the life she chose to lead. She was right it wasn’t a choice. To her there was only one thing that she could do. She was bringing back the man that let her carry this scythe knowing full well that one day it might be buried in his back.

6 months later...

7 cells were filled with prisoners scattered across the prison. At 12 o clock midnight a figure walks into the hallway through the wall. At 12:10 all the cells are empty as men and women from all over the prison disappear one by one file into the same place the figure came out of. At 12:15 hunter Gregory Steel, former 2nd in command of team ANGL engages the figure that breached the facility. The feed breaks for an indefinite amount of time before a rescue team retrieves the unconscious Mr. Steel. The whereabouts of the prisoners are currently unknown. Angelica wished she could have said she did such an amazing feat alone. It would have been impossible if anyone else had been the one who confronted her. Anyone else but an ex-teammate. 
The next days were followed by an endless celebration. The safe return of the father and daughter was a great achievement. Of course the whole family needed to go underground but at least they were together. Except for…

“I can’t stay Dad. . .every minute I stay it just gets more dangerous an-“

“-You make me proud Angelica. The proudest a father could be. What you did was reckless as fuck and stupid as hell but you stuck to your guns and did what you thought was right. You need to go, I know. I’ll tell your brothers and sisters you said goodbye. Just remember your ol’ man and nothing you could do Angelica can change the fact that I love you.”

So Angelica left her family again. Wondering whether the decisions she made was right. Hey exploring Mistral wasn’t that bad solo. Maybe it was time she paid Vale a visit…
 
Personality:
Angelica is an extremely emotional individual as compared to a lot of other people her age. Not in the crying sense but in the fact that she has a lot of compassion. She cares a lot about people and children. She shares a kindness with everybody she meets and has a hard time in battle to keep her emotions at bay even after 8 years of fighting in the business. Blessed with unrestricted mouth she tends to cuss a fuck ton and make quick witted comments at the best of times. She enjoys reading and writing as her favorite hobbies along with long walks at the beach. She dabbles in poetry and is trying her best to get into painting. When it comes to intelligence Angelica is average in math, chemistry and biology. However, she prestigious talent in music singing and dance while currently seeking out opportunities to improve her drawing/painting. One of her more hidden interests is humor. She secretly wants to be a comedian when she grows up. Angelica is a very soft and gentle individual who has chosen to take a path that wasn’t meant for her and toughed it out the whole way through.

Aura and Semblance:
Skeleton Key            Aura colour: Cadet Blue #7ac5cd
As a professional hunter Angelica’s aura is average for her age. She can use it offensively, defensively, as well as all the effects (sensing, strength, aura blasts,) that come with it.
Skeleton Key is a teleportation semblance that works a little differently than others. Skeleton key allows Angelica to create a door-shaped portal which bridges two places instantly allowing her to walk through them like one would a door. The door disappears when Angelica dismisses it. When the portal is created anything can go through it, including enemies and bullets. Her semblance technically has infinite range but for every 15m it takes her 1 second to create the portal, which subjects her, to be interrupted. Cool down and physical exertion between door creation doubles for every door. It discourages her from using this semblance for combat purposes but doesn’t stop her entirely. The cool down build up refreshes back to 0 every time she waits the same amount of seconds equivalent to the distance she traveled/2. So for 15m she would have to wait around 7.5 seconds before she can use her semblance again without the cost doubling. To keep a door open Angelica spends a minute amount of strength to keep the portal open. However the toll stacks with the more portals she creates. She can hold around 10 portals out at once before the toll becomes too heavy to handle.

To create a door Angelica must be within eyesight of the location or meet certain conditions. A detailed picture of the desired location accompanied by exact geographical coordinates is enough for Dorothy to make a door to the location. The physical toll on her body is a lot more when creating and maintaining doors in this manner. If not enough information is given then a door will be created in the general area of where the specs were given. (The rescue mission took months of planning and people getting information for her on the inside.)

Combat Behavior: 
The entire of Angelica’s arsenal screams mid-ranged fighter. She moves extremely fast using superior speed and years of training to cut down foes at a quick rate. Using sweeping arcs and heavy blows she utilizes the scythe function of her weapon to maximum efficiency. When on the offensive she tends to rush her opponent down and keep attacking with speed and strength that is above average even for hunter levels. If her offensive techniques with her scythe don’t work she uses the Tommy gun to turn her target into Swiss cheese. The rapid fire of the gun shred opponent’s aura and softens them up for the edge of her scythe. Angelica is weakest when she is defending. She can’t use her speed or strength to maximum efficiency and blocking/parrying with a scythe can be awkward. Her best offense is avoiding being hit all together and waiting for a chance to turn the tables by going on the offensive again. A master of evasiveness reaction and speed Angelica makes herself an extremely annoying target to focus down. On both offensive and defensive Angelica uses her doors to trick and confuse her opponent making the entire match feel like a maze. She will disappear around a corner only to reappear somewhere else and open fire. Sometimes she will open a door where the opponent can’t see and fire through it only for the opponent to take fire from a door open behind them. Angelica turns every match into a game. Her weaknesses in fights rest in her fighting style. People who can keep Angelica on defense put her in her weakest state long enough to put her at a severe disadvantage.  People who snipe from long distances can definitely outclass her if they force her to engage in a combat of gunfire. Angelica can’t take too many hits when fighting people of sheer physical strength. Hunters who wield extremely heavy weapons (Hammers and Axes) pose a threat as their strength is enough to cause serious damage to her reserves quickly. Harshly punishing her for any mistakes that she makes while fighting.

WEAPON

Name:
Checkers
Primary Form:
A black scythe with white blade. There are many different connections and sections that run along the blade, which connect to a giant circle. The pole of the scythe is a straight black piece of metal, which has parts bulging out of it. The parts jutting out of the pole belong to the secondary form of Checkers, which is the Tommy gun. To transform between scythe and gun the blade’s sections wrap around the giant circle much like how Qrow’s blade turns into a scythe but a circle. The circle flips from being perpendicular to the pole to parallel while the shaft shortens to form the Tommy gun. The pieces that were jetting out before become the handle and body of the gun. The giant circle becomes the ammunition drum.
Secondary Form:
The second form of Checkers is a White Tommy gun with a black trim. The transformation between gun and blade is the opposite of blade to gun. There is an inscription of writing on the side of the gun that reads “From Mistral with Love <3”
The gun fires at around 725rpm and can fire a lot longer than normal guns of its brand. The drum is filled with dust crystals, which can produce more then one bullet per crystal before they are drained. The bullets that the crystals create are not aligned to any specific element but are a mix of kenetic dust (the core) and a lightning dust shell, which packs quite a punch at close to mid-range. The gun unfortunately becomes a less accurate at long range due its nature and how the bullets work. The total effect is an aura-shredding machine, which can fire at about 2-3 mins. Angelica always carries an extra drum with her on her located on her lower back hidden beneath her blazer.

