STATUS:
i hear dies irae bells ringing in my ossicles every time i claw from the dirt and peer wistfully through the rpg tomb doors thinking, "one last job..." another bony finger of the monkey's paw curls up
1 mo ago
Current
i hear dies irae bells ringing in my ossicles every time i claw from the dirt and peer wistfully through the rpg tomb doors thinking, "one last job..." another bony finger of the monkey's paw curls up
3 yrs ago
i can't believe it's already christmas today
2
likes
4 yrs ago
*skeletal hand emerges from an unmarked grave* the drive thru forgot my side order
2
likes
4 yrs ago
Imagine having an opinion on rpg dot com
4 yrs ago
Let’s play a game where you try to sext me and I call the police
1
like
Bio
Maybe the real plot was the friends we made along the way. [Last Updated: April 3, 2022]
I'm 26 years old and I have learned not to share too much of my personal life on the internet. I work as an English and writing tutor at a local college.
I love literature and poetry, and I also enjoy writing, and I like to think I'm not half bad at it. I first started writing as a hobby with online roleplay at the start of 2010, and I've slowly drifted away from it in recent years. I enjoy most genres, but if I had to pick a couple of favorites, they would be sci-fi and high fantasy—heavy emphasis on the high fantasy. Some of my favorite characters have come from Elder Scrolls roleplays, since it appeals to the D&D nerd in me.
I have a tendency to get carried away with making my character sheets. I like telling their stories in the sheet sometimes even more than the roleplay itself, which depends on the roleplay itself of course. I want my readers to know how their background influences them as a person, how their personality bleeds into their appearance, and I love watching characters overcome their personal tragedies and finding their true selves as their identities shatter and reform like kintsugi. I've always been a fan of characters overcoming their weaknesses and obstacles and I try to make that show in many of my characters. Therefore, many of the narratives I explore come from a place of vulnerability, but I try to balance the heavy themes with light whimsy.
I also try to research whatever it is I'm writing about so that I'm not just spitting into the wind - unless that's what my character is doing, in which case I try to make sure that's made clear in my writing. It’s kind of hard to define my style, as I’m influenced by all sorts of literary movements and schools of criticism; dark romanticism, modernism, post-modernism, Marxism, feminism, post-structuralism—I have a lot of isms in my pocket. Nathaniel Hawthorne is one of my favorite dark romantic authors, Dickinson is one of my favorite naturalist poets, Judith Ortiz Cofer, Langston Hughes, and Robert Frost—they’ve all in some ways informed my writing, as well as many others. I even tend to look to some of my fellow guild mates for inspiration or analyze what I like about their writing and see what I can do to improve my own through their example.
He was twelve when he went to Signal, not Beacon. I mean, I did the math and Signal accepts students, bear minimum, from 12-14 if Ruby still had two years when Ozpin took her into Beacon. He went into Beacon exactly when he was supposed to. As for that sentence, I meant that he was trying to prove a point mainly to other humans, though I see where you're coming from. One of my great challenges as a writer is putting what I'm thinking into decent writing. Let me rethink that a bit and maybe I should be able to clear it up.
Ah, okay! I must have misread whenever he got accepted. That makes a lot more sense.
@Zarkun, he looks like a fair character, but I noticed something that I got a bit confused over.
And the best way to do that was to become a Hunter and show that it didn’t matter if you were human or Faunus, you could do good.
In a society where faunus are treated unfairly, this sentence sounds to me like something akin to "a white kid went to college or became a cop to make a point to the black community". It just doesn't translate well. Especially since he was 12 when he was accepted (Ruby was 15) - that might just appear to the faunus as human privilege.
I mean, I have no power, so pay me no mind. But if you could elaborate on that, for my sake, I'd appreciate it! :-)
"My name's Perry, nice to meet you. Don't breathe on my neck, yell too loud, ask about my clothes, or mess with Meral, and we'll be alright."
Name: Perry Widad Manfoosah Age: 20 Gender: Female Race: Human Nationality: Vacuo Appearance: If you don't know her, she is certainly intimidating. Standing at 6'2”, with skin like like rich cocoa, striking amber eyes, sharp cheek bones, and full lips. Most noticeable is her strong frame. This woman is muscular and with awesome strength, the type of lady you'd think did some body-building, and you can bet that she has done body-building in her effort to get into shape and be a huntress. You can also bet that she beats all the guys at arm wrestling. Also covered in scrapes and scars from a life out in Vacuo, most of those were just cuts she got while working the job. She's got two scars on her left cheek, however, in a fight with some Grimm. For clothing, she's usually got an Under Armour-styled tank, as it breathes very well. Over it, she dons a soft ballistic vest, and a belt just below it with scaled leather armor attached to it, which runs down her thighs. Lightweight, baggy pants over her legs, which are then tucked into knee-high combat boots. She has a supportive brace made out of the same material as the vest over her elbow.
