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Messages - Metroidhunter

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16
Beacon Academy / Re: [sSR] Initation: Team CLVS
« on: August 13, 2022, 11:04:14 AM »
Amongst the row of students waiting in anticipation was Cloe, a blonde-haired canine faunus with a grin on her face and a pep in her step. She jogged in place atop her launch pad, unable to keep still as the seconds counted down. Turning her head to the left and then the right, Cloe looked to see if she could spot any potential partners amongst her fellow students. Some of them were cool. Some were hot. Some were... not. But with only a few seconds remaining, she accepted that she would just have to run around and hope for the best.

'Three, two, one. Go!' The pad under Cloe's feet let out a loud bang right as she pushed off of it, propelling her into the air. Her adrenaline surged as the wind rushed past her ears, but she didn't feel her confidence waver for a moment.

"Wooooh!" The girl let out a gleeful cheer as she neared the apex of her jump, marveled by the view of the forest canopy. She wished that she had more time to enjoy the scenery, but as she began to fall, she was forced to refocus her attention on landing properly. Her gaze fell on a tall yet skinny tree, one that she felt totally confident she could catch herself with. Without a moment to think further, Cloe extended both of her prosthetic steel arms as she soared past, hands crashing into wood and fingers gripping hard enough to splinter it. Her aura took the brunt of the impact, but the rest of her body's momentum continued, causing the tree to bend and suddenly snap.

"Oh shit!"

Cloe immediately found herself in a freefall, a slight sense of panic coming over her as she started to plummet the rest of the way down. This was supposed to be the easy part, and she had already screwed it up. Awesome. After a wee bit of flailing, Cloe managed to reorient herself just in time to see the ground rapidly approaching. She fully extended her body to let her feet make contact first, allowing her to partially break her fall with a sloppy tuck and roll. Momentum carried her forward onto stumbling feet until she finally steadied herself.

'... Nobody saw. Nobody saw. Nobody saw...' That was what she continued to tell herself as she started to jog away like nothing happened, her eyes darting around the forest to make sure of it.

17
Approved Characters / Re: Prism Skylark
« on: July 29, 2022, 07:40:47 AM »
Changes approved. (Weather semblance gang)

18
Approved Characters / Cloe Zeu
« on: July 23, 2022, 12:27:28 PM »
CHARACTER

Name: Cloe Zeu

Age: 19

Species and Gender: Female Dog Faunus

Symbol:

Occupation: First Year Student at Beacon Academy

Appearance: Cloe is a short young woman standing at 5’2 with a lightly tanned skin tone. She is very athletic, with well-toned abs, strong legs and an hourglass figure. Her arms have been replaced by cybernetic prosthetics made of dark steel with bright neon lights that run along channels between the plating. The color of these lights change depending on the type of dust loaded into them, but outside of combat they are usually set to a bright green that matches the color of her eyes. Her blonde hair is chopped short with full, feathered bangs at the front and sides, as well as a pair of floppy canine ears that rest atop her head.

Outside of combat, Cloe’s outfits incorporate a variety of bright colors. More often than not, she wears a sleeveless crop top with a colorful retro jacket, gym shorts/leggings, running sneakers and stockings. She typically removes her jacket during fights, but otherwise her combat look is much the same as her casual state of dress.

Image: ShowHide

Art by Ruwheeze


History: As the adopted daughter of two very wealthy people in Vale, Cloe’s childhood was never too difficult. Her parents owned and operated a large robotics company that sold mass-produced cybernetic enhancements for the general public. They had a good reputation for treating their employees well, though not so much when it came to the quality of their products. Regardless, they had enough money that they were able to adopt many children and still live a comfortable, luxurious life.

Cloe was raised in a somewhat sheltered environment, where most of her socializing was with her adoptive siblings. As the youngest, she was picked on relentlessly. Her parents were loving and kind, but they weren’t always around due to their business obligations. Cloe started to grow up to be a bit of a brat over the years, but this was largely overlooked by her parents who didn’t see anything wrong with her behavior. If she asked for something, they would simply do their very best to give it to her. As her older siblings moved out, she was spoiled more and more. When she eventually decided that she wanted to pursue the cool and flashy career of becoming a huntress, they didn’t hesitate to support her.

