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Bergen Slate

“Insert a character quote here.”
-Author




T H E B A S I C S

|Name|
Burgundy "Bergen" Slate

|Team|
BEAT

|Birth Date|
4/22

|Age|
17

|Race|
Human?

|Gender|
Female

|Designation|
Second Year Student




A P P E A R A N C E

|In Depth Appearance|


|Scars, Tattoos, Other Markings|
Bergen has a red templar's cross on the back of her left hand.




G E T T I N G T O K N O W M E
[/center]

|Likes & Dislikes|
✔ Dogs, small and furry animals, fighting, polishing her sword.
✘ Cream of Chowder soup, Grimm.

|Weapon|
Magesty - Magesty is is the name of her weapon in it's entirety. The name encompasses both the sword itself, as well as the scabbard that holds it. She fights using a special sword and sheath technique that relies on her quickly drawing and sheathing her sword. As such, in combat, she normally holds the scabbard in her lesser hand to fight with and hold her sword.

The special pommel on the end of the sword has a special locking mechanism, which allows the scabbard to attach to sword on the other end in order to create a staff or spear of sorts.

|Semblance|

Vibration Manipulation/sensitivity - Using her semblance, Bergen can control the vibrations of things around her, Magesty, and herself. With this, she can also become incredibly sensitive to vibrations and her sense of touch is heightened greatly.




D E L V I N G D E E P E R

|Personality|
♦ Imaginative ♦ unknowingly aggressive ♦ adventerous ♦ dependable ♦

|Place of Origin|
Atlas

|History|
to be revealed.
|Relations with other characters|

|Extra|
Almost complete lefty. the only thing she uses her right hand for is handling Magesty's scabbard.
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If I had a semblance, it would be Creation: the ability to physically manifest my aura as a solid construct. If I had dust, I could combine it with my semblance to form crazy things like fire lions!! FIRE LIONS EVERY WHERE!!!
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T H E B A S I C S

|Name|
Victoria Lazuli

|Team|
DEVL

|Age|
17

|Race|
Human

|Gender|
Female

|Designation|
Student



A P P E A R A N C E

|In Depth Appearance|
Victoria is a dark-skinned short girl of average build. Her wavy hair is a dark brown which is often worn down, with the very end of her hair at the back being dip dyed a vibrant blue. Victoria typically wears a blue hooded jacket, in which is tucked a light blue scarf, over a long grey shirt that tends to poke out from under her jacket, along with a pair of black jeans. She also wears a pair of white and light blue sneakers as well as leather blue fingerless gloves.

|Scars, Tattoos, Other Markings|
Victoria has a trail of various scars, scratches and bruises along her arms and knuckles, which she keeps hidden with her jacket and gloves.



G E T T I N G T O K N O W M E

|Likes & Dislikes|
✔ Mango, her pet parakeet
✔ Puns
✔ Scarves
✔ Reading
✔ Punching
✔ Family
✔ Azured Victory

✘ The Ocean
✘ Traitors
✘ Competition
✘ Criminals
✘ Cold weather
✘ Grimm
✘ Drama



D E L V I N G D E E P E R

|Personality|
Victoria isn't exactly a nice person; this much, you may or may not see from the get-go. Victoria often views being in her Team as an honour, and naturally, any other team is automatically inferior, the girl has absolutely no problem cutting anyone down with words as sharp as her weapon. Ruthless, is a way to describe her. Despite all of this, however, she reserves a hidden kindness within her venom-laced heart. For those that she brings herself to trust, she trusts them almost without hesitation, with almost a desperate sense of comradeship. As trusting relations and true friendship wasn't something she experienced much of in her rich lifestyle, true friends are hard to come by, and thus, secretly cherished. With all of her flaws and strengths, do not think that Victoria would leave a comrade to die. She would fight through thick and thin to help, even if she stops occasionally to fix her hair. Surprisingly, she enjoys clever puns. This is part of the reason why she named her weapon 'Azured Victory', though if you ask her the reason she named it that, she will desperately deny it and make up a random reason.

|Weapon Name|
Azured Victory

|Weapon Appearance/Function|
Azured Victory appears to be a regular blue and grey rapier sword fit for Victoria's traditional fencing fighting style, but Azured Victory is anything but traditional when Victoria activates the engine within the pommel of the sword. The engine is activated by the trigger hidden underneath the removable guard. Upon activation, the blade of the rapier expands and becomes a high powered drill capable of boring through thick metal.