She also wears a blue hijab that cover the top of her head, looking almost like a hood, and has a matching set of peculiar robes that goes with it, almost like a toga, which she wears over her usual outfit. The left side of these robes are taken off of her shoulder and tied around her waist, allowing unrestricted use of her left arm. People ask her why she wears her hijab and she never gives a clarifying answer. It's not their business, right? Underneath it is black hair chopped down to a manageable pixie cut. Anyways, she only has two accessories, and that is a silver industrial bar piercing on her right ear, and a smaller one just above it. The smaller one is a gift given to her by a close friend.
"I became a huntress for a reason. What if something bad happens? Maybe there's a surprise Grimm ambush, White Fang raid, war - something terrible? Anything can happen at any moment and I need to make sure we're prepared or else..."
Personality: Apparently hyper-active, but not in the same sense as her childhood bestie, Meral. Whereas her energy comes from grating optimism, Perry's energy is an anxious, jittering sort from too much caffeine. She always has to fiddle with something lest she becomes restless. Always moving, whether it's fighting, fixing, or just twitching her finger when things get slow, she tries to make a habit out of keeping busy. Even when she's talking, she appears to always be worrying about something, tripping over her own words, or talking a mile a minute. While her activity does her well in keeping her body in shape, stressing herself out all the time is bound to kill her.
She's always worried about "the next big thing". After all, what if she can't fix it? What if it's out of her control?
This does not mean she is timid, however. She'll talk to a stranger, even if she's always worrying about minute details that don't really seem relevant. She can come across as bold and cheeky, self-assured, and this blunt, assertive stance she takes while talking to others can set them off and give them the impression of being cocksure. She's got some insecurities, but Perry still trudges on with as much bravery as she can muster and faces it with a sense of humor while attempting to cage it in. She tackles her issues, she owns up to them, and tries her best to acknowledge that it's all in her head, even if it's beating on her especially hard some days. But her anxiety is partially artificial. She has developed a reliance on caffeine. Whether it's a coffee, energy drink, soda, she just tries to avoid sleeping if she can help it, and it's not just because she wants to get things done. Perry suffers from reoccurring nightmares and they unsettle her so greatly that she gives herself caffeine jitters. Her anxiety stems from that, her nightmares, and her inclination to try and fix or make things while that creative spark is still lit.
That's why her relationship with Meral is so extraordinary, they all melt away when she's with her. They're complete and utter best friends, and perhaps that's because the girl is so genuine and good and honest that Perry has nothing to fear from her. This relationship also helps to make her stronger and it emphasizes a side of her that's always been there, but nobody seemed to take notice: remarkably swift to act, fiercely protective, and she doesn't back down at the face of danger or authority. One other constant is that she gets a kick out of and even enjoys fixing things. What is more gratifying to someone with anxiety than fixing or solving a problem? She's got the drive to make things better, and the definition is loose, too. It could be building something, solving a mystery, or kicking the ass of someone who deserves it. She might be anxious, but she still has the heart of a huntress. Fierce and full of love.
Aspiration: The elimination of the Grimm. The Grimm are indisputably mankind's greatest and most dangerous enemy, and their origins are sketchy at best. But if she can help it, she'll take out as many Grimm as she can to reduce their numbers and stem what rising tides that may be swelling beyond our walls – also, we've all got to admit it: fighting monsters is kind of awesome. She's also got this nervous tick that drives her to try and fix and solve everything, so she has this “fix the world” mentality that keeps pushing her to do right by everyone.
Oh, and she's got a driving desire to keep Meral safe. That comes before anything.
Fears: People will often think that there's nothing that can frighten Perry Manfoosah. Does she get nervous? Yeah. Does she worry about everything under the sun? You know it. But she isn't afraid to face those things, she just sees it as another thing on top of tall pile of things to fix, and that can be overwhelming, but these aren't really fears. Even the Grimm, it's said that they are really just another form that negative emotion can manifest in, such as anxiety, and she faces that shit every day. Instead, her fears come from social constructs. Fear of rejection, abandonment, alienation - if not being accepted or wanted, being betrayed... any situation, really, social or not, that turns out to be out of Perry's control - unthinkable ultimatums, a blockade too great for her to pass through, an insurmountable foe - she is afraid to face. While the anxiety itself is manageable, she finds herself deathly afraid of those things.
Oh, and flying. You can't trust flight. And ghosts. Funny, she seems afraid of all the things you can't see...
Ethics: Perry is a dreamer of peace, to let others be as they are, and totally supportive of the Faunus community. She is also an engineer, so she is as much an advocate for learning and innovation as well, to improve upon the current world. The aforementioned ideal of peace doesn't restrict that goal, but it can trip upon itself. You let live unless a force acting upon others impedes the right to live, then you act since that law was thereon broken. Strife, war – the push to end all of it, ironically, by fighting them, but fighting breed more fighting in the end. Being an idealist in this economy is a toughy and perhaps that dream can never really be met, but long as there those who would seek to do us harm, there are battles to be fought.
