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Callos_DeTerran
2013-09-18, 11:54 AM
Post your characters here!

Ria
Name: Ria Kurzmann
Age: 16
Team: Unknown so far!
Fairy Tale Motif: Rapunzel

Appearance: Ria is short for a girl of her age with fair skin and long strawberry blonde hair she keeps in a braid. When not in school uniform she tends to favor what fancy clothes she managed to pack before being kicked out of her home, with a few velvet/silk gowns to her name.

Biography: Ria Kurzmann was born to an impoverished family from the poor side of Meadow, one of several children that her parents were incapable of providing for properly with their factory jobs. Things looked bleak for the family until her father, Hans, stumbled into Melisande Kurzmann of the wealthy, and prestigious Kurzmann family outside of one of the local Dust shops in an act that caused a minor incident. In the ensuing arrest Hans managed to explain the plight of his family to Ms. Kurzmann and the woman took rather drastic action. In return for a large sum of money, enough to pull the family out of the gutter, Melisande would be allowed to adopt one of their children of her choice being incapable of having one herself. She choose the infant of the family and named her Ria.

The girl grew up in the lap of luxury under the watchful gaze of her over-protective adoptive mother, given most anything she wanted so long as she listened to Melisande's lessons and kept inside the family estates. For a long time this was enough for Ria but eventually she grew restless and wanted to venture out into the world and make a difference in the city. She watched the news about stories of Hunters and other fantastic people and wanted to form her own story but Melisande forbade anything of the sort and become more and more strict. For the first time the two began to argue and fight until finally Ria crossed the line, constructing her very own weapon against Melisande's wishes. In a bout of fury, Ms. Kurzmann threw her out of the household and told her never to return until she was ready to apologize. Instead Ria enrolled in Sanctum.

Strengths: Despite her dimuinitive stature, Ria is quite strong from having to lug Grimmslayer around day-in and day-out. She's not the fastest Huntress or even the most durable, but she has a knack for figuring out her opponents and packs a significant punch at close or long range that comes partially from her experience.

Weaknesses: The short-haired blonde is slow compared to other hunters and flounders when it comes to using her Aura to protect herself. Thus making her 'fragile' in comparison to others. She is unused to working with others and because of this she sometimes has difficulty in accounting for other peoples' presence in a fight, but she knows the 'theory' behind tactics.

Weapon: 'Grimmslayer' is the weapon that Ria designed and upgraded by her own two hands, a combination weapon capable of tremendous damage in the right hands. The dense block of metal folds out into a heavy caliber LMG with a belt fed magazine capable of sustained automatic fire. Should the enemy close (or she decides to engage in melee) the LMG is flipped around and shifted to a heavy broad-axe blade that is brought about in sweeping strikes that use a combination of momentum and natural strength to crush her opponents.

Dust/Aura: Ria has no Dust, being cut off from her family's funds, but has some capability to use her Aura, mostly in moving Grimmslayer far faster then people or Grimms would expect her to be able to. She prefers to avoid getting hit since her Aura isn't well suited to absorbing damage or healing injuries.

ImpSyndrome
2013-09-18, 11:58 AM
Ripley Vance


Nickname: "Rip"
Age: 20
Team: Team KZJR
Fairy Tale Motif: Rip van Winkle

Height: 5' 9"
Weight Class: Middle-weight
Build: Average, fit
Eye Color: Bright green
Hair Color: Black
Hair Style: Mid-length, messy

Common Wardrobe:

Legs: Regular-fit jeans w/light-brown cloth belt
Torso: Grey short-sleeved shirt, forest-camo-print combat vest
Feet: Brown hiking boots
Hands: Black glovettes

Family:

Father: Aaron Vance (farmer/wholesaler; deceased at 44)
Mother: Paula Burris Vance (farmer, age 56)
Paternal Grandfather: Marshall Drake Vance (retired Huntsman, age 89)

Biography: Cursed with narcolepsy, Rip would never have been ordinarily capable of even training to become a Huntsman. Thanks to medical advances through Dust-powered research, however, his condition has improved substantially. Rip comes from an impoverished family living on the edge of protected human civilization. He spent every Lien he had to attend Signal Academy, half going to tuition and half spent on resources to forge his compound bow, the Flightless Hawk. After graduating (with honors as a marksman), he immediately applied to Sanctum, where he hopes to hone his craft.

Personality: As a sniper, Rip knows to keep his emotions out of his work, and his allies and associates will quickly learn that he is a very serious person on a battlefield. Unfortunately, his attitude outside of combat is far less secure. He is overcautious, sometimes to the point of cowardice, and though he understands the virtue of modesty, he still harbors a deep-seated envy for those around him who know financial stability. Though he can be cold or at least aloof at times, he usually means well in his actions and will try his best to help others find comfort when they are uneasy. Lastly, while Rip takes pride in the control he (usually) holds over his impulses, he is easily embarassed, especially by girls: a strong flirtatious suggestion will more often than not catch him off-guard, which can be quite amusing in the right situation.

Strengths: Rip's eyesight is his greatest asset; he boasts the ability to see for miles with incredible lucidity. Coupled with fine marksmanship and studied calm through meditation, he has all the makings of an expert long-range assassin. He is also very nimble and flexible, helping him get out of a wide variety of tricky situations.

Weaknesses: Rip is heavily reliant on medication in order to regulate his wake-sleep cycle; even then, disruptions in said cycles still occur every so often, although they can be anticipated up to eight hours in advance. In addition, he posesses a weak constitution and is ill-suited for close combat; though he can protect himself from weaker enemies, he cannot last long against a foe with decent offensive skill.

Weapon: Flightless Hawk (compound bow)
--Description: A massive compound bow unusable by amateur bowmen. Its six-foot-tall bowstaff folds into multiple segments to be carried easily and features a steel-plated frame for reinforcement; the bowstring and cables are made from high-performance polyethylene fiber. Rip posesses a variety of camoflauge skins for the frame and can swap them out as needed for optimal concealment, but he uses a simple hunter-green skin by default. A rubber grip on the middle segment allows him to keep a firm hold of the weapon, and a mounted sight grants additional accuracy at long ranges.

--Alternate Form: If Rip finds himself in a pinch, his bow is not without its uses in close combat. Hidden in the outside edge of each section of the bowstaff's frame is a retractable blade whose shape matches the curve of the frame (similar to a bat'leth, Star Trek-style; kudos to Hawkflight for coming up with the idea and letting me run with it). When the blades are engaged, the grip on the center section separates into two halves for two-handed use, allowing greater control of the otherwise-unwieldy weapon. In addition, hooks are linked to the blades inside the frame; when the blades are engaged, the hooks catch the bowstring and cables near the joints and secure them inside the frame to keep them from snagging on anything.

--Ammunition: Rip's bow is too powerful to fire wooden arrows without breaking them, and he cannot afford to buy his stock. He knows how to craft his own, preferring to use steel to build the shafts and hawk feathers to flight them (which inspired him for the weapon's name), but his supplies are very limited; as a result, Rip is careful to re-use his arrows as much as possible and may go out of his way (though not into harm's way) to retrieve any ammo he expends.

Aura: Rip's Aura cannot protect him from physical abuse, but it can repel and even reflect many types of projectiles, including some high-caliber bullets and small missiles. He can also channel it into his legs to boost his running speed to some extent, aiding him in escaping capture. Finally, by focusing his Aura through meditation, he can calm his body and mind, steadying his hand and improving his accuracy. (This does, however, require a great deal of concentration, leaving Rip vulnerable to attack.)

Dust: Though he does not have access to a large supply of it, Rip does occasionally anoint the tips of his arrows with ice (blue?) and electric (yellow?) Dust for special targets. His favorite choice, however, is a home-made blend of fire (red?) Dust mixed with ordinary earthen dirt; though it lacks the incendiary properties of pure Dust, it can be thrown to create a potent smokescreen that can momentarily sear and blind any eyes directly exposed to it.

Semblance: Manipulation of shadows (undeveloped)
--Sunspot (undiscovered): Cloaks an area around Rip in shadow, making him undetectable to the naked eye. Requires significant light. Further development will allow cloaking of larger areas and nullify thermal, infrared, radar, and sonar detection.
--Shadowstitch (undiscovered): Latches onto target with a corporeal shadow, hindering its movements. Weaker targets can be immobilized by a well-timed Shadowstitch, while stronger targets may be able to break free quickly or even shrug off the effects entirely.
--Black Hole (undiscovered): Advanced version of Sunspot. Creates a large Sunspot that traps anything caught in it; disables all optics, organic or inorganic, including Rip's sense of sight. Free movement allows Rip to attack trapped enemies. Requires abundant light.

Combat Stats
Melee: 2 (Has competence enough to use his weapon's hidden blades, but any opponent with close combat training will find it simple enough to counter and/or overpower him.)

Ranged: 7 (Excellent accuracy and visual acuity and a steady hand. The only thing dropping his rating is his weapon, Flightless Hawk; it's impressive for a bow, but it's still rather basic and could use some upgrades to be more effective.)

Defense: 3 (Rip's Aura shields him effectively from projectiles, but other than that, his only material defense is the size of his weapon, which may be useful in blocking some attacks. If we don't take Auras into account, Rip rates only a 1; he really is just that squishy.)

Mobility: 7 (Rip is flexible and fast, more so if he channels his Aura properly.)

Special: 5 (Rip's Aura has some decent support uses, and even if he doesn't have much of it, he knows how to use Dust strategically, so I'd say he's about average in this department. His Semblance could be extremely potent, but he is currently incapable of realizing its full potential.)

Notes: Complications of Rip's narcolepsy prior to introduction to his medical regimen held him back in his studies/training, so he'll be a bit older than most of the initiates.

Link to Rip's memory posts (http://www.giantitp.com/forums/showpost.php?p=16632474&postcount=42)

Theme of Rip Vance: Pop Culture (https://www.youtube.com/watch?v=lTx3G6h2xyA)
Theme of "Kaiser-Romeo": Inner Paradise (https://www.youtube.com/watch?v=DhZ0lP0k-rk)
Theme of Rip the Nightmare Evoker: Floating Darkness... (https://www.youtube.com/watch?v=rycnoRI8KC8)

Aric Kale
2013-09-18, 12:27 PM
Korwil Traise

Age: 23
Team: TBD

Biography: Korwil has experience in the real world. In the wild. He lived with his father in constant danger for 17 years, learning about Aura and fighting Grimm. It was the perfect life for him. Until his father went out alone one evening, failing to return. The human set out on his own after that, not being able to keep the cabin secure on himself. Eventually he made his way to populated areas, where he saved a rich man's daughter from a lone Grimm. In recompense, the gentleman pulled some strings, got Korwil somewhat of an education, and helped him earn his way into Sanctum.

Strengths: He can handle himself well, he's naturally friendly and he's mastered the use of his Aura. Excellent stamina, not physically strong but fast and clever.

Weaknesses: Little formal education. Also, he only learned about Dust and it's prosperities about three years ago. Not used to fighting with truly intelligent beings, so his PvP isn't great. Over confident.

Weapon: A single revolver, Flashfreeze. He uses both dust and his aura to power it.

Dust/Aura: Traise uses Ice-Dust to load his weapon of choice, but he augments it with his aura. His aura is blue, and he uses it as both defense, and for greatly enhancing his gun. Not only that, but he can fire his aura from flashfreeze like bullets. As such, ammo is not an issue.

Description: Spiky, blue hair. Blue scruffy beard and a white jacket over black pants and t-shirt. Nothing fancy. He's broad shouldered and average height, not quite 6 feet.

AnimeKid
2013-09-18, 12:37 PM
Alexandra Rosenkranz

Age:16
Team:None yet

Appearance:Alexandra is a rather large girl. She is 6'3 very well muscled and as is a trademark for females in her family she has a rather prodigious chest, though not yet on par with her mother or older sisters.. She has blond hair that reaches to the small of her back in a smooth ponytail and gunmetal gray eyes. Like her father Alexandra is slightly baby faced and has a small nose, giving her cute rather than sexy appearance in contrast to Serena. She is usually smiling in good cheer rather than being serious faced like her father.

She typically wears a yellow sports bra and black sweat pants with combat boots to finish it off as her usual attire. Whenever she wants to dress up more she wears a baby blue tank top with white hip hugger jeans and black sneakers.

Personality: Alexandra is a sweetheart. She was taught all about the importance of nobility, honor, and kindness from her parents in order to make her not just a great warrior, but a great person as well. As such she wishes to dedicate her life to being a huntress and protecting the masses. However that is not to say that she is without flaws or that she is a goody two-shoes. Alexandra when not in combat can be very naive as most of what her training was for combat and she dedicated herself to it heavily. Also she is quick to solve her problems and confrontation with physicality thanks to her love of combat. Fighting is in her nature and in her blood so it is often her first solution.

When she does get into combat it is like a switch is flipped, and gone is the sweet girl with the nice smile. Your now dealing with a trained warrior who is analyzing your every move to find out how best to take you down, hard.

Biography: Alexandra comes from a long line of fierce warriors, though her family is highly matriarchal. She had been trained from a young age to be a huntress and she poured her heart and soul into it. She grasped the physical and tactical concepts quickly but she lacks any real experience. She will be attending Sanctum academy in order to attain this experience. For Alexandra she is as excited as can be. After all she got to go to school after 15 years of being home-schooled.

Strengths: Alexandra is a very strong combatant. She has a very direct and simple fighting style, focusing and building on the basics of combat. This makes her style flexible and malleable. While she is not as agile as most fighters she is far stronger physically. One of her training exercises was to a boulder up a hill. Similarly she is extraordinarily tough and focused when in battle, analyzing the enemy and how to defeat them.

Additionally Alexandra has extensive training that allows her to fight even without her weapons. A combination of CQC and Krav Maga, sprinkled with a little bit of Mui Thai was taught to her by her father. The brutality of these styles combined with her raw physicality almost make one dread when she decides to put down her weapon.
Weaknesses: Alexandra's focus is a double edged sword of sorts. She can focus extremely well on a single target, making her unbelievable in one on one combat. However when she is forced to split her focus her combat level drops considerably. In combat against Grimm's this isn't all that noticeable. However when in combat with people or any other creature with comparable intelligence her performance suffers. Until she gets some training in multitasking this is a big weakness. There is also the fact that teamwork does not come easily to her since she has trained solo for so many years. It is outside of her comfort zone and she is not particularly good at it. She can command if need be, but she would be splitting people up to do different jobs rather that combine their strengths. Combined with the fact that she does not know how to interact with other people very well and Alexandra needs help with learning how to be a team player.

Last but not least is that Alexandra does not know how to hold back. She gives 100% in everything she does and not doing so is a foreign concept to her. As such she is likely to over do things and try to push herself too hard or too far in order to try to do the best job that she possibly can. While it is not necessarily a bad mindset, the fact that she can't turn it off yet can cause her problems in the future.

Weapon-krasch soldat(crash soldier): Crash Soldier is large war hammer. The head to the hammer is slightly rectangular in shape. It is roughly 12 inches wide and 8 inches long. It has a blunted 5 inch spike at the front and what lookes like a rocket exhaust port in the back. The exhaust port uses fire dust to add speed and force to the swing of the hammer.

The weapon's secondary mode is 'riot mode'. Taking a surprising turn from most multiform weapons Crash Soldier's handle detaches from the head. The head is then attached to Alexandra's arm using a thick shackle. This way the weapon can be used as a sort of hammer fist. It can also rotate on the shackle to use the exhaust port as a cannon, shooting dust fireballs at the enemy.

The final surprise is the now detached handle. The handle has pretty blue lines filled with lightning dust running all throughout it. With a small surge of her aura the top and bottom six inches of the 56 inch handle sparked with electricity. This allows the handle to functioning as a kind of stun rod to create opening and if cause spasms and intense pain.

Aura: Alexandra's use of her aura has been ingrained into her instincts She doesn't think about using her aura she just does. As such her aura is used to increase her strength further and make her more durable. As these functions are ingrained into her instincts it would be very hard for her to use her aura for anything else if it was possible at all.

Socratov
2013-09-18, 01:04 PM
Robin Fellows

Age: 17 years

Fairy tale motif: Puck (not Grimm's tales, but Shakespeare's)

Affiliation: Sanctum

Team: RKKT?/Undecided?/who knows?

Appearance: Robin has a flamboyant style in dressing, favouring a cravat over an ordinary tie and wearing a tiepin and shining cufflinks. Froi the rest standard uniform though

Personality: Robin (Bob for short) is best decribed as crass, sharpwitted and silvertongued. He is quick with a joke or quip (as all tricksters) but behind his carefree demeanor hides a ruthless streak. In battle he has no problem to use misdirection and trickery to play his adversary and stay at least one step ahead. He can be described as the archtypical social rogue.

Flaws: Robin is short tempered and incredibly vain.

Strengths: quick witted, highly mobile, fast thinker, good at sneaking.

Weapon(s):

Mirage
Puck's weapon is a silver sabre polished to a mirror. Using his aura he can use it to create illusions(respectively). In it's scabbard the sabre can turn into a .50 caliber rifle, without it's scabbard the sabre can turn into a handgun. In handgun or rifle mode Robin can use dust to blind enemies. different colours or dust incurr differnet blindness effects. Robin generally uses yellow dust for the flashbang effect, as he has had little means of experimenting with other kinds of dust. Robin usually keeps mirage in it's bladed form though, it's much more stylish that way... Guns are so crude...

The Librarian


Name: The Librarian, no no one dares to delve into what his real name is. He does have one, it's just that nobody (not even the headmaster) knows. (name = Sun Wukong)

Fairy Tale Motif: Terry Pratchett's discworld with a splash of Son Goku (the myth, not DB)

Age: nobody knows

Faction: Faculty of Sanctuary

Appearance: He's an Orang Utang faunus (more Onrang Utang, then humanoid) with a half circle shaped set of glasses (like Dumbledore). He wears a vest (since all faculty members are required to be dressed appropiately), but no pants. Nobody dared to make him wear any so there's that. His fur is dark orange with a black/dark undercoat.

Personality: Well, he does not speak any language except for Orang Utang, but he does understand 27 languages perfectly. He hates loudness, filth, moist, fire, and anything that can disrupt the peace orhis precious books. He loves books (obviously) and bananas. He operates on a hit first, ask questions later metnatility and every new person in his library must be intorduced by someone he trusts. People he does not trust or are not introduced can expect a whacking with his staff. Oh, and for God's sake, DON'T CALL HIM A MONKEY!

Weapon(s): Ruyi Jingu Bang

The staff lengthens and shrinks within a hundreth of a second. From both ends The Librarian can shoot an entangling ropes, which he can fit with grappling hooks. The Librarian uses his weapon with great skill and incredible agility as well as utility. By using brains over brawn, The Librarian makes sure he wins the fight or lives to take another shot.

The Librarian uses his abundant aura to increase his speed, durability, strength and mobility. Some say he can even jump on air and lift 8 metric tons. The Librarian, however, keeps silent in his library with his nose buried in some book.

Red Button of Doom Trigger: he is an Orang Utang, or ape. Not a monkey. In fact, mention hte word monkey sends The Librarian into a flying murderous frenzy. The only cure is a metric [REDACTED]ton of bananas.

P.S. DON'T USE THE M-WORD! JUST DON'T!

Calemyr
2013-09-18, 01:14 PM
Kaden Zei
Name: Kaden Zei*
Age: 20 (Sanctum is apparently no longer just a high school equivalent)
Team: Not currently assigned to a team.
Fairy Tale Motif: Legends of the Norse Berserkers

Biography: "You're either lazy or you're stupid." Those are the words Kaden Zei grew up with. Either from her teachers or by her parents, the words were the same. Well, she sure wasn't being lazy - she struggled relentlessly to study or to focus in class. But if she wasn't lazy, that left only one option.

The only field in school where she excelled was combat training. It was the only place she felt worth anything, and that feeling was a drug. She threw herself completely into the arts of combat, developing an aggressive style that unnerved even her teachers.

Eventually word got to Sanctum about her potential as a fighter, and she's been accepted to the school on a probationary scholarship in spite of her grades. She is dedicated to proving herself.

Kaden Zei is not lazy.

Strengths: As a melee fighter, Kaden Zei is phenomenal. Strong, fast, and tough, she would have gone far in arena sports if her grades had ever allowed her. Despite her self-image, she is also quite intelligent, a trait that shows up in combat more than school. There are very, very few students better suited against land-based foes, regardless of their numbers or strength. The longer the fight lasts, the more dangerous she becomes.

Weaknesses: Dyslexia gives her difficulty academically, resulting in a significant inferiority complex in terms of her intelligence and need to prove herself in other ways. Her aggressiveness can easily lead her to over-invest and trap herself in bad situations, and she reacts strongly to comments on her grades or intelligence. In combat, her lack of access to ranged options puts her at a distinct disadvantage against distant or flying enemies, and her weapons' abilities are crippled in enclosed areas.

Weapon: Static Crescendo (Twin Copper Tonfa)

Dust/Aura Abilities:
Aura - Static: Through use of Aura, Kaden can freeze one or both in place, allowing her to use them akin to D&D's immovable rods. In combat, she usually uses these to allow her a gymnastic level of mobility, giving her a handhold in thin air to redirect herself.
Dust - Crescendo: When Kaden moves during a fight, these weapons build up an electrical charge. This charge does not harm Kaden, but increases the offensive potential of the weapons. This charge increases continually as the fight goes on (as long as she's allowed to move), making her more potent over time. At will, she can release the charge stored in one or both weapons as a single electrical discharge. While the power and reach of this attack is reliant on the amount of stored energy, the recoil on the discharge is impressive - capable of launching into the air with exceptional force or (if using the Static ability to hold it in place) serving as devastating one-shot cannon.

Appearance: Built more like a gymnast than a body builder, Kaden doesn't go in for fancy costumes or armor. Costumes tend to be risk embarrassing accidents more than help, while armor is a poor substitute for good Aura control. Instead she favors a hunter green shirt, tan or brown jeans, and sensible running shoes, all with leather patches sewn in wherever they could be added without sacrificing flexibility. It may lack the flair other huntresses crave, but it gets the job done and that's all that matters.

She has green eyes and short, red hair that she keeps standing up. It's a little known fact that she uses her weapon to maintain this hairstyle: after her morning run, they usually have generated just enough electrical charge to put her hair just the way she likes it.