Azured Victory has one final form in which the drill bit expands exponentially to an incredible length and width, increasing Azured Victory's power to unimaginable levels. Though the form has one potentially fatal drawback; Victoria's beloved weapon has a very high chance of breaking completely, possibly leaving her defenceless. Due to this, Victoria hardly ever uses it.

|Semblance|
By channelling her Aura into either of both of her arms, Victoria can make her fists inhumanly powerful, causing her punches to be like sledgehammers. This ability manifests in the form of blue flame-like energy that constantly travel up and down her arms. Although her semblance allows some degree of enhanced durability, punching something dense while it is active would still damage her, albeit with bruises and scars, rather than completely shattered bones. Her semblance also emits light and heat.

|Place of Origin|
Mistral

|History|
Victoria was born into a somewhat well-off family in Mistral. Though she grew up without any relative difficulties, she never had many friends during her childhood due to the sumptuousness and solitude of her family's manor. She attended private lessons, orchestrated by her father's extensive bank account. The private lessons were, surprise surprise, taught to her within her own home, and thusly, Victoria never really got to see much of the outside world. Sure, she went out occasionally for celebratory dinners and to 'shop until she dropped' with some of the more empty-brained of the maids and workers that her father hired, but over-all, she had a surprisingly lonely childhood. Her father was an Executive Administrator for the Mistral Trade Route, and spent most of his time bossing people around on boats and ships along the coast. However, Victoria's father was a warm and incredibly kind man, and despite him not being there all the time, he was there for her, regardless, and she loved him dearly for that. It was a running joke between the two, for him to always bring home a terribly clever, and cheesy pun whenever he managed to get home from his job, which is where Victoria's love for puns originated from. As far as her education went, Victoria was a fighter, moreso than she was a scholar. Due to recommendations, she could have went to Atlas, the militaristic Huntsmen Academy in the kingdom of the same name, but she declined it in favour of the Sanctum Combat Academy closer by - she was definitely not interested in some sweaty, military dump. Within the Academy, Victoria established herself, easily, as the top popular girl within the school, who had brains behind her beauty, though, despite all this, she struggled to come up with an adequate name for her own weapon. The name was actually given to her by her father, who came up with the pun based on Victoria's name, and the fact that Azured was the only thing he could come up with at the time - hence Azured Victory, her custom-made rapier drill. She loved it, and it became her favourite, and signature, weapon. However, all good things came come to an end eventually. Whilst loading supplies off the coast of Vale, her father's ship was sunk by aquatic Grimm - a surprise attack that no one expected to happen. He perished, along with his crew.

Victoria was forever shattered, though this only strengthened her resolve to become a Huntress, with an unfortunate side effect of a more hostile, personality change. Three years have passed since then, and Victoria was invited to Haven Academy, to destroy the plagues on humanity, the Grimm.

|Extra|
Victoria owns a pet Sun Parakeet named Mango at home.
If I had a semblance, it'd probably be some sort of Guardian Manifestation or general Cryokinesis.
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|Name]
Hecate Licata
|Team|
To be found out
|Age|
18
|Race|
Human
|Gender|
male
|Designation|
Student

[color=Team Color]A P P E A R A N C E[/color]

|In Depth Appearance|
Hecate is about 5'10 and he loves to talk hates spiders tho has a love for cats as well

|Scars, Tattoos, Other Markings|
Has a scar down his back, dosnt like to talk about it

|Place of Orgin]
Drifter
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C H A R A C T E R S H E E T

Albus Aliquam

“The Grimm are strange creatures, embodiments of fear. Scary isn't it?”
- Venetus Prismos

Name
Albus Aliquam

Team: N/A

Birth Date: March 15

Age: 16

Race: Faunus (Ezo Wolf)

Gender: Male

Designation: Student

In Depth Appearance:
< H- 5'3 | W- 123.3lb | Build- Lithe >
His gentle features and wide eyes, crowned by an unruly mop of vaguely pinkish orange hair, give him an impression of thoughtfulness. Tufty wolf ears poke out from his scalp, but seldom stand up straight, instead flopping around with every twitch. His irises are a bright yellow. For battle wear, Albus wears a white cloak and at the edges, they are decorated with red lines of string. Underneath the cloak is a red scarf that is long enough to down to his hips, a thin white sweater, 'tight' looking black pants, and leather boots that have been edited to become more comfortable when fighting.



Semblance:
Albus' semblance, Beholder's Eye, gives Albus the ability to draw attention. By saying words like "Pay Attention!" or "Hey!", Albus places people in a trance that forces them to focus their attention on him. For his powers to work, his voice has to be loud and clear. The effects of the spell can be lifted by either knocking out Albus or resisting it with willpower, though, at max, Albus can only hold a person for a total of twelve seconds.

| Weapon: The Acoustic Katar is a dual-purpose bastard sword and electric guitar. It's wide but thin blade and dense plastic guitar portion make it ideal for blocking, and though it requires effective use of range to make use of the limited blade, it manages to combine both power and style. The entire weapon can be split down the middle to make dual blades, sacrificing defensive presence for flexibility and rapid strikes. As a bonus, the sword, in its guitar form, has a secondary feature that produces sound waves at high frequencies when attacking. The vibrations have the capacity to disintegrate stone on contact but the effect weakens if he doesn't strum his guitar after every few swings.

Likes & Dislikes
✔ Non-Assholes, Decent People, Equality, Father, Cookies, Food
✘ Being alone, Assholes, Undecent People, Non-Equality, Cockiness

Personality: Albus is a young man with high self-esteem and a friendly, outgoing nature, accustomed to being the life of the party and happy as the center of attention. To him, nothing beats spending time with friends, and the bonds he forms settle quickly and last. Despite his genial attitude and impetus to improve himself, he doesn't ultimately want to be extraordinary, just well-liked, and is uneasy flaunting his skill around people he cares about. When the going gets tough, though, Albus tends to get serious. On the inside, he nurses a potent fear of loneliness and social exile, which motivates his extroversion.

