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Hidden 8 yrs ago 8 yrs ago Post by NuttsnBolts
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NuttsnBolts

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Roleplay Status: Full
Player Count: 5 / 5 players
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A C C E P T E D C H A R A C T E R S
Character 1: Lorral - (Female / Beacon Academy)
Character 2: Sep Felder - (Male / Atlas Academy)
Character 3: Marina Brimlad - (Female / Atlas Academy)
Character 4: Carobelle Tawne - (Female / Shade Academy)
Character 5: Voyd Tyrian - (Male / Beacon Academy)
Hidden 8 yrs ago Post by NuttsnBolts
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NuttsnBolts

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G E N D E R
Female

A G E
Nineteen

R A C E
Human

A C A D E M Y O F O R I G I N
Beacon Academy

A P P E A R A N C E & P E R S O N A L I T Y
Originally from the countryside of Sanus, Lorra has managed to immerse herself quite effectively into the urban lifestyle of Vale. Compared to the modest clothing style that she wore while on her parent's farm, Lorra has chosen to update her wardrobe to that of a darker, more grungy design. She displays her current attire with a shorter, somewhat mismanaged haircut and cloaks her small frame body with a rough, overbearingly large trench coat. Upon first glance her clothes alone will tell you the subtle signs of 'beware', but within that cautionary vibe is a girl with a more softer appeal.

Her red eyes are, not of anger and fury, but of warmth and emotion and they are usually the first trait that people notice. Her soft, pale skin and whitely blonde hair help to draw attention to these vivid irises, pulling curious individuals into an engaging conversation as opposed to a simple side comment. Knowing this Lorral is able to use her terrible sense of charm to try help win over the friendship of others. It doesn't always work as some people will remain stubborn no matter the situation, but this is not something that the girl mulls over too heavily. For now she enjoys her new-found adventure, curious as to where it may lead, nervous as to what lays unseen beyond the next horizon.

L I F E & M O T I V A T I O N S
Many people have signed up to the four great academies in order to become hunters and huntresses, to eventually take on various paying jobs for money, to leave their mark on the world for future generations, and yet Lorral isn't such a person to hold these desires. While the thought of becoming a skilled warrior for the city has crossed the young woman's mind, the dream of defending and protect her hometown is something that appeals to her lot more.

Lorral's hometown is in an area that unfortunately borders on Grimm territory, an section of land that so happens to be filled with lush nutrients for growing some of the best crops in Sanus. For the majority of her life Lorral has grown up in this rural landscape and she has had to endure time and time again as people ventured out to fight the Grimm, to prevent them from invading the town, to put their lives on the line for their people.

During her late teens Lorral heard about Vale's newly built Academy, a place where one can learn to be a true fighter, and with her parent's farewell wishes she set off on a journey to the school. There she hoped that she would learn more about the world around her, to see beyond the many square miles that she called home, and to better herself as a person. She had no idea that she would be chosen for a special task, to go on a trip towards the Island of Vytal, a trip that would lead onto the adventure of a lifetime.

W E A P O N S & S K I L L S
❖ Solar Lily (Weapon Image)
As the name implies, Solar Lily is a weapon of fire, fury, and a touch of star-struck beauty on the side. It is composed of a long, gunmetal grey body along with a ruggedly thick grip and a small finger pull mechanism. This mechanism is used to activate a series of conductive element along the dull blade edge which in turn will heat up to a brilliant, hot glow; all through the use of Red Dust. Along the back of the weapon is a round cut out near the far end of the blade. This curve can be used to aid the user in a safe two handed plunge attack that mimics the motion of a guillotine, while the sharp tip can be used in a variety of ways from quick poke attacks to an improvised anchor when sliding out of control.

❖ Light on the Feet
Being the small frame person that she is, Lorral is able to manoeuvre herself around the battlefield in a fast, nimble fashion; sometimes to the point where it borders on parkour movements. She is capable of sliding her way into new positions, capable of bounding herself out of the way of incoming attacks, and will use as much of the surrounding terrain to her advantage. This can be a hindrance during heavy hits and wet weather where she may sometimes be a bit too light to take the punch or loose her footing at a moment's notice.

❖ In Touch with Nature
Growing up on a farm and surrounding yourself with nature presents itself with a perfect opportunity for learning about the wilderness of Remnant, and how to survive for when things get rough. Throughout the years Lorral has picked up knowledge about foraging, tracking, and even hunting; all skills that were taught to her by her family and village friends. She may not be able to tell you the exact name of a particular plant, but she will know exactly which berries are used to make the best homemade, wildberry pie.