Throughout her years in her first combat school, Cloe immediately became popular due to her status. She felt that people would follow her and admire her wherever she went for the rest of time. This attention went to her head very quickly. For a period of time, Cloe became the biggest bully in her school. Anyone who challenged her status became a target for harassment. While she greatly enjoyed being the top dog, it wasn’t meant to last. After picking on the wrong person, a girl named Ruka suddenly approached her and beat her senseless. The two of them were suspended and Cloe was sent home for a short time.

At the time when she felt that she needed her parents most, they weren’t around for her. In a fit of anger, she took a metal bat to one of their manufacturing facilities at night and began to smash whatever she could. Next thing Cloe knew, she was waking up in a hospital surrounded by doctors. She was informed that she had sustained a high-voltage electrical injury. Both of her arms were severely burned and amputation had been required. As traumatizing as this experience was for her, her parents assured her that she would come back from it stronger than ever. They pooled as much resources as possible into designing a new set of cybernetic prosthetics specifically for Cloe.

After completing her recovery, Cloe expected that people would celebrate her return to school. Surely, they would be fascinated by her new look and everything would go back to normal. When she finally made it back, reality hit her like a truck. Her bullying victims were fed up and her ‘friends’ had completely turned on her. She was suddenly a laughing stock. She was subjected to much of the same treatment that she had previously shown others, leaving her utterly miserable. She fell into a deep depression, feeling that life as she knew it was simply over.

Much to her surprise, there was at least one person willing to forgive her. When she had nobody to turn to, a girl named Ferra noticed that she was in pain. Even though Cloe had pushed her around and made fun of her in the past, she showed a tremendous level of forgiveness. Ferra helped her reevaluate who she was and who she truly wanted to be. Thanks to her help, Cloe decided that it was time to turn over a new leaf. Filled with newfound determination, she applied to Beacon and passed her entrance exam with flying colors.

While some part of her will always be a spoiled rich girl, Cloe has come a long way from her former self. Her happiness has returned and she has learned a lot about treating others with kindness. Despite having two metal arms, Cloe feels more whole now than ever before.

Personality: Energetic and endearing, Cloe is a beacon of positive vibes. She is usually quite happy and easygoing, always trying her best to bring smiles to other faces. While she is friendly to most people that she meets, this wasn’t always the case. In her youth, Cloe was a bully that would put others down to make herself feel better. She now dedicates herself to righting those wrongs and becoming a better person.

Despite her best efforts, Cloe is far from perfect. Now and then, she may fall into a mean streak towards people that she is less than fond of, and occasionally even towards her friends. At times she hurts peoples’ feelings without even realizing it, though she would surely feel sorry if called out. Growing up sheltered has left her somewhat oblivious of real world problems, making it difficult for her to empathize with other peoples’ struggles. She is slowly but surely figuring these things out.

Trying to turn her life around has given Cloe a new sense of purpose, but she is still not totally confident with herself. She has a lot of insecurities and can easily be made to feel upset. However, she has a wonderful source of encouragement and inspiration in the form of her best friend Ferra. Cloe looks up to her considerably and does everything she can to make Ferra proud of her. Rather than putting people down like she used to, she aims to make others feel better about themselves whenever she can. She may not always know how to make someone happy, but she will absolutely give it her best shot.

Aura and Semblance: Cloe’s aura is colored a bright, vivid green. Her semblance, Thunderstorm Warning, allows her to build up potential energy that slowly increases her movement speed over time. The air surrounding Cloe seems to unnaturally flow behind her as she runs, producing mild winds in her wake. As she continues to move, a sort of ‘static’ starts to build up within her, visualized by sparks of aura emanating from her body. The more energy Cloe builds, the more pronounced the effects of the semblance become. However, she will eventually reach a limit of power stored. Cloe can unleash all of this energy at once with a powerful aura attack, creating an effect that looks like an explosion of lightning. This attack will cause her semblance to deactivate for several minutes, returning her to her normal speed while also causing a small amount damage to her protective aura. If she is unable to release this energy in time, it will simply explode out of her in every direction, causing significant damage to Cloe and anyone standing next to her.