Place of Origin: Atlas

History:
Born with an innovative family who were proud supporters of the White Fang. His family, devoted as they were to the cause, left traces of it with their son. When he was a child, both of his parents experienced trouble with their lives and being separated most of the time couldn't properly handle a child--and felt guilty for not spending as much time as needed. Under this stress, the mother had divorced the father. Albus didn't understand the situation he was in; his memories beat faint during the divorce, and he remembered being taken by his father right after. His father, retiring from his job spent most of his time caring for the child. Lacking the money to take care of his child, he took a risky loan from his own family, the Aliquam.

Thereafter the Aliquam gained great wealth by selling advanced technology to the public. The upstart company's unique take on appliances that ran on everyday electricity rather than dust appealed to the lower classes of Atlas, and its decent profits allowed Father Aliquam to finance his son's primary education in the art of combat. Finding himself gifted with a natural talent for creating weapons, Albus enrolled in Atlas's pre-academy and soon forged his own weapon: a sword that had the ability to use power cells and dust vials at the same time, crafted with the aid of his father. Though even after the knowledge Albus gained he couldn't fully take in fighting as a whole. His grades began to deter slowly as his strength extremely lacked. Though unbalanced by this he still managed to make it through both semesters by his wits intact. Soon enough he managed to graduate with score's, still higher than most students and was able to skip a year. Thus, he managed to get into Atlas Academy earlier than most.

Relations with other characters: N/A

Extra: N/A

- Thanks to the help of Lugubrious
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Amari Cross

“They are unable to continue doing evil. Is this not Justice at it’s simplest?”
-Amari Cross

T H E B A S I C S

Name: Amari Cross

Alias: Azure Cyclone

Team: TBD

Birth Date

Age: 17

Race: Human

Gender: Female

Designation: Student/Vigilante

APPEARANCE

In-Depth Appearance




G E T T I N G T O K N O W M E

Likes & Dislikes
✔ You’ll Find Out
✘ You’ll Find Out

Weapons: A pair of Scimitar-esq short swords called Disparate Justice, as well as Dust-fueled rollerblades, which can be used in conjunction with many aerokinesis techniques.





Semblance: Aerokinesis. Basically, airbending.
http://avatar.wikia.com/wiki/Airbending

Yes, this can lead to a lot of twirling and kicking

DELVING DEEPER

Personality
♦ Chaotic Good ♦ sees self as just ♦ Protective as fuck if she likes you, otherwise, doesn’t care ♦ fiercely independent ♦

Place of Origin: Vale

History
The only child of the Cross family, owners of Cross Armaments, a company that makes good weapons, if not the top of the line, their main selling point being who they will sell to, namely anyone, giving Amari an… interesting moral compass. Raised as not only a business woman, but also as a warrior, Amari was trained to fight by her family, and then enrolled in Signal academy once she was of age, graduating to Beacon after Signal.

Her parent’s dealings with all sorts, from crime syndicates to governments, lead to her growing up around some interesting, if shady, characters,from crime syndicate bosses, to anarchists, to the leaders of various thieving crews, and many more. They are what helped her develop that bizarre Code of Ethics, and while she may have fond memories of some of them, the first and foremost lesson she learned from her parents shady dealings is Ruthlessness. If you have a target, you take your target, and let nothing like feelings stand in your way. The one thing she refuses to do is kill her quarries.

During her childhood and young adult life, however, she read what could be easily considered far too many comics, as well as stories of heros and villains, mixed with her particular moral code, lead to her eventually putting together a costume, namely a mask, and going out to fight crime…. Leading to her getting her ass handed to her, repeatedly. She learned quickly, and soon turned into a force to be reckoned with, using her semblance as well as her weapons. While she couldn’t be everywhere at once, and so couldn’t complete goals as grandiose as wiping out all crime in the city. what she could, and did, do, is take on more high profile criminals, quickly earning herself a… mixed reputation. You see, she catches criminals, but her methods are questionable at best, downright illegal at worst, often leaving her quarries, aka victims, beaten, bloody and bruised, though never killed, as well as breaking and entering, exploiting people, blackmail when needed… she is really more of an anti-hero more than anything else.. She goes by the Alias Azure Cyclone.

Extra
Daughter of Professor Cross
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“No, really. That's very interesting. Please go on.”
-Tawne

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“Ready to be rocked?”
-Echo

Name: Echo Marine?

Team: BEAT

Birth Date: May 2nd

Age: 18

Race: Human

Gender: Female

Designation: Sophomore Student at Atlas Academy

In Depth Appearance: Echo is a tall, strongly-built girl, with long legs, wide shoulders, and wide hips. Her skin is approximately mocha in tone, and contrasts extravagently with her poofy blue hair, which is tied back in a bush except for jagged bangs. Fairly thick eyebrows, full lips, and a near-permanent smirk distinguish her face.

