Author Topic: Kirkka Scarlet  (Read 957 times)

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Kirkka Scarlet
« on: February 08, 2017, 01:18:48 AM »
CHARACTER


Name: Kirkka Scarlet

Age: 37. Born Niege 6th, 42 AC

Gender and Species: Female Human

Symbol: Flameward. Her symbol was designed and named based on her favoritism toward fire in her early days of combat school.

Occupation: Groundskeeper at Beacon Academy.

Appearance: Kirkka stands at an even six feet(183 cm) and weighs in around 161(73 kgs)pounds. She looks like she keeps herself fit, but is hardly a bodybuilder. A very faint tan is sometimes present on her face and arms due to being outside often for her job, but otherwise, there are no visible markings on her. She has well-kempt auburn and black streaked hair, nearly always tied into a ponytail that reaches just past her shoulder blades. Her oval shaped face sports grey eyes sitting above her average sized nose, glancing about as she observes her surroundings closely but discreetly with an innocent smile. She looks to be about her age, perhaps a few years older.

A cloth piece is wrapped around her chest to allow maximum flexibility while also supporting her. Its edges have small lacy flair. Over that, dual layer shoulder pads attached to a hood cover her shoulders, extending beyond them just slightly. She often keeps the hood down, especially when not on missions. Unless it’s raining.

Fingerless gloves extend all the way up her arms, reaching her biceps before ending with more decorative flair. Wind-like metalwork covers the back of her hand and her forearms. She can sometimes be seen wearing small caps on her fingers, similar to thimbles. These protect fingers from dust-related accidents while working with it.

Her lower half is covered by a mid-thigh length skirt, and over that, a waist cape that reaches just to her ankles. The cape is made of cloth, but layers of a leather cover the two sides. The uncovered backside is decorated with a few straps and buckles, but they seem to be decorative only. On the sides of the skirt where it meets with the cape, six large square rivets hold the two pieces together as one. Sturdy boots are covered by cloth leggings that end just before the skirt starts. The entire outfit is primarily dark red with a light matte grey. Album.

Kirkka’s primary weapon, Ira, rests securely strapped horizontally to her lower back in its three segments. The power of MAGNETS allows her to draw them individually or at once. Each segment connects to the next as they are drawn. Just below this holster, attached to her belt, is a small series of pouches, which contain extra Dust canisters for her weapon, and other minor trinkets. Her symbol is seen on a pouch on her left side. Everything about her attire is designed with mobility in mind, and Kirkka is able to move very freely.


History: Kirkka Scarlet is the daughter of Claire and Reginald Scarlet, born on the 6th of Niege, 42 AC. The family lived in a small village on the outskirts of the Kingdom of Vale, but that only lasted until Kirkka was two, when they were forced to evacuate due to repeated Grimm attacks. The village suffered heavy casualties in an attack only a day before when a passing Huntsmen warned the village of another impending attack that was even larger than the last. The village evacuated together and managed to return to Vale, suffering only minor casualties on the trip back. Kirkka’s family all made it back to Vale where they moved in with Claire’s friends until they could get their own home.

Kirkka’s father was a huntsman who retired once she was born. As such, Kirkka had plenty of time to learn about his world and became very interested in Dust specifically. She spent much of her time learning all she could about the material and followed in her father’s footsteps by enrolling at Signal Academy when the time came.

While her time at Signal was spent learning both general knowledge, and how to fight, her time at home was spent further studying Dust, and its uses throughout the world. Ira, her staff, has been with her since she built the first iteration of it at Signal. As expected by everyone, it was designed in order to maximize the use and utility of Dust. Her abilities and focus led to her often playing a support role in battles, using Dust to enhance her allies, debilitate her enemies and control the battlefield. In her final year at Signal, her parents got divorced. Her father moved away when he learned of Claire’s affair with a neighbor of theirs. Kirkka did not speak with her mother for a long time after hearing the news.

Upon graduating from Signal, Kirkka made plans to study Dust at a specialized school. Her father, who was living in Atlas at the time, convinced her to attend Beacon instead, citing that she can learn so much more there. She agreed and was later accepted to the prestigious Academy.

