@Phantomlink959 My apologies she took so long, I think I'll give her twin hammers? Or something with long reach? I like the twin hammers though. But I do need help for her semblance.
1) Basic info:
Name: Tamnocrven Bakar Team/occupation: Species: Faunus; wolf. Age: 17 Sex: female Handedness: right handed. Aura/Effects: Flaming crimson, it literally looks like fire, except at the very edges the flames burn black. Symbol: A snarling wolf. Physical traits: Wolf ears poking up from her fiery crop of fluffy hair. Misc traits: Nickname(s): Tamn.
2)
Height: Quite tall with long legs. Weight: average. Eyes: Her eyes glow a pale copper-gold. Face: (I really struggle describing faces. But……… face like?) Not really sharp nor soft, Tamn's face is dominated by a pair of fierce eyes, an average nose and a soft mouth. Hair: A short messy crop of crimsony, copper red. Physique: slim, fit, slightly lanky. Combat Outfit: See picture. Short copper leather vest laced together with crimson ties, a black shirt, crimson arm-guards finishing in sturdy fingerless gloves, straps linking her vest to her belt which sits just above her hips. Black pants. Leg guards, boots with sturdy tread. Casual Outfit: Same as her combat. Although sometimes she will add a really deep red hoodie. You will never, never find Tamn in a skirt.
3) Characteristics:
Personality: Very much a 'Pack animal' Tamn can be a little oblivious to 'personal bubbles', that's not to say she doesn't know what that is, just that it doesn't really occur to her that she might be invading others space. She is also partial to hugs, although she has worked out randomly hugging strangers is not the way to go, but she'll definitely hug someone if she feels comfortable around them. Tamn is an insomniac, not usually going to sleep till somewhere between one and three in the morning. She has been trying to fix that habit, to no avail. She is neither optimistic nor pessimistic, but for that matter she's not entirely realistic all of the time either. The way she thinks can often confuse others as her train of thought would, if mapped out, look like a kid had just scribbled zig-zags all across a page. As much as she enjoys fighting she ends fights as fast as she can, quick and efficient. She's not easily able to deal with massive groups of people, but is social if there's not too many. Sometimes she might act quite childish, it's not intentional, she just doesn't realize it. She doesn't have the most obvious temper, rather she just tucks insults away, adding to the pressure-pot of emotions that occasionally erupts, although she often channels her anger and rage into her fighting, giving her that extra little boost. Her fighting principle? Hit them first and hit them hard.
Background: Tamn grew up with a traveling caravan, made up of people who couldn't settle, and people who had lost their homes. She has a vague recollection of being picked up by them when she was small, but like many people, most memories of those times have long disappeared. There was a fair number, if not a great amount, of Faunus's so discrimination didn't really fall into everyday life. Most people, human or Faunus, learnt to fight fairly early on, they had to, as they were crossing through Grimm territory more often than not. No one said they were amazing fighters, just brutally efficient. As such they had survived, until they fell victim to a grim swarm, dying by the dozen. Tamn was not the only one to make it out alive, just one of the few. They had fled, taking with them the few children of the caravan, but she still hates herself for it. For running to the shelter of a walled town rather than fighting when she could. Because of that she hates Grimm with a passion, and after a bit of traveling and a little investigation, she found that there was a job, a position for in her terms; "Obliterating Grimm". In this time she was also awakened to the discrimination against Faunus. Even so she refused to hide her ears, it simply was who she was and nothing they said was going to change that. Learning that there was an academy that taught one to be a fighter, a hunter, Tamn applied to Beacon.
4) Combat info:
Position/Class: Smasher
Landing strategy: She'll wing it. Which is the quick way to say she'll probably freak for the ferst few seconds,( and really, who wouldn't?) before letting her sembalance do it's thing, either 'bouncing' her off the trees and further in, until she misjudges something, or simply letting the 'reverse magnetism' 'slow' her fall.
Weapon: Tamn wields a pair of twin war-hammers. A crimson one called 'Oathbreaker' or 'Break' for short, and a copper one named 'Oathkeeper' or 'Keep'. Together she just refers to them as Oath. Reminiscent of Thor's hammer, Mjolnir, they have a foot-long head, half a foot tall and the same wide. The handle has a two inch diameter and is one and a half feet long. Oath don't really have separate forms, rather just two parts that can freely move and adjust. The first is the handle, which can collapse to nothing for storage, extend to the average and shortest length of one and a half feet, or further to it's full extent of two and a half feet. The ends of the handles screw together, creating at it's full length, a pole five feet long with the hammer heads on each end. The other moving contraption is a chain coiled up inside the head of each hammer, that dispenses through the handle. Much like the handle itself, the chains can vary in length, connecting at the end if need be. They can be used in such way that the handles themselves are collapsed leaving her wielding a single or pair of destructive poi. The chains are useable with the short handle, however using with any of the longer handles becomes unwieldy and badly balanced. Their dormant form consists of a pair of rectangular boxes situated on either hip.