On the battlefield or the stage, Echo's attire of choice is a gray crop-sleeved sweaterskirt, yellow bows as her hairtie and her belt, streamlined cotton pants, and white tennis shoes with yellow soles. Black elastic wraps adorn her arms, extending into fingerless gloves. This garb overall displays a simple functionality, though not without its own assertive style.

Weapon: The simple title of Echo's weapon, the Boomstick, masks a great degree of sophistication and flexibility seemingly unfit for a brutish hammer. To begin, the Boomstick is an immense mallet, meant to be swung with both hands. The force of a proper swing is capable of making dents in Grimm armor plates and metal alike. Though slower and not as adaptable as a blade or even a mace, this huge weapon nevertheless boasts a highly effective inelegance masked beneath a hip exterior.

More interesting than the Boomstick's raw pummeling capabilities, however, are the two sound-based devices built into it. Lying well-sheltered in the hammerhead, an extremely potent boombox creates forceful reverberations in the vicinity of the weapon when swung, giving the Boomstick an area-of-effect capable of launching things it isn't even touching. Additionally, a microphone exists in the bottom of the Boomstick's handle, though this serves more of an entertainment purpose than a tactical one.

Semblance: Stemming from Echo's unwillingness to back down even when greatly challenged, her semblance Run it Back restores her own aura to its level a few moments ago, making her resistent to burst damage and even able to stay in a fight when she might otherwise be taken down. This talent's nature as a sort of 'second wind' however, prevents her using her ability more than once or twice per fight, leading her to save it for big moments. The ability is extremely taxing on her body, and even two uses has great effects on her soon after, requiring her to finish a fight quickly after using her semblance.

Personality: In a word, adamant. Echo is proud, resolute in what she believes in, and strong-willed to the point of obnoxiousness. Despite being overly inclined to prefer everything being done her way, she will relent if sufficiently convinced—a quality she shamelessly touts as being representative of her consideration for others' thoughts, which she lacks. Though of average intelligence, she is less proficient than most in picking up on the feelings of others. She doesn't ever let her opponents get through to her, thinking this to be an act of submission; for instance, if slandered for her weight, Echo might turn it around to point out that she's not trying to pretend she's something she's not. Echo also tends to hold grudges. Despite being self-centered and somewhat arrogant, she is not in the least bit mean-spirited and will not actively seek to hurt the feelings or attack the beliefs of others, and if she discovers she has done so, she will apologize.

On the flipside, Echo exhibits a loyalty and reliability that make her a steadfast ally, if not a steadfast friend. The military tradition of her family perseveres in her, and Echo remains optimistic despite the tragedies and struggles of the world to inspire confidence and toughness in others. All in all, she is an indomitable spirit, for better or worse, whose confidence can be both self-destructive and self-preservative.

Place of Origin: Atlas

Relations with other Players:
Burgundy - Echo holds a certain level of respect for Burgundy. Not only because she is the leader of the team, but also due to the fact that she always appears to be on the top of her game. she seems to view Burgundy in the same prodigal light that many of the faculty in the academy do, but her respect is not to be mistaken for idolism. The two tend to make jokes about one another, Echo's favorite one being a half true statement in how she believes that men should be throwing themselves at her feet and forming a reverse harem for her. It usaully gets a good laugh out of the both of them. Despite how close the two are, she is still unaware of the rigorous training that Burgundy sneaks off to to maintain her status as a pending specialist.

Albus -The two are quite the odd pair. They speak like a couple and are more open with eachother than they actually know. Their relationship can be described as 'Tough Love'. They share insults together without even knowing that they are both actually giving eachother a piece of themselves. But in combat Albus and Echo do not work well together like Albus does with Tawne.

Tawne - Echo and Tawne represent a compromising clash. More than anyone else on the team, and often more than anyone else they know, Echo and Tawne butt heads on the smallest of issues, seemingly just for the sake of it. Since day one, each has treated one another like a sibling, with a great deal of understanding and care veiled behind an equal but much more visible quantity of teasing, calling out, and competition. Both strive to be the 'big brother' of the relationship.

This get's the Pyro Seal of approval, and is automatically accepted.
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There's only an arbitrary rule that requires a bloke to give a lass chocolate on White Day. So it wasn't like I was bothered or anything by them forgetting.
-Teàrlag


Name: Teàrlag Cirsium

Age: 17

Race: Human

Gender: Female

Nationality: Vacuuan

Designation: Huntress

Team: TSUN (Tsunami)

Appearance: A pale youth whose features clearly paint her as a native to the metropolitan city-state of Vale, Teàrlag is almost delicate in her appearance, false advertisement for those who know of her personality. Indeed, with her height of a metre sixty, slightly shorter than most girls her age, as well as her soft and gentle looks, she could almost be considered cute or waifish, but the cynical and dead gaze present in her otherwise beautiful purple eyes tell a different story. The twin-tailed girl is definitely pretty, but like the black-and-red and discs clipped to her violet hair, her soul is hellish, an bottomless pit of self-loathing and cynicism that contrasts immensely with her looks.

