Do you mind if I give it a go, Phantom?
Here's my submission.
Here's my submission.
Name: Gwendolyn Theodosius
Team/occupation: Team CLRT
Species: Human
Age: 17
Sex: Female
Handedness: Right
Aura/Effects: White
Symbol: A hand-held harp with two unicorns crossing horns overhead
Misc traits: Studied all the healing classes she could at Signal and will continue to do so in Beacon, Plays the harp well and is told she has a beautiful high soprano voice
Nickname(s): Wendy (what she tells people to call her)
2) Appearance:
Height: 6 ft
Weight: 148 lbs
Eyes: Blue
Skin: White, Almost pale
Face: Elfish, Oval with a V chin
Hair: Mid-back length, Golden
Physique: Tall and Slender
Combat Outfit: Hair kept back by a black headband, Wears a modest but close-fitting light brown combat skirt with white accents (the skirt part being knee-length), And light brown boots with weapon on back
Casual Outfit: Same as above but weapon is in its harp form
3) Characteristics:
Personality: Kind and considerate, Wendy tries to be helpful. But often she tries without permission and ends up getting people angry with her. She tries to be outgoing, but people usually take her to be superficial since she is from a well-known family. That and the fact that she focuses on her studies, means she has few friends among her peers. But she will still speak her mind when she sees someone doing something amoral and will try to stop them even though it might cost her more possibilities for friends. She does get scared if she's alone and would freeze and panic she she had to face Grimm by herself. She hates herself for having that fear and forces herself to train her combat skills in order to get over it since she knows there will be a time when she will be alone.
Likes: Friends, Family, Children, Helping others, Healing, Flowers
Dislikes: Amoral behavior, Discrimination, Feeling helpless, Being alone, People who don't care about other people, Actually fighting, Insects
4) Combat info:
Position/Class: Healer/ Backline
Landing strategy:
Fighting style: Usually stays in back, rushes to the person injured, uses the healing techniques she learned as well as her semblance, then takes on any remaining pain they feel as they go back to fighting; When she does fight, she keeps as far away as possible while attacking; Would be absolutely helpless as of now if she had to fight on her own
5) Trivia:
Relationships: Family: Loves them all though they wonder if being a huntress is really for her; Servants: At first they're often uncomfortable with her attempts to get to know her, but as they get more comfortable around her, they usually warm up to her and so she usually learns about how their families are doing, their favorite things, and when their birthdays are as well as learning some gossip on the side; The orphanage kids: They enjoy it when she comes to visit and she still tries to visit them as much as possible; Mildred: She still misses her, hates that she was helpless in the sidelines then, and wonders if she could have done something so Mildred would still be alive today
Notes: I was making a personality that would fit with being a healer then ended up making a person that would be a counter for Cerz
Tropes: Goody Two-Shoes
Team/occupation: Team CLRT
Species: Human
Age: 17
Sex: Female
Handedness: Right
Aura/Effects: White
Symbol: A hand-held harp with two unicorns crossing horns overhead
Misc traits: Studied all the healing classes she could at Signal and will continue to do so in Beacon, Plays the harp well and is told she has a beautiful high soprano voice
Nickname(s): Wendy (what she tells people to call her)
2) Appearance:
Height: 6 ft
Weight: 148 lbs
Eyes: Blue
Skin: White, Almost pale
Face: Elfish, Oval with a V chin
Hair: Mid-back length, Golden
Physique: Tall and Slender
Combat Outfit: Hair kept back by a black headband, Wears a modest but close-fitting light brown combat skirt with white accents (the skirt part being knee-length), And light brown boots with weapon on back
Casual Outfit: Same as above but weapon is in its harp form
3) Characteristics:
Born in a high-class family in Vale, Wendy was the eldest of three and enjoyed every minute of it, even when they annoyed the heck out of her. Her family was one of the few who gave Faunus employees equal treatment and hired many on as staff, so Wendy early on developed the ability to see faunus as equal to humans and an intolerance to any discrimination to them. Especially dear to her was Mildred Aurelius, her nanny, a wolf faunus. Mildred encouraged her harp playing and singing by buying her a metal hand-held harp for her birthday, not the best available but it was always dear to Wendy who used it to practice her lessons. She also often went with Mildred to visit the orphanage to play for the kids there and help brighten their day. She and Mildred usually did everything together from helping with her younger siblings to rousing games of Remnant: The Game. But then tragedy struck when she was 12.