Combat Behavior: Cloe’s fighting style is all about being quick on her feet and packing lots of power behind every punch. She engages most of her opponents head-on, aiming to overwhelm them with a fast-paced flurry of fists. While her ranged capabilities are rather limited, she moves fast enough that many opponents will have trouble keeping her at a distance. When punching things doesn’t quite do the trick, Cloe will resort to using her bat, allowing her to hit harder and block easier. Her prosthetic arms add a huge amount of power to her swings; she can deliver devastating strikes that would smash the bone armor of Grimm as if it were glass.

The longer she is on the battlefield, the more of a threat Cloe becomes. She will slowly begin to move faster and hit harder with every passing moment, at least up until the point where her semblance reaches its limit. If her opponent can withstand her attacks until then, she may soon be in trouble. Fast moving projectile users also tend to give her trouble, as her only decent ranged attack comes in the form of a shotgun blast. She will try her best to rush towards these types of fighters, although this can make her attacks rather predictable.

WEAPON

Name: “My arms!”

Primary Form: Cloe’s cybernetic limbs are designed to be used in combat, letting her pull off extraordinary feats that she otherwise couldn’t. One example would be her ability to deliver rapid, motor-assisted punches while exerting only a miniscule amount of energy. Cloe’s physical strength is much higher than average for someone of her stature, which often makes for a comical display when she lifts large objects with ease. These prosthetics are also designed to be highly modular, leaving her with lots of room for upgrades and dust enhancements.

Dust Functions: Several different types of dust can be loaded into Cloe’s arms at once, sent through channels along her knuckles and her palms. Activating this dust enhances her punches with elemental energy. She can release small blasts of energy from her open hand as well, though this is an option that she tends to use sparingly.

History: Almost immediately after the accident that destroyed her arms, Cloe’s parents had their engineers design a pair of prosthetics tailored specifically for her needs. The result turned out to be the most advanced and reliable design they had ever produced, far superior to the retail versions typically sold to the masses. Cloe essentially had to relearn how to use her arms from scratch. By now they feel totally natural to her, although she still underestimates her own strength and breaks things on occasion.

WEAPON 2

Name: Baseball Gat

Primary Form: Cloe’s backup weapon is a black baseball bat, built of lightweight steel alloy and decorated with green lights that match the aesthetic of her arms. The handle of the bat is designed to interface with Cloe’s cybernetic hands, allowing her to control its functions with her mind as if it were an extension of her own body.

Secondary Form: The top end of the bat opens up to reveal the barrel within. Using shells loaded into the bottom of the handle, this weapon can double as a semi-auto shotgun. It only holds four shells at once, so Cloe makes sure to save it as a surprise attack.

Dust Functions: Dust can be sent from Cloe’s arms into the weapon to enhance it with the elements. She can also load the gun with dust-augmented shells for extra power.

History: Another gift from her parents, this weapon was made per Cloe’s request. While preparing to go into Beacon, she knew that she needed something better for fighting Grimm than her fists alone. It has dramatically increased her combat performance, but she has yet to master it to its full potential.

Color Code: ShowHide
#58C04D

19
Approved Characters / Re: Juno Varia
« on: July 23, 2022, 12:36:22 AM »
Awoo out of two. Approved

20
Approved Characters / Re: Diana Farran
« on: July 13, 2022, 07:47:31 AM »
Edits approved

21
Approved Characters / Re: Ferra Mars
« on: July 12, 2022, 08:08:03 PM »
Ferra signed up for a combat school "late", so she's slightly older than the average first year, but she has an average amount of experience. As for the semblance, her summoned hands cannot target something that she isn't already focused on herself, so it's unlikely that she would be able to attack multiple enemies at once and maintain pinpoint accuracy. Basically, if she can't see an enemy, her extra hands would also be firing blindly.

And yes, she is definitely capable of carrying more firepower than the average student, but she only carries "traditional" firearms. Besides the shield, she has no transforming weapons with secondary functions like most students, nor does she have any melee weapons. Any combatant that has a reliable way of stopping/avoiding bullets would prove troublesome for her to deal with. She could resort to melee, but that might lead to her extra hands being attacked and destroyed.

Added a few lines to the history and semblance to clarify the above points, and I added a cooldown on resummoning her hands.