Tertiary Form:
The drum turns it’s sideways and the other parts of the gun collapse to make the whole thing fit inside the messenger bag she is carrying.

Dust Functions:
Checkers has two dust functions. When loaded up with an electric dust cartridge the blade of the scythe becomes electrified sending an extremely strong current to whomever it hits. The current stuns the target for 3 seconds and gradually wears off over a 10 second period. The second function is a fire dust which heats up the blade to extreme temperatures adding a hefty burn damage to blows (Around 10% to people of her level). The blade burns at around 200 degrees, enough to cause a severe 3rd degree burn if one is exposed to it without aura. Each effect can last for about 2-3 minutes of use before dissipating.     

History:
It was a gift from her father for her 17th birthday.
“Happy Birthday cupcake. You have many years of trial and tribulation in front of you. But if anyone fuck’s wit’cha kill em dead for me understand?”


6
RPG Discussion / Bringing Back Weaknesses and Strengths?
« on: October 22, 2016, 10:04:02 PM »
So I have realized through reviewing the a few  profiles I seem to find one area that seems to lack more than any other sections on character sheets (not for all characters just for some). The combat section. This section gives us an insight on what a character can and cannot do, what they are strong at and what can bring them down in a fight. Pretty integral when we think about how many threads are dictated by combat. When people leave their combat sections very vague and ambiguous it allows them to pull off questionable things that we wouldn't have approved in the first place.

Of course this ruins the entire experience for everyone. But there was a way this was avoided in the past. The strength and weaknesses sections of a profile allows me (im not going to speak for all reviewers) to quickly asses the strengths and weaknesses of characters to see if they balance each other out. I don't exactly remember why the two were removed in the first place but I would be interested in knowing if anybody would find that having those two sections back would be useful when viewing profiles. Maybe a spoiler TLDR that let people know what the character can and cannot do?

So are you guys for having strength and weaknesses categories returning? Maybe under a spoiler or a different name? Maybe you hate the idea all together and like the vague generalized way we do it now.
Lemme know what you think.

And hey If a mod stumbles across this it would be cool to know why we got rid of it in the first place.

7
Approved Characters / Dorothy Burgundy
« on: September 27, 2016, 08:59:38 PM »
CHARACTER

Name:
Dorothy Burgundy

Age:
20
Species and Gender:
Mouse Faunus

Symbol:
An hourglass inside a circle with the sand nearly all at the bottom save for a handful at the top dripping down.

Occupation:
Council Sanctioned Scavenger, Treasure Hunter, Explorer, Shade Academy 3rd year
Co-op student
Spoiler: show
I'm assuming the savaging program can act as a Co-op program through the school allowing Dorothy to complete her training and become a hunter while also scavenging and treasure hunting.


Appearance:
Dorothy stands at 5 feet 8 inches with a very slender build. At a glance one could see that she is an athlete built for speed. Dorothy is an athlete with a sleek body toned in enough muscle to keep her fit but not enough to be a body-builder. Her black skin is blemished from her multiple excursions into the deserts of Vacuo. She calls them her own personal trophies and reminders of mistakes not to make again. A tattoo of an hourglass in emblazoned on her shoulder. Her eyes are brown but are less defined by the colour and more by their feeling. The look in Dorothy’s eyes in always one of infinite curiosity and excitement. She doesn’t have much body fat, which helps with getting into the tight spaces she crawls through when exploring. Her mouse ears are coloured the same brown as her air and rest on top of her head. Her hair is tied up into dreadlocks that she keeps cut short for fear of repeating an accident that nearly cost Dorothy her life. While it might be short she does keep colourful beads on some of the strands. They represent every close friend that she has made. While they are not all still friends nor still on this earth, Dorothy made a promise to honour the relationships she’s had. This is her way. Dorothy can often be seen wearing white shorts with a blue stripe on the bottom accompanied by a green shirt and white vest. She also wears a white flowing cloak, which conceals her weapons. Due to her extensive adventuring in multiple climate dust has been imbued into her cloths to keep her body temperature stabled and to change colour based on environment.

History:

      Where others see a dangerous desert wasteland she saw opportunity. This line was a mantra Dorothy’s parents had said since she was a child. At a very young age Dorothy had been inspired from the stories that her Mother told her. The stories that painted a world of infinite possibility and adventure. Treasures and loot waiting to be uncovered guarded by monsters ferocious and strong. Dorothy grew up with an ear to every tale. She developed an insatiable curiosity for everything. She grew to question every thing and the answers she got were never enough. Dorothy had to see it for herself. She had a desire to explore everything the sun touched. Combined with her relentless energy and excitement her parents knew that nothing would stop her. They knew this and they were afraid. They tried the best they could but there was no way that her parent’s could keep Dorothy away from the desert forever.

It started by accident. A scavenger group had just come back from a long haul out in the desert. Lot’s of treasure and loot adorned their sacks. Going to the market to sell their wares they bargained and bickered with customers. Unfortunately for them this was the day that Dorothy visited the market as well. She hounded them, asking questions until she was blue in the face. They tried multiple times to get them to take her with them but of course they refused. Who in their right mind would let a child on to a dangerous excursion? Much to her parent’s relief Dorothy went home empty handed. Or so they thought. The leader of the gang, an aged Scavenger named Griffon had given the girl something. A dagger small enough to fit into her small hands. With the dagger came a note, which said, “I want you to give this dagger back to me before midnight. If you can do that then I might see some potential in you after all.” Of course the task wasn’t easy. Dorothy had to sneak out of the house and all the way to the market without being seen by anyone who would certainly ask question. Even when she made it to the carriage compartment of the Sand Crawler she had to remain hidden till they got out of town. The next time she would see day would be when she awoke to multiple startled shouts coming from the scavenger crew. A few words from Griffon as he accepted the dagger were enough to quell the shouting before Dorothy sent out on her very first looting.

      The trip went off without a hitch. There was some Grimm encounters but nothing too big they couldn’t handle. When Dorothy returned home she was welcome by her parents in tears. Terrified and worried where she had been. When she explained the parents weren’t any less angry but they finally understood what their daughter would do for what she loved. They decided that until she was able to enter Shade that Dorothy would go on expeditions under STRICT supervision. The parents were angry yes, but not enough to restrict the thing that their daughter lived for. They wanted to nurture ambition and strength, not destroy it.

