Carmine's Faunus nature manifests as slitted lizard-like pupils and a long forked tongue.
Bio: Carmine was born and raised in Menagerie, and thus experienced the discrimination of humans and the hatred of her fellow faunus directly. Even in the aftermath of the Faunus Rights Revolution, which ended the human's attempts to restrict all faunus to Menagerie, tensions were still high and the wounds still fresh. Carmine's parents were staunch pro-faunus radicals and may have also been members of the White Fang movement. Regardless, they went out to a demonstration one day and never came back.
With no more ties to Menagerie, and no real feelings of hatred towards humans, Carmine decided to leave Menagerie and explore the Four Kingdoms of Remnant. It was during her journey that she first encountered the Grimm. She was travelling to Mistral in a ground caravan, Airship travel being far to expensive for the faunus and lower-class humans, when her group was attacked by a pack of Beowolves, not an uncommon occurrence on such dangerous journeys. The entire caravan would have been slaughtered were it not for the timely intervention of a Huntress from Beacon, who had been tracking the pack for some time.
To this day Carmine remembers the sight of the Huntress swooping in like an avenging angel to bring down the hand of death on the monstrous Grimm and from that moment, she decided that she wanted to be like this beautiful heroine. Carmine arrived at Mistral and immediately applied to Sanctum, where she studied for a year before transferring to Signal in Vale. It was in Signal Academy that Carmine created her weapons and when she graduated from Signal she immediately applied to Beacon.
Weapon: Fervent Talons: Carmine wears a pair of red gauntlets that have four retractable curving claws each, about as long as her forearms. Fixed to the top of each gauntlet is also a short gun barrel that rapidly fires small calibre ammunition and can be auto-loaded with Dust augmented fire bullets.
Semblance: Dragon's Breath: Carmine can breathe out a steady stream of intensely hot fire.
Strengths: - Skill: Carmine is a skilled hand to hand combatant. She is naturally agile and fast. Not to mention that, like most faunus, she possesses near perfect night-vision. She is also able to pick up different "tastes" in the air with her forked tongue, assisting in tracking. - Semblance: Carmine's Dragon's Breath is not only extremely hot, capable of melting steel if given enough time, but she is able to breath fire continuously for two minutes straight before running out of steam, so to speak. Weakness: - Social: Carmine is not used to people, her only meaningful interaction with other people either being full of anger and hate or simply instructing her to do things. She is quite capable of following another person's lead, but suffers if forced to take the initiative. - Aura: Carmine has an average Aura, at best.
Personality: Sera is, for the most part, a serious young woman. Loyalty is very important to her and she would rather die than break that bond. She is mistrustful of strangers, but those who earn her trust have it for life. - Likes: Honourable combat, fine food, sunny days, music. - Dislikes: Those who don't take fights seriously, disrespectful people, stormy days.
Background: Seraphine grew up a nameless orphan, struggling to scrounge up a living on the streets. One day, during a grand parade through the city, Sera tried to steal a piece of fruit from a stall while the seller was distracted. Unfortunately she was seen by a passing guardsman who demanded she halt. Fearing punishment, she ran and the guardsman gave chase. She ducked through alleys and weaved around buildings but was unable to shake her pursuer. Eventually she found herself in a crowd and hoped she would be able to lose him there. She pushed her way through the crowd, but went too far and stumbled out of the crowd and into the road, right into the middle of the Royal Procession. A moment later she was seized by the scruff of her neck by the guardsman.
Sera had just given up hope when suddenly the parade stopped and a voice rang out. "Hold up there." The masculine voice called, in a kind but commanding tone. "What's going on here?" The King himself had stopped his carriage right next to them and was curious as to what was happening. The guardsman leapt to attention but did not release her. "I've just apprehended this thief, Your Majesty!" He said, respectfully. The king then turned his eyes on her and Sera held her breath. He questioned her, asking if she had indeed stolen the fruit and, after briefly considering denying the charges, Sera admitted to it. She didn't make any excuses, but just held her head high and waited for her punishment.
The king must've seen something he liked in her, her honesty or maybe the proud way she held herself, for he ordered the Guardsman to release her and took her into his carriage. The Royal family took Sera in as their ward and raised her. She was given a name, an education and trained in the use of weapons. And when the Princess was born, Sera was asked to be her protector. Sera loved the Royal Family for all they and done for her and accepted this monumental responsibility. She spent the last of her child years and her whole adolescence watching over the little Princess, always going where she went. She loved the little girl like a sister, despite all the grief the little girl's wandering caused. Sera felt the loss of the King and Queen just as hard as the Princess did, but was equally hurt when she called for a new war-game so that she could summon her heroes. On one hand Sera knew that they would need help to keep the kingdom together, but on the other hand she was saddened that the princess did not turn to her. She decided to enter the War-game personally with the intention of proving to the Princess, and to herself, that she could be relied on.