Personality: Prone to using less sophisticated grammar and blowing off anything she can't relate to fighting, it's easy to mistake her Kaden for a simpleton. The truth is she'd rather people think her to be one, as it's easier than letting them down when they learn how much she struggles in school.

When dealing with others she is usually friendly in a boisterous way, although she's not good at actively seeking companionship, preferring instead to just let things happen rather than risk rejection. She's quick to defend people, though she is currently terrified of the prospect of getting expelled as a trouble-maker, making her uncharacteristically timid in situations she feels violence (her solution of choice) might be frowned upon.

When in combat, however, all those stresses and fears and insecurities fade away. She is the beast of the battlefield, the berserker, and the sheer joy of knowing, for one true and shining moment, who she is and what her place in the world is... well, it's a drug. And she lives for her next fix.

* Note: Kaden's given name is Marta Selas, but it's a name she's gone to great pains to distance herself from. If a character insists on referring to people by their "real" names, they may be able to find this out. Still, referring to her by any variation of that name will invariably get you on her bad side.

Temporary Edit: Callos, you may want to create a separate post for Ria and instead use the original post for teams/assignments.

Something like this:

Team RKAR:

* Ripley Vance (http://www.giantitp.com/forums/showpost.php?p=16048272&postcount=2) (ImpSyndrome)
* Korwil Traise (http://www.giantitp.com/forums/showpost.php?p=16048665&postcount=3) (aric_kale)
* Alexandra Rosenkranz (http://www.giantitp.com/forums/showpost.php?p=16048665&postcount=4) (AnimeKid)
* Robin Fellows (http://www.giantitp.com/forums/showpost.php?p=16048665&postcount=5) (Socratov)

Partysan
2013-09-18, 01:30 PM
Chester "Choke" Harden
Age: 16
Team: LFG
Fairy Tale Motif: The Poor Boy in the Grave
Biography: Chester's Parents, Harold and Louise Harden, are a pair of noveau-riche speculators stemming from simple backgrounds whose sudden wealth has gone to their heads. Both are incredibly pround obvious ability to make money and win at life and their achievement of working themselves up from poor conditions. While not actually malevolent in a strict sense, both mistake power for authority, self-righteousness for knowledge and beatings for education. Chester however proved to be naturally tough in spirit and kept his pride largely intact, acquiring a large amount of bottled up anger in the process. Playing off his parent's arrogance and looking for an outlet and an escape at the same time he's worked relentlessly to be accepted into one of the prestigious schools for hunters that allow boarding students, finally arriving at Sanctum.
Strengths: Chester is very determined and headstrong, quite athletic and exceptionally resistant to pain. He possesses an inherent hate for injustice, tends to be protective of anyone he considers a friend and will not hesitant to stand at their side. Also, he is honest almost to a fault, except maybe to himself.
Weaknesses: Having grown up in a hostile environment, Chester is very quick to be defensive and while he is a faithful friend, actually making friends with him isn't easy. Chester is if not by his nature then by his habit distrustful. On top of that he struggles with a violent temper that makes him lash out at others even though he hates himself for doing so every time he does it again. Lastly, even though he is not per se stupid he has trouble concentrating and learning.
Weapon: Chester uses the Heartbreaker, a dagger originally titled Miséricorde but he insisted on naming his weapon himself. Misericorde is a stiletto that can shatter its blade inside an opponents body in the manner of a needle grenade. It can also be detonated outside of a body of course, but since the uncontrollable flight of the splinters poses a danger to everyone including himself and eventual teammates, Chester avoids using this function. The Misericorde reforms its blade by draining the aura of the user.
Chester's fighting style is based mostly on grappling and mobility, climbing an opponents body if the moster is appropriately huge and using his weapon as mobility tool and parrying weapon until he can set up a finishing thrust.
Aura: Because of his emotional imbalance Chester has a hard time controlling his aura and tends to stick to the most basic application of it, that is channeling into his body to improve his toughness, healing and overall strength and mobility.
Dust: On his left arm Chester wears a bracer that is outfitted with several dust chambers. Chester is untalented at using dust defensively but tends to use weak elemental attacks as a diversion and the added mobility and occasional shielding are an aid he uses to compensate the short range of his armaments.
Appearance: Chester stands about 5'8 tall and is more lean than muscular, although certainly athletic. He tends to wear clothes that combine cloth and leather parts, sometimes with hoods. His clothes are usually held in darker colours and generally high quality and expensive, although sometimes in bad shape. His hair is of an almost grey-ish brown and fashionabyl disheveled.
Chester wears protective bracers on both arms, one of which holds dust chambers, the other the stiletto.

GrandDM
2013-09-18, 02:15 PM
Rokoran

Name: Rokoran
Age: Unknown
Affiliation: Teacher

Biography: Nobody knows where Rokoran comes from, or how he got his skills with Dust and Aura, and he's not telling. He teaches lessons on Aura and Dust.

Description: Rokoran is very tall, about six foot five, and slender. His skin is pale, and his eyes are pure silver - no iris or pupil. They glow slightly. He wears long, ornate white robes. His hair is brown and cropped short.

Strengths: Unbelievable power with his aura. He looks blind, but isn't. Also a master of the intricacies of Dust.

Weaknesses: The more emotional he gets, the less power he can muster. He has to be serene to make full use of his potential.

Weapon: Aura and Dust

Dust/Aura: Provided he has the strength, Rokoran can do pretty much anything he can imagine with his aura. He's rather like Aura Merlin.

Semblance: Unity - the ability to let go of "self" and become one with other creatures or greater systems like a forest or a storm (not physically, though).

Hawkflight
2013-09-18, 02:15 PM
Katherine 'Kitty' Lacuna

Name: Katherine "Kitty" Lacuna

Age: 17

Team: Looking For Team

Fairy Tale Motif: The Fox Sister

Appearance: Despite her name, Kitty is a fox faunus. She has large fox ears and a fluffy fox tail, which would be difficult to hide even if she was so inclined. Her shoulder-length hair and the fur on her ears and tail are both reddish-orange, though her hair has yellow-orange highlights. She wears a short-sleeved, thigh-length dress with a loose, flowing bottom and a bracket-shaped neckline, as well as a vest, long gloves (not elbow-length), and boots. She wears a belt on which she wears a magazine of ammo for Heaven's Maw on one side, and Heaven's Maw itself sheathed on the other. Her dress is a the same reddish-orange as her hair, blocked with gold trim. Her vest, gloves, and boots are black.

Biography: Kitty was placed in an orphanage as a baby, but she had the good fortune of being adopted by loving parents. The parents had three sons, but they wished for a daughter. Even upon discovering that she was a faunus, her new parents loved her, but her two eldest brothers did not. They attempted to frame her for various wrongdoings, but the youngest brother stood up for her and helped her to expose their brothers' lies.

As she grew, even her elder brothers came to respect her, and she became more outgoing. At first, her parents tried to shelter her from the outside world, fearful of what they would say or do to her, but her curiosity and newfound outgoing nature proved too much. Around this time, her father, a graduate of Beacon Academy (or Bacon Academy, as he called it), taught her how to protect herself, in case anyone should ever try to harm her. A bit of a weapons geek (a trait he passed on to her), he helped Kitty built Heaven's Maw when she was accepted into Signal Academy, and she's kept it with her ever since.

Strengths: Kitty is a bold individual, unafraid to speak her mind. This means she has the willingness to actively chase her goals, and the conviction to see them through.

Weaknesses: Kitty is proud of her heritage as a faunus, and displays it openly, which has lead to her being shunned before. But her pride refuses to let her hide it. Also, she is impulsive and sometimes kind of stupid.

Weapon: Heaven's Maw is, essentially, a gunblade crossed with a chainsword. It folds up into a gun for storage, but can be extended into its full chainsword form, much like Ruby's 'Crimson Rose'. When folded up, it acts much like a rifle. When unfolded into its full chainsword form, it can be used either as a high-powered rifle or as a chainsword. Heaven's Maw uses high-caliber rounds, and has a small canister of red dust that powers the chainsword form. Its teeth have special grooves allowing it to pick up dust from this canister, essentially setting it on fire. The weapon is reddish-orange with black underparts, gold exhausts (primarily for decoration), and three gold warning stripes towards the tip.

Dust/Aura: Kitty uses her aura to enhance her strength to the point where she can wield Heaven's Maw effectively. She uses red dust to power Heaven's Maw and enhance its melee damage with fire.

Dr. Zira Jones

Name: Dr. Zira Jones
Age: 34
Position: Nurse
Fairy Tale Motif: Foundling-Bird

Biography: Zira was born to the CEO of a mining company and his wife, the latter of whom died during childbirth. When she was four years old, her father wound up adopting a young boy, who would turn out to be a bird faunus, though there was little outward sign of this. Despite the prejudice displayed to him, she loved him dearly, as did her father. However, on his 14th birthday, the week before the twins were to be admitted to Signal Academy, a man from her company tried to kidnap him, in an attempt to extort money from his family. After a harrowing adventure, she rescued him, and they brought his kidnapper to justice.

The twins would proceed to graduate from Signal Academy, then from Sanctum Academy, with honors. Eventually, Zira became a nurse at Sanctum, while her brother went out into the world to actively fight the Grimm and protect the weak.

Weapon: Despite being a nurse, Zira still has her old weapons form her academy days. These weapons are quad rocket launchers, strapped to the forearms and lower legs. They can pivot 180 degrees to allow for rocket-powered punches and kicks, as well.

Dust/Aura: Zira mostly uses her aura to heal herself and to help heal others, though she can use it defensively as well.

Arkhosia
2013-09-18, 03:17 PM
Name: Caelynn Arkhosia
Age: 17
Team RACK
Race: Faunus (she has feline ears which she hides under a ever-present top hat)

Biography: A young former student of Signal academy, Caelynn developed a love for exploration and intelligence from a young age. She is well known for having drawn maps of the entire city of Meadow and it's Sewers.

Personality: Caelynn is rather hyper and eccentric (though she just tries to be that for fun's sake). She loves exploring, and jumps head first into any chance to learn and discover.

Strengths: Caelynn has a extraordinary spacial sense, and has superb hearing. She knows the city of Meadow like the back of her hand.

Weaknesses: Caelynn is rather impulsive, jumping at any chance to learn and discover with no real forethought. She is terrified of wolves and will attempt to avoid combat with them at all costs.

Weapon/Dust: Storm and Quake, dual-wielded long bladed daggers. Aura augmentation allows Caelynn to release EMP waves from them, and her speed increases when consecutive strikes hit a target.
The hilts have bright yellow spider-silk ribbons tied around them, which can be extended and held for longer ranged strikes.[/SPOILER]

5a Violista
2013-09-18, 05:23 PM
Ma'iitsoh (#663399)
Grimm
A strong wolf one. Large, wolflike. Black. One eye is all white, with a scar cutting through it: he received it from a group of Hunters and Huntresses.
Fairy Tale Motif: The Big Bad Wolf
Biography: A very intelligent Grimm who personally killed several Hunters and Huntresses. However, he has left enough alive to tell legends about him and his ferocity.
Fighting Style: Normally, he controls other Grimms to attack while he directs them.
Weapon: His claws that can extend and retract, his teeth, his glare, his body, etc.
Other: He can take advantage of Dust, if he gets his paws on it. By eating other Grimms, he can regenerate.


Orasmyn (#447700)
Age: 30-something

Appearance: A strong, agile man. Black hair, dark skin. He has a spiderweb of scars across his face. He wears a bright red cape that has a rose motif on it.
Fairy Tale Motif: Beauty and the Beast
Biography: Orasmyn was once a rich and prosperous Dust Noble. His family has been driven into ruin and destitution by his competitors. With his family name besmirched, he forsook it and turned to the dark trades, doing all sorts of illegal activities and attacks. He received his scars by the same competitors who humiliated his family (and indirectly caused his wife and child's deaths through sickness). So, he swore revenge against everyone who wronged him.
Fighting Style: In general, he's slow and strong, relying on his aura to defend him.
Weapon: A thorned whip which uses all forms of Dust. Also, he has a 2-handed huge sword which also uses Dust.


Bella Rosa (#77AA77)
Age: 22

Appearance: Wears a green dress. She has a disfiguring burn on her face and neck.
Fairy Tale Motif: Inspired by Beauty and the Beast and the Baobhan sith
Biography: Her father is a great and famous Hunter, but he wasn't such a good father. In fact, he didn't even know that the girl who always hung around him was his daughter. At first, Bella Rosa wanted to become a great Huntress, like her father; however, as time went on and her achievements continued to be ignored by her father - and she found herself unable to tell him that she was his daughter - she went "independent", hoping this way she could gain his attention. She fights against whomever she wants.
Fighting Style: Very much like dancing. She uses a lot of finesse and aggression.
Weapon: (Left Hand) A fencing sabre, which can discharge an electric shock.
(Right Hand) A glove with knifelike claws, which can use the Dust effectively.
Dust/Aura: Yes to Aura. Bella Rosa prefers using Red (fire) and White (Force/Movement?) Dust.

KerfuffleMach2
2013-09-18, 09:35 PM
Name: Randii Mendez
Age: 16
Team: None yet
Fairy Tale Motif: The Scorpion and the Frog

Biography: Randii is of average height, with a more athletic build. Her eyes are a piercing blue, which stand out against her slightly pale skin. Her hair is cropped short, and dyed often. She can't remember what her original hair color was. Her right eyebrow, left nostril, tongue, lower lip, both ears, and bellybutton all have piercings. Her ears actually have five each.

Her usual dress attire is tank tops, half gloves, loose fitting cargo pants, and hiking boots. The boots and gloves are usually black, while the pants and shirts can come in any combination of colors.

Randii is somebody who pretty much never feels any guilt. She doesn't exactly go out and constantly do bad things to people. But, if she causes somebody harm, she doesn't apologize for it. She'll simply shrug and say, "That's just the way I am."


Strengths: Randii is quick, which helps make up for her lack of raw strength. She has a very strong sense of herself, which means she doesn't really let other's opinions have sway over her own.

Weaknesses: Randii's attitude makes it hard for people to trust her completely, even if she means well. It also means that in some ways, Randii is predictable. Once somebody knows her well enough, that is.

Weapon: Aguijon y la Garra. (A-gui-hone ee la gar-ra, Spanish for Stinger and the Claw)

Aguijon is a short, curved blade that ends in a very fine point. It is strong enough to pierce steel easily. The blade can be separated from the hilt, becoming a chain mounted weapon. The chain has a maximum reach of 25 yards. Randii seems to have a knack for controlling the blade while it's flying through the air like this.

La Garra is the sheath Aguijon is kept in. It can expand out to a kite shield that's three feet in height. It can also change into a large, arm mounted claw. While a claw, Randii can still use it as a shield, though the shape of the claw means it doesn't cover as large of an area as it does when it's a shield.

Aura/Dust: Randii's aura has been honed to increase her speed and to help with her healing. It adds some strength and helps with defending her, but not a lot. Randii shuns the normal elemental dusts in favor of paralyzing dust, which her blade can inject into those it pierces.

Shyftir
2013-09-18, 10:11 PM
Kyran "Mac" MacHallon


Name: Kyran MacHallon
Age: 17
Team/Gang/Type of Grimm: LFG
Fairy Tale Motif: the Ulster Cycle
Description: a tall, pale skinned young man, solidly built with a shock of bright orange hair that refuses to be tamed. Kyran wears baggy khaki trousers with their legs stuffed into his combat boots. He wears a simple black shirt under light chest armor, and carries a big sword in a sheathe strapped to his back. He occasionally wears dark sunglasses as well. He speaks with a thick brogue and smiles when he fights.

Biography: The MacHallon clan have carved their own little fief out of the wilds near Meadow. They send all their sons (and most of their daughters) to the combat schools because they must keep ever-watchful to keep out the creatures of Grimm. Kyran is the youngest son of the leading family in the clan and as such is always trying to prove himself. He has enrolled at Sanctum with the goal of outperforming his older brothers and getting accepted into the advanced Hunter training cadre.

Strengths: Ambitious, Strong, Loyal

Weaknesses: Over-confident, By-The-Book, Chip on his shoulder

Weapon: Red Branch a Dust-enhanced claymore and its sheath a Dust-Enhanced Rocket Launcher. Red Branch makes use of "red" or "fire" Dust for various effects like bursting into flame or causing enemies to explode after a delay. It appears to be a claymore and fits in a specially made sheathe worn on the back. When the sword is inside the sheathe, the combo becomes a rocket launcher with two modes "Red" which uses red Dust and is pretty much your traditional explosive rocket, and "Blue" which uses blue dust and can freeze enemies in place.
Dust/Aura:
All of Kyran's Dust-based effects are channeled through his weapon.
He is still mastering Aura but has learned to tap into it for bursts of speed and strength, as well as protecting himself from Red Branch's explosive effects.

lord pringle
2013-09-18, 10:56 PM
Name: Rebecca LeVert (http://img6.imageshack.us/img6/9639/s853.png)

Age: 16

Team: ???

Fairy Tale Motif: ???

Biography: No one thought Rebecca would make it. Growing up, everyone doubted that she'd make it as a huntress. They thought she'd fail before she even started training. But then she started learning to fight. She started learning how to make attackers come to her, instead of her to them. And with enough effort and studying she made into Sanctum.

Strengths: She's one smart cookie and she is pretty knowledgeable about a lot of stuff. Additionally, if she can get into her groove in combat, she's basically unmovable.

Weaknesses: She's allergic to most of the outdoors. And, with dust and mold, a lot of the indoors. So, rare is the time where she can hide without an ill-timed sneeze giving her away.

Weapon: A pair of axe shields. She uses them to clear the area around her and then block any attempts to enclose in on her. If necessary, she can throw the axes, but she's not very accurate with that.

Dust/Aura: She doesn't use much dust, as the stuff is very volatile. She does however use her aura to help shield attacks and keep herself anchored.

Prince_Selm
2013-09-22, 10:45 AM
Name: Medias "Medi" Res
Age: 19
Gender: Male
Team: None
Fairy Tale Motif: The Brave Tailor

Biography: Medi grew up very differently than most Hunters. Many take up the call of hunting because they want to protect loved ones, or become great heroes, or other passionate reasons. Medi had everything thrust upon him. His mother teaches at Sanctum, while his father works for a "Dust-solutions" company known as VaporTech. With such applicable lineage, it seemed obvious that their son would become a great hunter. Unfortunately, that couldn't be further from the truth. Medi is un-athletic, unskilled, perturbed by violence, and is, in fact, the checklist for who gets rejected from Hunting schools. Unfortunately for him, "take your son to work day" would change his life. His father left him alone with a powerful prototype by mistake. While he was gone, Medi was fooling around and accidentally triggered a combat scenario, AND discharged the weapon. By some sort of miracle, it killed all the Grim. When his father rushed back to the room, he saw his son, holding a weapon, surrounded by dead grim. Medi, this being the first time his father had ever been proud of him, happily took credit for the deed. This got him enrolled in his first academy. After almost failing out (passing only due to the heavy amount of written work) another bizarre event would take place during the final exam. Each student was sent into a cave full of Grim with orders to return to the school. During Medi's turn, he accidentally discharged his weapon and stumbled upon a secret cavern which led to an exit. At the same time, the cave collapsed. Medi was presumed dead. After his casual exit and return, he was hailed as an amazing hero and warrior for surviving. As this was the first time his mother was ever proud of him, he played along. The noteriety of this event, along with his mothers clout, got him into Sanctum. Unfortunately, the luck stops here.

Personality: Medi is awkward, bumbling, and incompetent. He's creative and a good thinker, but is completely adept at any physical or social task. He can barely hold his own weapon without collapsing. His last school was a small, all-boys private school, so his interactions with others leave lots to be desired. He can always be counted on to mess up whatever is being done and to not understand what's being presented. Additionally, while casual interaction doesn't cause problems, any sort of prolonged or intimate encounter with a girl is likely to cause him to shut down or panic, as after spending puberty in an all-boys school, he really has no idea what to do in these situations.

Weapon:
Medi wields the Showstopper, a high-powered energy cannon that is extremely difficult to wield, but packs the biggest raw punch of any known weapon. In it's original design, the weapon was merely an energy generator, designed to output raw power. Due to an accident, someone started using it as a weapon, and it was tinkered to this end. The Showstopper resembles a giant cylinder a little bit bigger than Medi. The outside holds several handles and controls, while the inside is a giant barrel for the aforementioned laser cannon. When fired, energy gathers in the barrel before firing an intense beam. There is a significant delay in this shot, making it harder to hit with. In addition, the cannon has 4 "gears", each taking more time to charge, but firing a larger and more powerful beam. Its melee functionality is simply being so large that it can be swung into things. In addition, it can collapse into a smaller form that resembles a large backpack.
Balance and Gameplay Notes:
The Showstopper is supposed to be ridiculously powerful. If at any point you get hit by the beam, something significant should happen. I say "if" and "hit" because the weapon is balanced by its abysmal accuracy. It is hard to hold, hard to aim, and has a firing delay, so it should be relatively easy to dodge if nothing is preventing or distracting you. That being said, if you choose to BLOCK the beam, well... there better be some smoking and cracking. :smalltongue: If at any point, you think I'm crossing the line, please inform me, but I'm sure that given it's wielder, this will by no means be OP.

Dust: Medi has been given the opportunity to experiment with Dust quite often, due to his parents. This is the only part of Hunting that he enjoys. His father gave him some special gloves that hook up to dust reserves held on the forearm in order to channel their energy. While he has passing proficiency with most types, his favorite and specialty is what he calls (And what I'm calling until the show tells me something) "Grey Dust". Grey dust is mainly used for holds. It can be used to call a sigil into place which locks something still for a time. If one is concentrating, they can move the sigil to move the held object as well. While this could theoretically be used to freeze an opponent, it takes so much focus that Medi can really only hold them for a few seconds, and only if that's all he's trying to do.