As she and Mildred were coming back from the orphanage, a Faunus gang ambushed them, planning Wendy's death as a sign of their revolt against human treatment. They didn't think the nanny would stand up for her human "master", but they thought wrong. Mildred pushed Wendy behind her and stood her ground against the gang. The police finally came when Mildred was laying there dying and Wendy's semblance unlocked to discover that the only thing she could do was ease her friend's passing, but not prevent her from dying before the ambulance came. She vowed that she would not be helpless again and let people die around her, she decided to be a huntress and learn how to be able to stand her own and how to stop needless dying. She therefore convinced her parents to let her go to Signal Academy the following fall, where she made her weapon out of the harp Mildred had gotten her. She always became the top of her class in healing techniques, but barely passed fighting. She could fight all right especially on a team and was good with her weapon, but when she actually fought by herself against Grimm or other opponents, she would freeze and remember when Mildred was killed. Also, it was hard to fight a human or faunus when you could feel all the times you hurt them. By Senior year, she was comfortable going one on one. But she still freaks out when it is herself against more than one, a fact she hates herself for. But she's determined to get over it or die trying.
As she and Mildred were coming back from the orphanage, a Faunus gang ambushed them, planning Wendy's death as a sign of their revolt against human treatment. They didn't think the nanny would stand up for her human "master", but they thought wrong. Mildred pushed Wendy behind her and stood her ground against the gang. The police finally came when Mildred was laying there dying and Wendy's semblance unlocked to discover that the only thing she could do was ease her friend's passing, but not prevent her from dying before the ambulance came. She vowed that she would not be helpless again and let people die around her, she decided to be a huntress and learn how to be able to stand her own and how to stop needless dying. She therefore convinced her parents to let her go to Signal Academy the following fall, where she made her weapon out of the harp Mildred had gotten her. She always became the top of her class in healing techniques, but barely passed fighting. She could fight all right especially on a team and was good with her weapon, but when she actually fought by herself against Grimm or other opponents, she would freeze and remember when Mildred was killed. Also, it was hard to fight a human or faunus when you could feel all the times you hurt them. By Senior year, she was comfortable going one on one. But she still freaks out when it is herself against more than one, a fact she hates herself for. But she's determined to get over it or die trying.
Personality: Kind and considerate, Wendy tries to be helpful. But often she tries without permission and ends up getting people angry with her. She tries to be outgoing, but people usually take her to be superficial since she is from a well-known family. That and the fact that she focuses on her studies, means she has few friends among her peers. But she will still speak her mind when she sees someone doing something amoral and will try to stop them even though it might cost her more possibilities for friends. She does get scared if she's alone and would freeze and panic she she had to face Grimm by herself. She hates herself for having that fear and forces herself to train her combat skills in order to get over it since she knows there will be a time when she will be alone.