It wasn’t until Kirkka’s third year at Beacon that her mother had married another man. She learned this man was their neighbor for years, and they had been having an affair. This only drove Kirkka and her mother further apart. A few short months later, Kirkka's mother Claire gave birth to Kaali Charen, Kirkka’s half-sister. Unfortunately, there were complications during birth, and Claire did not survive the ordeal. Kirkka despised herself for not reconciling with her mother.

Graduating top of her class in Dust mechanics and in the top five for Aura mechanics, Kirkka parted with her team and went on to a trade school specializing in Dust, Dust based weaponry and tools, such as Semblance Catalysts. She spent a few terms there before taking an internship and eventually a job at a facility that researches the creation and evolution of Dust based weaponry.

At the age of 24, Kirkka became the legal guardian of her half-sister Kaali Charen. Kaali was four years old by now, and Kirkka struggled to raise her despite her aversion to children.

One year afterward, met with the new Headmaster of Beacon, having been asked to meet to discuss a job opportunity. The Headmaster insisted that Kirkka accepts a job at Beacon Academy, offering a previously non-existent groundskeeper position. He explained that her semblance is particularly interesting and may prove very useful in the future, and offered her a position so he would have access to utilizing it. She agreed, and it has been twelve years since then. Kirkka maintains a small garden area on the edge of Beacon Academy’s grounds, which is right next to a Dust and Semblance Catalyst Foci shop named Loaded for Bear, which she helps run occasionally by preparing SCF’s for students to purchase.


Personality: As someone who interacts with others often, Kirkka is typically quite friendly when approached, but she rarely starts conversations with others, preferring to remain with her own thoughts. When engaged, she prefers to discuss her hobbies or expertise: Dust, weapons, Aura, and semblances.

Kirkka has had quite some time to get over it, but she still recalls the pain of her mother's death. They were on very bad terms when it happened, and Kirkka struggles to forgive herself for allowing the situation to evolve into what it was. She becomes awkwardly quiet when the topic of family comes into the conversation, with the exception of discussing her half-sister, Kaali.

At Beacon, she mostly stays out of people’s way unless it’s to complain about their reckless disregard for the school grounds. She also has an irrational hatred of those who damage benches. Some say it's because of a past relationship she had with a mysterious person named Bench. She denies everything about it.


Aura and Semblance: Kirkka is a master in the use of both Aura and Dust. Manipulating her own power comes second nature to her, and as such she is able to perform a wide variety of functions, from detecting nearby Aura sources or approaching Grimm, strengthening her melee strikes, and sending out short-range blasts of pure force, capable to knocking back and damaging targets.

Kirkka’s semblance is Psychometry, which allows her to read the history of any non-living object she is touching. Typically, she concentrates when she does this, allowing her to quickly read a great deal of the object’s history over a short period. However, if she knows the time and date a specific memory happened, a graze of her hand is all that’s needed to extract that particular memory.

Kirkka has received very advanced training in the use and mechanics of Dust. She is an expert at manipulating dust to create desired effects. She is also skilled both at mixing and creating various types of dust, along with constructing Semblance Catalyst Foci.

In addition to the Dust she carries, Kirkka usually carries supplies with her to produce a limited amount of Semblance Catalysts and can recharge other’s Foci in the field.


Combat Behavior: Kirkka has two distinct styles of combat. One focuses on combat with allies, which she prefers. When allies are present, she maintains a support position with line of sight to the battlefield. She focuses on battlefield control by using her wide array of Dusts to create obstacles, disrupt or outright destroy enemy forces. Things like walls of ice or flame, firestorms, lightning storms, and the like are just a few examples of what she is capable of. Such attacks can be a double-edged sword, however. She cannot always control who is going to be caught in the area of effect of these wide attacks. As such, combat in a limited space, like indoors, makes it difficult to assist allies or hinder foes.

If directly engaged, Kirkka fights defensively with her staff, deflecting attacks and using trip attacks or other distractions to create distance between her assailant. When at a distance, she uses energy missiles from her staff to put enemies down. If she cannot escape, she has several dust combinations that can help by means of forcing the opponent away from her. When dealing with numerous enemies, Kirkka continuously employs wide area attacks, one after the other, to suppress or outright destroy them. She can be an overwhelming force to deal with, as she seems to have an answer to nearly everything. However, her staff can only hold so much dust, limiting how many times she can do things. Fighting her in an enclosed area and cutting off her escapes are also strong ways to deal with her powerful spellcasting.


