Alright here's the updated sheet. Thanks for the help from the gm's, you guys are rad o/
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1) Basic info:
Name: Rori Russette Team/occupation: Member of team NCTR Species: Human
Age: 17 Sex: Female
Handedness: Right
Aura/Effects: A dull, dusty color/faint glow to skin Symbol: A simple silver circle with inward-facing dashes at the cardinal directions Physical traits:none Misc traits: Many old lash marks upon her back Nickname(s): Russ/Russy/Rusty (Used by blacksmith)
2) Appearence:
Height: 5’5 Weight: 115lbs Eyes: Russet Brown Skin color: Pale, almost sickly Face: Small but soft, with childishly wide eyes Hair: Black, chopped short and messy Physique: Lithely muscled, shaped by a life of movement Combat Outfit: Black full bodysuit, hardened leather short cuirass, bracers and greaves. A black knee-length tabard, bound at the waist with a thin black belt. Running shoes. Casual Outfit: Wears her bodysuit, but leaves off the armor and tabard.
3) Characteristics:
Background:
Most children that wind up in an orphanage don’t remember being brought there. They grow up, they figure out their situation, and they move on with their lives. Russ was six when her parents decided they had no more room for her in their lives. She sat quietly in the back of the car when they drove away from the house together for the last time, and she watched them drive away when the deed was done. Russ had always been a distant child, but that was the day the bitterness started. In the three years she stayed she made no friends, barely talked to anyone, and judging by the lack of alarm or searching that occurred when she vanished, had left little impression. The only thing that lasted when she ran way was what she’d learned about sneaking around, as the time she didn’t spend socializing she spent exploring after dark. She learned to be light on her feet, to stick to the shadows, and that the good food was always kept where the children weren’t supposed to be able to get to it. At the end, she learned that if it came to stealing from good people or staying miserable and locked up, hesitation wasn’t an option. The money she’d taken from a caretaker’s wallet had gotten her far way, and landed her in a town that was a bit behind in the times, to be delicate. It was a mining town split by salary, the miners and other laborers were relegated to the lower side, and the business folk enjoyed a brighter lifestyle. It was in the lower side she lived for three years, applying what she’d learned to take what she needed from the unsuspecting workers. Then one day she made a mistake, snatching the wallet off of a visitor from the upper side of town and forgetting to ditch it once she’d cleaned out the money. Unlike the workers, the suits could afford the measures it would take to find their money, and with it her. It didn’t take much for everyone to piece together what she’d been doing, and though the business man wanted her jailed, the workers received custody of her trial. Traditional as they were they decided that jail would teach her nothing that physical punishment wouldn’t sear into her mind. Twenty lashes it was, the whip was not barbed nor was it particularly well made, but it bruised and split her back easily enough. When it was finished she was left to hide again, but this time whenever she thought of stealing her back would flair up in pain and she would wander on. Only one person did not shun her, an aging man who owned the local smithy. It was in the upper side of town and she rarely ventured so far, but it wasn’t nearly as fancy as the rest of the buildings there and around. He paid her a better wage than she likely deserved, but work was sporadic enough that some days he could not pay her. Those days he let her test the weapons he made before they were sent out for delivery. Perhaps he was a guardsman in his former years, for he not only made the weapons, but could handle them all with relative skill and instructed her on their uses as if he had done so many times before. Some weapons, like hammers or axes, or the great swords meant to be wielded with two hands, proved too cumbersome and heavy for her to use properly. So it became custom that whenever an order came in for a short sword or bastard sword, she would be the one to test them. In five years she became proficient with them, and when she was seventeen they got an order in for a very specially, and very expensive pair of swords. No mere guardsmen’s weapon, but a hunter’s with the ability to be more than a simple blade. The smith admitted it was the first time he’d ever taken such a project, but he worked on it with confidence and the same steady hands he’d always had. The swords took longer than other orders, and when they were done he set them aside for a month to undergo intensive testing. They were easily the lightest swords Russ had ever handled, and when they changed, the blade’s segments would separate, connected by a thick wire that kept it all connected as a whip of sorts. It was all surprisingly easy to handle. It was then that the town was attacked, and while there was only one Grimm, it met little resistance from the citizens. It rampaged through buildings and citizens alike until the hunters and huntresses appeared and quickly dispatched the beast. When the dust settled much of the town had been ruined, and Russ crawled from the rubble of the workshop to find the smith crushed beneath its debris, choking out his last breaths. He asked her to take the swords and deliver them to the hunter, so that he might help prevent something like this from happening in the future. Russ assured him that she would, and left before he truly expired. She did not keep her promise, and she could not convince herself she ever intended to. When she left the town she did mean to stop Grimms from killing people, but it would be by her hand, not some stranger’s.