      So Dorothy’s career as a scavenger began. As the years went by she became well respected in the small community. She became known for being fast, efficient, and intelligent. She became an extremely valuable member in the team and in the market place. Often times it was Dorothy that would risk the dangerous move for a piece of loot. Diving amongst hoards of Grimm to get an abandoned item. She also did something that no one else did in the market. Something that brought in a lot of funding. Dorothy when she was a little more cemented in the group stumbled upon a series of caves that seemed to wind into the depths of the desert. These caves could provide valuable shelter and treasure. So Dorothy did what any scavenger would do, she made a profit. Dorothy dedicated a lot of time and energy into mapping out the tunnel systems. Many tunnels were hidden from the surface requiring special ways of entering. Some of the rock underneath the desert was imbued with a special mix of dust over time making electronics almost impossible to use down there. Her maps became priceless as they were seldom for sale. However Dorothy had made a name for herself and at such a young age, which was more than she could ask for.

Eventually it came time for her and the group to part ways. It was at this time that she received her first bead in her hair. Shade academy years went by in the blink of an eye for Dorothy. Mastering the art of speed and stealth Dorothy honed her skills that would be the most useful when she retuned to the desert. She remained mobile scoring amongst the highest in the agility category in her year. She became adept with knives and daggers that flowed well with her fighting style. In her classes she passed in her science and math classes but the area she really excelled in was geography. However in Shade academy the thing that she valued the most was her friends. The people that she met had a wide variety of skills and personalities. She retained her boundless excitement and energy all throughout her two years in the program. All her friends wished her luck as she applied for becoming a Council Sanctioned Scavenger. Passing her exams with flying colours she soon owned her own license and set into the desert once more.

      Dorothy spent the next half-year exploring, looting, and mapping. She had assembled a small team for herself and they had developed a very good reputation amongst the council. It was at this time that Dorothy put a request to the council. Dorothy wished to expand her search beyond Vacuo. She wanted to travel to all the kingdoms in search of lost loot and places forgotten to man. There were just so many places that were lost to Grimm and wiped off the map. The temptation was just too strong. After much debate and waiting a contract was signed. As long as she could keep her loot and payments coming in they would draft up a contract/license that would let her scavenge in other kingdoms. Of course paperwork would have to be sent to the other kingdoms and part of the profits sent to them but that wasn’t the point to Dorothy. She just had the gates of the world opened up to her. Now she had unlimited space to explore. Watch out hidden secrets and artefacts of the world, Dorothy Burgundy is hunting you down.
   

Personality:
Dorothy is an extremely energetic person. Always maintaining a healthy optimism and energy towards all ideas she gladly accepts help and partners from all backgrounds. She is always trying to make new friends everywhere she goes. She never hesitates to ask questions even if they are a little awkward and never shook the childhood habit to ramble especially if she sees something she thinks is rare. Academically Dorothy is pretty average, able to vaguely understand complex concepts but still cause confusion if doted on too long. The last point applies in all but geography. The landscape and how it is shaped and formed fascinates Dorothy. She can go for hours just looking at scenery she finds pleasing or beautiful.

Aura and Semblance:
Dilation

Aura colour: Sun Yellow

Dorothy’s semblance has allowed her to escape multiple encounters with Grimm and deadly traps. Her semblance allows her to temporarily manipulate time slowing it down. She is simply moving through time fast enough that it's essentially slowing it down for herself. People who have been slowed down by her semblance won't have the feeling of being slowed down but there are some indications that her semblance is active. A soft yellow glow surrounds her when she activates her semblance as well as the sound of a clock ticking. The slowing effect of the time manipulation doesn’t affect Dorothy but it had some major drawbacks when used too much. Whenever she uses her semblance her hourglass tattoo glows yellow and flips upside down until she is done. Even though the manipulation is powerful it in no way causes auto-dodge or auto-hit. When she moves in her semblance it looks as though she is using a speed semblance. Therefor is an opponent has the reaction time to counter her movement she can easily be avoided. She also can’t auto dodge with this ability either. To see objects (such as a gun or arrow) she needs to have her semblance on before it is fired. Dorothy doesn’t have the reaction time to activate her semblance in the time a trigger or a bow is pulled back. The drawbacks all last for the duration of the cooldown. In addition to all drawbacks, the symptoms themselves double in intensity for every time the semblance is used consecutively. (Consecutively defined as another cooldown time between the time the first cool down is finished. Eg. Waiting 60 seconds after the initial 60 seconds for level 1 to be finished). Interesting fact: Dorothy can use the semblance in a reverse way as well. Time around her slips past her at amazing speeds while she seems to slow down her existence to a crawl. This doesn't have any combat functionality but it does help to pass the time in the hospital after abusing her semblance too much.


Level 1:
Spoiler: show
This level is a very minor form of time manipulation. Time around Dorothy slows but not much. Time passes almost as if things were a little sluggish on that day. The experience could also be compared to lag in a video game. Enough to be annoying and noticeable but not exactly life saving.

She can remain in level 1 for 60 seconds
Cool down between uses 60 seconds
Draw Back: A headache and dizziness that lasts until the cool down is finished


Level 2:
Spoiler: show
This level is a little more intense then level one. Level two allows her to see projectiles in mid air and track them with her eyes. It is almost as if her opponents were moving in slow motion. This level is the one Dorothy uses only in dire situations due to its drawback and how long it lasts.

She can remain in level 2 for 30 seconds
Cool Down 2 minutes
Drawback: After the 30 seconds is up Dorothy experiences an extreme migraine. Using level 2 multiple times can put her out of a fight easily. While recovering she also experiences visual hallucination. The world in front of her shakes with mirages of itself moving back and forth rapidly. Almost as if time was trying to catch-up to her.


Level 3
Spoiler: show

Using this causes time to nearly grind to a halt as everything moves in slow motion. Dorothy nearly never uses this level due to its short window and near fatal drawbacks. However in a do or die situation it has saved her life more than once.

She can remain in level 3 for 5 seconds
Cooldown: 12 hours
Drawbacks: After coming out of level 3 Dorothy is rendered unconscious from mental and physical strain. It leaves her completely vulnerable in a fight hence why she never uses it unless she feels like she will die.