❖ Leave No Soul Behind
Small towns and villages always teach one important custom, and that is companionship. The knowledge that your ally is your responsibility, that your acquaintance today can become your friend tomorrow, and that the good deeds that you perform in helping them may one eventually be returned when you need it most. Lorral is a female who has grown with these traditions and truly believes that if she was to walk away from a companion that desperately needs her aid, then she is no better than the Grimm that inhabit the earth.

S E M B L A N C E
❖ Solar Empowerment
Lorral's Semblance is an ability that shows it's true strength when the sun is at its brightest; it is an ability that allows her to absorb, harness and project solar energy. When using this Semblance Lorral is able to channel her power into her blade, causing the conductive element to overheat above what the red dust is capable of. In this form Solar Lily is able to produce powerful shockwave of light energy with every slash, energy that can travel through the air towards distant foes. Solar Empowerment can also help rejuvenate Lorral's aura over time, turning her into quite a formidable and tanky foe in the open environment.

Since Lorral's Solar Empowerment Semblance is an ability that shows it's true strength when the sun is at its brightest; cloudy weather, dark environments and night time are all periods where Lorral feels most vulnerable. She is unable to store this energy beyond what is readily available and thus will need to wait until the next bright day to use her Semblance again.
Hidden 8 yrs ago Post by Eisenhorn
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Eisenhorn Inquisitor of some Note

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Sep Felder


G E N D E R
Male

A G E
20

R A C E
Human

A C A D E M Y O F O R I G I N
Atlas Academy

A P P E A R A N C E & P E R S O N A L I T Y
Sep is a fairly odd figure to see outside of Mantle. Standing at a six foot even, he tends to wear his black colored hair freely, only maintained enough to keep the hair out of his emerald green eyes, only tying it back into a pony tail when things get rather bad in a hurry. Whenever he isn't in the Academy uniform, he can be found in his preferred attire which doubles as field attire. He tends towards a very dark turtleneck, due to the cold weather found in the north, as well as a jacket that more protects his arms and upper torso than actually provide weather protection. The other half of the jacket is usually worn around his waist, the tailcoats hanging down to nearly conceal the slacks he wears, the same color as his turtleneck. If desired, he can wear the coat normally, reattaching the bottom and top halves which, from the outside, is hardly discernible as being separable. What likely stands out most is either his necklace, something he refuses to discuss, or his armor. Most Hunters tend to shy away from armor, preferring mobility, but Sep much prefers the added weight to unarmed punches and kicks provided. As such, the white greaves reach up to his knees while the gauntlets reach up to cover his forearms, most of that hidden beneath his jacket sleeves.

Sep is a firm believer in the idea that one who chooses to hunt should be wary, lest they descend to the same level as of that which they hunt resides. As such, he prefers to not let emotional outbursts get the better of him when dealing with Grimm, at least as best he can during the training at the Atlas Academy he has received thus far. He sees it as a necessary work, the Hunters and Huntresses a necessary force, for rather grim (no puns intended) opposition. This focus of purpose tends to bleed over into other aspects of his life, inadvertently mind you, often times preferring the solace of cold logic when faced with hard decisions. This doesn't mean that he avoids the guilt of mistakes, mind you, and he holds himself accountable, sometimes to an unreasonable degree. Ironically, this tends to, unwittingly, make him the very man of extremes he suggests avoiding when hunting down the Grimm.

Off the field, or during moments of rest, Sep isn't terribly hard to get along with. He is firm in that everyone pulls their own weight, though not everyone can pull the same weight, though he will volunteer to shoulder the burdens of others. Humorless to a fault, he often misses jokes or puns, reacting quite literally to things that are jokes, or answering rhetorical questions bluntly. This tends to put him at odds with those that love to joke, though he has and will indulge in sarcasm, something he does notice, implying his lack of humor might be chosen vice inherent. Behind these often humorless green eyes though is a determination, a resolve that seems to not be likely to waver, let alone cave, anytime soon. He looks always to the future, learning from the past certainly, but not dwelling on it. What is done, and what has happened, is past them now. Dwelling on it or, whatever Gods forbid, forgetting it will do nothing but bring people trouble, and he is quick to pass events like they never happened, keeping their lessons in mind, but that is it. This can often come across as either forgiving or callous, depending on the event, and he is certainly not apologetic about it. Extracting an apology out of Sep is something of a chore, since he sees no point in words trying to mend what is already done.