Likes: Friends, Family, Children, Helping others, Healing, Flowers
Dislikes: Amoral behavior, Discrimination, Feeling helpless, Being alone, People who don't care about other people, Actually fighting, Insects
4) Combat info:
Position/Class: Healer/ Backline
Landing strategy:
Name:
Wielder: Wendy Theodosius
Maker/Smith: Unknown(harp), Wendy Theodosius (additions)
Type: Harp (non-combat); a BQR with MAD, a Bow-Quiver-Rapier with Multi Action Dust (combat)
Weapon Derivation: Irish hand-held harp + a short bow + Myrtenaster
Form 1: A short-bow with the MAD unit in the detachable quiver applying dust to the arrows, arrows made separately
Form 2: A rapier with the strings becoming the hilt cover and the quiver shrinking down to only the MAD unit allowing dust to be shot out, arrows tied to belt
Form 3: A Hand-Held Harp with MAD capsule in the unattached quiver
Holstered/Sheathed Appearance: Harp on back (non-combat); Bow on back and quiver on belt (combat)
Features/Capabilities: (combat/bow form) Fires arrows with different elemental capabilities depending on dust type, (combat/rapier form) Stabs and Slashes at up-close enemies while shooting dust out and activating its effects using aura
Planned/Possible Upgrades: (Whatever you guys suggest could be useful)
Notes: The Myrtenaster reference only came about because I thought she should have a close combat form just in case and a rapier seemed like the only thing that would bend enough without breaking
Wielder: Wendy Theodosius
Maker/Smith: Unknown(harp), Wendy Theodosius (additions)
Type: Harp (non-combat); a BQR with MAD, a Bow-Quiver-Rapier with Multi Action Dust (combat)
Weapon Derivation: Irish hand-held harp + a short bow + Myrtenaster
Form 1: A short-bow with the MAD unit in the detachable quiver applying dust to the arrows, arrows made separately
Form 2: A rapier with the strings becoming the hilt cover and the quiver shrinking down to only the MAD unit allowing dust to be shot out, arrows tied to belt
Form 3: A Hand-Held Harp with MAD capsule in the unattached quiver
Holstered/Sheathed Appearance: Harp on back (non-combat); Bow on back and quiver on belt (combat)
Features/Capabilities: (combat/bow form) Fires arrows with different elemental capabilities depending on dust type, (combat/rapier form) Stabs and Slashes at up-close enemies while shooting dust out and activating its effects using aura
Planned/Possible Upgrades: (Whatever you guys suggest could be useful)
Notes: The Myrtenaster reference only came about because I thought she should have a close combat form just in case and a rapier seemed like the only thing that would bend enough without breaking
Name: Rejuvenation
User: Wendy Theodosius
Type: Psychic
Purpose: Defensive
Short description: Relieves the physical pain someone else feels by taking it upon herself
Visual effect: She and her target are visibly surrounded by her aura
General limitations: If the pain is from a serious injury or something deadly(ex. poison), her target will still die if not treated in time; Wendy will either KO or die if she takes on too much pain depending on the pains' seriousness, intensity, and number; can't take on emotional pain
Passive ability: Can feel when someone is physically injured
Active ability: Takes on the physical pain experienced by someone else
User: Wendy Theodosius
Type: Psychic
Purpose: Defensive
Short description: Relieves the physical pain someone else feels by taking it upon herself
Visual effect: She and her target are visibly surrounded by her aura
General limitations: If the pain is from a serious injury or something deadly(ex. poison), her target will still die if not treated in time; Wendy will either KO or die if she takes on too much pain depending on the pains' seriousness, intensity, and number; can't take on emotional pain
Passive ability: Can feel when someone is physically injured
Active ability: Takes on the physical pain experienced by someone else
Fighting style: Usually stays in back, rushes to the person injured, uses the healing techniques she learned as well as her semblance, then takes on any remaining pain they feel as they go back to fighting; When she does fight, she keeps as far away as possible while attacking; Would be absolutely helpless as of now if she had to fight on her own
5) Trivia:
Relationships: Family: Loves them all though they wonder if being a huntress is really for her; Servants: At first they're often uncomfortable with her attempts to get to know her, but as they get more comfortable around her, they usually warm up to her and so she usually learns about how their families are doing, their favorite things, and when their birthdays are as well as learning some gossip on the side; The orphanage kids: They enjoy it when she comes to visit and she still tries to visit them as much as possible; Mildred: She still misses her, hates that she was helpless in the sidelines then, and wonders if she could have done something so Mildred would still be alive today
Notes: I was making a personality that would fit with being a healer then ended up making a person that would be a counter for Cerz
Tropes: Goody Two-Shoes