Name: The Hunter, though from the contract she has to look at her real name seems to be "Cynthia Thwaite", not that she associates with it much.
Universe: Bloodborne
Personality: The Hunter is to the point and almost entirely unflappable. Someone fighting you has turned into an enormous beast? Someone is targeting you specifically with a gatling gun? The city is covered in giant things with hands that have too many fingers and it just picked you up and sent you to a nightmare realm? You're killing a vast brain covered in eyeballs or a be-tentacled thing? None of these have actually caused the Hunter to do more than blink and get on with it. She's still tried to be helpful enough to the few sane people of Yharnam that she's met, even if that hasn't worked out perfectly all the time. Given that she can't remember her life before she got involved in the Hunt, perhaps it isn't surprising that she's not the most talkative of people. There's not much for her to say, except for correcting those that seem to mistake her for a boy...
Abilities:
Abilities:
Old Blood: Having initially visited Yharnam for the purposes of Blood Ministration, the Hunter's blood has been altered by being introduced to this peculiarity of the city. The initial ministration cured any maladies or injuries she already had--and further applications of the substance will once again heal. Even normal blood or the ichor of abominations can seal a fresh wound. Its potency is even enough to bind with her bullets to allow them to harm creatures that would ignore a normal round, or to be used as the catalyst for seemingly magical abilities. Its application also seems linked to how the rather messy combat of the Hunt leads to such fast skill growth. There are drawbacks to the blood ministration. Everyone exposed to it seems to get a taste for blood and it's even used in cocktails in the city itself. None of which, however, is quite as alarming as the fact that those exposed to Yharnam blood seem to eventually give in to bestial urges and transform into horrifying monsters... but for some reason, the Hunter doesn't even have a hint of that happening. Instead, she smells oddly like the moon.
Insight: Constantly fighting against the beasts, then the Great Ones, has a habit of giving a much greater awareness of the world around them... especially with repeated exposure to actual eldritch knowledge and strange pieces tied to the birth of new Great Ones--all experiences apparently meant to "line your brain with eyes". The upshot is that whilst sleight of hand or tricks of the light might fool the Hunter, any illusions meant to make her see, hear, or feel something running contrary to reality just won't work. Though such a thing as too much knowledge can be bad for your sanity. Which is exactly when you memorise a trio of other symbols onto your mind to stave off any madness.
Skills:
Fighting Skill: Forced into the Hunt with only a bare minimum of combat skill, the Hunter had to learn the right way to fight, fast. This was something that she excelled in, adapting seamlessly to the fighting style pioneered by the First Hunter: quick attacks, keep moving, and use adaptable weapons to keep up with the enemy. Aggression and being willing to get hit because striking back will heal you anyway are also pioneering hallmarks of the style--and vicious attacks such as forcing your hand through someone's body if their guard is let down.
Weapon Maintenance: With no-one else to do it, the Hunter has managed to maintain and improve her weapons on her own. She's actually pretty good at it, though she doesn't know how to go about creating them like some others did.
Equipment:
Hunter's Blunderbuss: A standard firearm of the workshop, it works exactly like you would expect a blunderbuss to--except that the bullets are made of quicksilver and (unsurprisingly) blood, and only one is needed to create a spray. The basic design has been reinforced to improve the velocity of its projectiles using... crystallised blood, so its performance is surprisingly better than you would expect from such a limited firearm, capable of being used in one hand. Should she run out of bullets, the Hunter can simply use her own blood as a pretty direct substitute.
Saw Cleaver and Beast Cutter: A pair of trick weapons, one from the workshop and the other one of its predecessors, in their default configurations they're just... well, a cleaver and a bulky mace. Dangerous, especially after having been reinforced, sharpened, and weighted, but not outwardly special. They can, however, both be converted to much more vicious forms: the cleaver can unfold into a serrated, curved sword and the Beast Cutter's individual segments split open, revealing it to be a chain sword made of saw blades. The bloodshed goes up commensurately with that, though they both become far more unwieldy. Technically, due to yet more blood (this in the form of gems), they're both enchanted weapons on top of everything else.
Old Hunter Bone: A seemingly simple trinket, it can be a catalyst to briefly "learn" the art of Quickening via the same bullets that the blunderbuss fires. This technique, one that the Hunter has yet to properly learn, allows for instantaneous movement akin to teleporting... and that makes dodging far easier.
Blood: Due to the vast propensity for getting oneself injured or, somewhat more often, running out of bullets and needing a substitute, no Hunter is inclined to go around without the vials and tools involved in Blood Ministration: the Hunt leaves no time to heal naturally.
Alliance: Team Charmeine
Other: Has yet to approach Gehrman about ending the hunt, having taken the approach of clearing out the Labyrinths beneath Yharnam first after putting an end to the sources of the various Nightmares. The changing seals are making that quite hard...
Hey everyone one I've been lurking for a little bit and I'm still trying to figure out if I can join (if you'd have me) but I have an idea to play Aladdin from Magi