Alright, you've been accepted. And once Misumichan posted their character here, they'll be added to the other team. Feel free to post as Olivia, we are up on Beacon Hill ready to be launched.
Appearance: Hansa is a Rabbit Faunus, his white ears stick out of his long platinum blonde hair. He has a few red streaks in his bangs and at the end of his ponytail. He has almond shaped, rust colored eyes and pale skin. His legs were amputated just above the knee and he has high tech prosthetics to keep him going. He tends to wear red and white clothes somewhat influenced by his homeland, Mistral.
Aura color: Gold
Semblance: Transfiguration - Can change the size of anything he touches. It can be as specific as making wounds smaller or as simple as making an object big or small. He can change his own size however changing back is a bit difficult generally running on the small side, at least until his Aura depletes, so he tries to avoid it.
Semblance Limitations: His Semblance is limited to touch, he has to be in physical contact to change the size of something, once he is no longer in contact it will revert to its original size. The more extreme the size change the less time he can maintain it.
Weapon: Pendulum - a dust infused throwing knives on strings that tend to explode upon impact. Luck Herald - Hansa is capable of firing explosive rounds from his boots whenever he kicks for moderate to long-range combat. He uses them the least, mostly used for even more of a boost to his jump than his legs already give him.
Favored Dust Element: Ice and Lightning
Personality: Hansa is very kind hearted. He always wants to help others and it's usually the only reason he will fight. He has a rather playful attitude about things but is always careful not to cross the line. He's rather tight lipped on his time in the White Fang and scorns their current actions. Frequently he'll quietly observe before he says anything generally leading to him ending up sneaking up on people even if he doesn't mean to.
Bio: Hansa grew up in a small village outside of Mistral. His parents were killed due to Grimm attacks so he was left to raise his blind sister, Rose, on his own. He joined the White Fang back when it was about peaceful protests in order to receive their help with raising her and to help make a world she could live in peace. As the White Fang grew violent, he started to realize achieving equality through violence made them no better than their oppressors. They didn't want to let him go due to his talents as a spy so they kept him on the hook with promise of keeping his sister safe. He decided it was time to leave when he lost his legs due to a mission they sent him on. A Huntress, by the name of Eve, saved him from certain death and helped both him and his sister get out of the White Fang. She took them in and helped him, literally, get back on his feet. He knew then what he really wanted to do with his life and decided to become a Huntsman.
Other: Likes tea, strawberries, and heights Dislikes being late and sad faces
Alright, nice. You're in, feel free to post, as well as join the discord, I think the link is still active. We are currently atop beacon hill, ready to deploy.
Cool Bio: The Bonsai family was always well known, especially for being short but mainly for the families help. Glas'family would help those who suffered, whether is a form of poverty or attacks from the Grimm. Her family was always front lines when it came to aid those in need. However, as much help as the family provided, it wasn't enough to Glas, the attacks still happened. Witnessing people suffer from their losses and lose everything that provided not in their life struck her in a personal place. Upon deciding her family was proud that she was going to venture out and become a huntress, hoping to make a change where people will be happy and no longer suffer. She trained hard only to arrive at Beacon, ready for her next stage.
Semblance Name: Mirrors
Description of Semblance: Weapon infusion, can attach a string of aura on her spear to pull it back if thrown, as well as change the aspects of it (making it sharper or duller with her aura for deeper penetration or blunt knockbacks) / when not infusing her spear, can manifest copies of her weapon
Semblance Limitations: More she expends her aura the less she has (duh) (more she uses 'sharpening 'dulling' etc.) More copies she creates the weaker her defense is, she would only use this part of her semblance in a time of need, making copies is extremely powerful though very taxing and can only be done for a short time.
Weapon: NeverLand- Long thin spear (aprox. 8ft, 244cm) / Collapses to Panflute (when played can manipulate air and wind) / <from spear> wire pops out for Bow form (has scope for long range, each zoom causes the bow to shorten and tighten in length without disrupting draw length)
Favored Dust Element: air
Other: Wears a dust infused cape with an air element, allowing her to 'float' / 'glide'
Appearance: Kaldyr has medium length, straight, white hair that matches the colour of his wolf ears and tail. His eyes are blue like an ocean, and his skin is a light complexion. Kaldyr possesses a relatively lean build that makes his inherent strength somewhat of a surprise. Usually seen wearing black pants with a long navy blue trench coat. The coat was a gift from his father who was both his inspiration and motivation to become a huntsman.
Thnak you Misumi!
Bio: Kaldyr was born the eldest son of three to a Faunus couple living in Menagerie. His father was a huntsman who'd graduated from Haven Academy (and built himself a reputation there, not the good kind), and his mother a historian and author. Soon enough, his father's line of work required that he move back to Mistral. Kaldyr and his younger brother were absolutely enamoured with the idea of huntsmen and huntresses, so much so that they begged their father to let them go with him. A few weeks worth of bargaining and pleading later and the family was on the next boat out of Menagerie.
A few more years passed and everything was going well, Kaldyr had just finished his first year at Sanctum, and his family was happy.