Personality: Russ can be outgoing and friendly, quiet and reserved, whatever is necessary for the time at hand. When at rest, she has a habit of sizing people up like living blueprints, looking for flaws and weaknesses, even if she has no intention of abusing them. She’ll casually lie in conversation every now and then, more as a hobby than as a means to an end, and isn’t the type to keep secrets to herself if it’ll benefit her. Under the dishonor there is loyalty however, usually garnered through respect, as well as a living if not crippled sense of morality. Russ might steal from a dying man, but she’s not about to burn down an orphanage for a profit. Likes: Money, gullible people, one-on-one conversations Dislikes: “The strong, silent type”, being out-cheated, being cornered
4) Weapon
Name: The Twins Maker/Smith: Umberil Highgad Weapon Derivation: Long Sword/Short Sword/Chain Swords Holstered/Sheathed Appearance: A round sheath with a layer for the short sword and a layer for the bastard sword. It is designed so that the blades curl up within, saving space and allowing for a quick draw with extended reach. The handles are meant to be grasped over the shoulder. Form 1: Short Sword and a Long Sword, double-edged. Form 2: Blades of each extend, allowing for extended lashing attacks Features/Capabilities: Dual segmented chain swords, styled as a short sword and a Long sword with Pneumatic propulsion. Each of the blades are infused with a different dust, placed in upon forging, with the hilts holding an air Dust crystal to increase blade control. 5 segments on the short sword with a 5 foot reach when extended, 10 segments on the long sword with a 15 foot reach when extended. The short sword's steel bears bright orange dust, enabling it to harbor an incredibly hot yet contained surface temperature. The long sword's steel is infused with green dust, extending its long reach with biting wind. Planned/Possible Upgrades: N/A Notes: The short sword bears the inscription “My Son”, the long sword “My Daughter”.
5) Semblance:
Name: Speed Vault Type: Physical General description: The storing and redistributing of force generated by momentum General limitations: Not meant to be used offensively, if Russ hits someone with a high-momentum punch, she’s going to feel it just as much as they do. Cannot redirect the momentum of heavy projectiles. Visual effect: The color fades from her eyes entirely during the duration of its use. Passive ability: Russ has a keen sense of balance from years of possessing the ability. Active ability: While active, Russ passively stores the force from her movements and from things she touches that are in motion. Upon usage, she redirects the force in order to quickly change directions, slow down and speed up.
6) Combat info:
Position/Class: Skirmisher Landing strategy: Redirects her momentum to soften the landing before impact. Fighting style: Fast paced and tactical, Russ prefers cutting an enemy a thousand times safely over a risky all-or-nothing attack. She dodges more than she blocks, and her attacks are usually slashes to sensitive areas, learned preferably prior to the fight, but if she has to do it on the spot, she can adapt.
7) Trivia: Has gone by “Russ” as long as she can remember, not fond of using her first name.
Gotta have enough aura to not have their heart ripped out by Beowolves, otherwise they'd never make it into Beacon. Keep in mind, having no aura would require them to have no soul.
Nvm, changed my mind. I think I can pull off what I want in a different way. When this character gets eviscerated in act 2, I'll have my other plan on the back burner.
Name: Cecilia Thistle Team/occupation: CLRT Species: Human
Age: 17 Sex: Female
Handedness: Right
Aura/Effects: Light green glow Symbol: Pair of stylized antelopes, rearing opposed Physical traits: As below. Misc traits: As below. Nickname(s): Her father called her Scout after a character in one of his favorite books, but she found the name, while acceptable and novel in a non-combat context, pretentious and strange sounding in a setting where she may very well end up being an actual scout. Has been called SiSi in the past, despises the appellation.
2) Appearence:
Height: 5'4 Weight: 140 pounds Eyes: Brown Skin color: Pale Face: Angular, more gaunt than average with prominent cheek bones. A small mouth with thin lips, and a wide smile. Small ears and an upturned nose bearing the evidence of being broken. High forehead, shallow chin. Wide eyes with long lashes. Hair: Cut just above the shoulder, in a perpetual tangle. Dark brown and dry, evidencing years of poor treatment. Physique: Short, lithe and spritely, she has little muscle mass. She has a dancer's build, with long legs and dexterous fingers. Poorly endowed, in her opinion, with little fat or excess weight. Combat Outfit: Camouflaged trousers and long-sleeved shirt. A beret, colored a light green, when the mission is low intensity. The color patter of the camouflage changes depending on her deployment, being in possession of a wide index of surplus clothes. Plate carrier/helmet depending on mission parameters. Padded gloves and sturdy steel-toed boots. Additional gear worn depending on mission conditions. Casual Outfit: Green and white striped dress, conservatively cut with short sleeves and a skirt that reaches her knees. Comfortable, well-worn running shoes. Little jewelry, what little she wears is of poor quality. Wears her green beret when outside. Winter wear includes thick trousers and a dark grey trench coat.