Aura: Medi's Semblance is Implicable Fortune. He has the greatest luck in the world. No matter how much he messes up, something always happens to keep him on track. For example, while the aura of most Hunters might speed them up to dodge a blow or strengthen them to take it, Medi's would more than likely cause a piece of debris to fly in the way, or have Showstopper misfire to blow him out of the way. This has the advantage of taking absolutely no skill, effort, or intention to use. It is automatic. However, it can also not be controlled or willed into place. No amount of focus can help increase it's power or usability. Medi's parents had him tested, and it's believed that the reason this power exists is due to the rapid fluxuation of his aura. Under observation, the power of his aura is constantly waxing and waning with no clear pattern or cycle. Most of the time, it rests at a fairly underwhelming level, about where novice hunting students would be. However, during Aura Spikes the level increases dramatically, allowing the bizarre effects that seem to rewrite reality to keep this boy alive.
Gameplay and Balance Discussion
From an OOC perspective, this aura allows me to play Medi as a bumbling fool without worrying about him dying or failing to do anything, as well as using it to explain incredibly plot conveniences that may arise. If you are reading this, and you believe that I have done something that crosses the line with this, please let me know. That being said, yes, I did just write myself a blank check to do anything under the guise of luck. Please feel free to discuss any problems with me, but I ask for you to watch me play the character for 5 minutes before you decide I'm TOO STRONK and going to ruin everything. :smalltongue:

Lord Raziere
2013-09-23, 08:30 PM
Kedra Kaltican
Appearance: Tomboyish red short hair and blue, wearing heavy steel power armor with no helmet
Weapon: Gun Drill Lance. Its a big lance that is a DRILL! and a gun.
Backup Weapon: her power armored fists

Strengths:
She has a lot of power and durability, and her power armor allows her to jump far and run faster than normally would in such armor

Weaknesses:
however her Drill Lance is unwieldy and destructive, and even with the power armor, she still has mobility issues and is less acrobatic than other combatants, furthermore her power armor has no helmet, leaving her head vulnerable.

Strategy:
She uses various tricks of Aura and dust bullets to lockdown or create disadvantages in her opponents then follows it up with powerful attacks while they are vulnerable.

Aura:
Stance Unbalancing Stomp- low to the ground shockwave that knocks people off balance
Blinding Aura Flash: a bright burst Aura in all directions from her for a few seconds, blinding people like a flashbang
Various Pure Power Drill Attacks: They all do the same thing, smash stuff with lots of power and explosions, just in different directions or ways. EX: Downward Corkscrew Defeat, Upward Corkscrew Victory!!!, Spinning Drill Hurricane, Rocketing Sky Charge.

Dust:
Smoke Bullet
Adhesive Bullet
Mine Bullet
Oil Slick Bullet

Personality:
Steadfast but stubborn, she is boisterous and loyal to her friends, but can be rude to others and forceful when she wants things to go her way, but mostly only because she wants things to get done and quick.

Backstory:
Was raised by Commander Valdrana Kaltican of the 147th Hunter Legion, her father unknown. Her life was harsh as her mother made her face many challenges in her daily childhood, making undergo various exercises, obstacle courses and placing her puzzling situations she had to solve herself out of. She had to work to earn even little luxuries and brave great challenges. An example of this is that when a cat was stuck up a tree, her mother made Kedra rescue the cat herself rather than do it far more easily and quickly.

This made her strong, but it also made her averse to Valdrana's strict lessons and tended to seek out casual, less stressful situations in response…even when she could adapt to any hardship Valdrana threw at her. It made their relationship rocky. However the real trouble began when at 10, they started Aura training….and found that Kedra had a strange Aura, a rare condition where Kedra's Aura was too big and diffuse to be manipulable by normal Aura methods, and therefore could not be a Huntress with her Aura in such a state, as it would be unable to be solid enough to protect her.

So Valdrana did some research and found that there was a power armor developed to fix this Aura condition, basically sapping away at excess Aura and channeling it into a protective form, leaving her Aura at more normal levels as to be usable, but also making her less mobile than most Huntresses. They then revised their training to include her power armor, focusing on blocking, stamina, resistance and other forms of slower fighting to compensate.

When Kedra was fifteen however, Valdrana was called away to go on a Long Hunt, and Valdrana considered Kedra old enough to take care of herself, and Kedra didn't really mind finally having some space from her strict military mother, and since then Kedra has for four years been making her own way through the schools of the Huntresses and trying out a slice of life without her mother, and was soon accepted into Sanctum…

Kedra's Secret Book (read only if you really want to spoil yourself)

The story of Kedra's secret book is a strange one. Valdrana, before she went on her Long Hunt, promised Kedra that she would gift her with any single thing she wished, within reason- but only as long as completed thirty tasks, one for each day of a month during the winter. So Kedra took to the tasks with wild abandon, doing each with the will to not give up, no matter what, the tasks starting with simple things like chopping and bringing in firewood, then growing in difficulty and danger, like climbing a rock face or swimming across rapid river. Nevertheless she completed each task, until only one remained. Valdrana then tasked Kedra….to kill her first Grim.

Kedra then took her gundrill and went out looking for a small grim, a savage bear, and after a harrowing fight, she ran her drill through, utterly blasting it apart. She soon found its head and brought it back to Valdrana as proof.

So they went out to select the thing that Valdrana would gift her. She ignored the bicycles, the cars, the weapon upgrades, or the better power armors. Valdrana followed her, bewildered as she walked past great potential gifts, valuable and big, powerful or showy. Kedra instead gone into a bookstore, to a certain section…and pointed at Faunus Girl Fancy, with an evil smile on her face.

Valdrana for a moment fumed with fury at such a choice….but her word was her honor, and she bought it as promised. They then shared a laugh when Valdrana realized the joke Kedra had played on her: she could have pointed at anything expensive and overpriced, but chose instead to pick one of the cheapest things possible and still manage to tick her off.

and that was how Kedra obtained her secret book, Faunus Girl Fancy.



Picture:

http://i276.photobucket.com/albums/kk25/Trizap/KedraKaltican3.png~original

Hawkflight
2013-09-24, 07:37 PM
Posting these here so people can find them.


Team AARK (Lark)

Caelynn Arkhosia


Name: Caelynn Arkhosia
Age: 17
Team LARK
Race: Faunus (she has feline ears which she hides under a ever-present top hat)

Biography: A young former student of Signal academy, Caelynn developed a love for exploration and intelligence from a young age. She is well known for having drawn maps of the entire city of Meadow and its Sewers.

Appearance: Caelynn is tall and very pale. Like, Wiess pale. She has short blond hair cut similar to Jaune's, and possesses violet eyes. Caelynn wears a blouse and plaid purple skirt, with a black trench coat and Stetson.

Personality: Clever and quick witted, Caelynn is talented in the art of cracking jokes, mainly puns. She loves exploring, and jumps head first into any chance to learn and discover.

Strengths: Caelynn has a extraordinary spacial sense, and has superb hearing. She knows the city of Meadow like the back of her hand.

Weaknesses: Caelynn is rather impulsive, jumping at any chance to learn and discover with no real forethought. She is terrified of wolves and will attempt to avoid combat with them at all costs.

Weapon/Dust: Thunder and Swift, dual wielded gauntlets and boots. Thunder is a pair of gauntlets in a similar design to Yang's, darkly colored with yellow rose inlays. They, when activated, fire shotgun shells like Yang's weapons. They also are powered by white Dust, which enables the user to instead release a shock wave that knocks the opponent back. Swift is a pair of boots with yellow rose inlays that quicken the user's speed twofold. These boots also can release shock waves from their soles to boost the user a few feet.

Azura Lawrence


Name: Azura Lawrence (Known by friends, to her irritation, as Azzie)
Age: 17
Team:

Appearance: Azura is pale and thin, which sometimes brings scorn upon her - always to the regret of the scornful. Her black hair is braided, reaching down below her waist, with an ice-blue sphere wrapped around the end.She wears a dress of blue and black, edged in silver, and wears a bag at her side, and the coils of Blade Dancer on her back.
Biography: Azura is quiet, cold, and tends to keep to herself. She's neither unpleasant or rude, but merely insular. She obsesses over her fighting skills, spending most of her time developing them, and will fight to the death for someone she doesn't know. This instinct stems from her past, as her village was destroyed by Grimm creatures when she was young.
This obsessive nature means she has few friends. Of course, at this academy, single minded obsession is less of an oddity and more a similarity to talk about - and if someone manages to melt the icy shell, she'll do anything for them.
Strengths: Azura won't give up, even if she's injured beyond all reason. Plus... she's fast. Really, really fast. No, faster than that. Even faster. Keep going. More. No, more. Look, we're talking racecars and hedgehogs in her dust. She is fast.
Weaknesses: While Azura is fast and tough, she can't even begin to equal the offensive power of many other students.

Weapon: Azura's weapon is named Spiral Dancer, and remains the only thing she inherited from her family. In its idle form, it resembles a naginata, a slightly curved blade topping an eight-foot spear. However, the top five feet can separate out into loosely linked vertebrae, turning the weapon into a bladed whip. What's more, each section contains a new blade, and each one can be launched with explosive force at range - although this is a last resort, due to both the wasted dust and shortened weapon. Azura wields the weapon with lightning speed, striking with accuracy and speed, and parrying attacks with inhuman alacrity. Her fighting style almost resembles a ballerina, or a skilled ribbon dancer - if not for the countless tiny cuts that inevitably lead to her foe's defeat.
Dust/Aura: Azura's Aura is underdeveloped, and only really serves to make her a little tougher than she ought to be.
Azura rarely uses dust, due to its price, and tends to save it up to replenish the one-off tricks she can employ - the explosive dust used in the ranged use of the Dancer, and a small sphere of ice dust that she uses to hold her hair in place - and, in an emergency, can swing her ponytail into her target, causing an explosion of frost.
If she had enough dust that this wasn't a worry, she would likely enhance her weapon's blade with ice dust, giving it a little more penetrative power, and likely slowing the foe.

Alexandra Rosenkranz


Okay time to put up my character.

Name: Alexandra Rosenkranz
Age: 16
Team: LARK

Appearance: Alexandra is a rather large girl. She is 6'3 and very well muscled. She has blond hair that reaches to the small of her back in a smooth ponytail and gunmetal gray eyes. She wears hardened brown leather armor with thin metal plates in vital areas for moderate protection as well as leaving her with some flexibility. She also wears steel toed combat boots.

Personality: Alexandra is a sweetheart. She was taught all about the importance of nobility, honor, and kindness from her parents in order to make her not just a great warrior, but a great person as well. As such she wishes to dedicate her life to being a huntress and protecting the masses. However that is not to say that she is without flaws or that she is a goody two-shoes. Alexandra when not in combat can be very naive as that was most of what her training was for and she dedicated herself to it heavily. Also she is quick to solve her problems and confrontation with physicality thanks to her love of combat. Fighting is in her nature and in her blood so it is often her first solution.

When she does get into combat it is like a switch is flipped, and gone is the sweet girl with the nice smile. Your now dealing with a trained warrior who is analyzing your every move to find out how best to take you down, hard.

Biography: Alexandra comes from a long line of fierce warriors, though her family is highly matriarchal. She had been trained from a young age to be a huntress and she poured her heart and soul into it. She grasped the physical and tactical concepts quickly but she lacks any real experience. She will be attending Sanctum academy in order to attain this experience. For Alexandra she is as excited as can be. After all she got to go to school after 15 years of being home-schooled.

Strengths: Alexandra is a very strong combatant. She has a very direct and simple fighting style, focusing and building on the basics of combat. This makes her style flexible and malleable. While she is not as agile as most fighters she is far stronger physically. One of her training exercises was to a boulder up a hill. Similarly she is extraordinarily tough and focused when in battle, analyzing the enemy and how to defeat them.

Weaknesses: Alexandra's focus is a double edged sword of sorts. She can focus extremely well on a single target, making her unbelievable in one on one combat. However when she is forced to split her focus her combat level drops considerably. In combat against Grimm's this isn't all that noticeable. However when in combat with people or any other creature with comparable intelligence her performance suffers. Until she gets some training in multitasking this is a big weakness. There is also the fact that teamwork does not come easily to her since she has trained solo for so many years. It is outside of her comfort zone and she is not particularly good at it. She can command if need be, but she would be splitting people up to do different jobs rather that combine their strengths. Combined with the fact that she does not know how to interact with other people very well and Alexandra needs help with learning how to be a team player.

Last but not least is that Alexandra does not know how to hold back. She gives 100% in everything she does and not doing so is a foreign concept to her. As such she is likely to over do things and try to push herself too hard or too far in order to try to do the best job that she possibly can. While it is not necessarily a bad mindset, the fact that she can't turn it off yet can cause her problems in the future.

Weapon-krasch soldat(crash soldier): Crash Soldier is large war hammer. The head to the hammer is slightly rectangular in shape. It is roughly 12 inches wide and 8 inches long. It has a blunted 5 inch spike at the front and what lookes like a rocket exhaust port in the back. The exhaust port uses fire dust to add speed and force to the swing of the hammer.

The weapon's secondary mode is 'riot mode'. Taking a surprising turn from most multiform weapons Crash Soldier's handle detaches from the head. The head is then attached to Alexandra's arm using a thick shackle. This way the weapon can be used as a sort of hammer fist. It can also rotate on the shackle to use the exhaust port as a cannon, shooting dust fireballs at the enemy.

The final surprise is the now detached handle. The handle has pretty blue lines filled with lightning dust running all throughout it. With a small surge of her aura the top and bottom six inches of the 56 inch handle sparked with electricity. This allows the handle to functioning as a kind of stun rod to create opening and if cause spasms and intense pain.

Aura: Alexandra's use of her aura has been ingrained into her instincts She doesn't think about using her aura she just does. As such her aura is used to increase her strength further and make her more durable. As these functions are ingrained into her instincts it would be very hard for her to use her aura for anything else if it was possible at all.

Katherine "Kitty" Lacuna


Name: Katherine "Kitty" Lacuna

Age: 17

Team: Team LARK

Fairy Tale Motif: The Fox Sister

Appearance: Despite her name, Kitty is a fox faunus. She has large fox ears and a fluffy fox tail, which would be difficult to hide even if she was so inclined. Her shoulder-length hair and the fur on her ears and tail are both fox-red, though her hair has yellow-orange highlights and is slightly spiky. She wears a short-sleeved, thigh-length dress with a loose, flowing bottom and a bracket-shaped neckline, as well as a vest, long gloves (not elbow-length), and boots. She wears a belt on which she wears a magazine of ammo for Heaven's Maw on one side, and Heaven's Maw itself sheathed on the other. Her dress is a the same fox-red as her hair, blocked with gold trim. Her vest, gloves, and boots are black.

Biography: Kitty was placed in an orphanage as a baby, but she had the good fortune of being adopted by loving parents. The parents, high-ranking white-collar workers at the Vulcan Refinery Corporation, had three sons, but they wished for a daughter. Even upon discovering that she was a faunus, her new parents loved her, but her two eldest brothers did not. They attempted to frame her for various wrongdoings, but the youngest brother stood up for her and helped her to expose their brothers' lies.

As she grew, even her elder brothers came to respect her, and she became more outgoing. At first, her parents tried to shelter her from the outside world, fearful of what they would say or do to her, but her curiosity and newfound outgoing nature proved too much. Around this time, her father, a graduate of Beacon Academy (or Bacon Academy, as he called it), taught her how to protect herself, in case anyone should ever try to harm her. A bit of a weapons geek (a trait he passed on to her), he helped Kitty build Heaven's Maw when she was accepted into Pharos Academy, a high-school level institution equivalent to Signal, and she's kept it with her ever since.

Strengths: Kitty is a bold individual, unafraid to speak her mind. This means she has the willingness to actively chase her goals, and the conviction to see them through. She's also a weapons geek, meaning she's very good with building weapons.

Weaknesses: Kitty is proud of her heritage as a faunus, and displays it openly, which has lead to her being shunned before. But her pride refuses to let her hide it. Also, she is impulsive and sometimes kind of stupid.

Weapon: Heaven's Maw is, essentially, a gunblade crossed with a chainsword. It folds up into a gun for storage, but can be extended into its full chainsword form, much like Ruby's 'Crimson Rose'. When folded up, it acts much like a rifle. When unfolded into its full chainsword form, it can be used either as a high-powered anti-tank rifle or as a chainsword. Heaven's Maw uses high-caliber rounds, and has a small canister of red dust that powers the chainsword form. Its teeth have special grooves allowing it to pick up dust from this canister, essentially setting it on fire. The bolt is on the side of the weapon, below the adjustable scope. Finally, it can be folded up into its most compact form, a suitcase with a combination lock to prevent anyone else from using it. In this form, panels fold up to make it look like an oddly-shaped metal suitcase with a fox-red and gold warning stripes. Otherwise, Heaven's Maw is fox-red with black underparts, a black barrel and rubber grip, gold exhausts and accents, and three gold warning stripes towards the tip.

Dust/Aura: Kitty can use her aura to enhance her strength to the point where she can wield Heaven's Maw effectively, and to exert the control over it she needs to not slice her limbs off. However, she does not possess good defensive capabilities with her aura, or much ability to manifest it in other ways. She uses red dust to power Heaven's Maw's chainsword mode, as well as to propel bullets, and she can use it to set its chain on fire for a finishing blow. In the most desperate of circumstances, she can overload the dust chamber and use up all of her dust at once to fire a massive beam of energy.

Team RSKK (Risk)

Falicia Skyborne


Name: Falicia Skyborne. (Everyone calls her Falcon)
Age: 18
Team/Gang/Type of Grimm: Team but throw me a team
Fairy Tale Motif: nope.

Biography: A young woman with a brave soul. She'll never give up a fight until the end, but knows when to fall back. She has black hair tied up in a pony tail, is tall, physically fit and has a scar on an otherwise clean face. Her eyes are silver after an over exposure to Dust.

Falcon grew up in the wilds of the world, living with her parents in an otherwise lonely place. Whenever travellers came to visit, she always madew them feel welcome, fixing up their weapons and making sure they were set for where ever they went to afterwards. Outgoing and friendly, the woman has not seen too much of the world.

When she went to a city for the first time, she got caught up in an accident at a Dust Refinery, near enough drowning in the material and having it leave a mark on her in every way possible, her eye color changed and her face was left scarred for life. her stay in hospital was assayed by bouts of suffering from the changes her body underwent and medics unable to figure out how exactly it occured. Eventually, when she left, she came to know of her new powers, but forced herself back to hospital pushing herself to the limit using them.

She took up the sword eventually, coming home to find that her parents had been killed by monsters. She went back to the city, making her equipment before applying for a Huntress. Everything on her she made herself, using the skills she gathered over the years. she has never lost her kindness nor her friendly nature.

Strengths: Speed, skill and dust abilities. Fights strategically in combat

Weaknesses: Dust abilities are linked to her life force. if she keeps using them too much, she'll die. Not the strongest in the world. Weapons aren't the most flexible.

Weapon: Twin swords (Raven Wings) Pair of black swords that change into several different forms. Most common are twin swords that look like a pair of wings, Single rifle (More marksman then sniper or assault. think the old M14) and a double sword (or two bladed as some might call it. two blades linked at the hilt.)

Dust/Aura: Dust abilities vary, but the most common she uses are general improvals in her normal abilities (translation: so she can keep up with the guys in the show/other characters), shields and platforms. In desperate times, she'll use ice magic. aura is average, but she hasn't activated it yet.

Ripley Vance (a.k.a. "Rip", "Rip-Van")


Ripley Vance

Nickname: "Rip"
Age: 18
Team: Undetermined
Fairy Tale Motif: Rip van Winkle (as if it needed to be said)

Height: 5' 9"
Weight Class: Middle-weight
Build: Average, fit
Eye Color: Bright green
Hair Color: Black
Hair Style: Mid-length, messy

Biography: Cursed with narcolepsy, Rip would never have been ordinarily capable of even training to become a Huntsman. Thanks to medical advances through Dust-powered research, however, his condition has improved substantially. Rip comes from an impoverished family living on the edge of protected human civilization. He spent every Lien he had to attend Signal Academy, half going to tuition and half spent on resources to forge his composite bow, the Flightless Hawk. After graduating (with honors as a marksman), he immediately applied to Sanctum, where he hopes to hone his craft.

Personality: As a sniper, Rip knows to keep his emotions out of his work, and his allies and associates will quickly learn that he is a very serious person on a battlefield. Unfortunately, his attitude outside of combat is far less secure. He is overcautious, sometimes to the point of cowardice, and though he understands the virtue of modesty, he still harbors a deep-seated envy for those around him who know financial stability. Though he can be cold or at least aloof at times, he usually means well in his actions and will try his best to help others find comfort when they are uneasy. Lastly, while Rip takes pride in the control he (usually) holds over his impulses, he is easily embarassed, especially by girls: a strong flirtatious suggestion will more often than not catch him off-guard, which can be quite amusing in the right situation.

Strengths: Rip's eyesight is his greatest asset; he boasts the ability to see for miles with incredible lucidity. Coupled with fine marksmanship and studied calm through meditation, he has all the makings of an expert long-range assassin. He is also very nimble and flexible, helping him get out of a wide variety of tricky situations.

Weaknesses: Rip is heavily reliant on medication in order to regulate his wake-sleep cycle; even then, disruptions in said cycles still occur every so often, although they can be anticipated up to eight hours in advance. In addition, he posesses a weak constitution and is ill-suited for close combat; though he can protect himself from weaker enemies, he cannot last long against a powerful foe.

Weapon: Flightless Hawk (composite bow)
--Description: A massive composite bow unusable by amateur bowmen. Its six-foot-tall bowstaff folds into three segments to be carried easily and features a steel-plated frame for reinforcement. Rip posesses a variety of camoflauge skins for the frame and can swap them out as needed for optimal concealment. A rubber grip on the middle segment allows him to keep a firm hold of the weapon, and a mounted sight grants additional accuracy at long ranges.

--Alternate Form: If Rip finds himself in a pinch, his bow is not without its uses in close combat. Hidden in the outside edge of each section of the bowstaff's frame is a retractable blade whose shape matches the curve of the frame (similar to a bat'leth, Star Trek-style; kudos to Hawkflight for coming up with the idea and letting me run with it). When the blades are engaged, the grip on the center section separates into two halves for two-handed use, allowing greater control of the otherwise-unwieldy weapon. In addition, hooks are linked to the blades inside the frame; when the blades are engaged, the hooks catch the bow's string near the joints and secure it inside the frame to keep it from catching on anything.