Semblance Specifications
Spoiler: show
 If a projectile leaves Dorothy's hand while she has her semblance activated it will leave her aura and become affected by the slow that is in place at the time (moving slowly in 1, very slowly in 2 and nearly suspended in 3). When Dorothy activated her semblance in relativity to the normal world she is going extremely fast. However her punches and blows still do the same amount of damage that they would do in normal time.



Combat Behaviour:
Dorothy usually never fight humans put takes very assassin style when it comes to Grimm. Using a combination of stealth and speed she is able to dispatch Grimm with multiple swift and precise strikes. Her shield protects her from ranged attacks but only for so long. While she is able to fight in both hand-to-hand combat and long range her greatest weakness is that she chooses to be jack-of-all-trades instead of mastering a single art. Her semblance combined with her melee can be a very deadly combo but the drawbacks after can leave for equally deadly openings.
WEAPON

Name:
Sunfire Gauntlet

Primary Form:
A golden gauntlets that Dorothy wears on her left arm. It bears unrecognisable markings and letters with symbols that decorate the palm. The gauntlet seems to reflect the suns rays and had a sun carving emblazoned into the top of the hand.

Dust Functions:
The most useful part of the gauntlet is how it uses two types of dust to generate a shield that can be used offensively and defensively. The gauntlet stores two dust crystals, one fire and one kinetic. The kinetic dust makes a force field like barrier that absorbs blows from projectiles and melee attacks. It is extremely strong and durable lasting for a total of 10 minuets of constant use in combat. The fire dust crystal coats the force field in a sheet of flame burning whoever touches it making a shield with offensive capabilities. The shield can take a lot of punishment but is destroy by repeated exposure to giant blunt force (War axes, hammers, really heavy physical strikes) or precise/heavy fire (Multiple sniper rounds, lots of machine gun fire). The shield comes up to about her chin and stop at her calves.

History:
The gauntlet is one of the more valuable items Dorothy has found during her lootings. She found it so useful that instead of selling she kept it to add to her armory.

Name:
Desert Flower

Primary Form:
A unassuming set of daggers with multiple hidden carvings made along its white handle and blade. Dorothy keeps a set of five of them on her at all times. One blade per petal of the flower just in the case one breaks.

History:
The daggers were a gift from Griffon that Dorothy just can’t let go. When one breaks or she looses a set she orders a new set be made with the exact same specifications she has written down.


Name:
Throwing Daggers

Primary Form:
Slim but sharp throwing daggers that Dorothy keeps tucked away in hidden pockets within her cloak.
 
History:
Dorothy needs a lightweight ranged weapon that doesn’t make any sound when she fires it and causes the least amount of collateral. The throwing daggers were her best bet. (doesn’t want to collapse the tunnel of the cave she’s in)


 

8
RPG Discussion / Has anybody Wondered what the background to the forum is?
« on: September 27, 2016, 06:08:50 PM »
I found the picture if you're interested/curious.
Spoiler: show

9
Approved Characters / Xavier Cendres
« on: September 21, 2016, 08:15:26 PM »
CHARACTER

Name:
Xavier Cendres

Age:
19

Species and Gender:
Human

Symbol:

Occupation:
Mechanic and Engineer, Aspiring Hunter, 2nd year at Beacon

Appearance:
Xavier has messy red hair that slightly drapes over his face from lack of grooming. His hair falls over his two goggles he uses when he works on his projects. He stands at a impressing 6 feet and weighs about one hundred and sixty pounds. His frame is very stocky and broad-shouldered, fit for heavy lifting. His hands are run down from years of building and experimenting. His eyes are a deep brown which contrast heavily with his pale white skin. The strangest thing about his frame would be his very noticeable lack of arms. Instead there are two bionic combat prosthetics that take their place. They are a lot heavier and bulkier than the ones that Atlas offer looking more like weapons then arms. In battle Xavier carries a dark brown trench coat lined with heavy fur. The coat is filled with hidden pockets and spaces that he uses to store his gadgets and portable projects. The jacket has been imbued with dust to regulate the temperature underneath it. It is much better equipped for surviving the snowy mountains of Atlas. The coat is extremely resilient to the elements and is doesn’t seem to damage like a normal one however it seems to don many stains and dirty patches from previous experiments. Below his jacket Xavier never grew out of his habit of donning overalls. It wouldn’t be strange to find tools hanging out of pockets. Underneath the overalls he wears some armor inspired from the designs of the military armor of Atlas.

History:

Spoiler:  TLDR:HISTORY • show

His family is kicked out of their settlement and Xavier is orphaned after his father is taken by soldiers and his mother by the cold
Xavier is adopted by a travelling group of faunus who grow attached to him through their mutual fear/hate of the military
A professor in the group takes him under his wing and teaches him about technology and prosthetics
Xavier and his family raise enough money to send him to Signal and subsequently Beacon

Spoiler: show
Born in the snowy mountains of Atlas, Xavier grew up with a mother and father that he could barely remember. His mother was always away from the house trying to earn money to pay the bills and his father’s face was always at the bottom of a bottle. Xavier can remember the ghosts of memories of his father being a retired hunter who had fallen from grace. Drinking and gambling all of his money away until there was nothing left to live on. Xavier remembers very little from this time in his life. However the moment his life was uprooted and tossed to the Atlasian mountains was a day he could never forget.

Atlasian military had come to collect a ‘protection’ tax from the citizens of his settlement. In return for the money they would shelter the habitants of the small village. It was a cruel dollar to be made. The expenses kept rising and the people were running out of ways to pay. When Xavier’s family couldn’t pay they were evicted from their home. Xavier’s father, in an outburst of rage rushed, the guards. It was a rebellion against the injustice his people were being shown. It was the desperate attempt of a dead-beat father to show his son how to fight for what you believed in. Before his very eyes Xavier, for a moment, could see what his father had been. Xavier could see the freedom fighter, the warrior, and the leader that he had always dreamed his father would be. In the next moment he saw machine gun fire rip through his father’s aura as he met the ground with a bloody thud. Together he and his mother staggered out of town, trying to drown out the memories of their injustice in the winds of Atlas.

The pair wandered for days scavenging what little food and water they could find. A week passed and Xavier was orphaned in the snowy graveyard of Atlas. Xavier had found many things in the tundra. He had found true loneliness and isolation, he had found death and despair beyond anything he had ever experienced. He was painfully aware of the futility of continuing his trek through the merciless wastelands of Atlas but for some reason he kept moving. He did not know if it was because he was trying to prove fate wrong or if it was out of spite for the world. Nevertheless, one foot in front of the other, he pressed forward. Xavier’s determination was rewarded in the form of a travelling caravan that found him collapsed in his snow.