3) Characteristics:
Background: Born to a common soldier, Cecilia had from a young age wanted to defend humanity from Grimm. More than half her life was spent without her father, him being on deployment hundreds of miles away from his family. Born to a working mother and without siblings, she spent her earliest years in uncomfortable community, constantly in the presence of other children at day-cares or other such services. She enrolled in school at a normal age, and her upbringing produced an outgoing young girl who found relative popularity among peers, and lived a happy early childhood exploring her myriad interests. When her father was home, she would hear [heavily embellished] stories from the front, and he imparted to her his human patriotism and strong desire to protect civilization. She became interested with her father's career, and after spending years foraging for information on soldiering and hunters enrolled in combat school, paid for by her grandparents, her family otherwise incapable of affording such advancement. She found some success at combat school, talented enough though cursed with a particularly weak aura and a marked incompetence at melee combat.
Three years ago, her father returned wounded, his legs broken beyond repair by Grimm, and through this grief and partially out of guilt for consuming her family's now limited funds in her education redoubled her efforts, shooting out into the top ranks of the school, high enough to be accepted into the most prestigious hunter academy in the world, Beacon. Personality: Brash. Curious. Well-organized and fastidious with [learned] military precision, Cecilia stands out from her peers. She has a very prominent dichotomy between her casual personality and her combat personality, learned again from time spent around the common soldier. She is work-shy and talkative when there is little work to do, listless and torpid when performing unimportant tasks. She is crass, occasionally offensive and largely irreverent, with a fondness for gallows humor and innuendo. She holds a small group of friends close, and sees no need to expand her social horizons beyond her score or so of close acquaintances. She loves to play games and entertain herself and others during any spare moment.
Her combat persona, as she labels it, appears when there is something she deems serious to do. Exacting. Precise. Absolutely serious. Rude, calm and entirely focused. She only has two speeds: quick time and dawdle, and the gulf between the two is vast. She has learned that slow is smooth and smooth is fast, and has learned to never rush herself, to take things at her maximum possible smooth speed whenever possible and to never overextend.
She enjoys pressure, loves to face adversity and is proud and confident, swelling with patriotism and the high-minded values of freedom and safety, and holds her opinions and beliefs. She is pragmatic in her own endeavors, and highly idealistic when it comes to matters of grander importance. Her core values are freedom, success and rationality. Likes: Firearms. Firearms again. Victory. Iced Tea. Men in short shorts. The colors green and white. Horses. Large, wild, non-grimm animals. Competition Dislikes: Swords. The delusional. Cats, dogs and rodents. Cowardice and betrayal. Incompetent commanders. Prejudice. Censorship. Buses. The color bright yellow.
4) Weapon
Name: Selous Maker/Smith: Rhodes Armamanets produced the original design, but Cecilia has worked long hours improving the weapon and diversifying its combat applications/ Type: Anti-Material-Bayonetted-Rifle, AMBR, she pronounces it Aim-Bar. Weapon Derivation: The Hecate II, mixed with older elephant guns Holstered/Sheathed Appearance: The barrel, thanks to leaps forward in transforming technology, telescopes, and the stock collapses. Is easily [if heavily] backpack-portable. Form 1: A 54.3 inch bolt-action rifle, with a semi-grip stock and a muzzle break. Equipped with a top-mounted, variable scope and optional bipod. Bayonet lug, long grip and collapsible stock lead to easy [if difficult-to-learn] short spear usage, though incorporation of the barrel as the haft leads to a strong incentive to point-parry, restricting options somewhat. Form 2: (if applicable) Form 3: (if applicable) Features/Capabilities: Chambered in .700 Perseus, capable of being loaded with a wide variety of rounds for a wide variety of uses. Extraordinarily large round with frightening kitetic force, designed to penetrate tough armor or thick auras at incredible ranges. Has difficulty with smaller targets with standard loads, contact-fuzed rounds or canister shot optional to ensure transmission of energy. Has a recoil-spreading function which limits firerate but allows for firing from the shoulder without damaging aura in the process. Planned/Possible Upgrades: Is currently being modified to take APFSD rounds or gyroject projectiles, but progress is slow without compromising other functionality. If she ever had the funds to procure additional barrels, they could be fitted to perform different combat roles. Notes: I wonder if people will get the naming trend...