Her outfit consists of a black, hooded jacket (lined with red in certain areas), which is haphazardly thrown over a short minidress that shares a colour with her hair, albeit a slightly lighter shade. It extends down beyond her waist by only several centimetres, leaving a small gap of pale, almost-white skin visible before it meets her woollen, overknee thigh-high socks, which are also a purplish colour (violet of course, pretty much being her favourite colour in that she has absolutely no real negative opinion of it). Indeed, it could be said, in the tongue of Internet-going cartoon fanatics, that she possesses "Rank A" zettai ryouiki, though whether or not this has ascended to "Rank S" is dependent on one's judgement of her personality. Digressions on forbidden territory aside, the purple-haired girl also wears simple but tough black boots.

Colour: Thistle Purple



Personality: A cynic down to her very bones (or so she thinks), Teàrlag Cirsium is not a girl with an overly favourable view of the world. To her, life is harsh, uncaring and utterly meaningless, an endless cycle of drudgery that seeks to wear away at one's self until death finally comes. It's a rather dreary and morbid opinion, but she's embraced it, and with racial tensions between human and Faunus, the constant fight for survival against the hordes of monstrous Grimm, and the knowledge that each day people you've met will find themselves at risk of dying, she feels like the world itself supports her beliefs. Not to mention the utter lack of mercy society holds for its own citizens, the vapid nature of the cliques and ingroups that promotes the concept of an "us and them", or even the innate selfishness of the common person. She hates it, and her grumpy, sour attitude to things is emblematic of that antipathy towards everything in the world. This makes her out to be somewhat of a rebellious loner, raging against the world and all its injustices.

The fact of the matter is, however, that she's resigned herself to it all. She sees the world in a pessimistic light and she knows she can't change it.

Deep down however, she still possesses an incredible resolve, and the courage to fight for those in need of being defended. She hates to see people cry, and will do anything to wipe those tears away, even if it's at great cost to herself. Her self-worth is utterly lacking; she doesn't believe herself to be worthy of care (though she can still be hurt, no matter how many excuses she makes or how much she tries to deny it), and it is for the sake of others that she fights. Teàrlag doesn't like to admit it, but underneath that grumpy, cynical exterior lies a girl who's really just like any other average teenager, a girl with self-doubts and flaws and precious people, even if she thinks she isn't. She can't accept praise or gratitude that easily, and frequently denies doing anything out of a sense of philanthropy. Because she doesn't believe she can, because she doesn't believe she could be that much of a help.

It gets her flustered, really.

She's not a particularly motivated person either, content with being another average student in Vacuo. It's strange then, to know that this girl is the leader of her team of huntresses, when she seems so lacking in any positive leadership qualities. But she cares for people (even if she does her best to avoid establishing strong relationships), has strong tactical sensibilities, and from time to time can muster up something surprisingly inspirational. Otherwise however, she prefers to take things easy and avoid the struggle. Teàrlag is also a gigantic nerd, and one would be surprised to note that she possesses an incredible singing voice honed from an almost fanatical devotion to karaoke. She also likes deep-fried foodstuffs.

Teàrlag Cirsium is a complicated girl with a complicated sense of self.

She might seem like she's just another cynic, but there's more to her than that.

Equipment:
Her primary piece of hunting equipment is called Lonnbeimnech Taranaich, which is split into a number of parts. The first is a six foot long lochaber axe (Lonnbeimnech) made from a dense and highly durable metallic substance. It possesses an incredibly low resistance, a physical property that is quite conducive (pun intended) towards the use of Teàrlag's semblance. Indeed, it serves as a lightning rod, providing a path of least resistance and absorbing electricity into its body, as well as the reverse (which provides her foes quite the shocking experience). With its high heat capacity and low coefficient of thermal expansion, the blade of the weapon can be superheated to over three thousand five hundred degrees celsius, enabling it to slice apart foes with greater ease. Said blade can also be launched as a rocket, trailing long, fine copper wires behind it as it flies into the distance. This essentially leaves the weapon as a staff until the head makes it return (as it contains its own propellant).

The second part of the Lonnbeimnech Taranaich, on the other hand, consists of two electrical amplifiers (Taranaich) bound to her wrists that can launch bolts of electricity at her foes, but when combined with the lochaber axe, form what can be best described as a electromagnetic slingshot. Utilising lightning dust and her semblance in tandem, she can propel anything placed within the sling at speeds far greater than what is provided by a standard slingshot. Her projectiles for this tend to vary, but she does possess a stock of tungsten rounds to be used specifically for such purposes.

Beyond her main weapon, however, Teàrlag also makes use of a set of ten sgian-dubh knives, which are safely sheathed and hung from garters near the top of her thigh-high socks (with five knives on each leg). They serve as her backup tools, cooking utensils and et cetera, placed in a less obvious location in order to keep a sense of surprise. They are not particularly special, but have also been balanced so that she can throw them at enemies, usually with strings upon strings of copper wire (rolls of which she keeps pocketed) in order to further assist the usage of her semblance if necessary.