His rescuers were a group of travelling faunus escaping persecution. A group of people fleeing from the same reason that he was. For a moment in time they were not faunus helping a human child but fellow refugees trying to survive. After nursed back to health Xavier noticed something odd. These people weren’t just merchants and traders. These were people of all walks of life, teachers, blacksmith, tailors, farmers, and children were all fleeing from the threat. Xavier was filled with hope, hope for a brighter future and a chance to live. However things were not all as they should have been. You see Xavier had lost his arms to the fangs of winter. They had to be amputated and Xavier was resigned to live the rest of his life as a cripple. Or so he thought.

Amongst the faunus who rescued him was a professor named Richter. He had taught at an advanced university for mechanization and prosthetics. Outraged at how his family was being treated he left with his wife and son. However much to their horror, the couple had lost their son to one of the tragedies that befell the travelling group mere months after their start. When Xavier had arrived to the group it was as if god was giving them a second chance. Richter fitted Xavier with arms made of scrape metal the group could scrounge up and raised him as he would his own son. Xavier grew fast under tutelage of his new family. He learned the values of kindness, compassion, and bravery while also doubling as an apprentice for Richter. Xavier learned quickly, having nothing better to do then read the books that his father had stolen before he quit. Xavier developed a passion for machines and innovation. Whenever he could he would tinker and build tiny machine that he could sell for a small fortune at the nearest town. The years flew by and as they did, so did the bond between Xavier and his parents. By he was 15; Xavier had read and nearly memorized the entire textbook much to his father’s chagrin. Nothing would break in the small group that would remain broken for long.

Eventually the moment that both parents knew was coming came. With a little bit of help from his adopted parents, Xavier had saved enough money to be on his own. Xavier had his whole life in front of him and he was going to make a difference. He would fight for the injustice that was shown to him when he was a child. Determined to become strong enough to fight for the defenceless, Xavier decided to travel to the land of equal opportunity to pursue a life of a huntsman. Xavier would travel Vale. With tears in their eyes and farewells exchanged the child they raised marched towards the border of Vale. Xavier would never forget the debt that he owed to them.

After getting his citizenship he immediately signed up for Signal. He flew by the academic portion but struggled in combat. The lack of sufficient arms held him at a disadvantage. Submerging himself in work and projects Xavier was determined to get better, he just needed an upgrade. Selling tons of gadgets and small inventions he slowly drew up and forged his new set of arms. These would be combat ready and able to fend off Grim without much trouble. Their bulky design and heavily armoured frame provided the perfect mix of offense and defense. All he needed to do now was get strong enough to lift them. By the end of his career in Signal he had significantly advanced his education in dust and technology. He was also able to go toe to toe with grim well enough to pass his exam. Xavier also discovered his semblance and aura; while extremely volatile (due to his lack of aura exposure) he couldn’t deny it was effective. Overall things were looking up for him, he had caught up to his fellow students in combat ability and far surpassed most in ingenuity. Now it was time for Beacon.

His first year in Beacon was surprisingly uneventful. A few tweaks to his arms here and there. Ashen Snow his new primary weapon was forged from the new income and a few more gadgets/inventions were added to his arsenal.

 

 Personality:
Xavier is pretty smart and greatly prides himself on this fact. His knowledge was something that his adopted parents gave him and he refuses to hide it. Xavier offersadvice and knowledge on subjects to his friends to help them...helpful or not. Combined with a natural ignorance he comes of a little more “know-it-all” instead of helpful. Despite this,Xavier is a very compassionate and kind soul at heart. He sympathises with people’s struggles and tries to help them the most he can. Xavier’s hobbies haven’t changed much over the past couple of years. One can still find him usually tinkering away with an invention or another. However, after being exposed to the new culture in Vale, Xavier has been trying to try other hobbies. Drawing and Cooking seem to have grabbed his interest. Though eating anything he cooks might result in poisoning, death, and or permanent blindness. Xavier has an extreme prejudice against the military and never gets along well with them or people who mindlessly support their actions. While he is kind, Xavier is never afraid to get violent with racists and people who threaten the innocent. His weakest trait would be his disorganization. Leaving everything everywhere, never put him in charge of a unit or he might lose the rest of his team. Xavier’s strongest trait is his determination. He is never willing to leave something half finished.

Aura and Semblance:
Xavier’s semblance is Steam Titan

Aura colour: Rust

Steam Titan allows Xavier to charge his body parts with energy to deliver devastating blows. Parts that are charged with his semblance seem to start glowing red due to his aura showing through the extensive channelling. When a body part charged with this semblance collides with an object a large amount of pressurized steam is released that blows back and scalds targets. This semblance can also extend to objects but the object must be touching Xavier’s person and once an item is dropped it loses its charge. Overusing this semblance has a downfall, if Xavier uses this semblance for an extended period amount of time his body goes into overheat. In overheat Xavier cannot channel his semblance at all and he finds his body extremely weak. Xavier regains his semblance control over a period of time but not his strength. Re-activating his semblance after overheating could cause permanent damage to his body.
Steam titan can be infused with dust canisters to provide an array of different affects. When combined with dust any part enhanced with steam titan is coated with the element (IE: fire would make a sort of blanket of flames around the body part.). While the semblance is being boosted with a dust canister it continuously drains it. Lasting up to 3mins.

Combat Behaviour:
In combat Xavier is always an optimist in bad situation he thinks logically under high-pressured spots to seek a way for victory. Xavier prefers to analyse and test his opponent’s abilities before he goes all out in a fight measuring their speed and strength trying to determine their weaknesses. While in combat Xavier uses his Hammer combined with his enhanced bionic arms to deal massive damage to targets. Used in conjunction, his arms and hammer deliver a great amount of destruction; combined with his semblance his close range is not something an enemy wants to toy with. In ranged combat Xavier’s gadgets have limited use and while he may use his Cannon to blow-up his enemies he cannot channel his semblance through the ranged projectiles. Xavier lacks the speed to close the gap between himself and his opponents. His arms, hammer, and gadgets add a lot of weight to his person so speed is never his forte. Additionally Xavier’s reaction time to events is slow. He falls easily to opponents who use extreme speed to wear him out faster than he can burst them down.

WEAPON

Name:
Ashen Snow

Primary Form:
A large war hammer that Xavier uses to smash and deliver blunt blows to opponents. The handle is a large almost pole-like adorned with engravings of gears with a red grips. The handle extends to the head, which is a large formation of bronze and brass coloured pipes and gears. At the adjacent ends of the formation like two large circles made of a very strong metal from the metal works of Vale. In-between the two ends in the middle of the pipe and gear formation is a decorative gear with “In the Lords we trust.” Engraved around the gear.