WEAPON

Name: Ira

Primary Form: Ira is a six-foot-long staff made up of three equal length segments. The end of each section is enlarged, using a magnetic locking system to keep the segments together easily. Around these systems is a complicated storage system, each capable of storing six different cartridges of Dust on each end of the staff for a total of thirty-six. When the segments are joined together, the ports to release Dust are blocked. As such, only the two ends of her staff can be fired at once, but due to the design of the weapon combined with Kirkka’s practice and use of Aura, the order of the segments can be very rapidly changed. Kirkka has been known to use the segments separately as well, one in each hand.


Storage Form: Kirkka wears a holster most of the time that straps securely to her back. Each segment compresses by half a foot when being stored at an angle in the holster. When drawing the weapon, pulling on a segment from the left will pull only one segment, but when removing them from the right they will chain together and form the whole staff, fully extending to max length at the same time. This allows her to draw one long staff or two short staves as the situation requires.

Utility Form: Kirkka has a wide array of attachments for her staff, mostly to fulfil her duties at Beacon Academy. The attachments work on any end of her staff, so if she doesn’t need the full reach, she can use two at once. They’re like dental tools! Turn em around and they’re something else that’s pointy. An inclusive but not exhaustive list of attachments she has access to: Broom, Rake, Shovel, Mattock, Hedge Trimmer, Grabby Arm, Chomper, Sprayer, Squeegee, Hook, Chainsaw, Weed Whacker, Bug Net, Pitch Fork, and Umbrella.


Dust Functions: Ira has many, many functions. Each end of the staff can hold six cartridges of dust, for a grand total of thirty-six. She uses each slot for a different combination of dust, with the possibilities listed below. Kirkka carries her weapon fully loaded, with one cartridge of replacement Dust for every slot. The list is colored by element.