22
Approved Characters / Iris Astria
« on: July 11, 2022, 10:42:45 AM »
CHARACTER

Name: Iris Astria

Age: 19

Species and Gender: Female Night Lizard Faunus

Symbol: 

Occupation: First Year Student at Beacon Academy

Appearance: Iris is an athletic and lithe young woman that stands at about 5'7 (171cm). She has a medium tan skin tone, with a few light freckles on her face and perpetual dark bags under her eyes. Her short, messy bob of hair is dyed purple, her bangs often swept to one side. Most unusually, Iris' sclera are a dark black color, contrasted sharply by her piercing silver irises. She attributes this odd trait to her faunus heritage.

Iris has a large wardrobe, but most of the time she is dressed like a bit of a punk. Black leather jackets, torn up shorts/pants, crop tops, crude graphic tees, chains and chokers are things that she wears regularly. She also owns a fair amount of outfits that blatantly contradict her usual sense of fashion, mainly as a means of disguising herself if she deems it necessary.

Her combat getup is simple and practical. She wears an all black, full-body jumpsuit along with climbing boots, a utility belt and a dark purple scarf. She often wears a small backpack for carrying around any additional gear.

Image: ShowHide


History: Iris was born in Mistral to two kind and loving parents. Her father was a hunter, while her mother ran an electronics store. Her early childhood was entirely plain and forgettable up until one particular day that changed her life forever. Her mind was invaded by visions of nearby neighbors and total strangers, an unusual ability granted to her by her semblance. She had little to no control over this power and it took over her life completely. Her carefree childhood had suddenly become an unbearable hell.

As if her condition wasn’t enough of a strain on the family, things were worsened when Iris’ father died. Her mother remained as her sole caretaker, but as the years passed Iris grew into a disrespectful and rebellious teenager. Her mother, fed up with the girl that was ruining her life and her business, sent her away to a combat school. She hoped to teach Iris a lesson, but as it turned out, Iris was quite pleased with this new life. She learned how to fight, how to shoot and how to be stealthy… All skills that would make her a very good thief. After graduating, Iris tried to land herself several jobs, such as a private detective’s assistant or a bodyguard, but she screwed up every opportunity that came her way. Eventually she was approached by someone that wanted her to act as a spy, to put her ability to good use at a place where she could fit in.

Iris began to work alongside criminals, gathering intel on rival gangs and tracking down their supply caches. The woman that recruited her became her mentor, teaching her everything she knew about fighting and stealing. At first, Iris felt at home, but the feeling didn’t last. She had enough of a moral compass to know that she was helping bad people do terrible things. People were getting hurt and dying due to her actions. She knew that her father would be ashamed of her, and when that pain became too much to bear, she ran away and never looked back.

Iris has settled into a new life in Vale, having fully adjusted to her odd semblance. She knows that becoming a Huntress will not undo the wrongs of her past, but she feels that it’s a step in the right direction. More than anything, she’s following this path so that if her past mistakes come back to haunt her, she will be ready.

Personality: Iris is an eccentric person with a poor understanding of common social norms. She lacks self-control and will gladly pursue any of her impulses on a whim, feeling little to no sense of shame. Despite being rather strange, Iris is quite friendly. She’s not incredibly good at keeping friends, however. Due to the out-of-body visions that her semblance provides her with, she tends to step over boundaries and invade the privacy of others regularly without even trying. Iris hardly remembers a time before having this ability, so she does not blame it for making her the way she is. She simply accepts herself as a weirdo and hopes that others might do the same.

Iris has lost loved ones and been abandoned by others time and time again. She clings closely to the few friends that she does have and will do anything she can to protect them. If she feels that she or someone that she cares about has been crossed, Iris will hold a grudge. She does not forgive easily and will most likely dedicate herself to vengeance.

Becoming a Huntress was not Iris’ first career choice. Throughout her time working for a criminal organization, Iris witnessed many unspeakable things that have left her desensitized to violence. Her poor life choices have left her uncertain and anxious about the future, but she feels happier now than ever. At the very least, she knows that Beacon Academy will give her the strength to do anything that she wants. She cares far more about her own survival than she does about helping other people, but she has learned to find some sense of satisfaction in doing the right thing.

Aura and Semblance: Iris’ aura is a dark purple. Her semblance gives her the ability to sense the presence of individuals nearby and see visions of them. Iris has only a slight sense of control over this ability, as it often passively triggers without her willing it to happen. Her detection radius ranges around 25 meters in any direction, her visions becoming clearer the closer she is to her target.