Secondary Form:
 The ends of the hammer move away from the center as the cogs and gears in the formation whirl at high speeds. 4 rods appear at the top of the hammer. One thick pipe emerges in the center. In this form it is carried at waist height and acts as a cannon which fires dust imbued rounds into its target. The default rounds are a neutrally aligned dust, which pack quite a punch. The rounds are very dense projectiles fired very fast designed to tear through the tough hides of Grimm. The most comparable thing to the ammunition Xavier uses is an artillery shell. To compensate the cool down time on the cannon function is longer than Xavier would like. Normal rounds have a cooldown of 2 seconds in-between each shot. Lightning rounds have a cooldown of 5 seconds. Incendiary rounds have a cooldown of 10 seconds in-between each shot. Xavier is forced to choose carefully when and where to use each shot lest he be put in an undesirable situation where he needs a shell but can’t use one. This forces him to strategize what type, how much, and where to put the damage he wants to dish out. Not to mention that the kick back on the cannon is large enough that he has to remain stationary when he fires it. (The cool downs act independently of each other.)

Tertiary Form:
The third form is for easy transportation. Starting in the hammer form the rod like handle kaleidoscopes itself into the head of the hammer. The ends of the hammer draw in as close as possible to the head as a protective case covers the entire ensemble making it appear as some sort of suitcase.

Dust Functions:
Dust canisters may be placed into Ashen snow to yield many different effects however the weapon has only been made compatible for lightning and fire dust to be used. Using an elemental dust crystal augments the cannon to be able to shoot that element. Around 30 shots per crystal and while he does carry extras it takes around 30 seconds to reload a single one, not very combat efficient. Fire allows the cannon to fire a shot that travels and grows bigger as it flies. When the round reaches its distance limit or collides with an object it explodes in a sphere covering all it hits in fire.  The lightning round fires at an extremely fast rate cutting the air it hits. When it collides with an object it send a strong electrical current through the target frying them. If the shell collides, the lightning will spread to another target in a short radius. In hammer form he can use the dust to enhance his blows. Fire dust lights Ashen Snow aflame and deals burns to those who stand in its way. Lightning dust allows the hammer to strike at extreme speeds and electrocute its victims.

History:
Ashen Snow was designed by Xavier in an attempt to adopt a better primary weapon that could fight Grimm from close and long range.

Gadgets

Name:
S-1 Dust tech force field

Description:
A force field made out of energy, powered by dust crystals. It surrounds the area it encompasses with a small energy field that absorbs hits. It can take about 5 hits from a heavy weapon (Hammer, Axe), 10 from a normal weapon (Swords, mace, scythe), 20 from light weapons (dagger, knives). It can take about 10 seconds of machine gun fire or 3 sniper rifle shots.


Name:
C-87 Avian bomb “Homing Pigeons”

Description:
They are tiny brass birds
that look like toys to the naked eye. They fly at high speeds to home in on their target. Their explosions are small and usually used for distraction or to disrupt a opponent. A tweeting sound is made as they fly. Think of them like flying flash bangs with a small damaging effect when they directly hit.

Name:
C-53 Scouting Swarm Unit “Stink Bugs”

Description:
Tiny bronze beetles. The purpose of these gadgets is to fly and scout areas ahead of Xavier. He usually displaces them in swarm to cover a large area at once. They display lots of different information much like many tiny computers with different sensors.

Name:
Bionic Arms

Description:
His father first made the bionic arms for Xavier Cendres. In the beginning they were barley passable arms made of scrape metal. However after some re-design from Xavier he was able to make two combat reader death machines. They were designed to be extremely sturdy and strong, made out of some of the best metals that Richter could forge. The arms reach to Xavier’s higher back, connecting at his shoulder plates. Even if a novice were to glance at them they would be able to see that they were made for combat. Many reinforcing hydraulic and pneumatic systems make the gauntlets able to life weights many times more then any normal man. The gauntlets operating at peek functionality may lift up to 1000 pounds without breaking or straining.

Name:
Gear and Cogs tool-kit

Description:

A tool kit comprised of various different tools that Xavier uses to tinker and build gadgets in his spare time. This kit contains may mundane items such as engineering wire, many screwdrivers, sockets, wrenches, ratchets, oil, a small knife, pliers and so on so forth. The kit looks like too gears that Xavier twists to open the box. 



10
Approved Characters / Griz Blancard
« on: September 11, 2016, 05:09:50 PM »
CHARACTER


Name:
Griz Blancard

Age:
18

Species and Gender:
Ram faunus

Symbol:

Occupation:
Boxer/Tournament Fighter, 1st year Student at Beacon academy

Appearance:
Griz stands at an average height of 5’11” and is slightly heavier then normal coming in at 220 pounds (though it is more muscle then fat). He has large curly hair that is usually kept in a little of a mess but usually is hidden under his hood. Complementing his milky brown skin is his ram horns that curl beside his round head. His hazel eyes always have a "lost on cloud nine" look. As for attire Grizz always looks like he has just woken up after a long nap (which there is a great probability that he has). His cloths are usually shrivelled and loose on him. He always wears big cloths that wrap and cushion him like blankets would in case he needs an improv sleep. A giant poufy dark green hoodie and extra baggy jeans (that have pyjamas lining on the inside!) are his favourite things to bring with him. While in combat he doesn’t really change his outfit. Most of his defense comes from his mobility and aura and too much armour can weigh him down.