--Ammunition: Rip's bow is too powerful to fire wooden arrows without breaking them, and he cannot afford to buy his stock. He knows how to craft his own, preferring to use steel to build the shafts and hawk feathers to flight them (which inspired him for the weapon's name), but his supplies are very limited; as a result, Rip is careful to re-use his arrows as much as possible and may go out of his way (though not into harm's way) to retrieve any ammo he expends.

Aura: Rip's Aura cannot protect him from physical abuse, but it can repel and even reflect many types of projectiles. He can also channel it into his legs to boost his running speed to some extent, aiding him in escaping capture. Finally, by focusing his Aura through meditation, he can calm his body and mind, steadying his hand and improving his accuracy. (This does, however, require a great deal of concentration, leaving Rip vulnerable to attack.)

Dust: Though he does not have access to a large supply of it, Rip does occasionally anoint the tips of his arrows with ice (blue?) and electric (yellow?) Dust for special targets. His favorite choice, however, is a home-made blend of fire (red?) Dust mixed with ordinary earthen dirt; though it lacks the incendiary properties of pure Dust, it can be thrown to create a potent smokescreen that can momentarily sear and blind any eyes directly exposed to it.

Combat Stats
Melee: 2 (Has competence enough to use his weapon's hidden blades, but any opponent with close combat training will find it simple enough to counter and/or overpower him.)

Ranged: 7 (Excellent accuracy and visual acuity and a steady hand. The only thing dropping his rating is his weapon, Flightless Hawk; it's impressive for a bow, but it's still rather basic and could use some upgrades to be more effective.)

Defense: 3 (Rip's Aura shields him effectively from projectiles, but other than that, his only material defense is the size of his weapon, which may be useful in blocking some attacks. If we don't take Auras into account, Rip rates only a 1; he really is just that squishy.)

Mobility: 7 (Rip is flexible and fast, more so if he channels his Aura properly.)

Special: 5 (Rip's Aura has some decent support uses, and even if he doesn't have much of it, he knows how to use Dust strategically, so I'd say he's about average in this department.)

Notes: Complications of Rip's narcolepsy prior to introduction to his medical regimen held him back in his studies/training, so he'll be one year older than most of the initiates.

Aura: Rip's Aura cannot protect him from physical abuse, but it can repel and even reflect many types of projectiles. He can also channel it into his legs to boost his running speed to some extent, aiding him in escaping capture. Finally, by focusing his Aura through meditation, he can calm his body and mind, steadying his hand and improving his accuracy. (This does, however, require a great deal of concentration, leaving Rip vulnerable to attack.)

Dust: Though he does not have access to a large supply of it, Rip does occasionally anoint the tips of his arrows with ice (blue?) and electric (yellow?) Dust for special targets. His favorite choice, however, is a home-made blend of fire (red?) Dust mixed with ordinary earthen dirt; though it lacks the incendiary properties of pure Dust, it can be thrown to create a potent smokescreen that can momentarily sear and blind any eyes directly exposed to it.

Combat Stats
Melee: 2 (Has competence enough to use his weapon's hidden blades, but any opponent with close combat training will find it simple enough to counter and/or overpower him.)

Ranged: 7 (Excellent accuracy and visual acuity and a steady hand. The only thing dropping his rating is his weapon, Flightless Hawk; it's impressive for a bow, but it's still rather basic and could use some upgrades to be more effective.)

Defense: 3 (Rip's Aura shields him effectively from projectiles, but other than that, his only material defense is the size of his weapon, which may be useful in blocking some attacks. If we don't take Auras into account, Rip rates only a 1; he really is just that squishy.)

Mobility: 7 (Rip is flexible and fast, more so if he channels his Aura properly.)

Special: 5 (Rip's Aura has some decent support uses, and even if he doesn't have much of it, he knows how to use Dust strategically, so I'd say he's about average in this department.)

Notes: Complications of Rip's narcolepsy prior to introduction to his medical regimen held him back in his studies/training, so he'll be one year older than most of the initiates.[/QUOTE]

Kaden Zei


Name: Kaden Zei
Age: 20 (Sanctum is apparently no longer just a high school equivalent)
Team: Not currently assigned to a team.
Fairy Tale Motif: Legends of the Norse Berserkers

Biography: "You're either lazy or you're stupid." Those are the words Kaden Zei grew up with. Either from her teachers or by her parents, the words were the same. Well, she sure wasn't being lazy - she struggled relentlessly to study or to focus in class. But if she wasn't lazy, that left only one option.

The only field in school where she excelled was combat training. It was the only place she felt worth anything, and that feeling was a drug. She threw herself completely into the arts of combat, developing an aggressive style that unnerved even her teachers.

Eventually word got to Sanctum about her potential as a fighter, and she's been accepted to the school on a probationary scholarship in spite of her grades. She is dedicated to proving herself.

Kaden Zei is not lazy.

Strengths: As a melee fighter, Kaden Zei is phenomenal. Strong, fast, and tough, she would have gone far in arena sports if her grades had ever allowed her. Despite her self-image, she is also quite intelligent, a trait that shows up in combat more than school. There are very, very few students better suited against land-based foes, regardless of their numbers or strength. The longer the fight lasts, the more dangerous she becomes.

Weaknesses: Dyslexia gives her difficulty academically, resulting in a significant inferiority complex in terms of her intelligence and need to prove herself in other ways. Her aggressiveness can easily lead her to over-invest and trap herself in bad situations, and she reacts strongly to comments on her grades or intelligence. In combat, her lack of access to ranged options puts her at a distinct disadvantage against distant or flying enemies, and her weapons' abilities are crippled in enclosed areas.

Weapon: Static Crescendo (Twin Copper Tonfa)

Dust/Aura Abilities:
Aura - Static: Through use of Aura, Kaden can freeze one or both in place, allowing her to use them akin to D&D's immovable rods. In combat, she usually uses these to allow her a gymnastic level of mobility, giving her a handhold in thin air to redirect herself.
Dust - Crescendo: When Kaden moves during a fight, these weapons build up an electrical charge. This charge does not harm Kaden, but increases the offensive potential of the weapons. This charge increases continually as the fight goes on (as long as she's allowed to move), making her more potent over time. At will, she can release the charge stored in one or both weapons as a single electrical discharge. While the power and reach of this attack is reliant on the amount of stored energy, the recoil on the discharge is impressive - capable of launching into the air with exceptional force or (if using the Static ability to hold it in place) serving as devastating one-shot cannon.

Kedra Kaltican


Kedra Kaltican
Appearance: Tomboyish red short hair and blue, wearing heavy steel power armor with no helmet
Weapon: Gun Drill Lance. Its a big lance that is a DRILL! and a gun.
Backup Weapon: her power armored fists

Strengths:
She has a lot of power and durability, and her power armor allows her to jump far and run faster than normally would in such armor

Weaknesses:
however her Drill Lance is unwieldy and destructive, and even with the power armor, she still has mobility issues and is less acrobatic than other combatants, furthermore her power armor has no helmet, leaving her head vulnerable.

Personality:
Steadfast but stubborn, she is boisterous and loyal to her friends, but can be rude to others and forceful when she wants things to go her way, but mostly only because she wants things to get done and quick.

Backstory:
Was raised by Commander Valdrana Kaltican of the 147th Hunter Legion, her father unknown. Her life was harsh as her mother made her face many challenges in her daily childhood, making undergo various exercises, obstacle courses and placing her puzzling situations she had to solve herself out of. She had to work to earn even little luxuries and brave great challenges. An example of this is that when a cat was stuck up a tree, her mother made Kedra rescue the cat herself rather than do it far more easily and quickly.

This made her strong, but it also made her averse to Valdrana's strict lessons and tended to seek out casual, less stressful situations in response…even when she could adapt to any hardship Valdrana threw at her. It made their relationship rocky. However the real trouble began when at 10, they started Aura training….and found that Kedra had a strange Aura, a rare condition where Kedra's Aura was too big and diffuse to be manipulable by normal Aura methods, and therefore could not be a Huntress with her Aura in such a state, as it would be unable to be solid enough to protect her.

So Valdrana did some research and found that there was a power armor developed to fix this Aura condition, basically sapping away at excess Aura and channeling it into a protective form, leaving her Aura at more normal levels as to be usable, but also making her less mobile than most Huntresses. They then revised their training to include her power armor, focusing on blocking, stamina, resistance and other forms of slower fighting to compensate.

When Kedra was fifteen however, Valdrana was called away to go on a Long Hunt, and Valdrana considered Kedra old enough to take care of herself, and Kedra didn't really mind finally having some space from her strict military mother, and since then Kedra has for four years been making her own way through the schools of the Huntresses and trying out a slice of life without her mother, and was soon accepted into Sanctum…

Kedra's Secret Book (read only if you really want to spoil yourself)

The story of Kedra's secret book is a strange one. Valdrana, before she went on her Long Hunt, promised Kedra that she would gift her with any single thing she wished, within reason- but only as long as completed thirty tasks, one for each day of a month during the winter. So Kedra took to the tasks with wild abandon, doing each with the will to not give up, no matter what, the tasks starting with simple things like chopping and bringing in firewood, then growing in difficulty and danger, like climbing a rock face or swimming across rapid river. Nevertheless she completed each task, until only one remained. Valdrana then tasked Kedra….to kill her first Grim.

Kedra then took her gundrill and went out looking for a small grim, a savage bear, and after a harrowing fight, she ran her drill through, utterly blasting it apart. She soon found its head and brought it back to Valdrana as proof.

So they went out to select the thing that Valdrana would gift her. She ignored the bicycles, the cars, the weapon upgrades, or the better power armors. Valdrana followed her, bewildered as she walked past great potential gifts, valuable and big, powerful or showy. Kedra instead gone into a bookstore, to a certain section…and pointed at Faunus Girl Fancy, with an evil smile on her face.

Valdrana for a moment fumed with fury at such a choice….but her word was her honor, and she bought it as promised. They then shared a laugh when Valdrana realized the joke Kedra had played on her: she could have pointed at anything expensive and overpriced, but chose instead to pick one of the cheapest things possible and still manage to tick her off.

and that was how Kedra obtained her secret book, Faunus Girl Fancy.



Picture:

http://i276.photobucket.com/albums/kk25/Trizap/KedraKaltican3.png~original


Team MARJ (Mars)

Medias "Medi" (Res)


Okay, let's hope I do this right.

Name: Medias "Medi" (Res)
Age: 19
Gender: Male
Team: None at the moment
Fairy Tale Motif: The Three Bears (Distinct from Yang I promise!)

Biography:
Medi has everything going for him to be a successful huntsman. Many would kill for the advantages he had since birth, but... things don't always work the way they should. His father/mother is a professor at Sanctum and his mother/father works with a powerful Dust distributor.(Currently vague in case someone wants to play them, or I can bring either in later) His grandfather was a Huntsman of some renown and has passed his weapon down to Medi's hands. Unfortunately, he's just pretty damn terrible. His techniques are crude and unfocused, he always finds new things to work on instead of practicing, and he has very talent going for him. He's purely average. No better. He got into the school only due to one impressive incident he doesn't like to talk about and some... convincing from his parents.

Strengths:
Medi is pretty athletic when he's focused. Not to any exceptional degree, but he certainly won't be slowing anyone down. He has plenty of dust availiable to him, which is also quite a boon. Finally, his weapon. See section for details
Weaknesses:
Medi has incredible difficulty focussing on anything for a length of time. he tends to lose his concentration often becoming quite aloof and clumsy. Often he worries so much of what people will think of him more than the acts themselves, which often leads to problems during excercises. Also... his weapon.

Weapon:
Medi wields the (name to come). It comes in two parts. The first part is a dagger. It is quite strong and unlikely to be broken, making it excellent for parries. Unfortunately, it is incredibly short. Getting close enough to use the weapon is more likely to kill you than it. The second part resembles a backpack, though it can be reconfigured to be wearable if he were to spend some time reassembling it. This piece does absolutely nothing on it's own, but when combined with the dagger, it unfolds to create a GIANT (barely) two-handed cannon. The blast that fires from the cannon is ridiculously strong. Like, "Oh, sorry mister Grimm, but your head just evaporated" strong. Unfortunately, the thing is too damn big. Medi's been training with the thing for years and he still just can't seem to use the thing. It's just too cumbersome. He practically has to set the thing on a stand just to aim it, and even then, it takes a second or so to charge and easily dodgble.

His weapon is just two extremes of worthless.

Dust/Aura: Medi has a wide variety of dust available through his parents, and he's learned to use it to compensate for his terrible weapon, as well as increase his mobility. His aura is fairly underwhelming. It protects him from wounds and the like, but he's not really using the thing to his full potential.

Amandus Foerster


Okay, here we go.

Amandus Foerster

Age: 18

Team: Sanctum

Fairy Tale Motif: The Thief And His Master

Biography: The son of Hans Foerster, notorious thief and philanthropist (currently imprisoned-that's why he's notorious), Amandus is, shall we say, a bit of a showman. Truth is, he's usually wearing a magician's top hat and suit, and usually is doing some form of slight-of-hand, even if it's just shuffling the Tarot deck he has. In fact, nobody's sure why he even wants to be a Hunter in the first place, apart from cheesing off his dad. Truth is, Amandus did it for precisely that reason, but also because his shapeshifting powers aren't something he learned from his dad, but rather a far more ruthless and vicious thief that Hans, in one of his Parent of The Year moments (man's a bit of a screw-up when it comes to his personal life), hired to train him in recognition that his "raw stealth" style wouldn't work with modern security systems. Said thief was also, as it turns out, a Schnee-employed mercenary, and Amandus was lucky to escape with his life. Realizing just how the strong could torment the weak is what provoked him to become a Hunter and prevent the bullies of the universe from running roughshod over it.

And let's be frank, he's his father's son. Being an adventurer (in all senses of the term) runs in the family.

Strengths: Shapeshifter prodigy, able to call on a vast array of forms for any situation, including hybrid ones (though he's restricted to drawing from animals that already exist). He's also rather good at forming general battle plans if given time, and very good at backups.

Weaknesses: He can't plan on his feet-if something happens he didn't expect at all, he flounders and loses his focus. He also seems to be addicted to the taste of scenery, and actually is to the spotlight, though he's self-aware enough to shut up when someone else deserves praise.

Weapons: The Platypus. More armor than arm, this mesh of wires is meant to be worn as a harness by a user of transmogrification Aura abilities. It is meant to augment the natural abilities of a shapeshifter by melding with any natural weapons such as claws or teeth and, depending on the user's current preference, delivers a potent toxin or electrical shocks. Its ranged mode is a dart launcher, firing either paralysis darts or Taser wires, for subduing enemies or death, respectively.

Randii Mendez


Name: Randii Mendez
Age: 16
Team: None yet
Fairy Tale Motif: The Scorpion and the Frog

Biography: Randii is of average height, with a more athletic build. Her eyes are a piercing blue, which stand out against her slightly pale skin. Her hair is cropped short, and dyed often. She can't remember what her original hair color was. Her right eyebrow, left nostril, tongue, lower lip, both ears, and bellybutton all have piercings. Her ears actually have five each.

Her usual dress attire is tank tops, half gloves, loose fitting cargo pants, and hiking boots. The boots and gloves are usually black, while the pants and shirts can come in any combination of colors.

Randii is somebody who pretty much never feels any guilt. She doesn't exactly go out and constantly do bad things to people. But, if she causes somebody harm, she doesn't apologize for it. She'll simply shrug and say, "That's just the way I am."


Strengths: Randii is quick, which helps make up for her lack of raw strength. She has a very strong sense of herself, which means she doesn't really let other's opinions have sway over her own.

Weaknesses: Randii's attitude makes it hard for people to trust her completely, even if she means well. It also means that in some ways, Randii is predictable. Once somebody knows her well enough, that is.

Weapon: Aguijon y la Garra. (A-gui-hone ee la gar-ra, Spanish for Stinger and the Claw)

Aguijon is a short, curved blade that ends in a very fine point. It is strong enough to pierce steel easily. The blade can be separated from the hilt, becoming a chain mounted weapon. The chain has a maximum reach of 25 yards. Randii seems to have a knack for controlling the blade while it's flying through the air like this.

La Garra is the sheath Aguijon is kept in. It can expand out to a kite shield that's three feet in height. It can also change into a large, arm mounted claw. While a claw, Randii can still use it as a shield, though the shape of the claw means it doesn't cover as large of an area as it does when it's a shield.

Aura/Dust: Randii's aura has been honed to increase her speed and to help with her healing. It adds some strength and helps with defending her, but not a lot. Randii shuns the normal elemental dusts in favor of paralyzing dust, which her blade can inject into those it pierces.

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Alright, just gonna give it a day so I can catch up on the IC stuff and give you guys to look over her post and nitpick it into oblivion. Then I'm ready to jump in!

Juliette Chordatie


Name: Juliette Chordatie
Age: 17
Team: ???
Role: Sanctum Student
Fairy Tale Motif: ---

Appearance: Red hair, red eyes - Juliette has a very orderly appearance, with long hair reaching to her waist and a pair of red fox-ears about the same color as her hair. She usually wears a very serious look on her face; her eyes looking intently at you as if a matter of life and death even as you are trying to tell a simple joke. In place of military fatigues (as you may expect from a soldier), she wears a very tight shirt with a loosely tied corset, a short overjacket, and a pair of skirts with stockings - something you might see on a fashionista rather than a professional. Apparantly, Hamelin cares very much about fanservice on his elite troops.

Biography: Juliette is fox faunus, and one of the more promising youngsters of Hamelin's faunus army. Born to a mother that now serves as one of the elite soldiers under Hamelin, Juliette wasn't given much of a choice on her life. She was indoctrinated with stories of Hamelin's glory, with stories of how badly faunus were treated and how cruel the rest of humanity was. It wasn't long before she became indoctrinated into the cult and was trained to become a crusader for the radiant hero.

Juliette showed exceptional promise; she quickly outpaced what her mother was able to teach her, and was admitted into Sanctum so that she could acquire the skills necessary to serve as one of Hamelin's elite. She was instructed to recruit other students if possible, but also not draw too much attention to herself if not; still, the young Juliette was like a fish out of the water in this new world of free soldiers. Though she entered the academy with a single goal, it remains to be seen whether Juliette's loyalty can survive the harsh friendships and love of the outside world.

Weapon: End of Ages Juliette's weapon is a VERY BIG iron ball attached to a rather long chain. The ball is normally blunt, but blades can be extended from it on command. The weapon in this form seems awkward to wield, but is propelled mostly through high-calibur gunfire and dust. No one knows how she can control the dust from the other side of the chain, but somehow, she could make the ball suspend in midair, spin, and turn 90 degrees to dice up an enemy with the blades. Still, while the ball can actually travel relatively quickly, it takes the ball a long time to change directions. It takes a similarly long time for her to throw the ball, so the weapon may require some setup before it can actually hit something. Once it hits, though...the damage is definitely enough to take out a large-sized grimm without much issue. The ball has dust chambers and guns built inside, though the gun barrels are visible.

The second form of the weapon is a paired greatlance and tower shield, which Juliette can wield with strange ease. The lance and tower shield combo is decidedly faster than the iron ball, and both can propel themselves by shooting bullets backwards to add additional piercing/smiting power. The tower shield similarly has dust chambers, both as a counterattack and to quickly move the shield. The lance has four barrels on the front side that can shoot bullets or different types of dust, one type for each barrel.

The weapon can collapse into a very thick staff (almost the size of a pillar), which Juliette wraps and carries on her shoulders when not in use. The staff can be used as an offensive blunt weapon in an emergency, but is too unwieldy to actually be effective.

Aura/Dust: Juliette's aura is not particularly strong. She can enhance her speed and strength somewhat, but she is not catching up to any of the speed stars anytime soon. As much as it would seem to contradict logic, her monsterous strength is actually entirely naturally born rather than aura-enhanced.

Juliette uses a number of different types of dust. Fire dust propels her weapon in iron ball form, while other types of dust can be rapidly emitted by the spinning ball, creating cyclone effects (cold) or uncontrollable bursts of thunder in true black mage fashion. In her shield-and-lance form, dust can be fired from the barrels or emitted by the tower shield as a counterattack.

Semblence: We shall see =p.

Strengths: High strength - most huntresses won't even be able to lift Juliette's weapon, let alone use them with any degree of skill. Even a bare-handed punch from her can knock an average, force-armored huntress to the ground. Coupled with her training and dust, Juliette is a very dangerous opponent that can knock out many opponents with a few solid hits. Juliette is also very experienced in combat, and can make use of her weapon and dust in unconventional ways.

Weaknesses: Her weaker aura makes it hard for her to detect attacks, and her defense and speed are average. She can enhance her attributes a bit with aura to try to catch up with more agile opponents, but her aura runs out very quickly, leaving her quickly exhausted after less than a minute. Juliette compensates this weakness with some experience in counterattacks, although this will not always work against a prepared opponent.

Hawkflight
2013-09-24, 07:39 PM
Spillover post go!


Team CASE (Case)

Celica Vakaria


Celica Vakaria
Age: 16
Race: Faunus (rabbit)
Appearance: She has dark skin, emerald eyes, and dark red shoulder-length hair. Often dressed in a dark green tunic, black pants, black armored boots, a black chest piece with red markings, black glove on her left hand, and a black armored glove on her right hand. Celica also sometimes wears a black helmet with a clear visor. She is of tall build.

Personality: Celica is very outgoing and passionate, but is also a brilliant strategist. She can stay focused on a task very easily.

Strengths: fast, good hearing, strategist.
Weaknesses: can become too focused on a task to notice the world around her.

Weapon: Crimson Shade
An anti-material rifle that can transform into a shield and pistol. Can be used with dust to cause bullets to explode with elemental effects.

Aiden T.


Aiden T.

Age: 19

Team: Looking For Team

Fairy Tale Motif: Satyr

Appearance: Lithe might be a good word for his build. He's muscular, but not bulky. He's also of medium height. He has a rather attractive face with curly brown hair and strikingly green eyes. The effect is marred somewhat by his horns, which extend from above his temples, not quite curling all the way around, and his horizontal goat ears. He has a tail, but it's not as obvious due to his love for long coats. He's almost always smiling.
His usual attire is a long, brown, and armored coat over a green shirt and tough-looking jeans.

