@Savo I changed my character's last name to relate to a color, and I'm just wondering if the rest is okay?
@KoL
Isn't that just part of influences for the names?
@KoL
I don't think we're naming Fairy Tales.
<Snipped quote by KoL>
ಠ_ಠ
I wonder how long did it took you to notice the extent of the coincidence you created?
*Points to a certain 1x1.*
@Mr Allen J
I could not find a better one because it is the best! Dat tail, dose horns, De scales, THEY SPEAK TO ME!
I have no regrets. I will live and die by my decision!
Name: Krahe Zwolf
Age: 17
Gender: Male
Race: Faunus (Raven)
Theme Song: In the Shadows
Kingdom of Origin: Vale
Personality: He feigns emotion, so to speak. Only knowing combat for so long he is unable to properly express himself, which is why he acts so nice all the time, polite, and so on and so forth. His exposure and working with a team has built within him a sense of camaraderie and responsibility, which is the reason he undertakes the quest that he has after the incident at Beacon. Otherwise, he is quite forthcoming, polite, and cooperative. When faced with resistance he has the capacity to torture if needed.
History: Even as a student, Krahe's past was largely unknown, though he seemed to blend in as a student with little difficulty. As such he never stood out, but his team appreciated his skills very much, and him being a faunus wasn't quite so obvious, as it seemed to only show in his red eyes. Regardless it helped him blend in, which helped him greatly. By his final year at Beacon he was often looked to for repairing equipment and electronics as he had become quite proficient at doing so, not to mention he made his own weapon himself too. While many students do make their own weapons, what makes his stand out is that it's essentially a new technology, though he has kept that hidden.
His true past that which he is aware of is that he was one of the "hitmen children" of a Vale mafia, children trained to be skilled hitmen. He was rescued from it when the ring was broken, and has been adjusting to normal life from then on out. The other 11 children though were not so fortunate, he being the youngest was not yet indoctrinated with a kind of hypnosis where they follow a certain creed or ideology to the letter. After the incident at Beacon, he has taken it upon himself to find and hunt them down, he was planning on it after graduation, but that artificially came sooner than expected.
Weapons:
- Nightmare - A pair of gloves he made himself, when he first arrived to the academy his only weapon was his hidden knives, twelve of them in fact, but with knowledge and resources he's managed to create a very interesting weapon. The Nightmare is a glove with an array of dust vial slots on the forearm area, what the weapon does is allow Krahe to materialize his Aura, and inject them with Dust for extra effects. He can create all manner of things, such as keys and small simple gadgets, but for combat he can create small throwing weapons like knives and needles.
- Throwing them infused with dust has the same effect as dust bullets
- If he gets a good throw with a needle, they can seep into a person's body and act like a poison depending on effects. Fire dust might have an intense inflammatory sensation that can be paralyzing, earth could stop blood flow, or ice can cause frostbite in the area. He requires a clean throw meaning deep penetration, but all the same he can just jam them in at melee range.
- He only needs the primary dust, as he has mixers on the glove that create for him secondary dust such as steam and ice on the fly.
- Black Talons - Twelve knives, two hidden in his elbows, two under-slung on his forearms, two parallel with his heels which can let him stick to unexpected areas other than combat use, front and back on his shoes for a total of four, and two combat knives, one of which designed to disarm opponents.
Semblance:
- Murder - As some at the academy called him "The Dracula of Crows", which is pretty apt. He can split himself into many crows and reform, he can only stay unformed for a small amount of time, but this can allow him to evade attacks and counter-attack when the crows reform quickly someplace else. Not to mention these crows themselves are able to do scouting for him, and are able to do what birds do, like find things and maybe peck someone's eyes out. The semblance has pitifully low power in exchange for it's incredible utility.
Strengths:
- Bar none one of the best stealth and informant Hunters Beacon has ever had to offer. His crow semblance coupled with his inherent sense for stealth can essentially allow his team to know the position of every enemy in the area.
- He is incredibly good at killing other hunters. In his time at Beacon before it was devastated, he was being looked into joining a group that hunts other hunters who have lost their way.
- Being an avian faunus means he has incredible agility and jumping height.
Weaknesses:
- His ability to kill monsters like Grimm are pretty much nonexistent, maybe if he got a weak point to strike he could burn up some fire dust to combust on a needle, but he has no reliable form of costless Grimm-slaying.
- He's good at evading and running for a reason. Direct fights are terrible for him. When confronted directly, he must rely on his disarming dagger and hidden blades and hope to surprise the attacker to get the upper hand.
- Being an avian faunus means he also is naturally not the most resistant to damage.
Relationships:
Other: His name meaning "Crow/Raven" and "twelve" respectively is inspired by a German tale called "Twelve Brothers". A king wants to kill his twelve sons, so that his thirteenth child would be a girl, she alone can inherit his kingdom. The Queen tells this to their youngest son, Benjamin, and that she will give them a warning with a flag.
After twelve days of waiting in the forest, the sons see a red flag, indicating that they shall be sentenced to death. The brothers swear bloody revenge on every girl and move to an enchanted cottage deep in the forest, where they must feed on animals.
Ten years later, after hearing of their existence, the sister finds them there, where the queen hid them for precaution. Together, the siblings live in harmony. But as the sister rips out twelve white lilies out of ignorance, her brothers turn to ravens and fly away. At the behest of an old woman, she decides not to speak and not to laugh for seven years, in order to save her brothers.
A hunting king finds her and marries her. His mother however, slanders the girl's silence, and convinces the king to burn her. The rescued brothers save her from the flames, and with the mother-in-law executed, all live happily together.