History: Take this girl, put her in the middle of Vacuo. In a shabby little Faunus-inhabited town surrounded by arid land, where it almost looks like a western. Give her an adopted human family, they're loved and fair and trusted among the Faunus community. Make the town shabby. Now that little girl has to work alongside her family to help Sure, perhaps for the town they were in, they were well off. Owning the only garage, everyone tends to come to you for repair. You see a girl that was made to grow up pretty quickly, to own her responsibilities. Fixing things and making junk contraptions since Perry was a little girl, it's little wonder she turned out to be an engineer. Her family found a little toddler on death's edge under the hot sun in a ravaged caravan. The mutilated bodies were assumed to be her blood family – it was a miracle that the Grimm didn't find the baby. Perry knows the truth, but those events were too far back for her to remember anything about it. As far as she is concerned, her adopted family was always her family... but she does wonder how different life would've been if her blood had lived. Her semblance manifested at a fairly early age, due to in part by the encounter she had with the Grimm long before. Her nightmares started around this time, but they weren't nearly as frequent as they are in Vale, since there are much fewer and smaller Grimm to be found near her small hometown.
Perry lived, and that was quite all. She woke up in the morning, helped the family in the shop, and ran errands such as retrieving groceries - I guess you could say she was happy, and although life was simple and fed them meager rewards, it also felt bleak. Dry. Unfulfilling. The same routine, day after day, and she felt a little lost, but never mentioned it to her family because she didn't want to worry them. She was still young when she met her greatest friend and her family, a girl her age named Meral, an immigrant that came from outside nation boundaries, an outsider. She immediately took an interest in the life outside Vacuo, but as the two talked, Perry learned that life even beyond the desert was harsh and unforgiving. It seemed that people from the world over had sob stories to tell. Perry, personally, wasn't excited to be where she lived, but it was all she knew and she made the best of every day, so you couldn't help but be under the impression that she liked it here.
As time passed, the two grew closer, and became nigh inseperable. They had their own little secrets, their own little clubhouse made from some abandoned, creaking shack, but it was a little spark in her short life. When the two grew older, she learned from Meral that a band of huntsmen and huntresses passed by to help the town and the children that lived here. Hearing the awe in her friend's voice was beautiful, and when she declared that she wanted to become a huntress too, Perry wanted to follow. She wanted to watch over Meral and protect the shorty, while also wanting to see what the outside world was like and help fix things like the huntresses Meral met.
Also, the sound of beating up monsters sounded pretty flippin' awesome.
She has shown to have some natural talent at it, absorbing the information like a sponge, and religiously exercising and working out so that she can be a better huntress. However, her talent and conditioning led to her getting overconfident and reckless. When they were sent outside the walls for a practice skirmish with some Grimm, one of the wolves got to her and left a two-clawed scar on her left cheek as a memento. This served to pull Perry back to reality – being a huntress is dangerous, and has very real consequences with very little room for error or complacency. Was the accident unfortunate? Of course, but Perry doesn't regret it. It was exactly the kind of smack in the face she needed to keep her head in the game. She matured greatly after the experience and began excelling, enough so that she got transferred to Beacon alongside Meral. Her friend doesn't know it, but Perry gave her a sparkling recommendation alongside the initial offer. The dean agreed with her praises, and off together the two went to forge a new future.
"Like my weapon? I call it the Bad News. You know, for the guy on the receiving end. I made it myself, and I'm kind of proud of it! If only I could have chosen what my semblance was, right? Ha... eh... it's alright. I guess."
Semblance:Grimm Sense: Perry is very sensitive to the negative emotions and ill intentions of those around her. Mostly it is on a subconscious level, and rarely does anyone feel so intensely that it can actually upset her. It allows her to get a good read on people in conversation and acts as a radar, to the point where enemies can't sneak up on her.
Most particularly the Grimm. Soulless creatures, drawn to negative energy, are as likely to exhibit such energy themselves. As a result, Perry can practically pinpoint any surrounding Grimm. The larger the Grimm, the further she can sense them. As her semblance is always there in the back of her subconscious, it is even more active in her sleep without all the background noise in the way. This radar expands in its radius greatly in her sleep, giving her a sharp sensitivity to the Goliaths that surround human cities. So malevolent are these Grimm, that her exposure to them in her sleep causes intense nightmares that tend to wake her before in as little as two-three hours after falling asleep.
Sometimes she does get so exhausted that she can sleep all through the night without remembering any nightmares, but that's quite a bit of suffering for her to go through just for a good night's rest. This semblance is very much a mixed blessing, and Perry wishes she could have a different semblance.
There is one other ability that Perry can use with this semblance though: she can use the negative energy she senses from people and can make it manifest as something like a shade, a blank copy, which would then fight for her. They replicate the people they come from so their abilities would be mirror her opponent's, and their strength scaling with the amount of negativity or evil in the target's heart, but never meeting their strength, and is always slightly weaker at best. The semblance is not limited by the number of people present, so she could in theory conjure an army - but such use of her semblance would severely weaken her aura, so any more than ten or fifteen and she'll begin to feel repercussions. The shades are very useful for overwhelming the enemy or distracting them. Considering how Grimm are manifestations of that energy, Perry can not (rather, should not) try this trick on Grimm creatures. Being pure manifestations of darkness, the shades she would produce would essentially be exact copies of the Grimm in question in both abilities and strength - doing so would only result in creating more Grimm... and nobody wants that.