L I F E & M O T I V A T I O N S
Sep doesn't quite recall where he was born originally, having spent most of his life on the move, a military brat that pretty much moved around wherever his mother was in the back lines. He wasn't the only one of his kind, but it was a rarity as most of them had relatives to stay with in the civilian areas much farther from the dangerous areas. The ones he did interact with, well, didn't appreciate his mannerisms and disinterest in pointless brawling. When he wasn't at the hospitals or medical tents, helping out the doctors and nurses, he was getting dragged into street fights and brawls despite his expressed disinterest in such things. He won some, he lost some, and cleaned himself off and kept moving forward, eyes ahead and not looking back despite the stern talking to he would get from those around him for such things.

All wars come to an end, though, and with the end of the Great War and the treaties being put in place, Sep would find himself struggling alongside his parents to return to Mantle and live a civilian life. His mother had it easier, finding work at a hospital, treating the sick and injured outside of a combat scenario. His father had it worse, going out into the wastes to explore and track down any useful resources that might have been lost or abandoned in the cold. Sep himself found himself without any real purpose, having been so focused on his abnormal upbringing that adjusting to a lifestyle most average teens had was bizarre. Yet, adjust he would have to, if it weren't for the opening of Atlas Academy.

Sep saw a means of serving and protecting, to save others from a threat, in applying to Atlas Academy. As a Hunter, he could work to insure that others didn't have to walk in their footsteps, that they could grow up normally and not have the strange life that he himself, and that others during such times, had. His determination and ever forward looking eyes carried him well, even if that same determination caused him trouble at times too. As soon as rumors started circulating on the matter of a mission to Vytal island, Sep was first to volunteer. Not only was this something that would be once in a lifetime, no doubt, but he was convinced that the other hunters, from other Academies, would need the most diverse skills they could get. Adapting and moving forward, alongside his practical tricks, Sep was convinced that he would be ready to help with whatever happened.

W E A P O N S & S K I L L S
❖ Maestoso

Maestoso is an amalgamation of his parents weapons from during the Great War, the two of them hanging up their tools of war after the treaties were all signed and a done deal. His father had carried a short sword, among other weapons, having been part of a recon unit, while his mother had carried a pistol as her sole armaments as a field medical officer. Taking the two, Sep merged them into one weapon rather than building his own from scratch. As such, it tends to be rather simplistic compared to some hunter weapons he has seen, though he cares little for this discrepancy. He carries Maestoso with pride, something that one foolish enough to ask about the weapon will no doubt hear.

The weapon has two forms which consist of its ranged form, and melee form. Sep prefers to carry the weapon along his back, at the base of the spine, where he can draw it with his right hand when necessary. In its ranged form, the blade is retracted, and the edge withdrawn into the housing beneath the gun barrel, giving Sep a means to brace the length of the weapon barrel, typically with the nook of his elbow. This allows him accurate firing out to a longer distance, but when the enemy gets close, a simple toggle enables the blade of the gun. Springing forward and extending the blade along its full length, he can no longer brace the weapon with an extra arm for ranged accuracy, but can still fire it. The single edged weapon is reinforced for melee combat, but other then that, lacks anything flashy or fancy. Sep prefers the tried and true methods of weapon construction over experimental hunter weapons, any day of the week.

❖ Never Bend the Knee, Never Look Back
Sep is of the belief that, when it comes to many things in life, there is a key difference between compromise, and surrendering it all. The former is important for working together, the latter a sign of weakness and willingness to give up one's values for ease of interaction. This refusal to give up on what he believes in, at its core, tends to extend to all things. He loathes the idea that one should just give up, or even worse, never try. Taking time to figure out a plan and execute it well is one thing, never even trying is another completely. He has this innate drive, a refusal to just give up, that can be infectious depending on who he is dealing with. Of course, having a stubborn streak a mile wide can have its downsides, mainly in dealing with others who might not be used to someone who just won't quit when they really should. Sep may get knocked down, but his allies and enemies alike can count on him being dead set on getting back up, or going down good trying.

❖ Save their Lives, Save your Life
His mother's experience and stories as a medical officer during the Great War inspired the young boy greatly, hearing about his mom's efforts. Inspiring enough that, before the Atlas Academy was even a thing, he had been volunteering at hospitals treating the wounded wherever he could, learning how to patch someone up and stablize them so the trained doctors could do the work necessary to set them back on the path of recovery. He might not be a trained medical professional, not by any stretch of the imagination, but between the supplies he keeps on hand, and his own practical knowledge from his volunteer work, he can help bandage and stitch up allies that got hurt bad, for at least long enough to get them proper medical attention. Perhaps as a side effect, blood barely phases him, having been exposed to some nasty war wounds during his volunteer work.