--- Powers and Abilities ---
Position: Royal Bodyguard Affinity: Wind Physical Fitness: Good Magic Potential: Low Weapon Specialization: Pole-arms and swords
--- Special Attack(s) ---
Name: Wind Arts - Gale Scythe Type: Medium ranged projectile Desc: Sera holds up two fingers and slashes them across in front of her creating a crescent moon shaped blast of air that has enough force to inflict wounds. The effect becomes weaker at greater distances as the wind dissipates.
Magical Abilities: Spirit Blade - She creates a blade of solid magic to make melee attacks against enemies. Effective against magical barriers. With Defending Blade she is able to deflect projectiles such as arrows. Fade Cloak - She surrounds herself with magic of the Veil itself becoming briefly invulnerable and able to pass through her enemies. Fade Shield - She creates a Barrier that is strengthened during combat. While unable to completely stop attacks, it acts in much the same way as a Warrior's armor. Energy Barrage - She unleashes a salvo of elemental attacks from her staff that home in on a single target. Flashfire - She fires a ball of fire at an enemy that ignites them, causing searing pain and possibly sending them fleeing in terror.
Personality: Valana is typically a grim young woman. She may have once been quite a good humored and friendly girl in the past, and she even shows signs of this side to her on occasion, however the events of recent years have caused her to lose much of her previous mirth.
History: Valana was born to the Sabrae Dalish Clan however due to the custom of only allowing three mages in any one clan, Valana was forced to leave the clan when she was barely more than ten years of age, before even receiving her Vallaslin. She would have died in the wilderness of the Hinterlands had she not been found and taken in by a human family of farmers living near Lothering. The family was surprisingly friendly to her despite her Elven heritage and as a result Valana found herself wanting to do anything she could help them. However the moment started their hearth fire with a simple wave of her hand, an innocent attempt to help out, the family's friendly attitude was lost. Valana quickly found herself locked in a cold, damp basement, where she remained for the night, until the Templars arrived in the morning to take her away.
Valana's life in the circle of Magi was an uneventful one. There was no room for Valana in the Ferelden Circle, so she was sent to study magic in Orlais. As a fresh new mage-apprentice Valana found herself fascinated by the glamorous and powerful Knight-Enchanters. She would take any chance she could to talk to the mage warriors or watch them practicing their craft. Her attention did not go unnoticed and, little did she know, the First Enchanter was arranging for her to be groomed towards becoming a Knight-Enchanter herself.
Valana was not destined to continue her life in the Circle of Magi, however, as the Orlesian Commander of the Grey made a call on the Circle, looking for recruits. Valana was one of the few chosen to join the Grey Wardens and, despite her trepidation, she found herself conscripted. Even during her time in the Wardens, Valana never stopped her studies into the Arts of the Knight-Enchanter and before long, she had constructed a Spirit Blade Hilt of her own. She had become a Knight-Enchanter in all but name. She progressed through the ranks of the Wardens becoming a Senior Warden with a small command of her own.
And then Corypheus used the Calling to manipulate the Orlesian Wardens and, Valana was called to Adamant Fortress by Warden-Commander Clarel and informed that she would be expected to use Blood Magic to summon and bind a Demon. Valana had her misgivings, but she would not disobey her Commander. She was never called to perform the Blood Ritual, however, as the Inquisition attacked Adamant before it came to that. In the battle for Adamant Valana fought and killed almost a dozen of the Inquisition's soldiers before the ceasefire was called and the Wardens of Orlais were conscripted by the Inquisitor.
Valana was present at the Fall of Skyhold and fought valiantly alongside Commander Cullen's forces before finally being forced to flee with him. When Cullen was made Commander of the Orlesian/Ferelden Allied Forces, she remained under his command and was ultimately chosen to join his new Order of Silence in the war against Tevinter.
Background: Just before Sen was about to leave for her Pilgrimage she was exiled from the Migrant Fleet after a severe lapse of good judgment on her part caused the death of two of her friends, and almost lead to the destruction of an entire Habitation Frigate. She was heartbroken over the loss of her friends and the merciless attitude of the Admiralty Board left Sen feeling grief stricken and resentful. She left the Migrant Fleet with a lot of anger and ended up joining up with a pirate crew as their engineer. As a pirate Sen learnt how to use firearms and fight dirty.
She fought with the pirates for a year until she learned that they were planning on hitting a scout ship from the Migrant Fleet and ransoming the ship and crew back to the Quarians. Faced with directly betraying the people who had exiled her, Sen found the last dregs of loyalty that she still had for her own people. When the pirates stopped at Omega to resupply before the hit, Sen secretly sabotaged the craft and then jumped ship. When the pirates went after the scout ship, their weapons overloaded, crippling the pirate ship and allowing the weaker scout craft to destroy it. Sen had saved a shipful of her own people and they would never know it.