Combat Style: Very much the reckless sort, as reflected by her choice of weapon, preferring to overwhelm them with her power. At the same time, she's also a smart combatant. You have to be if you are going to be swinging a massive metal ball of predictability at your opponents. She does more than try to crush you, she also tries to crush you from different angles. A type of crushing you won't see coming. That's all in the chain to be honest, she implements the chain to manipulate the path of her inertia. This could mean intentionally missing you, the chain wraps around a pole, and the wrecking ball shatters your spine from behind. Or she hits you with the chain itself, it wraps around you, and then you say goodbye to literally all of your teeth. Even if you get too close to her for the ball and chain style of fighting to really work, she can still use the chain itself to grapple, disarm, and defend herself – and her physical strength is such that she can win most of those altercations. Her “into the fray” style is straight forward, but it works - and to devastating effect.
She can turn it into its mounted turret form which fires dust powered blasts every .5 seconds - it isn't fast, so it can't mow down a pack of Grimm wolves, but with it, Perry can take down most lone large Grimm single-handed.
Weapon:
Perry is the engineer of her own weapon. So when contemplating what it should be, there was really only one thing she was looking for, and that was the rule of cool: what would be really fucking awesome? What she built in the end was exactly that, but was also paralleled by the device's power. A hybrid wrecking ball/mounted turret. While the weapon is rather clumsy and slow – and, God, heavy – Perry has the strength to throw it around and make it look easy, and it can shatter nearly anything she hits while also withstanding harsh punishment. While in its turret form, it can turn a full 360 degrees, only slowly fire a shot every .5 seconds, but each shot is akin to a shotgun blast and with loads of stopping power. The barrel is rather short, so it also trades accuracy for power. It is most effective in narrow choke points, but Perry can still make skillful use of it in an open field with the tons of practice she put into it and predicting her targets. She sets her own feet on the feet of the turret to help compensate for some of the machine's kickback.
The biggest pain in the ass about it is the conversion time. It take a little bit of preparation to change gears. When going from turret to ball, she twists the sides to unlock, pulls the barrel up, then drives both sides of the shell together. Yank the pegged stand out (the feet automatically collapse), insert it into the barrel, and then she can finally get into the melee. It can be used as a club, but when the handle is pulled, a ratchet releases a chain so that it can be used at range. A function on the handle can let the chain retract back, and turning it back into its turret form is a bit more lengthy in time. Put stand back in. Unlock the shell to pull out. Set the barrel. Lock the shell. You're set.
She lovingly names this contraption the Bad News.
"I don't like small talk. I'm literally feeling convulsions right now."
Non-Combat skills: Perry is one hell of an engineer. Her early days were spent tinkering around in old garages, usually working around junk or scrap metal, but you also get vagrants coming in and out of those old Vacuo towns with something they need fixed. Of course, she's got no formal education in engineering, she's just got the practical know-how from tinkering ever since she was a wee girl – and when you're out in a place like that, you've gotta get creative sometimes. So whatever she makes might be unorthodox, if it even works, but hey – it's all part of the creative process. She has typical survival training that huntresses have. She also has sick dance moves.
Deficiencies: Unless the job is something Perry is actively interested in or committed to, she isn't really devoted to the mission – she's more in tune with acting on her own accord, letting her mind wander elsewhere and having her legs follow. She can get side-tracked, tacking on an unnecessary addendum to the mission, forgetting or ignoring a strategy, acting selfishly, she is by no means perfect. She's got an individual sense of loyalty that can cause a divide in her duties or create a conflict of interest in a party. She is also honest to a fault. A notoriously bad liar, and bluntly delivering her thoughts to her allies even if they don't like hearing what she has to say, which can cause conflict between her and another member of the team. Her sluggish combat style also leaves lots of openings for smart enemies to capitalize on.
Miscellaneous: She's something of a health guru. She can cook well and has all sorts of tidbits of information for healthy eating and living. But she lives off of caffeine, so it's not like even she follows her own advice.
I've always assumed that Dust was more ammo efficient than traditional projectiles, like bullets, at the trade off of not instantly killing someone in the brain.
I GOT THE SHEET DONE BEFORE WORK, YIPPEE!
Perry, as in periwinkle.
Name: Perry Widad Manfoosah Age: 20 Gender: Female Race: Human Nationality: Vacuo Appearance:
If you don't know her, she is certainly intimidating. Standing at 6'2”, with skin like like rich cocoa, striking amber eyes, sharp cheek bones, and full lips. Most noticeable is her strong frame. This woman is muscular and with awesome strength, the type of lady you'd think did some body-building, and you can bet that she has done body-building in her effort to get into shape and be a huntress. You can also bet that she beats all the guys at arm wrestling. Also covered in scrapes and scars from a life out in Vacuo, most of those were just cuts she got while working the job. She's got two scars on her left cheek, however, in a fight with some Grimm. For clothing, she's usually got an Under Armour-styled tank, as it breathes very well. Over it, she dons a soft ballistic vest, and a belt just below it with scaled leather armor attached to it, which runs down her thighs. Lightweight, baggy pants over her legs, which are then tucked into knee-high combat boots. She has a supportive brace made out of the same material as the vest over her elbow.