Elements: Kinetic, Fire, Earth, Electric, Light, Air, Ice, Water, Gravity


  • Missiles: A staple of any caster, Kirkka fires a blast from her staff which strikes a target or small area at a medium range. Each of these may be fired five times before the cartridge is depleted. Additionally, a full cartridge may be spent to make the blast significantly stronger and affect a larger area.
    • Force Blast: A single bolt of energy can strike the target and knock them around. Effective against armored targets. This uses Kinetic and kinetic dust.
    • Firebolt: A fast moving ball of fire that can can easily light the target on fire. This uses fire and kinetic dust.
    • Granite Salvo: Generates hundreds of small rocks that bombard a small area, hitting targets that are close together. Effective against armored targets. This uses earth and kinetic dust.
    • Storm Ray: Electricity surges from Kirkka's staff, striking its target and stunning them briefly. This uses electric and kinetic dust.
    • Slicing Winds: Blades of wind slice through the air, cutting anything in their path.This uses wind and kinetic dust.
    • Icicles: Fires three large icicles at high speed towards a target. Kirkka can also choose to fire a single icicle instead that is capable of piercing through unarmored targets. This uses ice and kinetic dust.
    • Ira's Grasp: Banned.
  • Cones: A short ranged stream of energy that erupts from the end of Kirkka’s staff, covering a wide area in front of her. None of these abilities pick their targets. They hit friend and foe equally. Each of these may be fired twice before the cartridge is depleted.
    • Inferno: As one would expect, flames spray out, burning and quickly igniting things. The stream of flames has a longer range but doesn't cover as much area. This uses fire dust.
    • Forked Lightning: Lightning connects between the staff end and any targets within a short range in front of her, stunning them briefly. Highly effective against electronics. This uses lightning and kinetic dust.
    • Headlights: A very, very bright light illuminates a large area, much like the headlights of a vehicle. They are blindingly bright when looked at but otherwise cause no damage. This uses light dust.
    • Chillwind: A quick blast of frozen wind knocks targets away from Kirkka and creates frost on them, chilling them significantly. This uses wind and ice dust because the wind is frozen because of the ice dust.
    • Torrent: Unleashes a torrent of water that makes Kirkka look like a firefighter. It is also great for dispersing crowds. This uses water dust.
  • Pulses: Kirkka slams her staff into the ground, creating a quick, short-range effect that extends all around Kirkka. They are typically defensive in nature. Each of these may be fired twice before the cartridge is depleted.
    • Force Pulse: A strong force explodes from Kirkka's staff, knocking all targets near her away. This uses kinetic dust.
    • Explode!: Immense flames radiate outward that can deal critical damage to anyone near Kirkka. Kirkka is unable to fully protect herself from this attack like she can the others, making it quite dangerous to use. This uses fire dust.
    • Earthen Spikes: A ring of stone spikes erupt from the ground all around Kirkka, impaling nearby targets. This uses earth and kinetic dust.
    • Crash Lightning: Lightning surges all around Kirkka, briefly shocking and disorienting nearby enemies. This uses lightning dust.
  • Walls: Pointing her staff at the ground in front of her, Kirkka can create a wall of energy- at a variable length and thickness. The dust can travel a short distance away from Kirkka, creating a wall on whatever surface it contacts. Walls have a variable duration based on their type. Each of these may be twice before the cartridge is depleted.
    • Flarewall: Flames don't hinder the ability to move through the wall, but anything that does definitely catches fire. The flames last for a short duration before fading away as their fuel is consumed. Things that catch fire because of it remain on fire as long as they are flammable. This uses fire dust.
    • Stone Barrier: A barrier of solid stone that is very durable. The wall itself is made of wrought stone and lasts until it is smashed apart. A solid stone wall that is quite durable. Creating this wall on top of someone can cause suffocation. This uses earth dust.
    • Windwall: This wall of wind creates a very strong force upward, forcing projectiles to be deflected away from their intended target. The force is strong enough to push most humanoids into the air as well. Because of the force required, this wall only lasts for a short duration before dissipating. This uses air and kinetic dust.
    • Frozen Shield: A solid barrier that is typically created with spikes protruding in all directions. The spikes do high damage but they are easy to maneuver between and even make climbing the wall easier. Creating this wall on top of someone can cause suffocation. This wall has a very long duration, as it melts over time. This uses ice dust.
  • Storms: A storm gathers within seconds over a very large area, raining energy down upon the area randomly. All storms last a medium duration and cannot overlap. A new storm will interfere with and overwrite the old one. Each of these may be fired once before the cartridge is depleted.
    • Flarestorm: A glowing bolt is shot out from the staff, soaring into the sky. Eventually, and hopefully over the target, the bolt explodes raining fire onto the ground below. This uses fire and kinetic dust.
    • Meteor Swarm: A glowing bolt is shot out from the staff, soaring into the sky. Eventually, and hopefully over the target, the bolt explodes. Dozens of massive boulders begin to rain down on the ground below with increased weight from gravity dust and increased kinetic energy from the kinetic dust. When they impact the ground, they cause small craters to form around the point of impact and small shockwaves to race out. This uses earth and kinetic and gravity dust.
    • Dust Storm: Summons winds that kick up dust, creating a dust storm that hinders everyone's vision. The dust also gets everywhere. Every. Where. All targets become uncomfortable. Goggles are super effective against dust storms.
    • Spark Plasma: Lightning rapidly strikes the area. Getting struck can deal significant damage and can stun targets. Lightning is much more likely to strike conductive objects and other lightning rod style objects.
    • Static Cloud: The air becomes electric. Things prone to combustion become very, very prone to combustion while within the area. This is exceptionally effective against unprotected dust, and it will likely explode.
    • Tempest Winds: Powerful winds change unpredictably in the area. Many light objects will become airborne and be thrown about, and movement is more difficult due to the changing wind directions. Projectiles that are affected by winds have a very high chance of missing their target.
    • Diamond Dust: Snow and ice falls over the area. The ice however is usually fairly large chunks, and they tend to be kind of pointy. The snow is quite pleasant but the shards can be quite devastating if struck with them.
    • Deluge: A glowing bolt is shot out from the staff, soaring into the sky. Eventually, and hopefully over the target, the bolt explodes. Dozens of gallons of water begin to rain down on the ground below. When they impact things, they cause those things to become wet. Significantly increases humidity. This uses water and kinetic dust.
    • Fog Cloud: A dense fog rolls over the area. Like the dust storm, the fog reduces vision within. However, it is much more effective at it, as it becomes difficult to even see your own hand in front of you. Kirkka recommends fog lights.
  • Focused Storms: A more concentrated variation of the previous category, these are more localized, but more powerful storms. They usually only have a short duration. Each of these may be fired once before the cartridge is depleted.
    • Earthquake: Causes the ground in a localized area to shake violently, making it difficult to keep your footing.
    • Cyclone: A tornado appears that pulls stuff inward and upward in a spiral before tossing them away. This ability is super effective at making a huge mess.
    • Tsunami: A massive wave of water travels away from Kirkka, scooping stuff up with it and depositing it at the end.
    • Gravity Well: A strong force pulls nearby objects and targets toward a central point, causing them to crash together. It can be difficult to escape the force once something reaches the center, but the ability only lasts a few seconds at most.
  • Lasers: Who doesn't love lasers? Laser Ray gets its own category. This spell may only be cast once before the cartridge is depleted.
    • Laser Ray: Laser Ray fires a continuous beam of lightning infused fire from the end of Kirkka's staff. The beam lasts for several seconds and she can direct it while it is firing. This spell is devastatingly powerful and will actually liquify most things it hits for more than a few moments.
  • Utility: These spells focus on affecting Kirkka directly. Each of these may be fired five times before the cartridge is depleted.
    • Launch: A powerful blast of wind launches Kirkka upward into the air.
    • Magic Broom: This spell released dust over time to allow Kirkka to hover in the air or glide in a direction for a time. While gliding she gradually loses altitude. When used in combination with Launch, or from a high starting point she can make a fair bit of distance before landing.