From Iris’ perspective, her eyesight and hearing is entirely overtaken by her semblance, making it feel like she is transported to the location of her target. She can then witness them and their surroundings as if she were in the same room. The individual being spectated may feel an odd sense of being watched, and if they are skilled enough with aura, they may be able to detect Iris’ true location.

Combat Behavior: Iris has a mixed skillset, able to function either as a supporting sniper or a close-quarters combatant. Her climbing gear gives her a great deal of verticality in her movement, allowing her to find vantage points with ease. From there she can effectively snipe at her target before swiftly moving along to another location. When confronted up close, Iris relies primarily on acrobatic movements and precise blows. Her dust-assisted gloves give her the option to use elemental attacks, granting her an edge in hand-to-hand combat.

The main strategy that Iris uses is “don’t get hit”. She is not a sturdy combatant and is not very capable of shrugging off powerful attacks. She might be able to use her weapon to block the occasional blow, but for the most part she lacks defensive options. She tries to make up for her shortcomings by carrying lots of equipment such as dust bombs and homemade drones.

WEAPON

Name: Lila Apex

Primary Form: This weapon functions primarily as a sniper rifle, built of gray and purple metals. It has a retractable stock and a drum magazine.

Secondary Form: The scope and handle collapse into the weapon, then it unfolds into a shape resembling that of a climbing pick. Iris mostly uses this to assist with her movement, but the spike is sharp enough that it can be lethal with a well-placed strike.

Animated Concept

Dust Functions: Iris often carries dust-infused ammunition to make her shots more effective.

History: Iris made this as her first weapon, believing that she would spend most of her time far away from her opponents. It proved to be a less effective weapon than she would have hoped, but when she got around to making her weaponized gloves, it paired with them quite perfectly.

WEAPON 2

Name: Ascension Nocturne

Primary Form: A pair of black, steel-plated gloves with channels of dust running over the palm and along the length of the fingers. The dust is stored in chambers near her wrists, with two separate channels for different purposes.

Dust Functions: The fingers of the gloves end in sharp, clawed points that can exhaust dust when Iris swipes or jabs with them. She can also use gravity dust to assist in her ability to cling to surfaces, letting her climb steep obstacles with relative ease.

History: Iris acquired these during her time working for a criminal organization. They were given to her by her mentor, who believed that they would help her reach her true potential. Even after leaving that gang, she has kept the gloves as something of a souvenir.

23
Plot Zone / Re: The even softer reboot [Plot Signup]
« on: July 10, 2022, 08:02:56 PM »
Signing up with Ferra. She's a kind-hearted badass. Her semblance allows her to summon floating hands that she uses to carry many, many guns. The most wholesome tank around. (Might use Iris or Cloe too.)

24
Approved Characters / Ferra Mars
« on: July 10, 2022, 07:54:51 PM »
CHARACTER

Name: Ferra Mars

Age: 19

Species and Gender: Human Female

Symbol:  Sample Text™

Occupation: First Year Student at Beacon Academy

Appearance: Ferra is a young woman of tall stature and muscular physique. She stands at 6’5 (196cm) and weighs around 230 lbs. She has crimson red hair of medium length and feathered bangs across her forehead. Her skin is somewhat pale and her eyes are a bright blue.

Ferra’s sense of style can be best described as ‘military fashion’. In combat, she wears a black tactical vest with a number of pouches along with cargo pants and military boots of a matching dark color. Her casual style is not all that different, minus the vest and combat gear.

Image: ShowHide

(Art by Ruwheeze)

History: Born in Vale, Ferra was the daughter of a huntress and a carpenter. Her parents traveled regularly and hardly ever settled in one place, and as such, Ferra grew up seeing all different parts of the world. She developed a deep appreciation for Remnant and the people in it, and her parents taught her to have a sense of responsibility towards helping those that were less fortunate. She lived a comfortable and quaint childhood, at least until life threw an odd twist her way.

Ferra had just entered her teens when her parents relationship hit a little bit of a rough patch. The details were a bit hard for her to piece together at the time, but from what she could understand, it had to do with an affair that had occurred at a time she was too young to remember. Her father previously had a relationship outside of the marriage, and while they had already managed to get over that in the past, an unexpected complication had suddenly arose: Ferra’s dad learned that he had a second daughter. The girl’s mother had passed away, and with no other known relatives, he was suddenly responsible for her.