❖ Military Intelligence
Unsurprisingly, both parent's life choices had an influence on Sep. While he actively volunteered and worked as a spare hand for the hospitals, he learned a very good lesson from his father. To check your intelligence work twice, before acting once. Going out to scout around an area, reading up on possible dangers, or useful traits, of a land before going into it, conditioning himself a bit for other climates, preparing himself for a task or mission is a very involved, very serious thing for Sep. Rushing in blind irritates him when it is avoidable or unnecessary, and it still doesn't sit well with him even when it is. He tends to be rather slow to act, but very precise about his actions when he gets to it. Of course, this tends to be rather grating with those that prefer to act and plan on the fly, and make it up as they go.

S E M B L A N C E
❖ Synapse Overdrive
Sep's Semblance is one that operates on a passive level when active, doing nothing to overtly control elements or his surroundings, being solely focused on himself. When it becomes active, to use a technical explanation first, Sep's brain processes information around him at a far faster rate, magnitudes faster than normal. This means that, for Sep's own perception, everything is moving far slower than normal. It will then enable his nervous to operate more efficiently as well as quickly, upping his reflexes and response time to what his brain perceives by a similar magnitude as that which his brain is now operating at. What this means practically is that he responds to what is going on around him far faster than most others can manage. While this is in effect, Sep leaves an afterimage of himself, a side effect of his aura reacting fueling his Semblance.

While the strengths of this are fairly obvious, namely the heightened reflexes and ability to process the information at the speed necessary to take advantage of them, the downsides are equally notable. Firstly, the Semblance is extremely taxing on him physically, his muscles and skeletal structure not yet used to the sudden increase in movement forces, taxing him far quicker than fighting normally without it. Secondly, it saps the defensive nature of his Aura to fuel his reflexes, trading defensive strength for the ability to go on the offensive better and evade incoming blows. Attacks that do land will hit harder, as Sep's aura is no longer equally tough as its offensive applications are strong. A psychological problem being when attacks that he cannot avoid hit, as he is forced to watch the incoming attack in its vastly slowed down state, forced to realize that the incoming, impending blow is approaching and there is nothing to be done for it. This semblance also does nothing for situations where, whether to to sensory deprivation or obscured foes, he cannot see or hear the foes coming, since being able to react at heightened levels does no good against things he does not know are coming.
Hidden 8 yrs ago Post by Tergonaut
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Tergonaut Off to save the day!

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M A R I N A B R I M L A D



G E N D E R
Female

A G E
17

R A C E
Human

A C A D E M Y O F O R I G I N
Atlas Academy of Mantle

A P P E A R A N C E & P E R S O N A L I T Y
Marina is a blue-eyed young woman of Mantle military nobility, which informs her posture and gestures to an extent that she doesn't even realize. She is not particularly tall, she's self-conscious about her stocky figure and slightly wide face, and she has her long blue hair tied in a somewhat loose ponytail that is ready to fly apart at any given moment save for the red hair ribbon she wears - yet she stands straight in her neat and proper clothes and holds her chin up high, exuding a sense of confidence in her abilities that commands respect. Her Aura is a solid blue.

For battle, she usually wears a charcoal-colored military-style uniform with puffy upper arm sleeves that become more form-fitting around the forearms, loose pants around the thighs, knee-high black leather miltary boots, black gloves, and a black belt. Over this, she is usually equipped with a blue metal breastplate with two red stripes down the sides outlined in thin strips of white, has a blue metal vambrace and pauldron on her left arm as well as some additional armor plates on her left glove, and an extra plate of armor that extends from her cuirass on her left hip down to her thigh on her left side. She wears a pair of ammo bandoliers around her belt area with extra grenades for her weapon. She strives to keep this uniform as clean and as neat as possible (like all of her clothes), given the style of some of its features.

Outside of battle, she will dress accordingly as she sees the demands of the situation. Formal occasions are her forte, and even in more casual situations, she will be dressed crisply. Marina prefers her battle attire since it covers her entire body and hides some of the stockiness of her frame, but she will not shy away from what she sees as her duty to be seen by the public as a member of her noble household.

Marina is a curious mix - she respects and honors the traditions that made Mantle such a strong military power, yet she also is glad she lives in a time where she can express herself more freely than ever before. She feels noblesse oblige as her primary motivator in becoming a cadet at the Atlas Academy, and wants to prove to everyone that Mantle will be excellent at any task they choose - including this new business of training Huntsmen and Huntresses. That said, she also has some of the prejudices inherited from her father about the proper place of the lower classes - particularly those of different nations, and of the Faunus.