History:
Born to his Faunus parents Monica and Garry Blancard, Griz grew a very happy child. Often playing with his sister and dreaming the dreams every child has. However Griz’s family was…not as well off as some would like to be. They lacked the funding to be able to send their children to school. This broke their father’s heart as he dreamed of becoming a hunter when he was younger. However when his graduation time came from SIGNAL he was locked up under the charge of slander. His offense? The forgery of graduation papers. Now Garry knew he hadn’t forged them or his marks however the one who had stolen his papers and swapped them with their own was a very wealthy individual. He had money, power, and enough influence to push the charge forward. With all hopes of becoming a hunter dashed Garry gave up. Moving into a small corner of Vale he met the wife of his dreams and they opened up a small café together. When his children approached them with their goals he was hit with a wave of painful nostalgia and fear. For what he always neglected to mention was the horror of being a hero. For Garry Blancard was the last remaining recruit of his intake. He had watched his friends rise to fame and yet he was the one to bury them. With a weary eye on his children he would watch them grow into what he wanted to be.
But what does this have to do with Griz? Well many things actually. Griz when he heard of his father’s past endeavours was instantly consumed by the idea of living his father’s dream. Along with his sister they worked and studied hard in their free time. Reading all about different weapons, combat styles, and dust. His sister proved to be a prodigy at many of the elements to hunting. She was excelling in her studies to be a caster. A person who wielded dust almost as if it were a extension of their own being. Griz however was left behind. The textbooks made no sense to him. The letters danced along the page as if mocking his inability to understand. Soon enough he left the books to collect dust. Instead he picked up casual reading, writing and even learned an instrument. It wasn’t enough however as with every passing day he saw his sister grow stronger while he was just…a civilian. Filled with jealousy and rage he stormed off into the town-training center. There he grabbed a pair of boxing gloves and just…started hitting a bag. His hits started off at a reckless pace but soon fell into a rhythm. Like a comforting bass line the thumps against the bag became more deliberate and strong. He was growing tired when a voice startled him from across the room. A man was there and said “You have potential, come to this address and let's see what we can do to unleash it.”. Now Griz was sceptical about this all. A random man offering him training? Now that was suspicious. However when one is desperate the last thing on their mind is logic. After consulting his mother he went to the address (accompanied obviously) and so began his training that would shape the rest of his life forever.

Relentless training is what accompanied everyday. He was trained to be fit physically and mentally. It started out slow and escalated until he was able to control his aura extremely proficiently. He was trained until he broke everyday. His aura became very comfortable with the 1% number, it eventually became routine to come home and pass out in his room. However the intense training did him well. His stances were polished and his physical condition in its prime. Over the next 5 years he was taught and his sister grew along with him in her own ways. Unlocking his semblance he was a little disappointed at it’s lack of active effect but thanked his lucky stars later. It allowed him to hit for longer and train harder every day. It filled him with determination at how much was improving. The days stretched on and soon enough he had acquired a near mastery over his boxing style. However it wouldn’t be that easy. A charity came to the small outskirt of the kingdom promising a scholarship to SIGNAL to the top 3 placements in a tournament they would host. Griz was ecstatic, this could be his chance and his like-minded teacher thought the same. The days leading up to the tourney were filled with tense stress and anxiety as Griz wiped the sweat from his eyes. His sister and him finally had a shot to fill their dreams and he would be damned before he threw it away.

The day of the tourney was finally here. The stadium was packed. Children from all classes and families were gathered here to fight. Griz was…well in the waiting room having a mental break down. It was nerve racking. To potentially have your whole life depended on how many times you prepared for this. Out there it was a match of skill and nothing else. How well would he hold up? As his name was called he walked towards the vomitorium and his teacher’s words rang through his head one more time. “You don’t need to out-smart, over-power, or be fast. All you have to do is stay standing and out-last.” So the first match begun. His stance suddenly calm and collected Griz stood strong. His opponent before him was a standard swordsman. He looked nervous. As the bell rung time seemed to stand still. Leaning in he channelled his aura through his feet “Time to make an impression” blasting forward he blocked a strike from the enemies’ sword leaving enough openings in his stance from Griz to land a bone-crushing blow in his chest winding his opponent. “Does he not have aura?” capitalising on the opportunity Griz followed up with a swift right hook to the chin and claimed victory with a swift knockout. Leaving the arena Griz steeled his nerves but couldn’t help but smile as he heard his family scream in pride. So the tourney continued. The brother and sister rose through the ranks. Each match left Griz a bit weaker on his feet. However whenever he was struck down by an opponent he bounced back up and hit them twice as hard. He was an unstoppable force and a flurry of blows that wasn’t too be reckoned with. Soon enough he made it too the match that would decide 3rd place. It was the barricade against his dream. He was facing a caster. As he walked into the arena he looked into his opponent’s eyes. They were just as determined as he was. This was the first match of the day (four days into the tourney). He was well rested and semblance in full effect. He had room to make mistakes. As the bell rung fire cascaded down on his position, which he swiftly lunged to avoid. The match continued on like this for what seemed to be eternity. A barrage of heavy dust attacks containing a torrent of elements. However the caster was draining his own aura heavily to make the attacks and was focusing on power and not speed. Griz was weaving in between attacks as if he was boxing with the dexterity of shadows. Sweating a bit he had just finished his Over Saturated aura supply and saw the state of his opponent. All he needed was one good punch and he won. A circle of flame surrounded his enemies’ head like a halo, as clearly both parties knew this battle was going to end soon. Pondering for a moment on how his opponent acquired such techniques Griz remembered. “The finalists are probably the rich kid folk…the ones who could afford extremely good tutors.” Wincing as he saw he fire roar to life as he saw the dust bellow almost as if in rage. He couldn’t dodge this one. As the mountain of energy descended upon him he charged straight forwarded feeling the flames lick at his aura defenses. One slip and it was over. Suddenly the ground below his turned to ice to entrap him. Making a cushion of aura over his feet he glide across it. Bursting through the attack his opponent looked at him with wide eyes. Griz’s aura levels had taken a major hit. He was ending this now. His aura flared up like a soda and bubbled to the point that it was confusing to keep track of it all. Rushing forward to his opponent he commenced his barrage. Each strike was a heavy and lethal blow forcing his opponent to use all his aura to try and block them all. Suddenly Griz’s stopped his attack mid swing and his opponent landed on the ground in a unceremonious plop. Griz gestured to the scoreboard where his opponent’s aura laid at a crisp 25%.

Now here is the part of the story where I tell you that Griz went on to win the tournament with ease having faced his hardest rival. Well sometimes the fairy tales don’t have such clichés. In actuality Griz forfeited the next match for multiple reasons. He was up against another caster, that caster was his sister, and he had lost his edge of his semblance. Standing on the 3rd place spot on the podium his parent’s couldn’t have been prouder of the two of them. His teacher had watched the whole thing and the whole group had made a small fortune betting on the two of them. Taking their scholarships to SIGNAL the two finally had their chances. To take up the family mantle and accomplish the family dream.