Semblance:
In essence Tamn's Semblance lets her push away from anything as long as it is not living or moving. The thing she is pushing away from has to be a solid object, preferably a wall or floor, ceilings work at the right angle, and other things can be used. Occasionally the Grimm 'armor' works, but the conditions have to be just right.
There are three methods to pulling this off.
The first can only be used on surfaces she is 'on top' of, so long as she could stand on it normally, she can used this technique. It consists of a constant push against the ground giving her what looks like basic levitation, although it can 'lift' her no higher than two to three inches max. It is usable as if wearing a pair of roller blades or ice skates, giving her smooth, speedy movement, even over rough terrain.
The second version can also only be used when she is 'on top' of surfaces. Mostly because it starts from a standing stop. In a nutshell, version two is the ability to add extra boost to a jump.
The third method is able to be utilized on any solid surface at all. Based off the second version, the third is rather for when already in motion. It allows her to redirect her momentum rather than waste it by stopping and re-pushing off surfaces. Instead it's like she bounced, allowing her to use three-dimensional maneuvers. Part of this particular method involves a redirection of force, much like magnets, therefore letting her repel away from things, no matter how far she flew/fell/leapt. This includes slowing and stopping a fall. The down side being that the further/faster she was moving the longer it takes to slow down and the more painful the force applied when stopping or rebounding.
The first uses the least aura, just a slow steady drain. Second uses the most, as it has to create momentum, but not excessive amounts. Third requires more than the first but less than the second as it is only redirecting, or slowing momentum.
Tamn has most control over her semblance when using her feet, thanks to having learned to use the first and second part outside. While traveling there had not really been many walls or ceilings to bounce off, therefore she can 'skate', and 'leap', but is still working out the 'bounce'.
Fighting style: Hit them first and hit them hard. Tamn is brutally efficient with her fighting, tending to smash repetitively until her quarry's dead. due to her maneuverability she gets in and out fights as quick as possible, dealing as much damage as she can in as few moves possible. Her sense of practical distance helps a lot, not a measured distance, but that she can feel something behind her, or weather he chains will stretch that far, although she couldn't tell you anything in measurements to save her life. Her style itself consists of a lot of swinging smashing blows, hitting anything within reach. 5) Trivia:
Relationships: Notes: Tamnocrven Bakar translated literally, although separately, from Croatian, is Crimson Copper, and Tamn means Darker. (According to google translate anyway) Her name is pronounced Tam-nox-sk-ven Bark-ar. You say Tamn like you say Damn.
@NorthernGR I would assume the knowledge is limited to Fade, prior victims no longer in any fit state to tell tales if they are alive at all, and possibly Wink and Busker. :)
Also, she decided not to keep going after Dirion as she likes to play with her food and the scavengers looked like much more fun. :)
Being frozen was no fun, really. but it ended, and not a moment to soon. The door slammed, icy wind needling at Fate's stiff body. Only it wasn't stiff any more, just sluggish, the second long side effect of being paralyzed. Her scream finally pushed itself out of her mouth, dying instantly into a guttural, husky growl.
"EVERYONE OUT! Leave your money on the tables and get out of my establishment! Take your injured with you, I --" "Tiisss" She released a breath of short sharp air from between her teeth in disappointment tainted with disgust as she struggled for control with the wild bloodthirsty beast that lurked inside. As such she missed what had made Busker stop yelling, but after a few more precious seconds she had snatched the majority of control of her now fully transformed state, in time to see a set of overdressed ………… humanoids occupying the door, although not for long, as they split up, each heading towards someone that had piqued their interest.
There was something awfully familiar about the spotless figures, a rumor or legend perhaps, as Fate was fairly sure she would know if she had seen this lot before. Her sane side was pondering, trying to work out where she might have herd of something like this, while her psycho sliver was attempting to wrest control and attack them.
In any other circumstance it might have been an odd, almost funny sight; a nearly-seven-foot werewolf frozen like a fearsome statue, pondering rather than pillaging. But it was not another circumstance, and really? there was so much odd with this one, a curious werewolf didn't really make much of a difference.
Fate didn't really notice the man who had started all the trouble nosing around the strangers, so distracted she was, but when a challenge cut through the fog she glanced up, her eyes, slowly draining of their yellow, both the one she used to see and the scarred mess of one that was normally hidden under her eye-patch.
Her hammers swinging softly by her sides, their weight more like that of paper to her than the large metal objects they really were. She wasn't really sure what she wanted to do…… No she did, she wanted to rip them apart, it didn't really matter who……… she had thought she was attempting Not to kill off random strangers, ……… But hunting each month really wasn't enough, she never got to play…… One should never play with her food…………………… Hypocrite.
Oh what the hell, no matter how much she argued against it, she really did enjoy playing with dinner, so she might as well, and no she wasn't referring to building castles with mashed potatoes in moats of stew.
Lunging at one of the newcomers from behind, the same one that the bard was attacking, as it was the closest moving thing she could see, Fate pulled her arms wide, yanking them together so as to crush the figures head, caught as it might be, between Hell and (a) Hard-place.