Biography:
Aiden is not a rebel. He does not associate music with such feelings, who cry out at being misunderstood or put down by The Man. He does not judge the people who are, but he does not follow that train of thought.
There is no rebellion.
There is no importance in style.
There is no significance in its voice; human, faunus, or nature
There is only Rock.
In all seriousness, Aiden is a music nut. He's not necessarily obsessive, it's just his favorite thing ever. He focuses on the guitar, although he is also good with a flute, which he sometimes switches to for variety.
Aiden comes from a small family. He was taught combat training from his older brothers and music from his mother. He's rather fond of all of them. This was all mostly tradition, though. His career was set when one of his bandmates at home got an arm and leg broken in a Grimm attack. She got away with her life purely out of luck that someone was around. And that was it. He's going to keep folks, musical or not, out of harm's way at all costs, as long as he still breathes.
Strengths: Aiden is fast and mobile, usually dodging in and out of foes' reach in combat or staying out of their range completely. Still, he has the muscle to hit hard when he can.
He's always upbeat, and does his best to use his optimism to help boost the spirits of his friends.
And if it wasn't obvious, he's a really good musician. He almost certainly gave up a promising career to be a Huntsman, and his band, the Dust Jammers (they decided a long time ago it should be the corniest name possible) is actually somewhat well-known for what was a high-school rock band. Anyone from his hometown might have heard of them. They have a record deal going through once their bassist's arm heals.
He's also a vegetarian.

Weaknesses: Aiden is fiercely loyal to his friends, and has a difficult time not rushing to help them when there's trouble. This is easily exploited.
His melee style requires a lot of room, so in close-quarters he has to rely on backing up and shooting or sheathing his weapon and start kickboxing. Also, yanking his tail is rather painful, like pulling someone's hair but five times worse.
For the most part, he couldn't care less about bigotry (there is no race, there is only Rock), but if he realizes that his species is somehow causing problems it would probably hurt him.
His family also has a bad history with alcohol, and while he's very insistent on staying dry his whole life if someone were to trick him somehow things would get bad.

Weapon: his pride and joy, the G# (Gee Sharp). Mostly brown and red, it's...well honestly, it's a guitar-gun with axe blades. An axe that's also an ax, if you will. The gun is in the opposite end of the blades, so he can shoot it while playing but has to flip it over to swing it. The gun is mainly a shotgun that fires slugs, but he has buckshot shells, too. It has a chamber to be loaded with Dust Crystals to act as a flame/bolt/frost thrower, controlled by his chords, but can't be reloaded mid-combat due to having to open it up to replace the crystals. The shells are much more easily reloaded, so he usually sticks to those if he runs out.

Dust/Aura: His Aura mainly focuses on boosting his speed and mobility, making him fast and able to jump high and far. It only gives him a slight boost to his strength and defense, pretty much what's standard in that regard.
His only strong use of Dust is the G#'s thrower, although he'd like to learn spells he can use without it, particularly that platform trick he's seen once or twice.

Silven Eradora


Name: Silven Eradora
Age: 19
Team/Gang/Type of Grimm: ....I want to say freelancer, but pending a team.
Fairy Tale Motif: (If you have one in mind!) it's not so much a fairytale....the Valkyrie with a little bit of Joan of Arc

Biography: a young woman from a noble family. She has long green hair running down her back, with red eyes and a clean face. She is reasonably tall and good looking. Her equipment is generally well maintained and appealing to the eye, the Fleur-de-lis on her breast.

She broke away from her family at a young age, going on her own to make her life as she wants. She went around as a free spirit, living as a normal everyday person in the city, enjoying her life as she worked in a bar, occassionally making a bit of a venture to take a small vacation.

Until she found out her family had been taken hostage and killed in a botched rescue attempt, leaving her as the sole heir to the Eradora fortune. She promptly signed up as a Huntress, selling everything to establish herself in the profession. Protecting people is everything to her seeing as she lost her family. She is the sole beneficiary of the Eradoran Dust company, a smaller company barely surviving, but making her a good living and leaving the work to the others. (she knows nothing of buisness)

Strengths: Strong, smart and skillful, she'd be born for the battlefield and knows how to fight. She mixes it up with her combat style at times. Some Dust abilities

Weaknesses: Reliance on her own skill can lead her to get in over her head. Equipment is heavy and she is not the fastest in the world to begin with.

Weapon: Pride of Eradora. Transforming Sword that changes between a standard longsword with a built in battle rifle (the trigger is built in to the side of the hilt so that she is holding the side. No brace) a sniper rifle and a spear. She also carries a shield where the grip is also a revolver, the face of the shield changing depending on what dust type she's using, affecting the ammo the revolver has.

Dust/Aura: Dust varies for the revolver, but that is the limit of her abilities with the stuff. Saying that, the ammo can vary in abilities, freezing the earth it hits, spiking the earth up where it hits, things like that. Aura is generally strong though. limited to defensive powers and helping her jumping.

How are these?

Emeral D'Espaillat


Name: Emeral D'Espaillat
Age: 17
Team: ????
Fairy Tale Motif: The Bird of Sorrow

Appearance: Emeral would have be rather pretty if she devoted just a bit more time to maintaining her appearance. Her hair is long, rich, and a deep shade of red, although often clumped up and carelessly tossed over her shoulder, with small spikes of hair - and feathers - sticking out of it at all times. Her eyes are a deep shade of blood-red, with slightly tanned skin and a pair of feathery ears marking her as a faunus. Her build is relatively slender and a bit short, and as a bird faunus, she's much lighter than a normal human of her build.

Emeral prefers simple and plain wardrobes, both in combat, casually, and even on formal occasions. She's usually seen with a plain-colored shirt (usually black) worn under a crimson sweater-vest, a simple pair of loose-fitting black khaki pants, and hiking boots without heels. As she is a raven faunus, she has two small - but still easily visible - wings in place of a tail.

Biography: Emeral was once a daughter of the streets; her family was taken away from her before she could learn her own family name, and the first years of her life was spent surviving using whatever method life has given her - abusing charities, digging through dumpsters, and taking advantage of the kindness of strangers at every opportunity. By the age of three, she has already seen the worst of the world that many adults could not even begin to fathom. Survival was the word to live by there, and the child was raised by the streets to understand futility better than she could comprehend joy or "being yourself" - molding her perspective of life into something that's mechanical, alien, and often difficult to understand.

It was perhaps by a sudden showing of kindness from the Bird of Sorrow that Emeral was able to meet Drake D'Espaillat. As the executive and founder of D'Espaillat Weapon Manufacturers, Drake was a self-made millionaire who wanted nothing more than a family, but thanks to an accident that left his sweetheart dead and himself unable to reproduce, could only turn to adoption to fulfill this dream. Drake was also a man who hated spoiled brats, but was prone to inevitable spoil his adopted progeny until he was disgusted with their behavior; in this manner, three children entered his mansion and were disowned in less than a year's time before fate somehow brought the girl of the streets and the self-made king under one roof.

Emeral was, perhaps, the daughter that Drake had always wanted - if she was given a pony, she would only stare at it in confusion, not understanding the purpose of owning such a creature. Still, her connection to her adoptive father was, by nature, distant, as if they were bound by an employee-employer relationship rather than that of a father and child. When her father asked her to study, she did so without another word. When her father wanted her to train in self-defense, she simply complied and devoted all of her attention to her weapons training. In fact, her reason for joining Sanctum was simply based on a passing comment that Drake would have liked to have a huntress as a daughter - not for ambition, for romantic dreams of the profession, or to explore a sense of individuality that any normal human being would.

Personality: Emeral is your archetype of the emotionless girl. She is very difficult to anger or show any form of extreme emotion, rarely really even defending her own pride if insulted by another student. It's not really that she doesn't understand human emotions - she does, probably all too well - but everything is viewed from the point of cold, hard psychology and statistics.

Strengths: Emeral is a very careful combattent. Rather than charging into battle, she much prefers to observe her opponent's habits - including subconscious tells as well as general attack habits - and formulate an attack plan based on this information. Her ability to fly is a major boon; and her ability to use wind to her advantage gives her a significant advantage in battle control - dust can also be scattered into the wind for an swirling ice attack or an impromptu fire snake if the situation arises. Emeral is also very quick (Especially when flying), allowing her to dodge attacks with greater ease.

Weaknesses: In the same way that she is careful, Emeral is also not very tenacious. She's not the type to push herself beyond all limits, and will give up and withdraw if the situation is adequately unfavorable. Her body structure - while a definite boon for flying - also forces her to use aura just to match the physical prowess of most of her fellow hunters; as such, her melee combat skills are mostly defensive, and she will seek to avoid a drawn-out melee war if at all possible. In addition, powerful as her aura is, she could only dedicate so much of it without tiring herself out. Coupled with how easy it is for her bones to naturally break without aura protection, Emeral becomes a lot more fragile than most students. This is especially true in the air - with most of her aura committed to her wings and very little to reinforce her bones, if Emeral is not careful, a solid hit with a mace or a body slam from a grimm can shatter bones and put her out of commission for a while.

Weapon: "Emeral's Weapon" (Weighted Gunstaff/Meteor Hammer)
Apparantly, the official name of this weapon was supposed to be "Queen of the Sky", but when asked, Emeral simply introduces it as "My Weapon", and over time, that name was the one that stuck. Emeral's Weapon, at its base form, is a staff with a moderately heavy (and spiked, though the blade is retractable) weight at both ends, giving it greater striking power. The staff can be fired as a normal gun on the two tips, and has a few hidden lateral gun barrels near the ends to rapidly accelerate strikes. The tip of the weapon also has dust implements, so it can be used to deliver dust-based attacks such as an exploding strike.

The weapon's second form is that of a meteor hammer. In this form, most of the staff elongates into a long link of chains, with the two weighted ends serving as spiked blunt weapons that attack in patterns guided by the chain. The gun barrels and dust implements at the weighted ends are still operational in this form - this allows the hammers to attack in unpredictable directions and deliver utterly baffling attacks - attacks that are so baffling, in fact, that even Emeral has difficulty controlling them. The meteor hammer form can be reliably depended on to deliver basic ranged attacks, and perhaps one or two turning attacks from odd directions. Any more than that, and Emeral runs the risk of an errant hammer striking herself, or losing grip on her weapon altogether. The chains on this form are normally blunt, although on command they can be transformed into sharp wire loops capable of cutting anything tied up by the weapon.

When not in use, the weapon collapses into a pair of glasses. No one knows how this is possible.

Dust/Aura:
Aura - Raven's Wings: Aura is possibly Emeral's most significant strength. Her aura is strong enough to enhance her wings to superhuman levels, allowing her to fly and change directions mid-air seemingly at will. When airbourne, Emeral is extremely fast - able to catch and outpace airbourne grimm and even most human aircrafts. As a raven faunus, Emeral is light and actually quite suited for flying; thus, she could remain airbourne for a rather long period of time without exhausting her aura. Her flight also extends to the winds - Emeral can fly in patterns, creating great bursts of wind or whirlwinds or changing air flow to enhance her attacks and ensure that the wind works with her rather than against her.

Of course, due to her weight and the lack of ground contact, she has almost no inertia when in the air. While she could ignore air resistance with her aura, a well-timed strike - or perhaps a large grimm that she was not able to evade - could potentially send her crashing into a wall 200 feet away. Her striking power is also very low by default; she can't use aura to enhance her arms and legs while flying, so she would have to use charge attacks just to do something as basic as piercing someone with her spear. Emeral could carry the weight of a normal person while flying, as well, although this can only be done for short distances.

On ground, Emeral can enhance her arms with aura as well. She has to do this in order to match the striking power of the other students, as her bird-like bone structure also makes her relatively weak in physical combat. Of course, she can't fly when doing this; her wings, with no aura enhancement, are enough for her to glide about 5-10 inches off the ground for short distances, although this gives her little advantage in battle.
Dust: Emeral mainly uses fire and ice dust. Explosive strikes allows her to add to the damage of her staff or hammer swings, and creating an explosion is often a good - if risky - way to separate herself and her opponent during melee combat. In meteor hammer form, the entire length of her chain can emit dust; when fighting a tough and armored grimm, Emeral would use the ice to freeze the parts tied up by her weapon and make them easier to dismember.

Faculty

Mrs. Kaera Res


Name: Mrs. Kaera Res
Age: Don't ask
Position: Gym Teacher

Biography: Kaera is "that one teacher". The one that everyone dreads being around because she's the meanest and the strictest. Being the Physical instructor only makes things worse. Many a graduate would say that he'd rather hear the screech of a Nevermore than Mrs. Res yelling the word "Laps". Her glare can quiet even the most rambunctious student, and she has a zero tolerance policy for goofing around.

Weapon: Unknown. No one has ever seen Mrs. Res with a weapon, though students tell tales of the day an Ursa crashed track practice, but was driven off by being smacked in the head by a supersonic medicine ball. Her glare of doom and reputation for punishment usually stops any human enemies in their tracks.

Dust/Aura: While she certainly understands the fundamentals of such concepts, they're not really her forte, and is quick to call another member of the faculty for such a problem.

Aurum Mortemus (Sponsor)


First time here on anywhere other than The Nexus. After much prodding from Aric_Kale, I've decided to join in with from what I see is the first villainous character.

Name: Aurum Mortemus.

Age: 16

Team: Mortemus Corp

Fairy Tale Motif: (Technically a Fable) The Dog and His Reflection

Biography: Aurum is a very rich teenager. His grandfather, Norilsk Mortemus was a leading figure in the invention of robotics, and for generations the Mortemus family led the way through the science of robotics, as such, the Mortemus family became very rich. In the process of the invention of the perfect robot, Norilsk's heart grew dark and he betrayed his partner, and took full credit for the invention. The Mortemus family has been crooked and evil for generations, and Aurum's father Josef was just as cruel, using his fortune to manipulate and harm people. Aurum has both the sadist temperaments of his father, and the intelligence of his grandfather. A year ago, his father was murdered, supposedly in some sort of accident in his laboratory. Now, Aurum owns the Mortemus Corp Tower over Meadow, and rules with a velvet fist.

Strengths: Aurum is incredibly intelligent, boasting a massive intellect and a knack for business opportunities, no matter who it effects. As long as Mortemus Corp makes a profit, Aurum can sleep like a babe. He controls the corp, and so owns a fortune at his disposal.

Weaknesses: Aurum has no powers at all. No Aura, no dust. Completely normal. His sadism and cruelty push him away from people, and physically the teen is rather weak. He's rarely alone however, his robot bodyguards keeping him safe.

Weapon: Aurum is rather good with any kind of rifle or rapier, for he took lessons when he was a little younger. However, he doesn't really use any weapons. He carries a remote control in his pocket though, and the remote can call robots to his aid.

Roleplaying-Wise and Appearance: Aurum usually plays the role of a villain, usually manipulating teams around, playing chessmaster. Aurum could possibly take the role of the mysterious end game villain, always in the shadow. He could also possibly be an interested teams sponsor.

Aurum usually is dressed in an expensive Armani suit, complete with a gold tie and glasses. He pretty much looks like this, but Russian and with short blonde hair he gels back. Here. (http://thumbs.dreamstime.com/z/young-japan-businessman-blank-page-14120961.jpg)

I know it's a pretty powerful character concept, but I noticed a distinct lack of a big baddy type character. Is this okay?

Dr. Zira Jones (Nurse)


Not at all!

Name: Dr. Zira Jones
Age: 34
Position: Nurse
Fairy Tale Motif: Foundling-Bird

Biography: Zira was born to the CEO of a lumber mining company and his wife, the latter of whom died during childbirth. When she was four years old, her father wound up adopting a young boy, who would turn out to be a bird faunus, though there was little outward sign of this. Despite the prejudice displayed to him, she loved him dearly, as did her father. However, on his 14th birthday, the week before the twins were to be admitted to Signal Academy, a man from her company tried to kidnap him, in an attempt to extort money from his family. After a harrowing adventure, she rescued him, and they brought his kidnapper to justice.

The twins would proceed to graduate from Signal Academy, then from Sanctum Academy, with honors. Eventually, Zira became a nurse at Sanctum, while her brother went out into the world to actively fight the Grimm and protect the weak.

Weapon: Despite being a nurse, Zira still has her old weapons form her academy days. These weapons are quad rocket launchers, strapped to the forearms and lower legs. They can pivot 180 degrees to allow for rocket-powered punches and kicks, as well.

Dust/Aura: Zira mostly uses her aura to heal herself and to help heal others, though she can use it defensively as well.

The Librarian


The Librarian

Name: The Librarian, no no one dares to delve into what his real name is. He does have one, it's just that nobody (not even the headmaster) knows. (name = Sun Wukong)

Fairy Tale Motif: Terry Pratchett's discworld with a splash of Son Goku (the myth, not DB)

Age: nobody knows

Faction: Faculty of Sanctuary

Appearance: He's an Orang Utang faunus (more Onrang Utang, then humanoid) with a half circle shaped set of glasses (like Dumbledore). He wears a vest (since all faculty members are required to be dressed appropiately), but no pants. Nobody dared to make him wear any so there's that. His fur is dark orange with a black/dark undercoat.

Personality: Well, he does not speak any language except for Orang Utang, but he does understand 27 languages perfectly. He hates loudness, filth, moist, fire, and anything that can disrupt the peace orhis precious books. He loves books (obviously) and bananas. He operates on a hit first, ask questions later metnatility and every new person in his library must be intorduced by someone he trusts. People he does not trust or are not introduced can expect a whacking with his staff. Oh, and for God's sake, DON'T CALL HIM A MONKEY!

Weapon(s): Ruyi Jingu Bang

The staff lengthens and shrinks within a hundreth of a second. From both ends The Librarian can shoot an entangling ropes, which he can fit with grappling hooks. The Librarian uses his weapon with great skill and incredible agility as well as utility. By using brains over brawn, The Librarian makes sure he wins the fight or lives to take another shot.

The Librarian uses his abundant aura to increase his speed, durability, strength and mobility. Some say he can even jump on air and lift 8 metric tons. The Librarian, however, keeps silent in his library with his nose buried in some book.

Red Button of Doom Trigger: he is an Orang Utang, or ape. Not a monkey. In fact, mention hte word monkey sends The Librarian into a flying murderous frenzy. The only cure is a metric [REDACTED]ton of bananas.

P.S. DON'T USE THE M-WORD! JUST DON'T!

Gabriel Blake (Teacher)


Name: Gabriel Blake
Age: 35
Job: Sanctum combat instructor

Biography: Gabriel is a tall, willowy man with youthful features. His seemingly innocent face (on which a smile can usually be found) hides a mind obsessed with the finer points of battle. In earlier days he travelled far and wide, in search of interesting opponents to fight. Now he's settled down as a teacher at Sanctum: Where he hopes to aid the growth of a new generation.

Despite his interests, Gabriel isn't bloodthirsty; Quite the contrary. He prefers to leave enemies alive, so that they can return to challenge him again. Whether on or off the battlefield, he's generally a pleasant and agreeable person. He usually dresses in a modest black suit, topped with a bowler hat.

Strengths: Gabriel's strength is hard to measure. He has a talent for tuning his apparent skill level, so as to match that of his opponents. Thus, both novices and veterans alike can be assured of an even fight when facing him. This ability makes him well-suited to the job of combat instructor.

Weaknesses: Gabriel's greatest motivation is also his greatest weakness. Because he enjoys fighting so much, he tends to mess around a lot in battle. His habit of holding back creates openings which even weaker enemies can exploit. Thanks to this reckless attitude, Gabriel has suffered many an unnecessary wound.

Weapon: Gabriel uses (of all things) a black umbrella as his weapon. The item is very much like its owner: Innocuous but deadly. When closed, it slices like a sword; When open, it blocks like a shield. The umbrella's 'fabric' canopy is actually made of a strange shadowy substance, which can (among other things) absorb incoming attacks, and be fired as a projectile.

Dust/Aura: As a seasoned veteran, Gabriel's aura is highly developed. He can use it to enhance his strength, speed and defence with equal proficiency. Unfortunately, his dust budget isn't anywhere near as refined. Thanks to his lack of control when it comes to money, Gabriel can rarely afford to use special dust in battle.

Oswald Blastenheim The Third (Teacher)


Well I have a teacher character in mind.

Name: Oswald Blastenheim The Third
Age: 40
Profession: Teacher, probably Combat or History

Personality:
He speaks with a BOOMING VOICE and has a cheery personality, much like an old fashioned gentlemen who loves a good hunt and fight. He carries himself very jovially and wishes to teach his students the best they can be. His voice also makes students snap to attention. INSTANTLY.

Description:
He looks like that teacher guy from RWBY episode 9, but with black hair and more muscular.

Biography:
He is Sanctum's combat and/or history teacher, chosen because of his past exploits in fighting Grim, however he fights less nowadays, knowing that he cannot fight Grim forever, but nevertheless he has a tendency to fight Grim when he gets an excuse to, worrying that someday he will become too weak to fight them ever again.

Strengths:
Incredibly powerful, incredibly wide areas of attack.

Weaknesses:
Unwieldy, destructive and LOUD.

Weapon: Double Hammer, designed to release bursts of energy waves when slammed into the ground, powered by dust.

Dust/Aura:
His Aura is so strong it manifests as a visible earth-like force field and he uses dust to cause great explosive waves of force when his hammer slams into the ground.

Turath Teslani (Teacher)


Teacher character!
Turath Teslani
Class: Physics or Chemistry

Personality: Fun and creative, Turath is well known for his engaging teaching style. He is very serious behind this facade, and few know his true affiliation.

Description: slightly large and wears black pants, a casual teeshirt, and a stained lab coat, with a brown mullet. He wears safety goggles at all times.

Weaknesses: Not very muscular or quick. He is a pyromaniac, and his aura sets things on fire when not concentrating on containing it.

Weapon: A chemical rifle that fires sodium-and-water, selenium, and other volatile and deadly elements into an attacker

Aura: can transmute sand and soil into Rare Earth metals (the group with sodium in it).

K.C. "Casey" Barlowe (Teacher)


New Teacher!
Name: K.C. "Casey" Barlowe
Age: 42
Department: Combat Instruction
Specialty: Aura Mastery

Appearance: Relaxed, laid back, and wearing khaki shorts, a ragged button up shirt, and a 5 PM shadow from probably a week ago, it is very hard students to take him seriously. At first, that is. He is friendly and engaging when not teaching a lesson, but also cool and ruthless when on the job, dismantling students with brutal efficiency. His truest hope is that his students will never face a more dangerous opponent in their very long careers.