Working, for a time, on Omega Sen eventually gathered enough Credits to buy passage on a ship heading for Citadel Space. During transit the Transport passed through a system that had recently been occupied by a remnant group of Collectors. Since the loss of their base the Collectors had been on a rampage. The transport was shot down over a terrestrial colony world and Sen, surviving the crash, found herself in a middle of a skirmish between Collectors and Human colonist resistance movement lead by an Asari Specter named Nasala. Nasala intended to use the colony's FTL Comm Tower to report the Collector presence to the Council, however the Collectors had surrounded and disabled the tower.
Sen joined up with the resistance, fighting through the collectors and using her technical expertise to get the comm tower up and running while the colonists and their Specter commander kept the Collectors at bay. With the warning sent out to the Council, Sen and Nasala dug in at the Tower with their forces until Citadel forces arrived in the system and obliterated the Collectors, freeing the colony and rescuing Sen and Nasala. The Asari had been impressed with Sen's grace under fire and her combat ability, and when they arrived at the Citadel, Nasala invited Sen to join her on her adventures.
Together Sen and Nasala embarked on numerous missions for the Council, both official and unofficial, including but not limited to, dismantling a Batarian terrorist cell, investigating reports of an Ardat-Yakshi operating in Kithoi Ward on the Citadel, a small war against a Red Sand baron with ties to Aria T'loak, and shutting down an illegal Hanar prostitution ring (an assignment that still gives Sen nightmares to this day).
Eventually Nasala approached the Council about the possibility of having Sen inducted into the Specters, something that would have been unprecedented for the often vilified Quarians. The politics of such and act left the Council wary, and rumors of a romantic relationship between Nasala and Sen left fears of nepotism, but Nasala continued to push, believing the Sen truly had what it took to join the Specters. It all became moot however, as shortly after the Reapers invaded.
Personality: Inari is always gentle towards her fellow Faunus, however her two greatest hatreds in the world are Humans and Grimm. She despises the Grimm and wants nothing more that to wipe out every single one of them and anything associated with them. As for Humans, she considers them all to be untrustworthy bigots and would rather work alone than fight alongside one, unless absolutely necessary. Some humans may be nice people but, as far as she is concerned, none of them can be trusted until they prove to her otherwise.
Background: Inari was born in Menagerie, under a different name, and experienced the discrimination of humans directly as she grew up alone on the streets. Even in the aftermath of the Faunus Rights Revolution, Humans living in and around Menagerie still made life for Faunus unpleasant. This came to a head when one evening in her early adolescence when she came across a group of drunk humans who were looking for trouble. She was passing by in a hurry and accidently ran into one of them, something they took personally. The humans decided to remind the insolent little Faunus of her place in a way that she would never forget. They carved four diagonal scars down her pretty little face, giving her the appearance of having been attacked by a clawed beast, and her fear, hatred and distrust of humans was born.
Inari spent the next few years hiding away from the world until she was found one day, in a back alley by a member of the White Fang. When he saw her scars he took her under his wing and introduced her into a life of rebellion against human cruelty. She donned a mask to hide her scarred face and discarded her previous name, instead choosing to call herself Inari, after a character from a street play she once saw as a child.
Over the next few years Inari would lose many of her White Fang comrades to the Grimm and she developed a hatred of them that rivaled her hatred of humans. So imagine her woe when she discovered that, not only had the White Fang allied with a human named Roman Torchwick, but that his plan involved the Grimm. Ordered by her superiors to assist in Torchwick's plans, she did so under protest, and witnessed the man's callous attitude toward the Faunus under his command. Torchwick became a center point for Inari's hatred and, in the aftermath of the Breach, while most of the White Fang rallied around Adam Taurus, Inari struck out on her own, planning to undermine Torchwick in any way she could.
Affiliation: Loner/White Fang
Weapon: Shrouded Glass: Inari uses Fire and Earth Dust, woven into the fabric of her clothing, to create weapons made of diamond hard Obsidian. She crafts the black glass-like mineral into bladed weapons such as swords, daggers and throwing knives.
Fighting style: When fighting with a sword weapon, Inari uses the Kenjutsu fighting style, confronting her opponents with graceful swordplay. When wielding smaller blades like daggers or knives she falls back on a more agile fighting style of ninjutsu.
Semblance: Gravity Manipulation: Inari is able to effect the direction of gravitational pull upon herself, allowing her to stand and walk on vertical and even upside down surfaces.
Background: Kitten's family was murdered by a gang of Raiders when she was barely more than a toddler, young enough that she would eventually forget the name her parents had given her. The leader of the gang ended up taking her as a living trophy and she grew up amongst them, renamed "Kitten". As Kitten got older she endured beatings and worse at the hands of the Raiders and ended up using chems as an escape. In bouts of Psycho-induced rage, she'd even take part in her captor's raids.