5) Semblance:
Name: Current working title is 'Doubletime', but Cecilia is trying to figure out a replacement due to the inaccuracy and possible operational confusion such a name imparts. Type: Psychic General description: Slows down perception of time by a variable factor, between 4 and 9 times. 14 was recorded once, but is a dangerous outlier. General limitations: Variable depending on conditions, only some of which are known to Cecelia. She has identified the slowdown increasing during periods of high stress, and the slowdown decreasing when she is fatigued or otherwise not at peak condition. Aura control is helping her combat this variability, but progress is slow. Visual effect: Her eyes shift from brown to striped on a green-white-green pattern Passive ability(x): Active ability(x): It is an active ability, turned on and off entirely voluntarily.
6) Combat info:
Position/Class: Marksman/Reconnaissance Landing strategy: Slowing down her perception enough to be able to make a controlled landing, using handholds and knife-assisted slowdown Fighting style: Keeps her distance at all costs. Fires on the move when she has to, finds a hiding place or a vantage point when she can. When closed with, she uses her considerable speed afoot to disengage, assisted by a variety of lethal and non-lethal grenades to prevent pursuit or facilitate a quick elimination. Is at her best supporting close-combatants from afar.
7) Trivia:
Relationships: Wounded father, working mother. Had a painful break up with her ex-boyfriend after she was accepted into beacon. Has several close friends with whom she keeps in regular online contact. Is allergic to strawberries, though does not know. Is strangely good at checkers. Voracious reader of military fiction, though as her knowledge of actual military operations increases her tolerance for inaccuracies in her light reading is dropping quickly. Enjoys camping. Notes:
There is a lot of excess wording and misplaced information - try be as concise as possible when describing your character and only put in relevant information. Likes and dislikes are there mainly to broaden the feel of the character; we don't need a comprehensive list as there is always going to be something more to add to it. Just a couple of likes and dislikes is enough, and only what is actually relevant to a combat-orientated school universe. Any unused lines such as additional weapon forms and passive semblance ability can be cleared out to minimise the size of the character sheet and make it a bit more streamlined.
With this in mind, food allergies are nice things to consider, but not necessary for the roleplay. Reading ability should only be mentioned if she is the type to carry a book as an essential part of her field kit. Checkers and games are unlikely to actually come up in roleplay. Also, this kind of information should have been put in the notes section, not the relationships section.
The personality and background themselves feel very generic, with nothing to make her stand out form a crowd. The lazy, torpid, talkative and entertaining slacker (by the way, talkative and entertaining do not mesh with lazy and torpid slacker) personality switching to the perfectionist, methodical, rude and serious hard-worker feels a bit schizophrenic, and honestly would give someone whiplash. Her own physique doesn't makes much sense either - a military brat who could only just afford to go to combat school would not have the build of a dancer. They would be a runner, or a boxer.
On the combat side of things
Class is used to denote what kind of class they would have in a RPG setting; ie Scout, Rogue, Fighter, Lancer. Judging by her character build so far, she would be a Scout or Ranger.
The actual caliber of the firearms is preferrable as it helps to visualise the characteristics of the projectile. Can you explain what 'Has a recoil-spreading function which limits firerate but allows for firing from the shoulder without damaging aura in the process' means? All rifles are fired from the shoulder, as firing them from elsewhere results in a fair amount of bruising and possible broken bones. It also reduces the accuracy of said weapon if you don't fire from the shoulder. Only rifles that are held incorrectly would damage the shoulder and aura, and as a military child who attended combat school, she would know how to hold one correctly.
The weapon is also extraodinarily basic and utilitarian, especially for something that she has supposedly modified extremely. Telescoping and compact forms are the norm in the RWBY world - the only character without a weapon that copmpact to miniture form has a shield that becomes his sword sheath. The extras such as scope, muzzle breaks and a detachable bayonette are factory standard objects, capable of being attached to any weapon and therefore not something that makes Selous unique. As it is now, the rifle is factory standard.
Also, spears are one of the easiest weapons to learn to use, which is why in medieval times the armies were mostly made up of spearman who are all simple farmers anyway. Spears and the term 'difficult to learn' do not go together. The spear form would be form two if it actually changes shape - if it doesn't transform into an actual spear, then it is even less modified than before.
The semblance is too vague as it is now, with no defined boundaries. Semblances are small powers that have clear limits based on the personality of the user, unique to each individual, and the different uses are discovered by thinking outside of the box. Time limits and lmited uses per day are common limits to add to a semblance. Also, the perception of time is subjective to the individual viewing it and wouldn't speed up her physical reactions or slow down the world around her. This is why time flies when we're not thinking about it and why it drags when we do. It is one thing to be able to see it happening, and another to be able to do something about it.
There is slight feel of a lack of knowledge about the RWBY world that comes through your character, and We're sorry to say she isn't really a good fit for this roleplay.
As a side note, I saw you dropped another roleplay yesterday due to lack of time, and I feel like you would just end up abandoning this one partway through, which I'd rather avoid happening if at all possible.