L I F E & M O T I V A T I O N S
Marina is the daughter of a naval officer father and a skilled diplomat mother. Her mother has long had sympathies for the ideals of self-expression and color, and was delighted to be a part of the process of coming up with a treaty that would forever allow this to be the rule of all the kingdoms. Marina was suddenly given a freedom she had never experienced before in her childhood, and she found she enjoyed it. Yet, her father remained bitter that Mantle lost the war, and his strong sentiment that things would have been better if the traditions of Mantle had become the rule of law have not been lost on Marina. Certainly, some of Mantle's standards as a whole were not admirable, but there was still a sense of nobility and honor in those traditions that Marina saw as still necessary in the current world.

Marina grew up around the military, and even before the advent of the Academies, it was expected that she would become an excellent officer and leader someday. She would often sail with her father and learn how to run a boat, and she often stepped up to the task of taking command in her father's absence on her family's boat. Once the idea of the Academies came into reality, Marina volunteered immediately, though her age prevented her from joining Atlas Academy at the very first. Nevertheless, her experience around the military gave her a head start among many of the other nobles who hadn't had such an advantage, being the children of noblemen and dilettantes, so she quickly rose to prominence as an honorable yet fierce combatant on the training field.

Her parents still quarrel about the way the war should have gone, and Marina desperately wants to prove that they both can be right. And so she would leap at the opportunity to make sure a representative of Atlas joined the other cadets on the mission to Vytal.

W E A P O N S & S K I L L S
❖ Bedlam Flourish



Bedlam Flourish is a combination of a grenade launcher and an enormous two-handed single-edged sword, colored mostly blue and metallic gray with some simple white block and line markings. When being used in launcher mode, it is held by two smaller handles, one near the rear of the launcher with a trigger and one in the middle to balance it while in use; the weapon also deploys two round ammo drums when used in this mode. As a sword, there is a larger handle that allows a two-handed grip underneath the trigger handle, with a curved finger guard extending out below that. When in sheathed form, the blade pulls into the grenade launcher assembly along with the ammo drums, which then shortens itself by approximately one-half to fit on Marina's back.

The grenade launcher uses Dust shells which explode with whatever element they are loaded with, and has a mode that lets her detonate the grenade before launching, causing a blast of that element to come directly out of the barrel in a cone-shaped short-range burst. This latter feature is what gives her some extra mobility and her landing strategy, as she can use the burst mode to propel her in a given direction or to slow her fall down, though she can also use it offensively by stabbing the sword forward and then initiating burst mode.

❖ Shipshape
Marina is familiar with the proper running and maintenance of boats and ships, having grown up around water and having a father as a naval officer. She knows the terminology, protocol and knots, and she has even captained her family's boat on a few occasions. She is just as comfortable on a boat as she is on land. She is also an excellent swimmer, though she is a little shy of being seen in swimming attire.

❖ Noble-Born
Having been born into a noble family with strong traditions and social obligations, Marina has grown up being taught about etiquette, honor, and the finer points of society. She can identify families by their coat-of-arms or colors, she knows the best colors to wear for each season and for the type of occasion, what fork to use for which part of the meal, and so forth. Since hers was also a military family, she learned how to deal with the military, recognizing ranks, codes and hand signals, and being able to move through the bureaucracy inherent in such an organization. This naturally comes with the drawback that she is virtually ignorant of the lower classes, their way of life, and their slang.

❖ A Rock in the Storm
Marina is a trained soldier, fitting to the traditions of her family, and she has a particular knack for engaging the enemy from a defensive position. She lacks the subtle acrobatics of other fighters, and when she moves position, she will do so with her weapon's burst-mode recoil sending her sliding across the battlefield in a spectacularly loud and crude fashion. But when she plants herself into place, she becomes a rain of terror on her distant enemies, and up close her enormous blade serves as defense and offense simultaneously. She is also well-trained in the heavy armor she wears, able to reposition herself as needed to take the most advantage of it, and if there are any fortifications or choke points that she can use to her advantage, then she will hold the line for as long as it takes to get her friends to safety or to give them the time to regroup and attack from another angle. And despite her prejudices, she works well with her allies in combat, able to launch them around or cover them.

S E M B L A N C E
❖ Anchor
When Marina activates her Semblance, her density increases a hundredfold along with her weight, making her an immovable object on the battlefield and giving her an extra coating of Aura armor. She will be practically impossible to be shoved around or knocked over, and she will be able to survive stronger attacks than ever while her Semblance is up. This allows her to become a rallying point for her comrades or a distraction to a stronger foe, and she can focus on shooting or slashing at the enemy instead of worrying about angling her armor to deflect attacks.