History: Kirkka constructed Ira while she was still at Signal Academy. Originally, it could only support six types of dust but as her interest in weaponry and Dust grew she upgraded it to hold twelve types. It wasn't until a few years after she left Beacon that she rebuilt it from scratch into its current design, capable of holding thirty-six types of dust. She built the broom and other extensions for it shortly after accepting a position at Beacon Academy. While it has been fully rebuilt a few times, Kirkka still considers it her one and only weapon.





« Last Edit: August 10, 2018, 07:59:04 PM by Koop »
Kirkka Scarlet - Beacon Academy Groundskeeper - Dust and SCF Expert - SCF Tuner
Alban Inverno - Headmaster of Beacon Academy
Kaali Charen - First Year at Beacon Academy
Mia Brightspear & Waffle - Beacon Dust Shop Owner, Huntress, Bear Owner, Dust Expert. Also Waffle is a bear.
#d70040 #104e8b #00FF96 #337AB7 #FFD700
Color/Format Scheme: "Talking." Thinking. Doing.

Vox Machinae

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Re: Kirkka Scarlet
« Reply #1 on: February 08, 2017, 06:08:22 PM »
Ctrl-F. "Bench."

No results.

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Koop

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Re: Kirkka Scarlet
« Reply #2 on: February 08, 2017, 07:44:23 PM »
Fixed.
Kirkka Scarlet - Beacon Academy Groundskeeper - Dust and SCF Expert - SCF Tuner
Alban Inverno - Headmaster of Beacon Academy
Kaali Charen - First Year at Beacon Academy
Mia Brightspear & Waffle - Beacon Dust Shop Owner, Huntress, Bear Owner, Dust Expert. Also Waffle is a bear.
#d70040 #104e8b #00FF96 #337AB7 #FFD700
Color/Format Scheme: "Talking." Thinking. Doing.

FunkyMonkey

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Re: Kirkka Scarlet
« Reply #3 on: February 09, 2017, 03:09:24 AM »
Transfer Approved

Koop

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Re: Kirkka Scarlet
« Reply #4 on: August 10, 2018, 04:36:02 PM »
Editing: ShowHide
CHARACTER


Name: Kirkka Scarlet

Age: 37. Born Niege 6th, 42 AC

Gender and Species: Female Human

Symbol: Flameward. Her symbol was designed and named based on her favoritism toward fire in her early days of combat school.

Occupation: Groundskeeper at Beacon Academy.

Appearance: Kirkka stands at an even six feet(183 cm) and weighs in around 161(73kgs)pounds. She looks like she keeps herself fit, but is hardly a bodybuilder. A very faint tan is sometimes present on her face and arms due to being outside often for her job, but otherwise, there are no visible markings on her. She has well-kempt auburn and black streaked hair, nearly always tied into a ponytail that reaches just past her shoulder blades. Her oval shaped face sports grey eyes sitting above her average sized nose, glancing about as she observes her surroundings closely but discretely with an innocent smile. She looks to be about her age, perhaps a few years older.