Being the benevolent people they were, Ferra’s parents decided that the best thing they could do for this girl would be to adopt her into the family. Ferra was somewhat excited about the prospect of having a younger sister, but her expectations were shattered upon meeting the girl. Ruka was a cold and abrasive person, deeply traumatized by her past. She cared not for Ferra’s attempts at sparking friendship. However, Ferra’s naive persistence proved effective over time. As the years passed and she continued to show Ruka unconditional kindness, they began to bond quite well. They rounded out each others’ personalities and assisted each other with their respective problems. She helped Ruka understand and come to terms with her feelings, while Ruka helped protect Ferra from jerks and bullies.

Ferra’s life has been far from difficult, but she is quite aware of how lucky she is. As soon as she felt capable, she began combat training alongside her sister in order to become a huntress and help the less fortunate. The two of them enlisted in a combat academy together, making a promise to watch each others' back regardless of whether or not they ended up on the same team. She has encountered some obstacles along the way, but none of them have stopped her from striving towards her goals. While she doesn’t yet know what trouble the real world has in store for her, she plans to do everything she can to make it a better place.

Personality: Ferra is a kind-hearted and caring individual. She hopes to help as many people as she can and make as many friends as possible. She is mild-mannered and quite humble, but also very confident in herself and openly supportive of others whenever possible. She believes that helping others is her calling, and she dedicates every ounce of strength she has towards this end. She would be happy to carry other peoples' burdens until the day it breaks her back. She has a great deal of faith in humanity and trusts others to a fault.

Despite the fact that she is an absolute unit on the battlefield, Ferra doesn’t really like fighting others. She believes that conflict against Grimm can be solved with weapons, while conflicts against other people should be solved primarily with words. This philosophy has worked for her a number of times in the past, though she usually only succeeds through pure stubbornness. It’s unlikely that this approach will always work, but it doesn’t stop her from trying, sometimes even at the cost of her own wellbeing. However, if her passive behavior leads to someone else getting hurt, she is willing to put her ideals aside and do what must be done for their sake.

Her passion for being a huntress is matched closely by her love of guns. She owns a vast collection of firearms, ranging anywhere from six shooters to high-caliber machineguns (and just about everything in between). Besides gunsmithing, her other favorite hobbies include bodybuilding and playing guitar.

Aura and Semblance: Ferra’s aura is a deep red color. Her semblance, titled Lending a Hand, gives her the ability to summon floating hands made of aura. These disembodied hands can freely orbit in the air around her up to a distance of roughly five or six meters away from her. They can perform actions independently of her own, so long as it is something she knows how to do already. For example, she can fire several different guns simultaneously and reload them without ever using her own hands, so long as she is well acquainted with those particular weapons.

Ferra can reliably summon and use four pairs at a time, or eight hands in total. Anymore than that and she starts to loose coordination and precision. Trying to focus on more than one target at a time causes similar problems. While relatively small and fast-moving, her summoned hands are not invulnerable to attacks and can be dematerialized if they take enough damage. It typically takes up to two minutes for her to resummon them, so she tries to avoid this at all costs.

Image: ShowHide


Combat Behavior: Ferra’s combat style is centered around her ability to attack and defend at the same time. She will always dedicate a set of floating hands to the task of carrying her shield, turning it into a mobile cover that she moves around herself at will. At the same time, she can use her remaining hands to take control of her guns, allowing her to fire, reload and swap weapons simultaneously without needing to worry about incoming projectiles. Between the constant barrage of bullets and the large shield revolving around her, approaching Ferra is no easy task.

This fortress of steel can be very intimidating to face on the battlefield, but it does come with some drawbacks. Handling all of her equipment at once forces Ferra to maintain a low speed of movement, leaving her vulnerable to attacks that affect a wide area. Despite the large number of firearms that she carries, she still has a finite amount of ammunition that would leave her vulnerable if depleted. She can store her weapons and plant her shield somewhere if she needs to increase her mobility, but her distaste for punching people makes her a little less effective at close range.

WEAPON

Name: Iron Maiden

Primary Form: In its standard form, Ferra’s Iron Maiden acts as a massive shield nearly as tall as her own height. The red-trimmed gray steel plating on the front is nearly impenetrable. The shield is wide and flat at the top, narrowing down to two bladed points towards the bottom. This piece of equipment is heavy enough that it is difficult to carry without two hands. Luckily for Ferra, she has a lot more than two.