She also wears a blue hijab that cover the top of her head, looking almost like a hood, and has a matching set of peculiar robes that goes with it, almost like a toga, which she wears over her usual outfit. The left side of these robes are taken off of her shoulder and tied around her waist, allowing unrestricted use of her left arm. People ask her why she wears her hijab and she never gives a clarifying answer. It's not their business, right? Underneath it is black hair chopped down to a manageable pixie cut. Anyways, she only has two accessories, and that is a silver industrial bar piercing on her right ear, and a smaller one just above it. The smaller one is a gift given to her by a close friend.
Personality: Apparently hyper-active, but not in the same sense as her childhood bestie, Meral. Whereas her energy comes from grating optimism, Perry's energy is an anxious, jittering sort from too much caffeine. She always has to fiddle with something lest she becomes restless. Always moving, whether it's fighting, fixing, or just twitching her finger when things get slow, she tries to make a habit out of keeping busy. Even when she's talking, she appears to always be worrying about something, tripping over her own words, or talking a mile a minute. While her activity does her well in keeping her body in shape, stressing herself out all the time is bound to kill her.
She's always worried about "the next big thing". After all, what if she can't fix it? What if it's out of her control?
This does not mean she is timid, however. She'll talk to a stranger, even if she's always worrying about minute details that don't really seem relevant. She can come across as bold and cheeky, self-assured, and this blunt, assertive stance she takes while talking to others can set them off and give them the impression of being cocksure. She's got some insecurities, but Perry still trudges on with as much bravery as she can muster and faces it with a sense of humor while attempting to cage it in. She tackles her issues, she owns up to them, and tries her best to acknowledge that it's all in her head, even if it's beating on her especially hard some days. But her anxiety is partially artificial. She has developed a reliance on caffeine. Whether it's a coffee, energy drink, soda, she just tries to avoid sleeping if she can help it, and it's not just because she wants to get things done. Perry suffers from reoccurring nightmares and they unsettle her so greatly that she gives herself caffeine jitters. Her anxiety stems from that, her nightmares, and her inclination to try and fix or make things while that creative spark is still lit.
That's why her relationship with Meral is so extraordinary, they all melt away when she's with her. They're complete and utter best friends, and perhaps that's because the girl is so genuine and good and honest that Perry has nothing to fear from her. This relationship also helps to make her stronger and it emphasizes a side of her that's always been there, but nobody seemed to take notice: remarkably swift to act, fiercely protective, and she doesn't back down at the face of danger or authority. One other constant is that she gets a kick out of and even enjoys fixing things. What is more gratifying to someone with anxiety than fixing or solving a problem? She's got the drive to make things better, and the definition is loose, too. It could be building something, solving a mystery, or kicking the ass of someone who deserves it. She might be anxious, but she still has the heart of a huntress. Fierce and full of love.
Aspiration: The elimination of the Grimm. The Grimm are indisputably mankind's greatest and most dangerous enemy, and their origins are sketchy at best. But if she can help it, she'll take out as many Grimm as she can to reduce their numbers and stem what rising tides that may be swelling beyond our walls – also, we've all got to admit it: fighting monsters is kind of awesome. She's also got this nervous tick that drives her to try and fix and solve everything, so she has this “fix the world” mentality that keeps pushing her to do right by everyone.
Oh, and she's got a driving desire to keep Meral safe. That comes before anything.
Fears: People will often think that there's nothing that can frighten Perry Manfoosah. Does she get nervous? Yeah. Does she worry about everything under the sun? You know it. But she isn't afraid to face those things, she just sees it as another thing on top of tall pile of things to fix, and that can be overwhelming, but these aren't really fears. Even the Grimm, it's said that they are really just another form that negative emotion can manifest in, such as anxiety, and she faces that shit every day. Instead, her fears come from social constructs. Fear of rejection, abandonment, alienation - if not being accepted or wanted, being betrayed... any situation, really, social or not, that turns out to be out of Perry's control - unthinkable ultimatums, a blockade too great for her to pass through, an insurmountable foe - she is afraid to face. While the anxiety itself is manageable, she finds herself deathly afraid of those things.
Oh, and flying. You can't trust flight. And ghosts. Funny, she seems afraid of all the things you can't see...
Ethics: Perry is a dreamer of peace, to let others be as they are, and totally supportive of the Faunus community. She is also an engineer, so she is as much an advocate for learning and innovation as well, to improve upon the current world. The aforementioned ideal of peace doesn't restrict that goal, but it can trip upon itself. You let live unless a force acting upon others impedes the right to live, then you act since that law was thereon broken. Strife, war – the push to end all of it, ironically, by fighting them, but fighting breed more fighting in the end. Being an idealist in this economy is a toughy and perhaps that dream can never really be met, but long as there those who would seek to do us harm, there are battles to be fought.