A cloth piece is wrapped around her chest to allow maximum flexibility while also supporting her. Its edges have small lacy flair. Over that, dual layer shoulder pads attached to a hood cover her shoulders, extending beyond them just slightly. She often keeps the hood down, especially when not on missions. Unless it’s raining.

Fingerless gloves extend all the way up her arms, reaching her biceps before ending with more decorative flair. Wind-like metalwork covers the back of her hand and her forearms. She can sometimes be seen wearing small caps on her fingers, similar to thimbles. These protect fingers from dust-related accidents while working with it.

Her lower half is covered by a mid-thigh length skirt, and over that, a waist cape that reaches just to her ankles. The cape is made of cloth, but layers of a leather cover the two sides. The uncovered backside is decorated with a few straps and buckles, but they seem to be decorative only. On the sides of the skirt where it meets with the cape, six large square rivets hold the two pieces together as one. Sturdy boots are covered by cloth leggings that end just before the skirt starts. The entire outfit is primarily dark red with a light matte grey. Album.

Kirkka’s primary weapon, Ira, rests securely strapped horizontally to her lower back in its three segments. The power of MAGNETS allows her to draw them individually or at once. Each segment connects to the next as they are drawn. Just below this holster, attached to her belt, is a small series of pouches, which contain extra Dust canisters for her weapon, and other minor trinkets. Her symbol is seen on a pouch on her left side. Everything about her attire is designed with mobility in mind, and Kirkka is able to move very freely.


History: Kirkka Scarlet is the daughter of Claire and Reginald Scarlet, born on the 6th of Niege, 42 AC. The family lived in a small village on the outskirts of the Kingdom of Vale, but that only lasted until Kirkka was two, when they were forced to evacuate due to repeated Grimm attacks. The village suffered heavy casualties in an attack only a day before when a passing Huntsmen warned the village of another impending attack that was even larger than the last. The village evacuated together and managed to return to Vale, suffering only minor casualties on the trip back. Kirkka’s family all made it back to Vale where they moved in with Claire’s friends until they could get their own home.

Kirkka’s father was a huntsman who retired once she was born. As such, Kirkka had plenty of time to learn about his world and became very interested in Dust specifically. She spent much of her time learning all she could about the material and followed in her father’s footsteps by enrolling at Signal Academy when the time came.

While her time at Signal was spent learning both general knowledge, and how to fight, her time at home was spent further studying Dust, and its uses throughout the world. Ira, her staff, has been with her since she built the first iteration of it at Signal. As expected by everyone, it was designed in order to maximize the use and utility of Dust. Her abilities and focus led to her often playing a support role in battles, using Dust to enhance her allies, debilitate her enemies and control the battlefield. In her final year at Signal, her parents got divorced. Her father moved away when he learned of Claire’s affair with a neighbor of theirs. Kirkka did not speak with her mother for a long time after hearing the news.

Upon graduating from Signal, Kirkka made plans to study Dust at a specialized school. Her father, who was living in Atlas at the time, convinced her to attend Beacon instead, citing that she can learn so much more there. She agreed and was later accepted to the prestigious Academy.

It wasn’t until Kirkka’s third year at Beacon that her mother had married another man. She learned this man was their neighbor for years, and they had been having an affair. This only drove Kirkka and her mother further apart. A few short months later, Kirkka's mother Claire gave birth to Kaali Charen, Kirkka’s half-sister. Unfortunately, there were complications during birth, and Claire did not survive the ordeal. Kirkka despised herself for not reconciling with her mother.

Graduating top of her class in Dust mechanics and in the top five for Aura mechanics, Kirkka parted with her team and went on to a trade school specializing in Dust, Dust based weaponry and tools, such as Semblance Catalysts. She spent a few terms there before taking an internship and eventually a job at a facility that researches the creation and evolution of Dust based weaponry.

At the age of 24, Kirkka became the legal guardian of her half-sister Kaali Charen. Kaali was four years old by now, and Kirkka struggled to raise her despite her aversion to children.