Biography: Sanctum's premier master of Aura-based combat, Barlowe adamantly refuses to think of his students as children. To his mind, if you're willing to put your life on the line to stand between the world and the Grimm, you are an adult - full and true. As such he insists his students refer to him as "Casey", and tends to ignore age-restricted behaviors. He likes to think this makes him one of the "cool" teachers. In truth, he is one of the most feared instructors in the school, as he offers no pity and no quarter in training. He does this out of a strange sense of kindness - he would rather destroy a student's hopes and dreams than send them to the battlefield unprepared.

Barlowe does not use a weapon, preferring to rely on pure Aura for both his offense and defense. The fact that he can still stand toe to toe with master weapon users is telling, though he insists he would be weaker with his weapon in hand. Nobody, not even in the staff, remember what his weapon ever was.

Strengths: Martial arts, with outstanding Aura capacity and manipulation resulting in exceptional offense and defense. Easily underestimated by his slovenly appearance and easy going demeanor.

Weaknesses: Lack of weaponry means minimal access to Dust and Dust-based abilities. Also lacks the increased mobility granted by many weapons, although his Aura-boosted mobility is still pretty impressive.

Weapon: K.C. Barlowe - He needs no other weapon.

Dust/Aura: Aura. All the way.

Rokoran (Teacher)


Rokoran

Name: Rokoran
Age: Unknown
Affiliation: Teacher

Biography: Nobody knows where Rokoran comes from, or how he got his skills with Dust and Aura, and he's not telling. He teaches lessons on Aura and Dust.

Description: Rokoran is very tall, about six foot five, and slender. His skin is pale, and his eyes are pure silver - no iris or pupil. They glow slightly. He wears long, ornate white robes. His hair is brown and cropped short.

Strengths: Unbelievable power with his aura. He looks blind, but isn't. Also a master of the intricacies of Dust.

Weaknesses: The more emotional he gets, the less power he can muster. He has to be serene to make full use of his potential.

Weapon: Aura and Dust

Dust/Aura: Provided he has the strength, Rokoran can do pretty much anything he can imagine with his aura. He's rather like Aura Merlin.

Semblance: Unity - the ability to let go of "self" and become one with other creatures or greater systems like a forest or a storm (not physically, though).

Other/Unknown

Ma'iitsoh


Hi! I liked the series. My only complaint is that they stole my character idea on the second trailer, so I've got to change her.

I just had 3 ideas for minor villainous characters, to keep the action going.

I'll just make a quick, blank sheet for each of them so I don't decide to change them later.

Ma'iitsoh (#663399)
Age: ???
Grimm: A strong wolf one. Large, wolflike. Black. One eye is all white, with a scar cutting through it: he received it from a group of Hunters and Huntresses.
Fairy Tale Motif: The Big Bad Wolf
Biography: A very intelligent Grimm who personally killed several Hunters and Huntresses. However, he has left enough alive to tell legends about him and his ferocity.
Fighting Style: Normally, he controls other Grimms to attack while he directs them.
Weapon: His claws that can extend and retract, his teeth, his glare, his body, etc.
Other: He can take advantage of Dust, if he gets his paws on it. By eating other Grimms, he can regenerate.

Orasmyn


Orasmyn (#447700)
Age: 30-something
Appearance: A strong, agile man. Black hair, dark skin. He has a spiderweb of scars across his face. He wears a bright red cape that has a rose motif on it.
Fairy Tale Motif: Beauty and the Beast
Biography: Orasmyn was once a rich and prosperous Dust Noble. His family has been driven into ruin and destitution by his competitors. With his family name besmirched, he forsook it and turned to the dark trades, doing all sorts of illegal activities and attacks. He received his scars by the same competitors who humiliated his family (and indirectly caused his wife and child's deaths through sickness). So, he swore revenge against everyone who wronged him.
Fighting Style: In general, he's slow and strong, relying on his aura to defend him.
Weapon: A thorned whip which uses all forms of Dust. Also, he has a 2-handed huge sword which also uses Dust.

Bella Rosa


Bella Rosa (#77AA77)
Age: 22
Appearance: Wears a green dress. She has a disfiguring burn on her face and neck.
Fairy Tale Motif: Inspired by Beauty and the Beast and the Baobhan sith
Biography: Her father is a great and famous Hunter, but he wasn't such a good father. In fact, he didn't even know that the girl who always hung around him was his daughter. At first, Bella Rosa wanted to become a great Huntress, like her father; however, as time went on and her achievements continued to be ignored by her father - and she found herself unable to tell him that she was his daughter - she went "independent", hoping this way she could gain his attention. She fights against whomever she wants.
Fighting Style: Very much like dancing. She uses a lot of finesse and aggression.
Weapon: (Left Hand) A fencing sabre, which can discharge an electric shock.
(Right Hand) A glove with knifelike claws, which can use the Dust effectively.
Dust/Aura: Yes to Aura. Bella Rosa prefers using Red (fire) and White (Force/Movement?) Dust.

So, I'll decide on more details later. Or sooner. Whichever comes first.

Aiden


Aiden ___

Name: Aiden (pronounce "eye-den") (no last name given)
Age: 20
Team/Gang: human, unaffiliated, minor underworld connections.
Fairy Tale Motif: dragons

Appearance: slightly above average height, but having unusually long limbs. his style can best be described as "pragmatic". dresses for simple comfort, often appearing in jeans and a T-shirt. he is clean but unkempt, sporting scraggly brown hair and perpetual stubble.

Biography:
Aiden is of humble origins. he comes from the agricultural district, where organizations like beacon are unable to properly cover with hunters and thus the population largely fends for itself.
Aiden spent most of his days in the woods near his family farm hunting to bring in food and a source of trade.
when a group of ursa attacked the nearby town and overwhelmed the militia, he was among the first to respond, taking his spear and rifle into the fray. although he inflicted no serious damage, his actions saved several of the villagers.
word of this eventually reached the city and beacon sent out a representative. taking a dim view of the school that let so many of his friends die, he nonetheless accepted, knowing that the position of hunter would give him the resources to rebuild his home and support his family.

while he showed great promise initially, upon joining beacon proper he ran into significant problems. between butting heads with professors and his ferocious independence, he was dismissed from the school for his inability to operate as part of a unit.

he currently operates out of the nearby city, where he takes odd jobs, most frequently helping beacon teams that are short on man power or those looking for someone with a working knowledge of the wilderness, but on occasion taking seedier jobs from gangs.

he takes very little interest in politics, judging faunus and humans alike by how competent or personally useful he finds them.

Strengths:
very much at home in outdoor settings, having great knowledge of the forest and mountains, as well as monster and animal lore.
in combat his primary strength is his aggressive and closed-quarters fighting style that often leaves even experienced fighters and grim on edge.

Weaknesses:
has very little in the way of formal training, which makes him unpredictable for both good and ill.
he also lacks a lot of theoretical and technical knowledge when it comes to the workings of various technologies and dust.
he is also rather blunt, not someone to take to a high society function.

his weapon is prone to causing large amounts of collateral damage, making it ill suited for in-doors.
it is also substantially lacking in range.

Weapon:
Draco:
takes the form of a set of bracers, as well as connecting arm and shoulder guards. when active, blades deploy from the forearm area to form long claws over Aiden's fingers.

in the palms of both are 2 red dust powered flamethrowers that have 3 settings.
1 fires a jet of napalm like substance out to a dozen or so yards (subject to some degree to wind or ranged kinetic abilities)
2 is a small flame similar to a welding torch. short but horrifyingly effective if he gets a hold of you.
3 projects a large, wide, continuous blast of heat and concussive force. consumes huge amounts of fuel, most often used in short bursts to improve Aiden's maneuverability or create distance from an enemy

Dust/Aura/Semblance:
Aiden's aura is of unremarkable strength, with a dull green color.
his semblance, which he calls "sovereignty" allows him to temporarily create a very small, incredibly hard barrier at the edge of his aura. this is strong enough to negate most single attacks, but demands Aiden be able to either see or predict the incoming attack as well as focus.
this makes it largely useless against inherently random attacks or effects that hit a large area (explosives and magic).
the duration is incredible short and it also carries a brief refractory period, realistically only being usable every second or 2.

combat:
against humanoid opponents, will usually attempt to overwhelm them with fire while closing to grapple in order to gain some control of the enemy's weapon. then use his free hand to attack.
against grim, most often uses napalm to control the battle field before using his semblance to open up a vicious counter attack.

Hameth Velan


Name: Hameth Velan

Age: Normal Sanctuary Age.

Team: Independent thus far.

Fairy Tale Motif: The Pied Piper of Hamelin

Appearance: Dark hair in a fringe that veils his ice-blue eyes. Wears a deep blue jacket (which could be mistaken for black at a distance), fastened by unobtrusive silver buckles, in which he conceals ceramic plates as armor. Black combat pants and high boots complete the set. He carries ammo cartridges in a pouch at his left, and a Dust-horn in his right boot.

Biography: TBD

Strengths: His Semblance, slight frame, and dexterity make him a highly competent stealth specialist. He is also an adept sprinter, and highly agile, though not much more so than your average teen. Also, his flute can be used for battle coordination as well as messing with enemy resistance.

Weaknesses: Lack of proper Aura plus armor built for speed means he is very fragile in a fight. Also, he carries no blades, which makes actually dispatching Grimm a task better suited for others.

Weapon: Hameth carries a long, ornate staff (named Melodiver (May-lo-dee-verr) that can be turned one way to turn into a flute (chinese style with the blowhole halfway between the open and the closed end of the flute) or folded in half and the ornamentation pulled back into the trigger and stock of a double-barreled rifle. It is a primary cornerstone (some might even say keystone) of Hameth's combat capability, as it can disorient, distract, coordinate, and in a pinch whap someone over the head. Its rifle alt-form is primarily for swiftly taking out a single enemy combatant from afar, and Hameth doesn't like to use it much (not silenced =/= conducive to sneaks).

Dust/Aura: Hameth uses only a touch of Dust, to fire and empower the bullets he shoots from Rifle!Melodiver (Intended to freeze a hostile in a block of ice, not unlike Weiss' blue glyphs). Due to a botched awakening, his Aura does not conform to his shape like those of other Hunters. It instead is in the shape of a bubble centered on Hameth, which can be tightened into a hard shield, the smaller the tougher. Hameth prefers instead to expand it out to between himself and his current opponent, as this aids his Semblance - Resonance - and his combat awareness.

Resonance: Hameth has found a way to vibrate his Aura and the Aura of others within hearing range, with intended effect varying from attempt to attempt. For instance, he could use it to get enemies to keep from noticing him, to warn or coordinate a small team of hunters, or to divert an enemy into a trap. It is by necessity used almost constantly, and is only slightly more fatiguing than playing his flute normally. On balance, however, the effect is only as useful as the opponent's mind is weak, and the merest presence of a foreign soul is usually enough to make it go awry. (i.e. I can't use it to godmod, only suggest what Hameth's using it for)

Arkhosia
2013-09-24, 07:42 PM
Could you also add the whole "Pyromaniac, aura sets things on fire when not concentrating on containing it"?

Prince_Selm
2013-09-26, 11:27 AM
Name: Mrs. Kaera Res
Age: Don't ask
Position: Gym Teacher

Biography: Kaera is "that one teacher". The one that everyone dreads being around because she's the meanest and the strictest. Being the Physical instructor only makes things worse. Many a graduate would say that he'd rather hear the screech of a Nevermore than Mrs. Res yelling the word "Laps". Her glare can quiet even the most rambunctious student, and she has a zero tolerance policy for goofing around.

Weapon: Unknown. No one has ever seen Mrs. Res with a weapon, though students tell tales of the day an Ursa crashed track practice, but was driven off by being smacked in the head by a supersonic medicine ball. Her glare of doom and reputation for punishment usually stops any human enemies in their tracks.

Dust/Aura: While she certainly understands the fundamentals of such concepts, they're not really her forte, and is quick to call another member of the faculty for such a problem.

GrandDM
2013-10-02, 10:33 AM
Robbie

Age: 18
Affiliation: Student at Sanctum

Strengths: Good with Aura and Dust. Not bad at hand-to-hand combat. Fairly intelligent.

Weaknesses: Has a bit of an inferiority complex - always plays down his skills and abilities.

Weapon: A flail. It has Dust capability and adjustable chain length.

Aura/Dust: Generally pretty good. Best at self-augmentation.

Lix Lorn
2013-10-02, 10:55 AM
Name: Azura Lawrence (Known by friends, to her irritation, as Azzie)
Age: 17
Team:

Appearance: Azura is pale and thin, which sometimes brings scorn upon her - always to the regret of the scornful. Her black hair is braided, reaching down below her waist, with an ice-blue sphere wrapped around the end.She wears a dress of blue and black, edged in silver, and wears a bag at her side, and the coils of Blade Dancer on her back.
Biography: Azura is quiet, cold, and tends to keep to herself. She's neither unpleasant or rude, but merely insular. She obsesses over her fighting skills, spending most of her time developing them, and will fight to the death for someone she doesn't know. This instinct stems from her past, as her village was destroyed by Grimm creatures when she was young.
This obsessive nature means she has few friends. Of course, at this academy, single minded obsession is less of an oddity and more a similarity to talk about - and if someone manages to melt the icy shell, she'll do anything for them.
Strengths: Azura won't give up, even if she's injured beyond all reason. Plus... she's fast. Really, really fast. No, faster than that. Even faster. Keep going. More. No, more. Look, we're talking racecars and hedgehogs in her dust. She is fast.
Weaknesses: While Azura is fast and tough, she can't even begin to equal the offensive power of many other students.

Weapon: Azura's weapon is named Spiral Dancer, and remains the only thing she inherited from her family. In its idle form, it resembles a naginata, a slightly curved blade topping an eight-foot spear. However, the top five feet can separate out into loosely linked vertebrae, turning the weapon into a bladed whip. What's more, each section contains a new blade, and each one can be launched with explosive force at range - although this is a last resort, due to both the wasted dust and shortened weapon. Azura wields the weapon with lightning speed, striking with accuracy and speed, and parrying attacks with inhuman alacrity. Her fighting style almost resembles a ballerina, or a skilled ribbon dancer - if not for the countless tiny cuts that inevitably lead to her foe's defeat.
Dust/Aura: Azura's Aura is underdeveloped, and only really serves to make her a little tougher than she ought to be.
Azura rarely uses dust, due to its price, and tends to save it up to replenish the one-off tricks she can employ - the explosive dust used in the ranged use of the Dancer, and a small sphere of ice dust that she uses to hold her hair in place - and, in an emergency, can swing her ponytail into her target, causing an explosion of frost.
If she had enough dust that this wasn't a worry, she would likely enhance her weapon's blade with ice dust, giving it a little more penetrative power, and likely slowing the foe.

Arkhosia
2013-10-02, 04:36 PM
Celica Vakaria
Age: 16
Race: Faunus (rabbit)
Appearance: She has dark skin, emerald eyes, and dark red shoulder-length hair. Often dressed in a dark green tunic, black pants, black armored boots, a black chest piece with red markings, black glove on her left hand, and a black armored glove on her right hand. Celica also sometimes wears a black helmet with a clear visor. She is of tall build.

Personality: Celica is very outgoing and passionate, but is also a brilliant strategist. She can stay focused on a task very easily.

Strengths: fast, good hearing, strategist.
Weaknesses: can become too focused on a task to notice the world around her.

Weapon: Crimson Shade
An anti-material rifle that can transform into a shield and pistol. Can be used with dust to cause bullets to explode with elemental effects.

Hawkflight
2013-10-02, 05:23 PM
Name: Blade Wolf

Age: 0

Team: Looking For Team

Fairy Tale Motif: Blade Wolf, from Metal Gear Rising

Appearance: http://fc04.deviantart.net/fs71/i/2013/059/0/2/bladewolf_by_kingfret-d5whbki.jpg

Biography: Blade Wolf is the first sapient robot made by Frontier Corp. It was an attempt to give human-like reasoning and decision-making ability to an expendable machine, in order to make a truly terrifying weapon to battle the Grimm.

Strengths: Blade Wolf is very tough and resilient, being literally made of metal. He is also fairly fast, having four legs, and has good damage output with his weapons.

Weaknesses: Blade Wolf is very inexperienced, and has yet to learn from trial and error, which is the only way for a machine of his type to learn.

Weapon: Blade Wolf's standard armaments are a chainsaw attacked to the tip of his tail, as well as a crapton of spring-loaded exploding knives.

Dust/Aura: Blade Wolf cannot use aura, as he is a machine. His knives contain lightning dust, enabling them to explode on impact.

Felyndiira
2013-10-04, 09:15 AM
Name: Emeral D'Espaillat
Age: 17
Team: ????
Fairy Tale Motif: The Bird of Sorrow

Appearance: Emeral would have be rather pretty if she devoted just a bit more time to maintaining her appearance. Her hair is long, rich, and a deep shade of red, although often clumped up and carelessly tossed over her shoulder, with small spikes of hair - and feathers - sticking out of it at all times. Her eyes are a deep shade of blood-red, with slightly tanned skin and a pair of feathery ears marking her as a faunus. Her build is relatively slender and a bit short, and as a bird faunus, she's much lighter than a normal human of her build.

Emeral prefers simple and plain wardrobes, both in combat, casually, and even on formal occasions. She's usually seen with a plain-colored shirt (usually black) worn under a crimson sweater-vest, a simple pair of loose-fitting black khaki pants, and hiking boots without heels. As she is a raven faunus, she has two small - but still easily visible - wings in place of a tail.

Biography: Emeral was once a daughter of the streets; her family was taken away from her before she could learn her own family name, and the first years of her life was spent surviving using whatever method life has given her - abusing charities, digging through dumpsters, and taking advantage of the kindness of strangers at every opportunity. By the age of three, she has already seen the worst of the world that many adults could not even begin to fathom. Survival was the word to live by there, and the child was raised by the streets to understand futility better than she could comprehend joy or "being yourself" - molding her perspective of life into something that's mechanical, alien, and often difficult to understand.

It was perhaps by a sudden showing of kindness from the Bird of Sorrow that Emeral was able to meet Drake D'Espaillat. As the executive and founder of D'Espaillat Weapon Manufacturers, Drake was a self-made millionaire who wanted nothing more than a family, but thanks to an accident that left his sweetheart dead and himself unable to reproduce, could only turn to adoption to fulfill this dream. Drake was also a man who hated spoiled brats, but was prone to inevitable spoil his adopted progeny until he was disgusted with their behavior; in this manner, three children entered his mansion and were disowned in less than a year's time before fate somehow brought the girl of the streets and the self-made king under one roof.

Emeral was, perhaps, the daughter that Drake had always wanted - if she was given a pony, she would only stare at it in confusion, not understanding the purpose of owning such a creature. Still, her connection to her adoptive father was, by nature, distant, as if they were bound by an employee-employer relationship rather than that of a father and child. When her father asked her to study, she did so without another word. When her father wanted her to train in self-defense, she simply complied and devoted all of her attention to her weapons training. In fact, her reason for joining Sanctum was simply based on a passing comment that Drake would have liked to have a huntress as a daughter - not for ambition, for romantic dreams of the profession, or to explore a sense of individuality that any normal human being would.

Personality: Emeral is your archetype of the emotionless girl. She is very difficult to anger or show any form of extreme emotion, rarely really even defending her own pride if insulted by another student. It's not really that she doesn't understand human emotions - she does, probably all too well - but everything is viewed from the point of cold, hard psychology and statistics.

Strengths: Emeral is a very careful combattent. Rather than charging into battle, she much prefers to observe her opponent's habits - including subconscious tells as well as general attack habits - and formulate an attack plan based on this information. Her ability to fly is a major boon; and her ability to use wind to her advantage gives her a significant advantage in battle control - dust can also be scattered into the wind for an swirling ice attack or an impromptu fire snake if the situation arises. Emeral is also very quick (Especially when flying), allowing her to dodge attacks with greater ease.

Weaknesses: In the same way that she is careful, Emeral is also not very tenacious. She's not the type to push herself beyond all limits, and will give up and withdraw if the situation is adequately unfavorable. Her body structure - while a definite boon for flying - also forces her to use aura just to match the physical prowess of most of her fellow hunters; as such, her melee combat skills are mostly defensive, and she will seek to avoid a drawn-out melee war if at all possible. In addition, powerful as her aura is, she could only dedicate so much of it without tiring herself out. Coupled with how easy it is for her bones to naturally break without aura protection, Emeral becomes a lot more fragile than most students. This is especially true in the air - with most of her aura committed to her wings and very little to reinforce her bones, if Emeral is not careful, a solid hit with a mace or a body slam from a grimm can shatter bones and put her out of commission for a while.

Weapon: "Emeral's Weapon" (Weighted Gunstaff/Meteor Hammer)
Apparantly, the official name of this weapon was supposed to be "Queen of the Sky", but when asked, Emeral simply introduces it as "My Weapon", and over time, that name was the one that stuck. Emeral's Weapon, at its base form, is a staff with a moderately heavy (and spiked, though the blade is retractable) weight at both ends, giving it greater striking power. The staff can be fired as a normal gun on the two tips, and has a few hidden lateral gun barrels near the ends to rapidly accelerate strikes. The tip of the weapon also has dust implements, so it can be used to deliver dust-based attacks such as an exploding strike.

The weapon's second form is that of a meteor hammer. In this form, most of the staff elongates into a long link of chains, with the two weighted ends serving as spiked blunt weapons that attack in patterns guided by the chain. The gun barrels and dust implements at the weighted ends are still operational in this form - this allows the hammers to attack in unpredictable directions and deliver utterly baffling attacks - attacks that are so baffling, in fact, that even Emeral has difficulty controlling them. The meteor hammer form can be reliably depended on to deliver basic ranged attacks, and perhaps one or two turning attacks from odd directions. Any more than that, and Emeral runs the risk of an errant hammer striking herself, or losing grip on her weapon altogether. The chains on this form are normally blunt, although on command they can be transformed into sharp wire loops capable of cutting anything tied up by the weapon.