History: Take this girl, put her in the middle of Vacuo. In a shabby little Faunus-inhabited town surrounded by arid land, where it almost looks like a western. Give her an adopted human family, they're loved and fair and trusted among the Faunus community. Make the town shabby. Now that little girl has to work alongside her family to help Sure, perhaps for the town they were in, they were well off. Owning the only garage, everyone tends to come to you for repair. You see a girl that was made to grow up pretty quickly, to own her responsibilities. Fixing things and making junk contraptions since Perry was a little girl, it's little wonder she turned out to be an engineer. Her family found a little toddler on death's edge under the hot sun in a ravaged caravan. The mutilated bodies were assumed to be her blood family – it was a miracle that the Grimm didn't find the baby. Perry knows the truth, but those events were too far back for her to remember anything about it. As far as she is concerned, her adopted family was always her family... but she does wonder how different life would've been if her blood had lived. Her semblance manifested at a fairly early age, due to in part by the encounter she had with the Grimm long before. Her nightmares started around this time, but they weren't nearly as frequent as they are in Vale, since there are much fewer and smaller Grimm to be found near her small hometown.
Perry was still young when she met her greatest friend and her family, a girl her age named Meral, an immigrant that came from outside nation boundaries, an outsider. She immediately took an interest in the life outside Vacuo, but as the two talked, Perry learned that life even beyond the desert was harsh and unforgiving. It seemed that people from the world over had sob stories to tell. Perry wasn't excited to be where she lived, but it was all she knew and she made the best of every day, so you couldn't help but be under the impression that she liked it here. As time passed, she learned from Meral that a band of hunters and huntresses passed by to help the town and the children that lived here. Hearing the awe in her friend's voice was beautiful, and when she declared that she wanted to become a huntress too, Perry wanted to follow. She wanted to watch over Meral and protect the shorty, while also wanting to see what the outside world was like and help fix things like the huntresses Meral met.
Also, the sound of beating up monsters sounded pretty flippin' awesome.
She has shown to have some natural talent at it, absorbing the information like a sponge, and devotedly exercising and working out so that she can be a better huntress. However, this led to her getting a little overconfident. When they were sent outside the walls in a practice skirmish with some Grimm, one of the wolves got to her and left a two-clawed scar on her left cheek as a memento. This served to pull Perry back to reality – being a huntress is dangerous, and has very real consequences, with very little room for error or complacency. Was the accident unfortunate? Of course, but Perry doesn't regret it. It was exactly the kind of smack in the face she needed to keep her head in the game. She matured greatly after the experience and began excelling, enough so that she got transferred to Beacon alongside Meral. Her friend doesn't know it, but Perry gave her a sparkling recommendation alongside the initial offer. The dean agreed with her praises, and off together the two went to forge a new future.
Semblance: Perry is very sensitive to the negative emotions and ill intentions of those around her. Mostly it is on a subconscious level, and rarely does anyone feel so intensely that it can actually upset her. It allows her to get a good read on people in conversation and acts as a radar, to the point where enemies can't sneak up on her.
Most particularly the Grimm. Soulless creatures, drawn to negative energy, are as likely to exhibit such energy themselves. As a result, Perry can practically pinpoint any surrounding Grimm. The larger the Grimm, the further she can sense them. As her semblance is always there in the back of her subconscious, it is even more active in her sleep without all the background noise in the way. This radar expands in its radius greatly in her sleep, giving her a sharp sensitivity to the Goliaths that surround human cities. So malevolent are these Grimm, that her exposure to them in her sleep causes intense nightmares that tend to wake her before in as little as two-three hours after falling asleep.
Sometimes she does get so exhausted that she can sleep all through the night without remembering any nightmares, but that's quite a bit of suffering for her to go through just for a good night's rest. This semblance is very much a mixed blessing, and Perry wishes she could have a different semblance.
Combat Style: Very much the reckless sort, as reflected by her choice of weapon, preferring to overwhelm them with her power. At the same time, she's also a smart combatant. You have to be if you are going to be swinging a massive metal ball of predictability at your opponents. She does more than try to crush you, she also tries to crush you from different angles. A type of crushing you won't see coming. That's all in the chain to be honest, she implements the chain to manipulate the path of her inertia. This could mean intentionally missing you, the chain wraps around a pole, and the wrecking ball shatters your spine from behind. Or she hits you with the chain itself, it wraps around you, and then you say goodbye to literally all of your teeth. Even if you get too close to her for the ball and chain style of fighting to really work, she can still use the chain itself to grapple, disarm, and defend herself – and her physical strength is such that she can win most of those altercations. Her “into the fray” style is straight forward, but it works - and to devastating effect.
She can turn it into its mounted turret form which fires dust powered blasts every .5 seconds - it isn't fast, so it can't mow down a pack of Grimm wolves, but with it, Perry can take down most lone large Grimm single-handed.
Weapon:
Perry is the engineer of her own weapon. So when contemplating what it should be, there was really only one thing she was looking for, and that was the rule of cool: what would be really fucking awesome? What she built in the end was exactly that, but was also paralleled by the device's power. A hybrid wrecking ball/mounted turret. While the weapon is rather clumsy and slow – and, God, heavy – Perry has the strength to throw it around and make it look easy, and it can shatter nearly anything she hits while also withstanding harsh punishment. While in its turret form, it can turn a full 360 degrees, only slowly fire a shot every .5 seconds, but each shot is akin to a shotgun blast and with loads of stopping power. The barrel is rather short, so it also trades accuracy for power. It is most effective in narrow choke points, but Perry can still make skillful use of it in an open field with the tons of practice she put into it and predicting her targets. She sets her own feet on the feet of the turret to help compensate for some of the machine's kickback.