One year afterward, Kirkka met an unusual person. She called herself Rose, and she claimed to be from the future. Kirkka’s unique semblance granted her the ability to have proof of that, but even then she remained skeptical. When they went together to meet with the Headmaster of Beacon, he was much more quickly convinced of the fact. The Headmaster insisted that Kirkka accepts a job at Beacon Academy based on this recent revelation, and explained that her abilities, especially her semblance, will be extremely useful in the coming years. She agreed, and it has been twelve years since then. Kirkka assists with running a small shop that sells specialized Dust and Semblance Catalyst Foci to students, but her actual position is Groundskeeper of the Academy.


Personality: As someone who interacts with others often, Kirkka is typically quite friendly when approached, but she rarely starts conversations with others, preferring to remain with her own thoughts. When engaged, she prefers to discuss her hobbies or expertise: Dust, weapons, Aura and semblances.

Kirkka has had quite some time to get over it, but she still recalls the pain of her mother's death. They were on very bad terms when it happened, and Kirkka struggles to forgive herself for allowing the situation to evolve into what it was. She becomes awkwardly quiet when the topic of family comes into the conversation, with the exception of discussing her half-sister, Kaali.

At Beacon, she mostly stays out of people’s way unless it’s to complain about their reckless disregard for the school grounds. She also has an irrational hatred of those who damage benches. Some say it's because of a past relationship she had with a mysterious person named Bench. She denies everything about it.


Aura and Semblance: Kirkka is a master in the use of both Aura and Dust. Manipulating her own power comes second nature to her, and as such she is able to perform a wide variety of functions, from detecting nearby Aura sources or approaching Grimm, strengthening her melee strikes, and sending out short range blasts of pure force, capable to knocking back and damaging targets.

Kirkka’s semblance is Psychometry, which allows her to read the history of any non-living object she is touching. Typically, she concentrates when she does this, allowing her to quickly read a great deal of the object’s history over a short period. However, if she knows the time and date a specific memory happened, a graze of her hand is all that’s needed to extract that particular memory.

Kirkka has received very advanced training in the use and mechanics of Dust. She is an expert at manipulating dust to create desired effects. She is also skilled both at mixing and creating various types of dust, along with constructing Semblance Catalyst Foci.

In addition to the Dust she carries, Kirkka usually carries supplies with her to produce a limited amount of Semblance Catalysts and can recharge other’s Foci in the field.


Combat Behavior: Kirkka has two distinct styles of combat. One focuses on combat with allies, which she prefers. When allies are present, she maintains a support position with line of sight to the battlefield. Focusing on battlefield control, her allies are given temporary enhancements through the use of Dust, such as speed or strength boosts. As for direct control, walls of ice or flame, firestorms, lightning storms, and the like are just a few examples of what she is capable of. Such attacks can be a double-edged sword, however. While she can control the amount of dust that is released when she unleashes and attack, she cannot always control who is going to be caught in the area of effect. As such, combat in a limited space, like indoors, makes it difficult to assist allies or hinder foes.

If directly engaged, Kirkka will focus on distancing herself from her assailant and deflecting attacks until she can retreat to her allies’ side. If she is alone, she chains wide area attacks to attempt to suppress her foes or kill them outright. Fighting her in small areas, or getting into her face and staying there is the best way to deal with her incredibly powerful spellcasting. Though, her staff is not to be ignored. When forced into a situation like this, she tends to focus heavily on trip attacks or other distractions in order to distance herself. If she cannot gain that precious distance, she will likely lose a fight. She is quite resourceful, though, so keeping her within reach of a claw or blade may prove difficult.



WEAPON

Name: Ira

Primary Form: Ira is a six foot long staff made up of three equal length segments. The end of each section is enlarged, using a magnetic locking system to keep the segments together easily. Around these systems is a complicated storage system, capable of storing six different cartridges of Dust on each end of the staff, totaling 36. When the segments are joined together, the ports to release Dust are blocked. As such, only the two ends of her staff can be fired at once, but due to the design of the weapon combined with Kirkka’s practice and use of Aura, the order of the segments can be very rapidly changed. Kirkka has been known to use the segments separately as well, one in each hand.