When not in use, the weapon collapses into a pair of glasses. No one knows how this is possible.

Dust/Aura:
Aura - Raven's Wings: Aura is possibly Emeral's most significant strength. Her aura is strong enough to enhance her wings to superhuman levels, allowing her to fly and change directions mid-air seemingly at will. When airbourne, Emeral is extremely fast - able to catch and outpace airbourne grimm and even most human aircrafts. As a raven faunus, Emeral is light and actually quite suited for flying; thus, she could remain airbourne for a rather long period of time without exhausting her aura. Her flight also extends to the winds - Emeral can fly in patterns, creating great bursts of wind or whirlwinds or changing air flow to enhance her attacks and ensure that the wind works with her rather than against her.

Of course, due to her weight and the lack of ground contact, she has almost no inertia when in the air. While she could ignore air resistance with her aura, a well-timed strike - or perhaps a large grimm that she was not able to evade - could potentially send her crashing into a wall 200 feet away. Her striking power is also very low by default; she can't use aura to enhance her arms and legs while flying, so she would have to use charge attacks just to do something as basic as piercing someone with her spear. Emeral could carry the weight of a normal person while flying, as well, although this can only be done for short distances.

On ground, Emeral can enhance her arms with aura as well. She has to do this in order to match the striking power of the other students, as her bird-like bone structure also makes her relatively weak in physical combat. Of course, she can't fly when doing this; her wings, with no aura enhancement, are enough for her to glide about 5-10 inches off the ground for short distances, although this gives her little advantage in battle.
Dust: Emeral mainly uses fire and ice dust. Explosive strikes allows her to add to the damage of her staff or hammer swings, and creating an explosion is often a good - if risky - way to separate herself and her opponent during melee combat. In meteor hammer form, the entire length of her chain can emit dust; when fighting a tough and armored grimm, Emeral would use the ice to freeze the parts tied up by her weapon and make them easier to dismember.

AnimeKid
2013-10-11, 11:08 PM
The Rosenkranz Clan

Liliana Rosenkranz
Age:47

Appearance: Liliana Rosenkranz is a rather statuesque woman, standing at about 6'6 with hair as red as blood or strawberries and gentle blue eyes. She looks a little like a less muscular Alex with a larger chest. She wears a very classy white dress with various jeweled ornaments. (For a reference look up Erza from Fairy Tail)

Personality: Liliana is always smiling. She is friendly and takes joy in most things she does. However she is where Alexandra gets her readyness to resolve problems with violence from. Typically in the form of 'love taps' that she delivers in low stress situations. Besides that she always tries to have a good time doing whatever she is doing. However she takes combat and training very seriously.

Biography: Liliana used to be quite the party girl when she was younger. She had an extreme amount of natural talent and power so she often shirked training and focused on other things since she felt she could afford it. This earned the ire of her parents as she blew off just about everything. However she was soon set straight when she was defeated in combat by her future husband who at the time was just a regular army man. One of the best but that didn't matter to Liliana at the time. The only thing she knew was that she had lost to someone outside of her clan. Her pride sparked up and she constantly challenged the man, for once taking her training seriously. She eventually managed to tie with him, but her fascination with the man continued. Once she managed to discover her feelings for him (A whopping 5 years later) they started going out. The rest as they say is history.

Strengths: Liliana has an exceptional amount of Aura. Really she has an over abundance of it. Thanks to years of hard training she has managed to gain a significant amount of control to go with this overwhelming power. As such she can project and densify her Aura to form makeshift Aura armor or makeshift Aura weapons like Power Fists or Knight Armor. This is her main way of fighting.

She is skilled in hand to hand combat, and very rarely used dust. She likes to use her fists because it allows her to feel the battle with more clarity.

Weaknesses: Liliana can be scarily impulsive when it comes to things she feels strongly about. She can also be riled up rather easily, however her anger is just as much a strength as a weakness as she can somewhat focus it. She also is not very tactically minded, preferring to bulldoze her way though combat.

Weapon:None

Dust: None

Aura: Liliana has an exceptional amount of Aura. Really she has an over abundance of it. Thanks to years of hard training she has managed to gain a significant amount of control to go with this overwhelming power. As such she can project and densify her Aura to form makeshift Aura armor or makeshift Aura weapons like Power Fists or Knight Armor. This is her main way of fighting.


Reinhold Rosenkranz
Age:47

Appearance: Reinhold is a man impeccably dressed in a butlers suit. He is shorter than his wife by a good head and has a rather severe face. He seems like a very serious person, to the point where his head of blonde hair didn't seem to suit him along with his somewhat expressive green eyes.

Personality: Reinhold is a calculative man. He was always a sort of baby-faced young man in his youth. It often caused people not to take him seriously. That was just fine with Reinhold. Reinhold is cool, collected, and precise. It was for this reason that he was accepted into the military immediately when he became of age. However he is still polite and proper, something that came from trying to hid his poor upbringing.

Biograpy: Reinhold was a young man from a poor family. He was the oldest of 4 siblings. As a way to help his family Reinhold trained his body in order to perform various jobs for pay to help support them. This led to Reinhold having to develop several skills in order to keep his family fed. Eventually he came of right age to join the military and did so so that his parents would have one less mouth to feed and could get the money he made. After all he wouldn't very well need it in the military now would he? So went his life until the raging typhoon that was Liliana Rosenkranz came into his life, challenging him to a fight based on a bet she had taken. He had trounced her quite thoroughly in the resulting conflict. And that open the roads to Reinhold's current life.

Strengths: Reinhold is quick, agile, and strikes with furious precision. He is capable of reliably reading an opponent. Often figuring out how their going to move based on posture, position, eye movement, and the subtle twitching of muscles. He uses different blends of dust to gain and advantage in fights that are not to his favor. His final strength? He is not afraid to fight dirty.

Weaknesses: Unfortunately Reinhold was never very good at taking a hit. It is why his fighting style revolves so much about predicting his opponents movements. It is the reason that he often uses dust to make quick escapes if it looks like the opponent may land a very solid blow.

Weapon-Twi and La(Push and Pull): These weapons are a pair of gloves that Reinhold always wears. They give him a bit of an element of surprise when he uses them. Both because they are unusual and differ from the normal weapon these days. The gloves contain very thin and very sharp micro-filament wire. These wires can spool out to upwards of 60 feet. These wires can cut just about anything and can be controlled by Reinholds Aura. The can also be blunted by his Aura as well. Thanks to how thin they are the wires are nearly invisible unless the light catches them right, perfect for sneak attacks and setting up traps. Just Reinholds style.

Dust: Reinhold uses different combinations of dust, most of them explosive in nature. He mostly knows these combinations though extensive research in dust theory. Since he was never wealthy enough to afford it before he joined the military. Examples include, concussive grenades, explosive grenades, flash grenades, poison clouds, and pit traps.

Aura: Besides controlling his wires Reinholds Aura can also enhance his senses and heal others.


Serena Rosenkranz
Age:23

Appearance: Serena is a young woman with strawberry blonde hair tied into a knee length ponytail. She has a sort of sensual look to her face that was only compiled by the cocktail dress and dress shoes she normally wears. Her eyes often roam over people accompanied by a dangerous smile on her face. Her body is more developed than her mothers but she is also much shorter, reaching a much more comfortable height of 5'10.

Personality:You can describe Serena with but one word, Succubus. Serena is sensuality given form. At least that's one part of her. However she longs for true love. She won't say no to having a little fun until she finds it though. Serena is playful and likes to tease people as a hobby. Once people catch her eye she tends to play with them a lot. However she does have a very kind heart and has many people who she would lay down her life for. Like most Rosenkranz's throughout history she is a protector at her core.

Biography: Serena is the oldest Rosenkranz sibling. However the physical arts weren't where her main interests laid. Instead of training with her mother she often was found reading textbooks over dust with her father. It is because of this she sought out to learn and master dust. She did not fully neglect her physical training though. She was just less talented in it than the average Rosenkranz. She it finally came time for her to leave her mountain home she did so with her head held high. Eventually she came back a fully acclaimed huntswoman. Her training was complete and she was a full fledged Rosenkranz. Since then she has fulfilled her duties to her family and her profession.

Strengths: Serena is a powerful dust mistress having studied under her father before she started attending the school of her choice, Beacon. She uses dust very proficiently and creatively. She is also semi-skilled in hand to hand combat. However there are many people better than her. To close this gap she practices the Kunoichi style of fighting, that is sensually distracting the opponent with her body before striking.

Weaknesses: Like her father Serena is somewhat frail. She relies on long range combat, only going into close range when there is no other choice. She also is not very good at using her aura.

Weapon-Lilith: A wand with multiple dust chambers that is the source of Serena's abilities. It is larger than your normal wand and can act as a electic baton.

Dust-spells: Water Shuriken- Highly pressurized water shuriken that shoot forward at high speeds.

Shadow Runner-A spell that shoots forward a ball of darkness that shoots into the ground and speeds off. It eventually comes back into the battle area as a shadow that will erupt into sharp or blunt spikes depending on how lethal she wants it to be. This is a trap spell.

Crystal Wall- An earth spell that makes a durable crystal wall shoot up in front of Serena to take the hit of an attack for her. Once it has done it's duty she can also make it shatter and then she the sharp crystal shards flying towards her opponent in an attack.

Holy Lightning- This is Serena's signature spell. She uses lightning dust with a pinch of dust used for various light spells into a nice blend that manifests as a storm of lightning lasers. Powerful but a little hard to control. Not for use in populated areas.

She has other far more basic spells such as levitation and repelling objects.



Grans Rosenkranz Age:20

Appearance: Grans is a young man standing at a respectable 5'9. He has whitish blonde hair and a beauty mark near his left eye. He has a charming smile and very pretty boy qualities. His grey eyes themselves seem to contain joy. He wears a black blazer with white accents over a white, long-sleeved dress shirt with a black ribbon on the collar, and matching black pants. His blazer is fully buttoned, and he wears brown dress shoes to complete the "Prince Charming" look.

Personality: To go with his "Prince Charming" looks Grans also has the temperment of a gentleman. Even in combat he stays polite, genial, and graceful. The only time that this is dropped is if he sees something that truly enrages him to levels that can make Alexandra seem tame. Usually though he is content and tries to make as many friends as possible. Though he does wish that he didn't have quite so many female fans. Eventually it just gets painful to turn down perfectly nice girls. However he is waiting for 'the one' as it were. The girl that he just looks at and can tell that he love. A love a first sight romantic basically.

Biography: Grans was raised alongside Serena as he was born only 3 years after her. He took after his mother and followed the ways of the warrior rather than take on dust training with his father. However he did always admire his fathers style of fighting. So he trained with both his father and mother. Learning how to fight with power but also with speed, precision, and tactics. As such he became the star student at the school he attended relatively quickly thanks to his skills, demeanor, and good looks. Eventually he became of huntsman after Serena and has been following in the family footsteps ever since.

Stengths: Grans is fast and hits hard. He blurs around the battle field at lightning speeds and slices his enemies to bits with his twin swords. He has decent strength but mainly follows his father's style of fighting. He doesn't ever resort to dirty tricks though.

Weaknesses: Grans has a strong sense of fairplay which can cost him against opponents that are willing to capitalize on such a thing. He also tends to get a little overconfident when he has his opponents on the ropes which can leave him open to traps if he is not careful. Lastly he lacks a range style of fighting of any kind, having to rely on others for that.


Weapon-Twin Radiance:Twin Radiance are a pair of seemingly ordinary longswords. However they have a trick to them. Rather than having any sort of gun-like firing mechanism they are made of a metal that channels Aura extremely easily. As such Grans can extend the range of his blades by channeling his Aura through them and having it act like and extension of the blades. Using this technique he can also fire blade beams. However this is only a short range ability. To far away and the beam fizzles out because he can't control his Aura that far.

Aura: Grans Aura increases his speed to ridiculous levels and increases his strength. The increase to his defense is smaller but enough to protect him from things that most normal humans wouldn't survive.


Francheska Rosenkranz Age:15

Appearance: She has blonde hair and blue eyes which have a lesser version of the severe look of her father. She stands perfectly straight with her hands crossed in front of her and resting on top one another. She is also the shortest girl of the Rosenkranz family at a height of 5'6 and also the least chesty, looking about average for a girl her age. She wears a black dress with many ruffles that sort of belled out at the bottom with short heels and red lipstick, a classic gothic lolita look. Most people would also notice the coiled up whip that was attacked to a loop on her dress.

Personality:Francheska, first and foremost, is a lady. Having grown up around Alexandra and Serena, one of didn't know what modesty was, and one who outright opposed modesty in that order, she was determined not to be like them. So she did her best to become a proper lady. However the Rosenkranz 'Curse of Quirkiness' sunk it's hooks into her the deepest. For you see Francheska found out that she loved to hold people under her heel. To cause them pain. But while regular pain to her enemies made her feel a little warmer than it should there was something else. The kind of pain that they would beg her beg her for more off. That could keep people under her control because they wanted more, that was what she craved. In layman's terms Francheska was a hardcore S.


Biography: Francheska grew up with her family in their little home in the mountains. She too took up training as was standard for the women of the Rosenkranz family. She trains mostly with her grandmother, trying to create a new style that is all her own. She is the most unique of the Rosenkranz family and is currently attending Signal Academy.


Strengths: Francheska uses a very unique fighting style that incorporates her whip and using various forces to to allow her to do many tricky maneuvers. She coats her whip liberally in lightning and water dust. Meaning that whenever she wraps it around a target and chooses to activate it her whip can deliver a very painful shock. Much stronger than the one Crash Soldier can deliever. Like Alexandra she can use her aura defensively very well, and offense is her bread and butter, being able to crack her whip powerfully enough that it can cut better than any blade can.

Her Semblance is force. (The only one that I have thought of really)

Weaknesses: Because how she fights is so unique to her Francheska can't plan very well against opponents as she is not sure how effective it may be against types of enemies she has never faced. As such when she fights it is very much on a trail and error basis. She also can get distracted during a fight due to her strong S nature. Though this also increases her intimidation factor.

Weapon-Tirabelle:Tirabelle is Francheska's modified bullwhip. At her behest her father helped her make it from leather from a King Tatiju grimm and the cracker is made out of a flexible, yet durable and sharp metal that her brother Talos made. It has a container for dust that is stored into the handle and then the when it is activated the mechanism inside the handle sends it out to coat the groves of the weapon. Francheksa is very fond of her weapon to the point where it is by her sides at all times. She also very skilled with it, a cut from her whip is likely to be cleaner than a cut from any blade.

Aura: Like Alex Francheska uses her Aura to heavily increase her defense and offense. Unlike Alex that is not all she uses it for. While she lacks Alex's obscene levels of strength and defense she also has decent agility and speed.


Okay then I'll finish the last Rosenkranz member at another date.

Felyndiira
2013-10-20, 09:44 PM
I'll post these here so I don't forget about them:


Name: Hamelin Masters
Age: 55
Team: Piper & Hamelin Enterprises
Role: Sanctum Sponsor, Villain
Fairy Tale Motif: Pied Piper of Hamelin

Appearance: A regal-looking man, Hamelin sports an impressive beard fit for a king, as well as curly wavy hair and a rugged, battle-worn face. He has a very athletic build, standing at more than 6'7" tall, and is prone to dressing in suits, sweater-vests, dress shirts, and other formal regalia. His sword is about as big as he is, and is always worn on his back without folding or any tricks to make it appear smaller. That is what real men of his age do, after all - shame on you youngsters and your portable weaponry.

Biography: Hamelin is an old veteran of the war; an old alumni of the school that eventually became Sanctum, he had lived through the revolution and has once fought against the faunus as a soldier. He was one of the first to fall in love with a faunus, however. His love caused him to switch sides and fight for their cause; he made impassioned speeches to both humans and faunus to try to stop the war, and his charisma earned him the adoration of a number of young faunus. Collectively, they stood behind him and gave their all to his cause of equality, and while no one would say that Hamelin was the main force to ending the sub-human status of faunus, he was certainly considered one of its major players - recognized all over the world as a hero and a visionary of equality.

When the war ended, Hamelin retired and fashioned himself a company with his generous compensation, creating all sorts of peacetime technologies like helicoptors and appliances. Although a millionaire, his factories employed many of the same young faunus that were fanatically devoted to him from his earlier years, some of whom voluntarily joined his army and became elite operatives responding to his every call. His company quickly became a personality cult around the hero that drowned in his own praise; at first, his wife remained to keep Hamelin grounded to reality. When she passed of old age, Hamelin began to bore of peace; his mind became addled and absorbed in his own ego, and in his fantasies, he imagined a world where there would be no prejudice, where faunus could truly live in peace without fear of oppression...

Thus, all of Piper & Hamelin's employees suddenly became more capable, more militant, and ironically, so ensnared in his personality cult that they became like slaves to them. Hamelin began to direct them to assassinate humans that opposed this paradise of faunus - key figures against the equalization efforts, at first, but eventually started branching out until innocent humans began to be targetted by the hit squad. The murders were infrequent and always covered up with the utmost care, and eventually dwindled until they became a mere legend amongst the people. Meanwhile, Hamelin seems to be preparing for something, but who would really suspect that the hero of the faunus would be such a lunatic?

Strengths: Hamelin is rich, influential, and in possession of an army of faunus soldiers that are strong, organized, and utterly devoted to his image. While most of the faunus soldiers are only elite mooks, some are strong enough to match a huntress in battle. He also has no scruples about using his influence to hide his own crimes and plans, and despite rampant egotism, is willing to bide time while he builds up a strong enough base of power to take on even the hunters. Hamelin himself is no slouch in battle. Even after years of inactivity, he's still a former experienced hunter, is agile and strong, and has enough dust to topple a skyscraper if he wishes.

Weaknesses: Hamelin is absorbed in his own ego; he believes his plan is providence and thus cannot fail, so he has no contingencies for if his elite catgirl/bunnygirl army is actually defeated. Hamelin is also not a very good strategist; his entire soldier network is micromanaged by capable subordinates, so it can be dismantled by striking strategic locations...if one has enough information about the organization structure of his army.

Weapon: Hamelin uses a HUGE sword named Black Sky. The blade of the sword can shoot off the hilt and is attached by what seems to be a thin wire, although it is extremely resilient and almost impossible to cut. The sword's hilt also has a trigger and a magazine, allowing the sword to act as a gun. Dust chambers allow for very fancy strikes and movement. Overall, it seems like a weapon from a previous age - primitive, but no technology is an adequate substitute for familiarity.

Name: Juliette Chordatie
Age: 17
Team: ???
Role: Sanctum Student
Fairy Tale Motif: ---

Appearance: Red hair, red eyes - Juliette has a very orderly appearance, with long hair reaching to her waist and a pair of red fox-ears about the same color as her hair. She usually wears a very serious look on her face; her eyes looking intently at you as if a matter of life and death even as you are trying to tell a simple joke. In place of military fatigues (as you may expect from a soldier), she wears a very tight shirt with a loosely tied corset, a short overjacket, and a pair of skirts with stockings - something you might see on a fashionista rather than a professional. Apparantly, Hamelin cares very much about fanservice on his elite troops.

Biography: Juliette is fox faunus, and one of the more promising youngsters of Hamelin's faunus army. Born to a mother that now serves as one of the elite soldiers under Hamelin, Juliette wasn't given much of a choice on her life. She was indoctrinated with stories of Hamelin's glory, with stories of how badly faunus were treated and how cruel the rest of humanity was. It wasn't long before she became indoctrinated into the cult and was trained to become a crusader for the radiant hero.

Juliette showed exceptional promise; she quickly outpaced what her mother was able to teach her, and was admitted into Sanctum so that she could acquire the skills necessary to serve as one of Hamelin's elite. She was instructed to recruit other students if possible, but also not draw too much attention to herself if not; still, the young Juliette was like a fish out of the water in this new world of free soldiers. Though she entered the academy with a single goal, it remains to be seen whether Juliette's loyalty can survive the harsh friendships and love of the outside world.

Weapon: End of Ages Juliette's weapon is a VERY BIG iron ball attached to a rather long chain. The ball is normally blunt, but blades can be extended from it on command. The weapon in this form seems awkward to wield, but is propelled mostly through high-calibur gunfire and dust. No one knows how she can control the dust from the other side of the chain, but somehow, she could make the ball suspend in midair, spin, and turn 90 degrees to dice up an enemy with the blades. Still, while the ball can actually travel relatively quickly, it takes the ball a long time to change directions. It takes a similarly long time for her to throw the ball, so the weapon may require some setup before it can actually hit something. Once it hits, though...the damage is definitely enough to take out a large-sized grimm without much issue. The ball has dust chambers and guns built inside, though the gun barrels are visible.

The second form of the weapon is a paired greatlance and tower shield, which Juliette can wield with strange ease. The lance and tower shield combo is decidedly faster than the iron ball, and both can propel themselves by shooting bullets backwards to add additional piercing/smiting power. The tower shield similarly has dust chambers, both as a counterattack and to quickly move the shield. The lance has four barrels on the front side that can shoot bullets or different types of dust, one type for each barrel.

The weapon can collapse into a very thick staff (almost the size of a pillar), which Juliette wraps and carries on her shoulders when not in use. The staff can be used as an offensive blunt weapon in an emergency, but is too unwieldy to actually be effective.

Aura/Dust: Juliette's aura is not particularly strong. She can enhance her speed and strength somewhat, but she is not catching up to any of the speed stars anytime soon. As much as it would seem to contradict logic, her monsterous strength is actually entirely naturally born rather than aura-enhanced.

Juliette uses a number of different types of dust. Fire dust propels her weapon in iron ball form, while other types of dust can be rapidly emitted by the spinning ball, creating cyclone effects (cold) or uncontrollable bursts of thunder in true black mage fashion. In her shield-and-lance form, dust can be fired from the barrels or emitted by the tower shield as a counterattack.

Semblence: We shall see =p.

Strengths: High strength - most huntresses won't even be able to lift Juliette's weapon, let alone use them with any degree of skill. Even a bare-handed punch from her can knock an average, force-armored huntress to the ground. Coupled with her training and dust, Juliette is a very dangerous opponent that can knock out many opponents with a few solid hits. Juliette is also very experienced in combat, and can make use of her weapon and dust in unconventional ways.