Suddenly increasing your weight, however, has the downside that whatever surface you are standing on must be able to hold that weight. She will break through wooden docks and platforms, even stone floors in upper stories of buildings, if she is not careful of where she deploys her Anchor. This can be used deliberately to allow her to escape, as she won't get hurt from the fall, but it will take her out of a fight if she times its use incorrectly, and her enemies may find creative ways to take advantage of this. While Anchored, she also cannot use the recoil of her weapon's burst-mode to move from her position, so it limits her mobility even more sharply as a result.

It has the odd side-effect of reducing her life support requirements as well, allowing her to go without breathing as long as she is able to maintain her Semblance. She is able to walk slowly while being Anchored, so she can theoretically walk back to land should she sink herself in a body of water.
Hidden 8 yrs ago 7 yrs ago Post by mickilennial
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mickilennial The Elder Fae

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C A R O

“Woah, let’s calm down for a second here.”
CAROBELLE TAWNE - 19 - FEMALE - HUMAN - NEUTRAL GOOD



【 Academy Origins 】
Shade Academy

【 Appearance & Personality 】
Saying Carobelle Thawne is a laid-back individual is an understatement, in fact it might be the biggest understatement that one could make in all of Remnant. Both represented in her personality and her appearance, Carobelle is a woman who doesn’t seem she cares about much at all. Her long brown hair is barely kempt, her bangs are often unevenly cut, her hazel eyes often seem dull and lazed, and her longcoat hangs loosely without much awareness of fashion or form, her scarf’s cloth looks faded, and her underclothes appear to be an afterthought or the only pair of clothes she owns – a combination that even seems unfitting for a denizen of Vacuo. But for some reason therein lies an aura of confidence and competence behind her apparent appearance; suggesting that the eccentric laziness is merely a cover for an entirely different person. But very rarely does anyone know that other person exists due to Carobelle’s particular reputation.

As a student at Shade Academy, Carobelle has earned a sort of notoriety that has from time-to-time amused her friends and exasperated her instructors. But it’s a sentiment Carobelle understands completely – though that understanding has not tempered or changed her actions by any productive margin. But it’s a sentiment Carobelle understands completely – though that understanding has not tempered or changed her actions by any productive margin. Carobelle prefers to sit and relax, seemingly avoiding exerting her energy to do something unless she absolutely has to; which unfortunately correlates with instruction, research, and argumentative dialogue. But despite such lethargy, somehow by the graces of forces unknown, Carobelle is a good student. She only needs to hear something once to understand it and is adept in the aspects that the academy prepares their underclassmen for. She is well aware that in Vacuo, the options for its citizens are quite cut and dry.

Beyond that, Carobelle is playful; albeit in a dry, sarcastic fashion. Her retorts remark on the effort something is, the purpose of an event, and essentially how she’d rather do something else. This is cut down to a bare minimum among her friends at Shade Academy (Yale, Azure, Neoni) but it is still present. Oftentimes when arguments flare up within her group (usually between Yale and Neoni) it is Carobelle who has to play arbiter and return things to control – a surprising role for someone so supposedly complacent. But Carobelle legitimately cares about people and thinks arguments are pointless things to have when they aren’t really all that important; especially when they are students rather than politicians.

【 Life & Motivations 】
Carobelle Tawne grew up alongside her sister, Caramelle, in one of the most dangerous territories within the sovereignty of Vacuo during the time of conflict that became known as The Great War. It would be a childhood that the two Tawne girls would try to make the best of; their two very different personalities looking to the tough environment for answers for their curiosities and comforts for their fears. Eventually as the wartime passed, the girls matured and both of them ended up traveling to the capital of Vacuo after they were admitted to the academy that had recently been built as a guiding hand for the future generations against the threats of the world. Unbeknownst to them it would be a place that would become their whole life and redefine them for their future; or at the very least try to.

Several years later, the headmaster of the academy approached Carobelle exclusively with a mission that would take her overseas – a mission she would be confused about since she was assigned the task. But as it would turn out this was one of the missions Carobelle couldn’t ignore or dismiss, this was not one case where her sarcastic quips could delay her assignment. It was important. But what could the King of Vale want from a girl from Vacuo like her? And furthermore why did her own politicians in Vacuo think of her when interacting with an international mission of this sort of importance?

A curious question. But there was only one way to get the answer to it.