The biggest pain in the ass about it is the conversion time. It take a little bit of preparation to change gears. When going from turret to ball, she twists the sides to unlock, pulls the barrel up, then drives both sides of the shell together. Yank the pegged stand out (the feet automatically collapse), insert it into the barrel, and then she can finally get into the melee. It can be used as a club, but when the handle is pulled, a ratchet releases a chain so that it can be used at range. A function on the handle can let the chain retract back, and turning it back into its turret form is a bit more lengthy in time. Put stand back in. Unlock the shell to pull out. Set the barrel. Lock the shell. You're set.
She lovingly names this contraption the Bad News.
Non-Combat skills: Perry is one hell of an engineer. Her early days were spent tinkering around in old garages, usually working around junk or scrap metal, but you also get vagrants coming in and out of those old Vacuo towns with something they need fixed. Of course, she's got no formal education in engineering, she's just got the practical know-how from tinkering ever since she was a wee girl – and when you're out in a place like that, you've gotta get creative sometimes. So whatever she makes might be unorthodox, if it even works, but hey – it's all part of the creative process. She has typical survival training that huntresses have. She also has sick dance moves.
Deficiencies: Unless the job is something Perry is actively interested in or committed to, she isn't really devoted to the mission – she's more in tune with acting on her own accord, letting her mind wander elsewhere and having her legs follow. She can get side-tracked, tacking on an unnecessary addendum to the mission, forgetting or ignoring a strategy, acting selfishly, she is by no means perfect. She's got an individual sense of loyalty that can cause a divide in her duties or create a conflict of interest in a party. She is also honest to a fault. A notoriously bad liar, and bluntly delivering her thoughts to her allies even if they don't like hearing what she has to say, which can cause conflict between her and another member of the team. Her sluggish combat style also leaves lots of openings for smart enemies to capitalize on.
Miscellaneous: She's something of a health guru. She can cook well and has all sorts of tidbits of information for healthy eating and living. But she lives off of caffeine, so it's not like even she follows her own advice.
I mean, that was kind of the idea, like how you already referred to Coco's weapon. Then you got someone using a trumpet and Raver Girl On Wheels, and sniper rifle scythe (I kinda wrote a historical essay once on why using scythes as weapons is impractical) - it sounds like the RWBY universe hasn't set the tone for being serious until someone died, so I figured I would add to that color and charm.
[h3]Maybe the real plot was the friends we made along the way. [sub][code][Last Updated: April 3, 2022][/code][/sub][/h3]
I'm 26 years old and I have learned not to share too much of my personal life on the internet. I work as an English and writing tutor at a local college.
I love literature and poetry, and I also enjoy writing, and I like to think I'm not half bad at it. I first started writing as a hobby with online roleplay at the start of 2010, and I've slowly drifted away from it in recent years. I enjoy most genres, but if I had to pick a couple of favorites, they would be sci-fi and high fantasy—heavy emphasis on the high fantasy. Some of my favorite characters have come from Elder Scrolls roleplays, since it appeals to the D&D nerd in me.
I have a tendency to get carried away with making my character sheets. I like telling their stories in the sheet sometimes even more than the roleplay itself, which depends on the roleplay itself of course. I want my readers to know how their background influences them as a person, how their personality bleeds into their appearance, and I love watching characters overcome their personal tragedies and finding their true selves as their identities shatter and reform like kintsugi. I've always been a fan of characters overcoming their weaknesses and obstacles and I try to make that show in many of my characters. Therefore, many of the narratives I explore come from a place of vulnerability, but I try to balance the heavy themes with light whimsy.
I also try to research whatever it is I'm writing about so that I'm not just spitting into the wind - unless that's what my character is doing, in which case I try to make sure that's made clear in my writing. It’s kind of hard to define my style, as I’m influenced by all sorts of literary movements and schools of criticism; dark romanticism, modernism, post-modernism, Marxism, feminism, post-structuralism—I have a lot of isms in my pocket. Nathaniel Hawthorne is one of my favorite dark romantic authors, Dickinson is one of my favorite naturalist poets, Judith Ortiz Cofer, Langston Hughes, and Robert Frost—they’ve all in some ways informed my writing, as well as many others. I even tend to look to some of my fellow guild mates for inspiration or analyze what I like about their writing and see what I can do to improve my own through their example.