Fighting Style:
Despite her apathy towards achieving anything beyond average in her studies as a Huntress, Teàrlag Cirsium is actually surprisingly skilled as a fighter (honed by the desire to actually remain alive, because no matter how much she dislikes the world, she isn't yet suicidal), and knows both her weapons and powers and weaknesses and strengths inside-out. She mainly serves as a sharpshooter, firing off highly accurate shots from her long-ranged weapons to neutralise her enemies and provide openings for the rest of her team. However, she is also decently capable in melee, especially with her electrically-infused strikes adding an extra dimension of pain to her blows. The techniques she uses are not particularly polished or well-thought-out, but her skill is respectable enough, and her willingness to make use of any resources available and her desperation if thrown into a corner is what makes her truly dangerous there.

Semblance:
Marchysgallen - the power provided to Teàrlag by her semblance essentially transforms her (pun very much intended) into a dynamo, a walking producer of electrical energy that can be utilised in a number of different ways. When active, she is constantly converting her aura into electricity stored within her body, which she can expel from her body, though not in a particularly fine manner. She possesses zero fine control over her lightning (which takes upon a purple colour), with most of her tool-less skills with it boiling down to, with only one exception, essentially pointing and firing off bolts of electricity that end up dissipating after a short range due to the resistance of the air. As such, she tends to rely on the assistance of her weapons to best make use of her powers, though when she's dealing with her mundane, day-to-day life she doesn't need them; charging her phone or game consoles simply by touching them is incredibly useful, after all.

Her ability to channel electricity is heavily dependent on the presence of conductors, but there is one technique she has refined that serves as the one exception. With great concentration, she can envelop her entire body in a field of electrons, repelling outwards as a burst or wave of electricity that is both offensive and defensively orientated. Her most common use of this ability however, is to simply cover herself in lightning and run into people, which can essentially be considered an electrifying tackle. It is incredibly dangerous, especially taking into account the amplitude and voltage of the electricity she produces, but requires her to focus quite a bit on keeping the field stable.

When not active, her semblance can still be noticeable, thanks to the smell of ozone that permeates the air around her, and the infrequent sparks of electricity that leap off her skin.

History:
The third of five daughters born to a family of Vacuuan hunters residing in Vale, nobody really expected much of Teàrlag Cirsium, the ignored middle child who really had nothing going for her. She was just another kid, another average little girl who was outshone by her more exciting and colourful family members. Not that she really minded. She was fine (or at least she claimed she was) with being just another number for the census, another statistic that went through school, where the drudgery and repetitivity of the world, where the knowledge that they could die at any moment, slowly but surely eroded away at whatever hope and optimism she had for becoming anything more. She became a loner, a pessimistic girl who spent her days sitting in the corner of the classroom, doing the bare minimum required for her to pass her classes.

When she was thirteen, her parents moved them back to Vacuo.

It was difficult, adjusting to both a new country and a new environment. But she managed (for a given value of the term), settling back into the endless drudgery as another average student once more. She woke up, went to school, did her work, went home, played video games, practiced fighting, went to sleep, repeat. It was an endless cycle, and it didn't endear her to the world at all. It was as if she was going through the motions, training to become a hunter simply because her parents and some of her siblings were.

Teàrlag barely made it into Shade Academy.

She would have left as well, would have given up on the career of a huntress, of a career that could easily end in her death, but something stopped her. She found people who she ... wasn't averse to, people whose presence she probably would have somewhat missed. And Teàrlag realised that she didn't want to see them hurt and crying. So she stayed. Even though she doubted her own skills, even though she found it all so utterly lacking and useless, she didn't want to see people hurt.

Being a huntress meant that she could wipe away some of those tears.

(Not that she cared or anything.)

Relations with other characters:
Not yet applicable

Extra:
-VA: Kakazu Yumi (JP)
-Cirsium is the genus of the spear thistle, the national flower of Scotland
-As a workaholic, my semblance would likely give me the ability to ignore sleep.
Hidden 9 yrs ago 9 yrs ago Post by pyroman
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pyroman sanwich

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Ophelia Cross

“Hard work is it's own reward, but grants done hurt either.”
-Ophelia Cross

T H E B A S I C S

|Name|
Ophelia Cross

|Team|
Her own

|Birth Date|
1/15

|Age|
It's rude to ask a woman's age.

|Race| Whale Faunus

|Gender| Obviously a woman.

|Designation|
Teacher, Huntress

[color=Team Color]A P P E A R A N C E[/color]



|In Depth Appearance|

|Scars, Tattoos, Other Markings|

|Weapon|Crucifix - Her large rocket launcher often situates itself on her back using a special harness. It can be used for a multitude of things, like grinding downwards on available surfaces, or for more blunt purposes. The ammunition for her weapon is actually surprisingly small, using small dust containers that would seem to be more fit for a grenade launcher than a rocket launcher.

G E T T I N G T O K N O W M E
[/center]

|Likes & Dislikes|
✔ Swimming, exercising, studying, teaching, her teammates.
✘ energy drinks, slackers.