Then the attack happened. Bandits swarmed the village, and started taking everything that wasn't nailed down. Unfortunately for them however, they took too long. The Grimm showed up, and the bloodbath began. Amidst the chaos, Kaldyr's father and his team picked off the Grimm one by one as they were focused on the looters. The last Grimm however, an Ursa near death, got a lucky strike in and crippled the cocky huntsman. Panicking, Kaldyr grabbed the shield on his back and broke into a mad dash over to his father as the Ursa inched ever closer to it's incapacitated prey. The shadowy beast raised it's claws and let out a triumphant roar as the boy dashed to his wounded father's side. The Ursa brought it's claw down to finish its wounded foe- but it instead met with Kaldyr"s shield. The beast recoiled and was confused long enough for the other huntsmen and huntresses to finish it. It was there, out of breath, and at his father's side that his will to become a huntsman became ironclad.
With his father crippled, his days of being a huntsman came to an end, but the family remained in Mistral long enough for Kaldyr to graduate from Sanctum. His family planned to move back to Menagerie, sure it was crowded, but it was also much safer than the other kingdoms. Kaldyr however, had a different destination in mind. Beacon Academy is where he would go and realize his dream to become a man that would protect those who could not not protect themselves.
Personality: Kaldyr initially comes off as a stoic person, when in truth he really does care about other people. He'd rather be with a few close friends than in a crowd of acquaintances, as socializing is not his strong suit. Kaldyr is also very analytical of everything, unfortunately this also makes him a touch judgmental of people. He is slow to trust others, but once you've earned it, Kaldyr becomes a loyal friend who will do anything for his friends. If he was told some secret by a friend it would stay a secret forevermore, as loyalty and trust are huge with him. If someone has a problem, Kaldyr would be the first one in to help. He's the kind of guy to put others before himself and the first to take on danger if it means others don't have to. Finally, those who try to put themselves above others will quickly earn Kaldyr's ire, as he cannot stand egotistical people.
Semblance Name: Framtíðarsýn "Future Sight"
Description of Semblance: Framtíðarsýn allows Kaldyr to focus on a single creature, and foresee what their next move will be. Kaldyr perceives this as a sort of reverse after image, made of his dark blue aura. By integrating this ability into his fighting style, Kaldyr is capable of dishing out incredibly effective counter-attacks. For example, if Kaldyr were fighting a Deathstalker and used Framtíðarsýn against it, he'd be able to see what kind of attack the Deathstalker would try to land on him i.e (Left claw, Right claw, Stinger, retreat, charge). Framtíðarsýn also grows in strength the more experienced Kaldyr is at fighting his current target, becoming more accurate, showing a longer prediction, and being less draining to utilize.
Semblance Limitations: While Framtíðarsýn is very effective against the creatures of Grimm, it is severely hampered against sentient targets like Humans and Faunus. The main reason for this being that a person can change their mind or intentions on a whim, while the Grimm have no such free will and usually follow through on their lethal instincts. His semblance can also be fooled, feint attacks will trip him up 9 times out of 10, and attacks with delayed effects (poison, traps etc.) are undetectable to Kaldyr's semblance. As mentioned earlier Framtíðarsýn works much better against targets Kaldyr has fought before, meaning that in a encounter against an unfamiliar enemy, Framtíðarsýn is severely weakened, and it's predictions are much less accurate. Framtíðarsýn can also only be used in bursts lest he burn through all of his aura, and there is a delay before Kaldyr can switch his current target.
Weapon: Kvöld and Dögun - Kaldyr's weapons of choice are a sword and shield pairing named Kvöld and Dögun.
Kvöld - Kvöld is a menacing yet elegant looking blade with a single sharp edge. Much like Dögun, a number of the weapon's parts are a deep blue, namely the hilt and a single strip of metal that runs down the length of the blade, the rest of the sword is made of a dark, lightweight metal that allows for dust to adhere to it. Hidden in the blunt side of Kvöld, is a number of small metal plates that can be deployed to cover Kvöld's edge and make the length of the weapon bulkier, blunt, and almost... rounded? This has a unique purpose but first...
Dögun - Dögun is a large, thick, and heavy heater shield with bladed edges. Like Kvöld, some of the weapons parts are a deep blue, the bladed edges are one of the only parts that are not painted in such a way, the edges are made of a similar dark metal to Kvöld, but they do not permit dust adherence. By pushing a button on one of the straps, Kaldyr can cause Dögun to begin spinning rapidly, deflecting melee attackers much easier and acting almost like a saw if he chooses to attack. This makes Kaldyr a very dangerous foe in close combat. Dögun also bears a slot in the top that serves as a dust reservoir, wide enough for Kvöld to fit into comfortably. By momentarily sheathing Kvöld within Dögun, Kaldyr can coat his sword in dust for a number of effects (i.e. flaming sword for fire dust, disabling strikes with lightning dust etc.). Dögun also has a couple of grooves that lead down the length of the shield that allow it to expand outwards. This too has a unique purpose. If he chooses to, Kaldyr can combine both his weapons by placing Kvöld into Dögun and pulling a trigger, causing the blades guard to deploy before elongating massively and sending the shield towards the weapon's new tip, the shield's grooves let it expand outwards to reveal the combination of both Kvöld and Dögun: a beast of a weapon known as Miðnætti Hylja.