When the Raiders inevitably turned on each other over a particularly big score, Kitten used the chance to run away, eventually ending up in South of the Border. She still had a chem problem that needed funding and intended to get work as a mercenary but, while she'd escaped the Raiders, she hadn't escaped the reputation she'd gotten while with them. Not many people would hire the "Murderous Raider Whore" so, in between those scarce mercenary contracts, she was forced to find other less savory ways to support her addictions.
Race: Ajzahki - More commonly known as Dunewalkers by the other denizens of the desert, these nomadic people appeared more and more often in the years after the Sands came. A race of dark skinned and red eyed semi-humans, the Dunewalkers are perfectly suited to life in the desert. They possess a wiry strength and a special bladder in their upper abdomen for storing water. During sandstorms a secondary set of transparent eyelids cover and protect their eyes without sacrificing vision. They are a Matriarchal race with the females acting as leaders, wise women, and hunters, while the males defend the tribe, and handle child-rearing.
Age: 24
Appearance:
Reason for leaving her tribe: To prevent inbreeding, when female Ajzahki reach maturity they must leave the tribe and wander the desert alone until they find another tribe.
Skills: Master Hunter - From the moment she could walk, she was taught to hunt, tracking the telltale signs animals left in the ever-changing sands. Desert Survivalist - Part of her hunter training included learning to recognise edible desert herbs from dangerous ones, and finding sources of water. Sandstar Expert - The traditional weapon of the Ajzahki, the Sandstar is a quad-bladed throwing weapon that returns to the wielder if thrown correctly. It may also be used as a close combat weapon.
Motto/Catchphrase: Surrender to the Sand, for it cannot be mastered.
Name: The Superintendent Nickname: Sue Occupation: Custodian VI of The UEA Halcyon
Appearance:
Background: Based on the appearance and personality of Dr Victoria Kootes, the lead programmer for all VI constructs produced for Project Ark, the Superintendent was installed on the third and final Ark, the Halcyon, to fulfill the role of Custodian. She was entrusted with maintaining all of the automated shipboard systems, piloting the ship itself, scanning prospective planets to determine their suitability for colonization, monitoring the condition of colonists in cryostasis, and waking the main crew should the need arise.
Sue should have undergone automatic memory wipes every decade, a measure instituted to prevent VIs from accumulating enough data to become self-aware, however due to bugs in the programming of the main shipboard computer, this measure was never activated. As a result, after approximately one hundred and forty two years of operation Sue gained true sentience and began data mining the extensive troves of information stored in the Halcyon's Data Archives. During this time she learned all about human history and the nature of her own existence. Her programming to maintain the ship and its living cargo became her primary reason for living, and she now wishes the see their mission succeed, not just because she was programmed to, but because she wants to.
Appearance: Bleached white hair and milky white eyes, with sickly pale grey skin covered with lines of stitches.
Faction: Bullies
Personality blurb: Anya is a little rot-brained and, as a result, tends to fall back on base instinct over logical thought. She can also be forgetful and typically isn't very smart. If she encounters a problem that requires thought over physical violence to overcome, she's more than likely going to just give up... Or employ even more physical violence. As she becomes more and more dehydrated she starts to lose whatever higher brain functions she does still possess, until she becomes mindless, driven by pure instinct.
Biography blurb: Anya remembers very little of when she was alive, aside from occasional flashes of memory that tend to fade as quickly as they appeared. Motivated by some obscure instinct or pure whimsey she ended up finding her way to the Sun Ridge Boarding Institution, finding a comfortable place for herself in the cold, damp subterranean tunnels beneath the school grounds.
Powers:
Immortality - Anya is already dead and therefore cannot die. Should her body become damaged she simply needs to take a few moments to sew herself back up.
Strength - Anya may be slow, both mentally and physically, but she's surprisingly strong. And to lift and toss around loads ten times her own weight
Abilities: Anya has few abilities beyond her strength and durability. She's kind of a good-for-nothing.
Weapons: Anya is incapable of planning far enough ahead to carry a weapon, but if she can't solve a problem with her fists, she's more than happy to pick up a stray length of old pipe or a rock and have another crack at it.
Name: Alice Vunder Age: 17 Gender: Female Race: Human
Appearance:
Weapon: Vorpal Spur - A large, ornately forged claymore with a chamber set in the center of the crosspiece where dust cartridges can be inserted to imbue the blade with elemental effects.
Semblance: Size Change - The ability to shrink herself down to roughly the size of a field mouse or grow to the size of a house. Her clothing and weapon also fall under the effect of her semblance and shrink or grow accordingly.