D E L V I N G D E E P E R

|Personality|
♦ Playful ♦ Curious ♦ Smart ♦ Perceptive ♦

|Place of Origin|
Vale

[color=???]|History|[/color]
Ophelia grew up during the Faunus Rights Revolution. Her parents fought the good fight most of the time, leaving her to her own business. She picked up on fighting and the Grimm at a rather young age, doing what she could in order to learn more about them. She grew to become a powerful huntress, her teammates staying as close friends throughout her life. She never fought in the revolution, but remembers it well and remembers that they still have a long way to go before equality and justice are brought between the two humanoid species.

During her time, she found love, married, and even had a child. She did what she could to even become a smart businesswoman alongside her husband. She dealt with who needed to be dealt with in order to get what the company needed and what her family needed. She has give her daughter all she can, the best weapons, the best training, but even with all that, the seems to be rising above Ophelia's expectations, and is always welcome in class.

|Relations with other characters|

|Extra|
Anything extra we need to know
Hidden 9 yrs ago Post by Plank Sinatra
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Plank Sinatra the reaper won't come when you're ready for him

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“Without us, what is Remnant? Vale, Mistral? There’s no life in these places. Who wants to see the sights in Vale? Vacuo? Vacuo should be paved in solar panels to run our theme parks! But where Atlas goes, we bring the future. And Atlas goes where we lead it.”



Name: Brennan Ailill Griese, the Captain of Industry

Race: Human

Gender: Male

Age: 19

Nationality: Atlesian

Team: BANK

Designation: Subject 0081: Highly Ravenous, Do Not Unleash Huntsman

Appearance:



Several inches over the average height and athletically broad, Brennan only tends to look somewhat leaner in comparison to his teammate. In reality, though perhaps not a powerhouse on Kek’s level, it’s clear he doesn’t take many cheat days. Brennan himself is very handsome, with a strong jaw, bright red-gold eyes, and a perpetual hysterical laugh never far from his lips. Ever professional, he tends to wear black pants or jeans with white dress shirt, sleeves rolled up. He will always either wear suspenders or a slim-fitting black vest. His coal-black hair is long, but not unruly – half the time it tends to be pomaded backwards lustrously, and half the time he lets it hang free over his eyes. Surprisingly, he’s not one for much gaudy orientation. The only concession to jewelry he wears is a slender silver chain on his neck, from which hangs two Claddagh rings barely visible through an unbuttoned collar.

History:

Brennan’s father was only one generation removed from their fortune, but it was clear he had forgotten where it came from. Brennan’s grandfather had initially gone into business as a founding partner of the Schnee Dust Company, but foresaw a coming monopoly on the Dust market and the coming problems with the use of Faunus labor. Therefore, he sold every last share at top dollar and came out with enough money to float him through the rest of his life; a series of sensible investments in property and budding tech firms with interests in Aura and Dust only compounded the fortune, until it was clear no Griese would ever have to worry again.

As you can imagine, this had made Brennan’s father complacent, a trait not shared by his rowdy, implacable only son. A talented little scrapper (to his father’s chagrin) from an early age, Brennan seemed to have determined his path even before he quite knew what the Huntsman path was, and went away to Sanctum Academy in Mistral for combat training at the age of 12. When he returned to Atlas after four years, though, he took a couple drop years to begin taking a hands on role in some investments of his own. Finally, at the age of 19, he enrolled in Atlas Academy to seek out a career as a Huntsman and engage himself in higher study.

Pleasantly, he found himself on a team with three other members of the Atlesian business elite, and though at first their squabbles over leadership and natural competitive edges had led them to all eschew each other, once the question of leadership was truly decided and began to work as a unit, BANK (as they had been first colloquially, then officially known) became an inseparable juggernaut, often able to discern strategies and fight alongside or independent of each other with mere near-telekinetic glances. At the head of this specialized team is Brennan Griese himself – and though his father insists he’s going through a phase, Brennan finds the thrill of being a Huntsman and the challenge of impossible odds far more satisfying a life than a sterile boardroom, where he had no chance of anything but even greater success.

Not the most heady of futures to a young man such as him.

Personality:

Despite what his teammates like to mutter to themselves, there’s really no one but Brennan who could lead BANK with any efficiency. He balances the three proper attitudes for business on the tip of his finger – cold and pragmatic on the battlefield, when his team is most in need of direction; open-hearted, jovial, and irreverent at a public setting or presentation; and funny, fluent and respectful in a one on one setting. While not an out and out asshole, years of relative dominance amongst his peers and the restlessness of being born into wealth and lacking things to do with it has completely coated Brennan in bulletproof confidence. This sense of self-assurance can often cross the line to out and out conceit.