[hr][center][img]https://i.imgur.com/dWO4S4r.png[/img][hr][/center]
[h3]Prime Rib Boneheads[/h3][@Dragonbud]
[@Luminous Beings]
[@Maxx]
[@Shin Ghost Note]
[@JunkMail][right][h3]A Bundle of Numbskulls[/h3][@Stormflyx]
[@Hank]
[@Leidenschaft]
[@Peik]
[@DearTrickster]
[@Amaranth]
[@LadyTabris]
[@Gcold]
[@MacabreFox]
[@Mortarion]
[@POOHEAD189]
[@Greenie]
[@Frizan][/right][h3]Calcium Supplements[/h3][@megatrash]
[@ML]
Rest in peace, [@Polymorpheus]
[@SepticGentleman]
[@Byrd Man]
[@Skai]
[@Heat]
[@Chuuya]
[@Enarr]
[@Tiger]
[hr][h3]These Tickle My Funny Bone[/h3][sub]You can find me in:[/sub]
Currently in no roleplays.
<div style="white-space:pre-wrap;"><div class="bb-h3">Maybe the real plot was the friends we made along the way. <sub><code>[Last Updated: April 3, 2022]</code></sub></div><br><br>I'm 26 years old and I have learned not to share too much of my personal life on the internet. I work as an English and writing tutor at a local college.<br><br>I love literature and poetry, and I also enjoy writing, and I like to think I'm not half bad at it. I first started writing as a hobby with online roleplay at the start of 2010, and I've slowly drifted away from it in recent years. I enjoy most genres, but if I had to pick a couple of favorites, they would be sci-fi and high fantasy—heavy emphasis on the high fantasy. Some of my favorite characters have come from Elder Scrolls roleplays, since it appeals to the D&D nerd in me.<br><br>I have a tendency to get carried away with making my character sheets. I like telling their stories in the sheet sometimes even more than the roleplay itself, which depends on the roleplay itself of course. I want my readers to know how their background influences them as a person, how their personality bleeds into their appearance, and I love watching characters overcome their personal tragedies and finding their true selves as their identities shatter and reform like kintsugi. I've always been a fan of characters overcoming their weaknesses and obstacles and I try to make that show in many of my characters. Therefore, many of the narratives I explore come from a place of vulnerability, but I try to balance the heavy themes with light whimsy.<br><br>I also try to research whatever it is I'm writing about so that I'm not just spitting into the wind - unless that's what my character is doing, in which case I try to make sure that's made clear in my writing. It’s kind of hard to define my style, as I’m influenced by all sorts of literary movements and schools of criticism; dark romanticism, modernism, post-modernism, Marxism, feminism, post-structuralism—I have a lot of isms in my pocket. Nathaniel Hawthorne is one of my favorite dark romantic authors, Dickinson is one of my favorite naturalist poets, Judith Ortiz Cofer, Langston Hughes, and Robert Frost—they’ve all in some ways informed my writing, as well as many others. I even tend to look to some of my fellow guild mates for inspiration or analyze what I like about their writing and see what I can do to improve my own through their example.<br><br><hr class="bb-hr"><div class="bb-center"><img src="https://i.imgur.com/dWO4S4r.png" /><hr class="bb-hr"></div><br><div class="bb-h3">Prime Rib Boneheads</div><a class="bb-mention" href="/users/dragonbud">@Dragonbud</a><br><a class="bb-mention" href="/users/luminous-beings">@Luminous Beings</a><br><a class="bb-mention" href="/users/maxx">@Maxx</a><br><a class="bb-mention" href="/users/shin-ghost-note">@Shin Ghost Note</a><br><a class="bb-mention" href="/users/junkmail">@JunkMail</a><div class="bb-right"><div class="bb-h3">A Bundle of Numbskulls</div>[@Stormflyx]<br><a class="bb-mention" href="/users/hank">@Hank</a><br><a class="bb-mention" href="/users/leidenschaft">@Leidenschaft</a><br><a class="bb-mention" href="/users/peik">@Peik</a><br><a class="bb-mention" href="/users/deartrickster">@DearTrickster</a><br><a class="bb-mention" href="/users/amaranth">@Amaranth</a><br><a class="bb-mention" href="/users/ladytabris">@LadyTabris</a><br>[@Gcold]<br><a class="bb-mention" href="/users/macabrefox">@MacabreFox</a><br><a class="bb-mention" href="/users/mortarion">@Mortarion</a><br><a class="bb-mention" href="/users/poohead189">@POOHEAD189</a><br><a class="bb-mention" href="/users/greenie">@Greenie</a><br><a class="bb-mention" href="/users/frizan">@Frizan</a></div><div class="bb-h3">Calcium Supplements</div><a class="bb-mention" href="/users/megatrash">@megatrash</a><br><a class="bb-mention" href="/users/ml">@ML</a><br>Rest in peace, <a class="bb-mention" href="/users/polymorpheus">@Polymorpheus</a><br><a class="bb-mention" href="/users/septicgentleman">@SepticGentleman</a><br><a class="bb-mention" href="/users/byrd-man">@Byrd Man</a><br><a class="bb-mention" href="/users/skai">@Skai</a><br><a class="bb-mention" href="/users/heat">@Heat</a><br><a class="bb-mention" href="/users/chuuya">@Chuuya</a><br><a class="bb-mention" href="/users/enarr">@Enarr</a><br><a class="bb-mention" href="/users/tiger">@Tiger</a><br><br><hr class="bb-hr"><div class="bb-h3">These Tickle My Funny Bone</div><sub>You can find me in:</sub><br><br>Currently in no roleplays.</div>