【 Weapons & Skills 】
Jex Thoth -- Carobelle’s weapon of choice is the combination between two central pieces of the Tawne Family’s past -- the scattergun that is descended from blunderbusses of old, and the axe-headed polearms that had been so often with Carobelle’s ancestors. In layman’s terms it’s a scattergun axe, though Carobelle admittedly doesn’t care for such “invasive” labels. As a combination weapon it’s not much different than its contemporaries with two modes for combat scenarios. Also like other combination weapons, Jex Thoth also has the ability to utilize dust to create extranormal attacks.

Eye for Detail -- Carobelle despite her laid back demeanor is quite aware of her surroundings, she’s quick to notice when someone she doesn’t recognize enters a room and remembers distinguishing details that some might not even think are important at all like the color of someone’s eyes or the appearance of a unremarkable trinket. This goes into her photographic memory but also her enjoyment of knowing who and what is around her at all times.

Surprisingly Dexterous -- Carobelle is most often not a fan of doing things that require her to do things, but surprisingly enough when it comes to combat she’s relatively quick with her reflexes, sharp with her perception, and agile with her movement. The principal lesson she learned in her environment is that is very important to dodge and be good at doing it. That said, she’s not the most organized fighter and often comes up with plans on the fly, choosing to go with the flow of a battle than go in with a strategy.

Survivor of the Vale -- The Kingdom of Vacuo is one of the most perilous lands in all of Remnant and if you’re crazy enough to live there you tend to be pretty good at surviving the tough environment, hazardous wildlife, and irregular personalities that come with it. For Carobelle, she’d describe life growing up in the hills of Vacuo as “homey” and “ironically fun”; descriptions that incorporate her sense of humor but more importantly the rigidness of the area in particular. As such Carobelle is used to the harsh heat of the day and the unrelenting cold of the night, the sandstorms that can occur out of nowhere, and how to navigate a desert without starving to death. All very useful skills to have.

【 Semblance 】
Terra Viribus -- Whilst activating her semblance, Carobelle digs her feet into the ground underneath her and becomes a different person entirely. Although the slothful presentation and eccentricities still persist from her personality, a different aura -- one of smugness and confidence -- seems to embody her expression as she prepares to make her opponents realize they made a mistake. This unearthed attitude is a direct result from her semblance which gives her the ability to contend with combatants twice her size with nothing but a nonchalant smirk and a right hook. The origins of this ability aren’t hard to determine, as she is standing on the very source for where her abilities are drawn from. Carobelle equaling the strength of a dozen men or more is simply a case of drawing the kinetic elemental energy of the earth into the bones within her body to strengthen her physical capabilities in an instant.

But as with all semblances there are limitation to when Carobelle can use it and for how long. The requirements with Carobelle being that she has to have both feet planted in the ground when using the ability. As soon as she leaves the ground for an acrobatic strike or diving sweep she loses the connection with the kinetic elemental energy that she draws her strength from. In combination with this every activation tires the brown-haired woman’s body, exponentially increasing as she uses it on each separate occasion.


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Voyd Tyrian


G E N D E R
Male

A G E
Nineteen

R A C E
Human

A C A D E M Y O F O R I G I N
Becon Academy of Vale

A P P E A R A N C E & P E R S O N A L I T Y
Voyd’s sandy hair and golden eyes bring more life to his face than any of his other features. His constant fervor and excitement shines brightly from them and the hair is simply a complementary factor. His pride is clear not only because of how he carries himself, but also because of the consistently smug smirk often plastered across his face. His nose is hardly anything of note compared to the other distracting features around it, but the clear cut angles of his jaw seem to only bolster the haughty air around him.

As far as clothing is concerned, Voyd sticks to simple button-up collared shirts with denim pants, boots, and gloves to improve his grip. As far as combative armour goes, due to the fact that his fighting style relies heavily on parries and maneuverability, he remains lightly equipped. Leathers with only the bare minimum for plating and reinforcement around his shoulders, a pair of vambraces and shin guards, and a light chest piece.

With an aura that glows in brilliant violet, Quinten is an extroverted and excitable guy. His pride is not easily confused for simple confidence, however, as it is a much louder form of self-esteem. Despite his arrogance, or rather because of it, Voyd is always willing and quick to help others. However, it is more likely that this behavior is for showing off than it is for showing compassion. At the very least, he doesn’t use his magnetism to take advantage of others – such behaviour he views as weak. Getting by with your own strength is the only time your effort counts.