Even if Brennan isn’t the most talented fighter on the team (an honor that goes to Kek) he’s easily the psychological warrior of BANK. A born performer, hyping up the crowd comes as easily as breath to Brennan – the sheer act of pumping his arms to raise a mob’s volume seems to feed him with a psychotic, insatiable energy. Though he’s cunning enough to guess at many a psychological weakness, public displays of disrespect towards the other three Huntsmen academies are more his speed. Brennan is a madman. He will raise chants amongst students. He will spout disrespectful limericks towards upcoming competitors. He will buy other students dinner and a Scroll because “those on death row have rights in Atlas. We love the damned! We love them so much that we give them last meals and phone calls home.” He is not above buying out a Mistralian merch stand and tying shirts to banners in a sick mockery of a funeral procession.

Despite this, surprisingly, the charismatic, quasi-psychotic Atlesian is not inglorious in victory or defeat. Often he will seek out as many opponents as possible after the post-fight bloodlust has worn off and his throat requires a brief rest and congratulate them on their performance. It would appear that this frenzied, hypercompetitive jock state ebbs away as soon as the bellows in the arena die down, giving way to a civil, if overbearing, young man who fights every duel like it’s the time of his life. In addition, though he will never advertise this fact – going so far as to pin all credit/blame on Noel – he tends towards charity, or taking his excess money and scattering it through the immediate area.

“Tears, laughter, pleasure and pain! I bring the fire, THEN I MAKE IT RAIN!”

Skills:

A skilled orator and hand-to-hand combatant, Brennan is most skilled in a fight when he’s able to manipulate Dust to full effect. Both of his weapons – as well as his fortune – rely upon the propellant, and he’s learned to use them appreciatively. He’s also the leader of BANK for a reason – a smart tactician, gauging his team’s strengths and weaknesses, he can coordinate group attacks with relative ease and very rarely has to deal with someone falling out of formation or losing their head in the fight. Ironically, not even he is exempt from this sense of focus.

Semblance:

Slick as a Whistle: Brennan’s Semblance is friction manipulation. Simply put, he is able to generate, remove, or control friction in order to propel himself forward, stop something in its tracks by sending it slipping and sliding, or maneuver up solid surfaces more fluidly.

Weapon:

Veblen Good: An energy whip of Brennan’s own design, Veblen Good is a potent weapon even without a power source, able to open up stinging cuts on an opponent with ease or ensnare itself around a body part with a flick of Brennan’s wrist. Its real power, though, comes from the holster built into the handle of the whip, complete with small trigger. When loaded with a Dust crystal or cartridge, the trigger can be pressed in, energizing the whip with Dust for several minutes and imbuing it with whatever particular type Brennan loaded it with. In a pinch, in case of a lack of crystals, the whip can also be powered for a limited time with the Trustbusters.

In its coiled form, Veblen Good can still be loaded with a Dust cartridge and powered up. In this state, Brennan can utilize the weapon as an energy targe, also imbued with whatever element the Dust was and combining with his aura to form a large protective shield.

Trustbusters: A pair of Dust-knitted gloves that operate independently of Veblen Good, the Trustbusters would ostensibly not have much power on their own. Thus, Brennan has done some modification, turning what was once a pair of glorified hand protection into augmented weapons all their own. When a Dust crystal or cartridge is crushed inside one of the Trustbusters, the specialized fabrics and the Dust already latent inside will absorb the Dust Brennan wants to utilize. This surcharge allows him to power up something he chooses with Dust, whether it be Veblen Good or something inanimate…or just hit someone with a burning fist.

Relationships:

Albert Morgan: To put it frankly, Brennan and Morgan aren’t friends – but they should be. Both tend to speak fast and take shots at the things around them, and while they often fall into a rapport and coordinate alongside each other well in combat, they don’t hang out on a personal level very often unless someone else is the bridge between them. Despite their aloofness from each other, Brennan enjoys the other heir’s company, and can even be heard to openly laugh at some of Albert’s ideas and jokes. The team leader has decided to try and attempt to forge a real bond with his partner as time goes on.

Noël Du Acier: Perhaps the only member of BANK Brennan can truly said to be close to, Noel is the target of more of his mocking barbs than any other – as well as the target of slightly more extolled pride. Though he is first in the chorus of telling the talkative blacksmith to just shut the hell up, he tends to treat her as something of a precocious younger sister, and knows how to play to her strengths in the field. They will sometimes hang out without the company of anyone else, though usually only for a quick meal. Though he talks a big game about letting her reap her just desserts for running her mouth so often, Noel’s charitable heart is a quiet soft spot for the braggadocio-fueled Atlesian, and slights on her person or (undue) beatings that he thinks she can’t handle will be handled with hot fury.

Kek Tarik: Another team member who, like Morgan, Brennan doesn’t have much of a personal relationship with. Kek, however, has Brennan’s quiet respect if nothing else – as team leader, it’s his job to acknowledge to himself when he’s outmatched, and Kek is pound for pound a better fighter than Brennan himself. As such, he will often just point him in a vague direction and let the big guy go off on his own, only falling in with the rest of the team when it’s time for a complete formation. Outside of the field or classes, Kek will sometimes find himself called on as the deciding vote in an argument with Brennan and Morgan, but otherwise he’s left to his own devices – or to Noel, whom the big guy seems to get on well with.

Trivia:

Theme

Based loosely upon the personality and life of John D. Rockefeller

My Semblance would be telepathy.
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