Miðnætti Hylja - Miðnætti Hylja is a gigantic battleaxe, formed by combining Kvöld and Dögun, with Kvöld making up the weapon's handle and Dögun becoming the business end of the axe.The weapon retains it's parent weapon's black and blue colour schemes and is a sight to behold. The weapon is capable of devastating blows, but it is insanely heavy and thus cannot be used for long periods of time. It is also worth noting that Miðnætti Hylja is both slow and incapable of using dust of any sort, it relies on it's raw strength and sheer size. The transformation to and from Miðnætti Hylja is lengthy so Kaldyr only really uses it if he knows that he can get a good number of attacks on a target. If Miðnætti Hylja makes contact, it WILL hurt.
Appearance: Charon has an average build for someone of his age, he has black-gray hair that is short and spiked. He stands at 5'10 and weighs 170 lbs. His Eye color is red like flames. He has a slightly darker skin than most (think like a mild tan). Due to his upbringing in Atlas, his outfit is similar to a military officers outfit. His gauntlets are inscribed with a dragon motif. His boots look like normal work boots that have a pattern reminiscent of ice and snow.
Thanks Misumi
Bio: Charon was born in Vacuo, and lived with his parents in a small house in the middle of the desert. His parents were very kind and loving people, Charon's dad was a faunus but his mother was a human, Charon was human because of his mother. They were forced to live in Vacuo since his parents were not criticized there. Everywhere they went they were criticized for being a couple, people would say that a human and a faunus should never be together. Charon's dad used to work for the white fang but after Charon was born he left the white fang. Charon had an uncle named Steve, Steve was part of the white fang even though Charon's dad told him to quit the white fang, but he didn't listen. When Charon was about two when it all happened. That one fateful night, two white fang members broke into the house and killed his parents with a slash to the neck while they were sleeping. Before the two fang members could even step out of the house they met their end by the hands of one of their own, Charons uncle.
Charon's uncle took him under his care and brought him to his house at Atlas where he would train him to be a great fighter. He was later put in the local combat school, Alsius. When he finished combat school and went back home he found a grim present. His uncle face down in a pool of his own blood with a blood-soaked note saying only one word,"Traitor".
Fearing for his own life Charon quickly gathered his things and fled to Vale where he would enroll at Beacon academy. Combat was all he knew so he would become a huntsman.
Semblance Name: Polotikí Afí (Polarizing Touch)
Description of Semblance: Charon's Semblance Polotiki Afi is based on his past, From being born in Vacuo then being raised in Atlas, he has a fiery touch and a frozen step. Charon's fiery touch comes from two parts of his past from how he was born in Vacuo and the burning fury inside his heart, this manifests itself as a warm touch that will make anything that he touches begin to rise in temperature. Conversely, Charon's time in Atlas has frozen his heart which makes everywhere he steps turn ice cold. His true power lies in the fact that he can activate one-half of his dual nature if he uses the fury in his heart his touch will ignite anything it touches unless its metal which will just start to either melt or just turn red hot to the point where no one can touch it without getting at least a burn. If he decides to embrace the cold isolation that he had to face in Atlas his steps will begin to get colder to the point where whatever he is stepping on will freeze, but of course, it depends on what his stepping on, if he's standing on concrete it won't affect the concrete very much but if he's standing on a metal like steel the steel will start to grow frost crystals.
Semblance Limitations: If Charon ever becomes emotionally distressed both of his powers will rapidly spiral out of control, causing anything he grabs to ignite or become severely burned, and everywhere he walks to leave a trail of icy desolation.
Weapon: Krísi and Purity:
Krísi: Krísi is a large bastard sword with a keen edge. The edge of the sword is a dark red. The body of the sword is a black as night. On the hilt of the sword, there is a detail, there is a wave pattern going all the way around the hilt of the sword on both sides but on the waves, you can see a small boat with a hooded man on it. On the body of the sword, there is a gold dragon that waves from left to right straight through the middle of the sword. If Charon needs the Purity but does not enough time he can do a quick transformation to Purity, this will cause a handle to pop out on the right side of the sword, then the jaws of the dragon will open reviling a hidden flamethrower which can be fired using the trigger on the handle of the sword.
Purity: Purity is a two-handed Flamethrower with some insane kickback. Most of the Flamethrower is just a grayish black but it does have a few details here and there. The handles of the flamethrower have a slight red tint to them, the front of the barrel has an orange flame pattern around it. Purity has two different types of fuel Normal and dust when dust is activated it will cause a blue flame to rocket out of the barrel. This fuel will burn hotter but it also runs the risk of damaging Purity.
Favored Dust Element: Fire
Other:
Dislikes: The White Fang, Being Alone, Spiders Likes: THICC Girls, Heat, Soda
Accepted! Now we have Team HGCK (Hack) Which will be lead by Hansa Agouti! You guys can post now if you wish, or wait until Teams are announced, which is the next scene.