L I F E & M O T I V A T I O N S
Voyd was born to a family of military service, his paternal side had been in the armies and navies of their homeland for generations. Sadly, still fresh in their memories was the death of Voyd’s grandfather, who perished as an old officer in The Great War, although he should have left the service years prior. His parents had him when they were even older than most others, after his father’s retirement to the farm, often causing them to be confused for his grandparents. He was the youngest of four, but the most ambitious of the young farmhands.
From an early age, Voyd was constantly getting into fights, escalating squabbles from simple words to stubborn brawls. He refused to be condescended to or insulted without putting up some kind of fight. The boy’s father didn’t know what to do with him, considering his behavior, but knew that his son couldn’t keep coming home covered in bruises from losing fights, even if he started them for the wrong reasons. Despite his aging bones and tired muscles, the man began teaching his son to fight defensively. Fortunately, the boy’s temper was soothed in some regard by the practice and he grew into a more disciplined youth just as the Huntsman academies of the four nations were constructed. His acceptance into Beacon was a proud day and it was there he began developing the skills he needed to fight beasts rather than men. Still, he proves to be a better duelist than Huntsman.

It was here at Beacon that he could be molded into a champion of the people – to prove that he is the best, that he is a master of his trade, and that he deserves the utmost respect.

W E A P O N S & S K I L L S
Eberus and Aether
This pair of twin blades were his father’s from his military days. They were incredibly well maintained and passed on only when it was time for Voyd to move on to Beacon Academy. Much like his father, Voyd has an aura of deep violet, which is by no coincidence the colour created by combining the hues of red and blue found within each of the respective curved swords.

The lighter of the two is Aether, held in Voyd’s right hand and sheathed on his left hip. It’s his primary choice if he’s only using one weapon, as he can swing it faster and it requires a little bit less energy. Aether’s hilt is wrapped in red cloth and the blade is sheathed in a white leather scabbard. The sun is decoratively added to the blade’s dull edge, though it has little function for the blade’s use.

On the other hand, Eberus has a hilt wrapped in blue leather and the blade’s black sheath rests upon his back, allowing for a different angle of retrieval for Voyd’s left arm to reach. Opposite Aether, Erebus has a crescent moon emblazoned on the dull edge of its blade.

❖ Duelist
Having learned to fight from a military man, Voyd’s fighting style has adapted more to fighting other human combatants than monsters. His training against Grimm did not start until he arrived at Beacon Academy. However, he quickly stood out among his fellow students using his familiarity with an arena to his advantage. This, in turn, has boosted his reflexes and made him nearly an exclusive close-quarters fighter. Voyd’s never practiced his aim – neither with a bow nor with a gun – so he’s not very reliable in any fields that require more range. While evasion is a large part of his fighting style, being a duelist means he’s more adept at parrying than dodging.

❖ Basic Army Knowledge
It was not a common occurrence for Voyd’s father to speak of his life in the military, even while he was teaching the boy to fight. However, now and again, Voyd had a chance to learn a bit of the fundamentals of military operation, namely things like land navigation, map reading, and retracing his steps. With a bit of reference and some time to read, Voyd can figure out where he’s facing, where he’s come from, and where they need to go if he has a map.

❖ But I Get Up Again
Being the rambunctious confrontation lover that he is, Voyd has had his fair share of nose bleeds, bruises, and broken bones. He’s fallen out of trees, been thrown to the ground, and struck at least once over every square inch of his body. He’s tenacious, even when he’s outmatched, and his determination is far more unnerving than any of his other talents. That doesn’t mean it’s harder to hurt him, a broken bone is still a broken bone. He simply doesn’t always know when or how to quit.

S E M B L A N C E
❖ Razor’s Edge
An incredibly draining and short-duration ability, Razor’s Edge can be fatal if it catches an enemy by surprise. At will, Voyd can leave the slash of his blade lingering in the air even after he’s finished his swing. This memory of an edge has no impact power, so it cannot block another incoming attack or stop a flying object. However, it does have the ability rend flesh or slice a thin enough object upon contact. These edges are spotted only by a shimmering effect, reminiscent of a heat wave. Using his semblance is incredibly taxing, and holding it for more than a few seconds for more than one or two attacks will leave Voyd drained to the point of exhaustion.

This skill comes in great use as a trap, but it’s rare that he uses it to fight anything besides beasts. Firstly, because he can barely fight while concentrating on maintaining it and secondly because it’s lethal to everybody, not just what he chooses, so if he forgets where it’s located, he could risk losing an arm or even opening a vein in his throat. All of that considered, it’s still a really difficult semblance to control.
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