Storage Form: Kirkka wears a holster most of the time that straps securely to her back. Each segment compresses by half a foot when being stored at an angle in the holster. When drawing the weapon, pulling on a segment from the left will pull only one segment, but when removing them from the right they will chain together and form the whole staff, fully extending to max length at the same time. This allows her to draw one long staff or two short staves as the situation requires.


Dust Functions: Ira has many, many functions, and Kirkka is capable of changing out which Dusts she places within the staff, along with being able to mix her other types of Dust. This gives her an extremely wide range of functions. Some, but not all possibilities are listed below.

  • Energy Missiles: Kirkka employs these often. They tend to fly in a straight line toward their target, and can take various forms, such as fireballs, ice shards, energy blasts, explosive blasts. They have long range and vary in speed, but are generally fast.
  • Energy Cones: A stream of energy erupts from one end of Ira, causing high damage in a wide area and at close range. Difficult to use when fighting alongside others due to the wide area of effect.
  • Energy Walls: Creation of a wall of energy. Firewalls and Ice walls are the most common, these barriers allow powerful control of a battlefield. Walls and barriers vary in length and height, are their size directly affects their strength. Massive ice walls will be thin compared to very small ice walls. A huge fire wall might have dispersed flames and be less damaging to anyone passing through.
  • Storms: This is Kirkka’s offensive specialty. Raining down fire, or ice shards upon a massive area, or creating a freezing windstorm or even a sandstorm are only some of the things she can do. These are devastatingly powerful attacks, but incredibly dangerous if allies or Kirkka herself is caught within. The storms consume a localized area, but can easier cover all enemies in a small skirmish.
  • Enhancements: Dust can be manipulated to interact with another’s Aura, granting powerful but short duration enhancements such as increased speed, strength, agility, and/or durability.
    • Kirkka can also grant elemental barriers to others. These barriers are highly effective but dangerous when the target doesn’t know how to control it. A fire barrier would ‘ignite’ the Aura surrounding a target, causing them to burn nearby targets while themselves being protected from fire attacks. If the wearer of the barrier doesn’t have very good control of their aura, this technique can go out of control, or even harm the person. In the right hands, this effect is devastatingly powerful, but very dangerous to inexperienced people. As such, Kirkka only rarely uses on others, typically only if she knows they can handle it.
  • "Healing": Kirkka is skilled at controlled use of Dust, and can cauterize wounds with fire. Not the best healing ever, but excellent in emergencies.


History: Ira was constructed by Kirkka at Signal Academy. Originally it could only contain and use 12 types of Dust, but it has been since upgraded to the current amount of up to 36 types.

Kirkka Scarlet - Beacon Academy Groundskeeper - Dust and SCF Expert - SCF Tuner
Alban Inverno - Headmaster of Beacon Academy
Kaali Charen - First Year at Beacon Academy
Mia Brightspear & Waffle - Beacon Dust Shop Owner, Huntress, Bear Owner, Dust Expert. Also Waffle is a bear.
#d70040 #104e8b #00FF96 #337AB7 #FFD700
Color/Format Scheme: "Talking." Thinking. Doing.

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Re: Kirkka Scarlet
« Reply #5 on: August 10, 2018, 06:16:21 PM »
Patch Notes:

  • Recent History revised to detail how Kirkka came to work at Beacon Academy, and details her position there.
  • Combat Behavior modified to reflect changes to weaponry.
    • Removed buff/enhancement functionality.
    • Detailed how Kirkka fights in close combat and when alone.
    • Added limited dust supply as a weakness.
  • Changes to Weaponry
    • Added Utility Form section, detailing how her staff is also gardening implements, a chainsaw, and an umbrella.
    • Dust Functions section rewritten.
      • Now explains dust capacities and spare ammunition.
      • Now lists all thirty-six spells Kirkka can cast with her staff.
    • Expanded Weapon History section to include more, but minor details.
  • Minor grammatical changes throughout document.
Kirkka Scarlet - Beacon Academy Groundskeeper - Dust and SCF Expert - SCF Tuner
Alban Inverno - Headmaster of Beacon Academy
Kaali Charen - First Year at Beacon Academy
Mia Brightspear & Waffle - Beacon Dust Shop Owner, Huntress, Bear Owner, Dust Expert. Also Waffle is a bear.
#d70040 #104e8b #00FF96 #337AB7 #FFD700
Color/Format Scheme: "Talking." Thinking. Doing.