Griz made many friends in school due to his laid back attitude and his general acceptance of many personalities. His pacifist nature allowed him to avoid many confrontations but when he did step-in the fight was over quickly. While every one saw Griz as a slacker who always slept that was only half the truth. When people weren’t looking has was always at the gym training and mastering his style. While he had it near perfection that tiny bit in him told himself that he had lots of ways to improve. So improve he did to become one of the most deadly melee fighters in his grade. A mix of battle strategy and brute force was enough to knock many people off their game and with his added aura bonus he was a force to be reckoned with. Throughout his years at SIGNAL Griz continued to participate in many tournaments placing in the top 3 nearly every time.
His academics were not as horrible as his earlier years. He still struggles with most things that were not book or music related but still managed to pass each class (even though he slept in most of them). He was a general friend to everyone and was always there to be a mediator. When asked to take a stance on his Faunus traits or the White fang Griz could honestly say he didn’t have one. There was not much influence on him as a child as his parent’s café became a sanctuary for humans and Faunus alike. His neutrality leads him to become to over watcher of many debates and ambassador of many arguments. He was fine with that, however when one side would get a bit to violent he was always there to show them that he was still deadly enough to put you and your attitude 6 feet under.  Griz moved on to BEACON after his graduation to finish his training.


Personality:
Griz is a very kind person who genuinely likes a lot of people he meets. Always cracking bad jokes at people he loves to make people either cringe or burst out in laughter. At his heart Griz is a pacifists, never striking out at anyone unless it is a Grimm. He would prefer to go to sleep instead of starting a conflict. Intellectually Griz doesn’t really like the maths and sciences but prefers literature/arts. Music and books are some of his two favourite things in the world. When it comes to people he loves making new friends and doesn’t really have a stance on the White Fang. You can usually find him sleeping, reading, or playing his trombone. If you are up at late hours or you are lucky and catch him at a good time, one could find him rigorously practicing his training regimen and combat style


Aura and Semblance:
Over Saturation                Aura colour:Lime Green

Griz’s Aura is represented by a soft glow and bubbles that seem to pop every so often. When agitated it looks like someone shook a coke bottle like it was a good idea and took off the top. Despite it's appearance his aura is very dense and it Griz uses much like one would use a suit of armour in combat. Through years of training in Signal and his previous experience he is able to use it to improve his style in nearly all of it's elements.

His semblance allows him to “over charge” his aura capacity to above the average max. When his semblance is active his aura slowly starts replenishing itself. If he is below 100% his aura recovers faster then normal (50% per hour) however it’s when he is at 100% where it’s uniqueness starts to shine. When reaching 100% Griz’s Aura starts to “overcharge” at 25%/hour until he reaches his cap (200% total aura). The negative side to Oversaturation is that it can only be activated when Griz’s is resting (nearly motionless) or asleep.
There is a slight active part to Griz's semblance. Griz can activate his semblance in combat to grant him a shield. The shield encompasses Griz in a spherical like energy which blocks attacks. The shield's strength is as powerful as the amount of aura Griz is missing. Therefor the lower Griz's aura gets the more powerful his activated shield becomes. The shield's strength is always determined by how much aura Griz is missing so the amount of damage it can take before it breaks is constantly fluctuating. However even without taking any damage the shield slowly drains over the time span of twenty seconds before giving out entirely. There is a minimum cooldown time of 30 seconds in between each shield.
While many have debated, it still remains a mystery whether Griz is lazy because it charges his aura or whether his semblance is just a bonus to his already lazy attitude. Because of the potency of his aura, when it is being used his eyes glow a lime green. (simply an aesthetic change)

Combat Behavior:
A dangerous close combat opponent and deadly aura user Griz tends to stay away from fight but once you got him going he doesn’t plan on stopping. Due to his extensive upbringing in fighting and combat Griz has plenty of strategy and experience when it comes to fighting. Griz’s style consisting of extremely powerful blows meant to cripple or kill opponents. To lazy to conform to one style he mixed in both kickboxing and normal boxing to make his own style. He is a expert at duelling and fighting one on one because of this. He strikes quickly and relentlessly possessing immense strength, agility, and durability. He uses a honed reaction time to be able to dodge and weave(not bullets..duh) while still hitting like a tank. He can start swinging and never stop. In battle Griz has become an expert on aura use. He is able to use it to it’s near maximum effectiveness in offensive and defensive capabilities simultaneously. By striking with a mix of aura and his natural strength he is able to go toe to toe with an array of different combinations of weapon users. When it comes to weaknesses Griz has worked hard to cover them up but he still fails in certain aspects. His range is lacking in proficiency. While his weapon has the capability to hit long range, Griz’s aim is less then reliable against nimble characters. Due to not having an active semblance it can put him at a disadvantage if his opponent has an overly oppressive semblance. His exposure to dust at a younger age was minimal and due to his disinterest in the science and math of dust he never indulged in it like the others in his class. Because of this Griz lacks the capability of elemental attacks. The lack of dust limits his damage output extensively when it comes to Area of Effect and delivering wide spread damage. When fighting he must stick to one or two targets at most before moving on.

WEAPON

Name:
Twin Stars

Primary Form:
The first form of Twin stars is a couple of gauntlets, which gain the appearance of some comically drawn Boxing Gloves. At the base that was what they were designed to be. However many upgrades were made on their design to make them hunter ready. The outside of the glove is extremely durable and dense metal. This gives the weapon the same feeling as if hit by a wall of steel. The inside is filled with a protective padding with a bit of dust mixed in to nullify the recoil felt by the user when wielding the weapon. In the top side of his wrist there is a cartridge where bullets are kept and fire out of the ring. The firepower is about the same as a rifle. The weapon is divided into 3 parts. The fist, the ring, and the brace. The fist is the red boxing part of the glove. The ring is the connect point between the fist and the brace and contains the kinetic dust and the rifle function of Twin Stars. The brace is an armoured section of metal which runs up his forearm. He uses this part to block, counter, and parry plows. 

Secondary Form:
This one is just a carrying form where the fist and the brace of the weapon collapses closer to the ring for better space management.

Dust Functions:
In the wrist of the weapon there is a storage ring of kinetic dust, which can be used to make his blows fly at extreme speed and cause shockwaves of damage. Another use is channelling the dust through a strong strike to the ground to cause a shock wave disrupting the environment around him. (Lets be honest it’s a ground pound.)

History:
e everyone else in Signal. Griz was forced to make his weapon to pass his grade. Being too lazy to actually make a proper new weapon so he just drew upon the style of his old boxing gloves. It was only after constant nagging by one of his closer friends that they made room for the upgrades and the fire-arm function. There was an argument of dust inclusion as Griz wasn’t very familiar with many. They settled with Kinetic as that one was the most common and simple to understand. When he presented his weapon many people were laughing. There weren’t laughing so hard when he punched through 5 layers of concrete.

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