Secondary Form: A mechanical door on the backside of the shield slides opens to reveal a large compartment within the metal frame. This acts as storage for Ferra’s many weapons, letting her bring a large loadout onto the battlefield without needing to carry each individual firearm. It is typically filled with several shotguns and a number of handguns, though depending on the situation Ferra may bring a heavier set of arms.

Dust Functions: N/A

History: After it occurred to Ferra that she could practically juggle guns and ammunition with her semblance, she tried to carry as many on her person as she could. This strategy proved to be somewhat effective, but having nowhere to store her equipment was a major inconvenience. At the same time, she realized that her defenses were lacking and that she needed some sort of cover while reloading. Ferra came up with this design to solve both of these problems at once.

25
Plot Zone / Re: Historical Hearsay [Plot Signup]
« on: June 09, 2021, 10:21:14 PM »
I'll sign up with Isabelle. She is only a first year, but she is good on the offensive and shines the most when she has solid support.

26
AMA Section / Re: What types of plots would y'all like to see?
« on: April 29, 2020, 07:57:44 PM »
Lately I've been thinking about how I'd like to see more plot threads involving player characters versus NPCs. Threads primarily involving combat with Grimm are easy to write and can be fun, but I feel that it doesn't usually lend itself to interesting development outside of, say, a character's combat skill. PvP allows for a bit more variety but it isn't too often that we see player characters with very strongly opposing ideologies pitted against each other. Criminals, mercenaries and killers are just a few examples of character types that always act as a good foil for a Huntsman-in-training, but they are harder to come by. Personally, I find that these types of conflict can be very engaging for both the reader and the writer. One has to think deeper about how their character will respond to this type of confrontation, as opposed to them battling monsters or sparring. This is especially the case when NPCs are built up over time so that they feel relatable, alive, instead of just another vague threat that must be defeated at once and then discarded.

This isn't to say that threads with these type of interactions never happen. There are a lot of past examples to point to, some rather recent ones at that, but I do know that these types of stories are something that I myself would like to get my characters involved in more often.

On a different note, I think it'd be interesting to see the idea of a typical Grimm battle thread turned on its head. Rather than taking down a horde of beasts or hunting a big strong monster, it could be interesting to see characters up against something that they can't simply stab to death or blow up with enough artillery. An unfathomably powerful enemy involving horror elements, shrouded by a sense of uncertainty and mystery, a creature of Grimm that is challenging to simply survive; I think there's a lot of untapped potential in that sort of thing.

27
MiA Characters / Re: Menrva Star
« on: February 20, 2020, 07:22:48 AM »
Approval 1/2

28
MiA Characters / Re: Menrva Star
« on: February 20, 2020, 07:13:30 AM »
Nice profile Edge.

All looks good, but some mods and myself believe that 22 years old is just a little too young for someone of her qualifications. If she were say, a year or two older, it would be a bit more believable that she would have the time required to become both a scientist and a skilled surgeon (who also happens to be a decent fighter). It's up to you how you go about making the changes, but a slight age-up would be the easiest.

29
Approved Characters / Re: August Flare
« on: February 11, 2020, 07:03:42 AM »
+1

30
Everywhere Else / Re: A Small, Dark Room [CLOSED]
« on: December 18, 2019, 08:13:07 AM »
Isabelle listened intently as the minutes passed. It was a ton of information to take in, and a lot of it worried her. The idea of having her soul taken out of her body was not a pleasant one. Similarly, having someone that was capable of reading minds around made her a bit uncomfortable, even with their assurance that no probing would be done today. Her head was filled with many thoughts that she did not want to share with strangers. Overall, the entire setup seemed slightly unprofessional... Then again, these people were the experts on this, however experimental the 'procedure' was. If things went bad, at least they would have the proper group of individuals to assist them. Hopefully. She didn't believe that she was in a position to doubt them all that much, even if the entire thing made her a little uneasy. Part of her just wanted to get in already so that she could stop anticipating it.

As the others moved into position, Isabelle made her way over to one of the chairs. For a moment, she hesitated, her eyes wandering along the odd-looking seat. With a quiet sigh, she climbed up onto it, taking some deep breaths to try and settle herself. "Stay positive," she reminded herself out loud as her fellow students questioned the staff.

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