Weaknesses: Her weaker aura makes it hard for her to detect attacks, and her defense and speed are average. She can enhance her attributes a bit with aura to try to catch up with more agile opponents, but her aura runs out very quickly, leaving her quickly exhausted after less than a minute. Juliette compensates this weakness with some experience in counterattacks, although this will not always work against a prepared opponent.

thubby
2013-11-05, 05:48 PM
Aiden ___

Name: Aiden (pronounce "eye-den") (no last name given)
Age: 20
Team/Gang: human, unaffiliated, minor underworld connections.
Fairy Tale Motif: dragons

Appearance: slightly above average height, but having unusually long limbs. his style can best be described as "pragmatic". dresses for simple comfort, often appearing in jeans and a T-shirt. he is clean but unkempt, sporting scraggly brown hair and perpetual stubble.

Biography:
Aiden is of humble origins. he comes from the agricultural district, where organizations like beacon are unable to properly cover with hunters and thus the population largely fends for itself.
Aiden spent most of his days in the woods near his family farm hunting to bring in food and a source of trade.
when a group of ursa attacked the nearby town and overwhelmed the militia, he was among the first to respond, taking his spear and rifle into the fray. although he inflicted no serious damage, his actions saved several of the villagers.
word of this eventually reached the city and beacon sent out a representative. taking a dim view of the school that let so many of his friends die, he nonetheless accepted, knowing that the position of hunter would give him the resources to rebuild his home and support his family.

while he showed great promise initially, upon joining beacon proper he ran into significant problems. between butting heads with professors and his ferocious independence, he was dismissed from the school for his inability to operate as part of a unit.

he currently operates out of the nearby city, where he takes odd jobs, most frequently helping beacon teams that are short on man power or those looking for someone with a working knowledge of the wilderness, but on occasion taking seedier jobs from gangs.

he takes very little interest in politics, judging faunus and humans alike by how competent or personally useful he finds them.

Strengths:
very much at home in outdoor settings, having great knowledge of the forest and mountains, as well as monster and animal lore.
in combat his primary strength is his aggressive and closed-quarters fighting style that often leaves even experienced fighters and grim on edge.

Weaknesses:
has very little in the way of formal training, which makes him unpredictable for both good and ill.
he also lacks a lot of theoretical and technical knowledge when it comes to the workings of various technologies and dust.
he is also rather blunt, not someone to take to a high society function.

his weapon is prone to causing large amounts of collateral damage, making it ill suited for in-doors.
it is also substantially lacking in range.

Weapon:
Draco:
takes the form of a set of bracers, as well as connecting arm and shoulder guards. when active, blades deploy from the forearm area to form long claws over Aiden's fingers.

in the palms of both are 2 red dust powered flamethrowers that have 3 settings.
1 fires a jet of napalm like substance out to a dozen or so yards (subject to some degree to wind or ranged kinetic abilities)
2 is a small flame similar to a welding torch. short but horrifyingly effective if he gets a hold of you.
3 projects a large, wide, continuous blast of heat and concussive force. consumes huge amounts of fuel, most often used in short bursts to improve Aiden's maneuverability or create distance from an enemy

Dust/Aura/Semblance:
Aiden's aura is of unremarkable strength, with a dull green color.
his semblance, which he calls "sovereignty" allows him to temporarily create a very small, incredibly hard barrier at the edge of his aura. this is strong enough to negate most single attacks, but demands Aiden be able to either see or predict the incoming attack as well as focus.
this makes it largely useless against inherently random attacks or effects that hit a large area (explosives and magic).
the duration is incredible short and it also carries a brief refractory period, realistically only being usable every second or 2.

combat:
against humanoid opponents, will usually attempt to overwhelm them with fire while closing to grapple in order to gain some control of the enemy's weapon. then use his free hand to attack.
against grim, most often uses napalm to control the battle field before using his semblance to open up a vicious counter attack.

Landis963
2013-11-06, 03:48 PM
Age: Normal Sanctuary Age.

Team: Independent thus far.

Fairy Tale Motif: The Pied Piper of Hamelin

Appearance: Dark hair in a fringe that veils his ice-blue eyes. Wears a deep blue jacket (which could be mistaken for black at a distance), fastened by unobtrusive silver buckles, in which he conceals ceramic plates as armor. Black combat pants and high boots complete the set. He carries ammo cartridges in a pouch at his left, and a Dust-horn in his right boot.

Biography: TBD

Strengths: His Semblance, slight frame, and dexterity make him a highly competent stealth specialist. He is also an adept sprinter, and highly agile, though not much more so than your average teen. Also, his flute can be used for battle coordination as well as messing with enemy resistance.

Weaknesses: Lack of proper Aura plus armor built for speed means he is very fragile in a fight. Also, he carries no blades, which makes actually dispatching Grimm a task better suited for others.

Weapon: Hameth carries a long, ornate staff (named Melodiver (May-lo-dee-verr) that can be turned one way to turn into a flute (chinese style with the blowhole halfway between the open and the closed end of the flute) or folded in half and the ornamentation pulled back into the trigger and stock of a double-barreled rifle. It is a primary cornerstone (some might even say keystone) of Hameth's combat capability, as it can disorient, distract, coordinate, and in a pinch whap someone over the head. Its rifle alt-form is primarily for swiftly taking out a single enemy combatant from afar, and Hameth doesn't like to use it much (not silenced =/= conducive to sneaks).

Dust/Aura: Hameth uses only a touch of Dust, to fire and empower the bullets he shoots from Rifle!Melodiver (Intended to freeze a hostile in a block of ice, not unlike Weiss' blue glyphs). Due to a botched awakening, his Aura does not conform to his shape like those of other Hunters. It instead is in the shape of a thin bubble centered on Hameth, which can be tightened into a hard shield, the smaller the tougher. Hameth prefers instead to expand it out to between himself and his current opponent, as this aids his Semblance - Resonance - and his combat awareness. When not in combat, it serves him as would an extra set of eyes. Anyone with an aura (or any Grimm) would be instantly noticed should his Aura be expanded to intersect with theirs. However, this cursory sense is no more noticeable than a quick glance in one's direction, and as easy to defend against. When Hameth starts to concentrate on someone, either to influence them or "map" their Aura (his term for committing Auras to memory so he can recall them and think of avenues of influence at his leisure), then the psychic intrusion can be sensed to those with sufficient training in their Aura. (Note for other players: A teacher with a Semblance and perhaps some training in using their Aura has the best chance of seeing Hameth do his Aura manipulation to them, but it goes down from there, with Grimm assuming the most vulnerable position).

Resonance: Hameth has found a way to vibrate his Aura and the Aura of others within hearing range, with intended effect varying from attempt to attempt. For instance, he could use it to get enemies to keep from noticing him, to warn or coordinate a small team of hunters, or to divert an enemy into a trap. It is by necessity used almost constantly, and is only slightly more fatiguing than playing his flute normally. On balance, however, the effect is only as useful as the opponent's mind is weak, and the merest presence of a foreign soul is usually enough to make it go awry. (i.e. I can't use it to godmod, only suggest what Hameth's using it for)

Hawkflight
2013-11-09, 06:56 PM
This is just a spacer so the character rosters start out on a new page. Makes things easier to find.

Hawkflight
2013-11-09, 06:57 PM
Team RLCK (Relic)

Alexandra Rosenkranz (Yellow)


Okay time to put up my character.

Name: Alexandra Rosenkranz
Age: 16
Team: LARK

Appearance: Alexandra is a rather large girl. She is 6'3 and very well muscled. She has blond hair that reaches to the small of her back in a smooth ponytail and gunmetal gray eyes. She wears hardened brown leather armor with thin metal plates in vital areas for moderate protection as well as leaving her with some flexibility. She also wears steel toed combat boots.

Personality: Alexandra is a sweetheart. She was taught all about the importance of nobility, honor, and kindness from her parents in order to make her not just a great warrior, but a great person as well. As such she wishes to dedicate her life to being a huntress and protecting the masses. However that is not to say that she is without flaws or that she is a goody two-shoes. Alexandra when not in combat can be very naive as that was most of what her training was for and she dedicated herself to it heavily. Also she is quick to solve her problems and confrontation with physicality thanks to her love of combat. Fighting is in her nature and in her blood so it is often her first solution.

When she does get into combat it is like a switch is flipped, and gone is the sweet girl with the nice smile. Your now dealing with a trained warrior who is analyzing your every move to find out how best to take you down, hard.

Biography: Alexandra comes from a long line of fierce warriors, though her family is highly matriarchal. She had been trained from a young age to be a huntress and she poured her heart and soul into it. She grasped the physical and tactical concepts quickly but she lacks any real experience. She will be attending Sanctum academy in order to attain this experience. For Alexandra she is as excited as can be. After all she got to go to school after 15 years of being home-schooled.

Strengths: Alexandra is a very strong combatant. She has a very direct and simple fighting style, focusing and building on the basics of combat. This makes her style flexible and malleable. While she is not as agile as most fighters she is far stronger physically. One of her training exercises was to a boulder up a hill. Similarly she is extraordinarily tough and focused when in battle, analyzing the enemy and how to defeat them.

Weaknesses: Alexandra's focus is a double edged sword of sorts. She can focus extremely well on a single target, making her unbelievable in one on one combat. However when she is forced to split her focus her combat level drops considerably. In combat against Grimm's this isn't all that noticeable. However when in combat with people or any other creature with comparable intelligence her performance suffers. Until she gets some training in multitasking this is a big weakness. There is also the fact that teamwork does not come easily to her since she has trained solo for so many years. It is outside of her comfort zone and she is not particularly good at it. She can command if need be, but she would be splitting people up to do different jobs rather that combine their strengths. Combined with the fact that she does not know how to interact with other people very well and Alexandra needs help with learning how to be a team player.

Last but not least is that Alexandra does not know how to hold back. She gives 100% in everything she does and not doing so is a foreign concept to her. As such she is likely to over do things and try to push herself too hard or too far in order to try to do the best job that she possibly can. While it is not necessarily a bad mindset, the fact that she can't turn it off yet can cause her problems in the future.

Weapon-krasch soldat(crash soldier): Crash Soldier is large war hammer. The head to the hammer is slightly rectangular in shape. It is roughly 12 inches wide and 8 inches long. It has a blunted 5 inch spike at the front and what lookes like a rocket exhaust port in the back. The exhaust port uses fire dust to add speed and force to the swing of the hammer.

The weapon's secondary mode is 'riot mode'. Taking a surprising turn from most multiform weapons Crash Soldier's handle detaches from the head. The head is then attached to Alexandra's arm using a thick shackle. This way the weapon can be used as a sort of hammer fist. It can also rotate on the shackle to use the exhaust port as a cannon, shooting dust fireballs at the enemy.

The final surprise is the now detached handle. The handle has pretty blue lines filled with lightning dust running all throughout it. With a small surge of her aura the top and bottom six inches of the 56 inch handle sparked with electricity. This allows the handle to functioning as a kind of stun rod to create opening and if cause spasms and intense pain.

Aura: Alexandra's use of her aura has been ingrained into her instincts She doesn't think about using her aura she just does. As such her aura is used to increase her strength further and make her more durable. As these functions are ingrained into her instincts it would be very hard for her to use her aura for anything else if it was possible at all.

Azura Lawrence (Ice Blue)


Name: Azura Lawrence (Known by friends, to her irritation, as Azzie)
Age: 17
Team:

Appearance: Azura is pale and thin, which sometimes brings scorn upon her - always to the regret of the scornful. Her black hair is braided, reaching down below her waist, with an ice-blue sphere wrapped around the end.She wears a dress of blue and black, edged in silver, and wears a bag at her side, and the coils of Blade Dancer on her back.
Biography: Azura is quiet, cold, and tends to keep to herself. She's neither unpleasant or rude, but merely insular. She obsesses over her fighting skills, spending most of her time developing them, and will fight to the death for someone she doesn't know. This instinct stems from her past, as her village was destroyed by Grimm creatures when she was young.
This obsessive nature means she has few friends. Of course, at this academy, single minded obsession is less of an oddity and more a similarity to talk about - and if someone manages to melt the icy shell, she'll do anything for them.
Strengths: Azura won't give up, even if she's injured beyond all reason. Plus... she's fast. Really, really fast. No, faster than that. Even faster. Keep going. More. No, more. Look, we're talking racecars and hedgehogs in her dust. She is fast.
Weaknesses: While Azura is fast and tough, she can't even begin to equal the offensive power of many other students.

Weapon: Azura's weapon is named Spiral Dancer, and remains the only thing she inherited from her family. In its idle form, it resembles a naginata, a slightly curved blade topping an eight-foot spear. However, the top five feet can separate out into loosely linked vertebrae, turning the weapon into a bladed whip. What's more, each section contains a new blade, and each one can be launched with explosive force at range - although this is a last resort, due to both the wasted dust and shortened weapon. Azura wields the weapon with lightning speed, striking with accuracy and speed, and parrying attacks with inhuman alacrity. Her fighting style almost resembles a ballerina, or a skilled ribbon dancer - if not for the countless tiny cuts that inevitably lead to her foe's defeat.
Dust/Aura: Azura's Aura is underdeveloped, and only really serves to make her a little tougher than she ought to be.
Azura rarely uses dust, due to its price, and tends to save it up to replenish the one-off tricks she can employ - the explosive dust used in the ranged use of the Dancer, and a small sphere of ice dust that she uses to hold her hair in place - and, in an emergency, can swing her ponytail into her target, causing an explosion of frost.
If she had enough dust that this wasn't a worry, she would likely enhance her weapon's blade with ice dust, giving it a little more penetrative power, and likely slowing the foe.

Caelynn Arkhosia (Purple)


Name: Caelynn Arkhosia
Age: 17
Team LARK
Race: Faunus (she has feline ears which she hides under a ever-present top hat)

Biography: A young former student of Signal academy, Caelynn developed a love for exploration and intelligence from a young age. She is well known for having drawn maps of the entire city of Meadow and its Sewers.

Appearance: Caelynn is tall and very pale. Like, Wiess pale. She has short blond hair cut similar to Jaune's, and possesses violet eyes. Caelynn wears a blouse and plaid purple skirt, with a black trench coat and Stetson.

Personality: Clever and quick witted, Caelynn is talented in the art of cracking jokes, mainly puns. She loves exploring, and jumps head first into any chance to learn and discover.

Strengths: Caelynn has a extraordinary spacial sense, and has superb hearing. She knows the city of Meadow like the back of her hand.

Weaknesses: Caelynn is rather impulsive, jumping at any chance to learn and discover with no real forethought. She is terrified of wolves and will attempt to avoid combat with them at all costs.

Weapon/Dust: Thunder and Swift, dual wielded gauntlets and boots. Thunder is a pair of gauntlets in a similar design to Yang's, darkly colored with yellow rose inlays. They, when activated, fire shotgun shells like Yang's weapons. They also are powered by white Dust, which enables the user to instead release a shock wave that knocks the opponent back. Swift is a pair of boots with yellow rose inlays that quicken the user's speed twofold. These boots also can release shock waves from their soles to boost the user a few feet.

Katherine "Kitty" Lacuna (Fox Red)


Name: Katherine "Kitty" Lacuna

Age: 17

Team: Team LARK

Fairy Tale Motif: The Fox Sister

Appearance: Despite her name, Kitty is a fox faunus. She has large fox ears and a fluffy fox tail, which would be difficult to hide even if she was so inclined. Her shoulder-length hair and the fur on her ears and tail are both fox-red, though her hair has yellow-orange highlights and is slightly spiky. She wears a short-sleeved, thigh-length dress with a loose, flowing bottom and a bracket-shaped neckline, as well as a vest, long gloves (not elbow-length), and boots. She wears a belt on which she wears a magazine of ammo for Heaven's Maw on one side, and Heaven's Maw itself sheathed on the other. Her dress is a the same fox-red as her hair, blocked with gold trim. Her vest, gloves, and boots are black.

Biography: Kitty was placed in an orphanage as a baby, but she had the good fortune of being adopted by loving parents. The parents, high-ranking white-collar workers at the Vulcan Refinery Corporation, had three sons, but they wished for a daughter. Even upon discovering that she was a faunus, her new parents loved her, but her two eldest brothers did not. They attempted to frame her for various wrongdoings, but the youngest brother stood up for her and helped her to expose their brothers' lies.

As she grew, even her elder brothers came to respect her, and she became more outgoing. At first, her parents tried to shelter her from the outside world, fearful of what they would say or do to her, but her curiosity and newfound outgoing nature proved too much. Around this time, her father, a graduate of Beacon Academy (or Bacon Academy, as he called it), taught her how to protect herself, in case anyone should ever try to harm her. A bit of a weapons geek (a trait he passed on to her), he helped Kitty build Heaven's Maw when she was accepted into Pharos Academy, a high-school level institution equivalent to Signal, and she's kept it with her ever since.

Strengths: Kitty is a bold individual, unafraid to speak her mind. This means she has the willingness to actively chase her goals, and the conviction to see them through. She's also a weapons geek, meaning she's very good with building weapons.

Weaknesses: Kitty is proud of her heritage as a faunus, and displays it openly, which has lead to her being shunned before. But her pride refuses to let her hide it. Also, she is impulsive and sometimes kind of stupid.

Weapon: Heaven's Maw is, essentially, a gunblade crossed with a chainsword. It folds up into a gun for storage, but can be extended into its full chainsword form, much like Ruby's 'Crimson Rose'. When folded up, it acts much like a rifle. When unfolded into its full chainsword form, it can be used either as a high-powered anti-tank rifle or as a chainsword. Heaven's Maw uses high-caliber rounds, and has a small canister of red dust that powers the chainsword form. Its teeth have special grooves allowing it to pick up dust from this canister, essentially setting it on fire. The bolt is on the side of the weapon, below the adjustable scope. Finally, it can be folded up into its most compact form, a suitcase with a combination lock to prevent anyone else from using it. In this form, panels fold up to make it look like an oddly-shaped metal suitcase with a fox-red and gold warning stripes. Otherwise, Heaven's Maw is fox-red with black underparts, a black barrel and rubber grip, gold exhausts and accents, and three gold warning stripes towards the tip.

Dust/Aura: Kitty can use her aura to enhance her strength to the point where she can wield Heaven's Maw effectively, and to exert the control over it she needs to not slice her limbs off. However, she does not possess good defensive capabilities with her aura, or much ability to manifest it in other ways. She uses red dust to power Heaven's Maw's chainsword mode, as well as to propel bullets, and she can use it to set its chain on fire for a finishing blow. In the most desperate of circumstances, she can overload the dust chamber and use up all of her dust at once to fire a massive beam of energy.

Team KZJR (Kaiser)

Kedra Kaltican


Kedra Kaltican
Appearance: Tomboyish red short hair and blue, wearing heavy steel power armor with no helmet
Weapon: Gun Drill Lance. Its a big lance that is a DRILL! and a gun.
Backup Weapon: her power armored fists

Strengths:
She has a lot of power and durability, and her power armor allows her to jump far and run faster than normally would in such armor

Weaknesses:
however her Drill Lance is unwieldy and destructive, and even with the power armor, she still has mobility issues and is less acrobatic than other combatants, furthermore her power armor has no helmet, leaving her head vulnerable.

Personality:
Steadfast but stubborn, she is boisterous and loyal to her friends, but can be rude to others and forceful when she wants things to go her way, but mostly only because she wants things to get done and quick.

Backstory:
Was raised by Commander Valdrana Kaltican of the 147th Hunter Legion, her father unknown. Her life was harsh as her mother made her face many challenges in her daily childhood, making undergo various exercises, obstacle courses and placing her puzzling situations she had to solve herself out of. She had to work to earn even little luxuries and brave great challenges. An example of this is that when a cat was stuck up a tree, her mother made Kedra rescue the cat herself rather than do it far more easily and quickly.

This made her strong, but it also made her averse to Valdrana's strict lessons and tended to seek out casual, less stressful situations in response…even when she could adapt to any hardship Valdrana threw at her. It made their relationship rocky. However the real trouble began when at 10, they started Aura training….and found that Kedra had a strange Aura, a rare condition where Kedra's Aura was too big and diffuse to be manipulable by normal Aura methods, and therefore could not be a Huntress with her Aura in such a state, as it would be unable to be solid enough to protect her.

So Valdrana did some research and found that there was a power armor developed to fix this Aura condition, basically sapping away at excess Aura and channeling it into a protective form, leaving her Aura at more normal levels as to be usable, but also making her less mobile than most Huntresses. They then revised their training to include her power armor, focusing on blocking, stamina, resistance and other forms of slower fighting to compensate.

When Kedra was fifteen however, Valdrana was called away to go on a Long Hunt, and Valdrana considered Kedra old enough to take care of herself, and Kedra didn't really mind finally having some space from her strict military mother, and since then Kedra has for four years been making her own way through the schools of the Huntresses and trying out a slice of life without her mother, and was soon accepted into Sanctum…

Kedra's Secret Book (read only if you really want to spoil yourself)

The story of Kedra's secret book is a strange one. Valdrana, before she went on her Long Hunt, promised Kedra that she would gift her with any single thing she wished, within reason- but only as long as completed thirty tasks, one for each day of a month during the winter. So Kedra took to the tasks with wild abandon, doing each with the will to not give up, no matter what, the tasks starting with simple things like chopping and bringing in firewood, then growing in difficulty and danger, like climbing a rock face or swimming across rapid river. Nevertheless she completed each task, until only one remained. Valdrana then tasked Kedra….to kill her first Grim.

Kedra then took her gundrill and went out looking for a small grim, a savage bear, and after a harrowing fight, she ran her drill through, utterly blasting it apart. She soon found its head and brought it back to Valdrana as proof.

So they went out to select the thing that Valdrana would gift her. She ignored the bicycles, the cars, the weapon upgrades, or the better power armors. Valdrana followed her, bewildered as she walked past great potential gifts, valuable and big, powerful or showy. Kedra instead gone into a bookstore, to a certain section…and pointed at Faunus Girl Fancy, with an evil smile on her face.

Valdrana for a moment fumed with fury at such a choice….but her word was her honor, and she bought it as promised. They then shared a laugh when Valdrana realized the joke Kedra had played on her: she could have pointed at anything expensive and overpriced, but chose instead to pick one of the cheapest things possible and still manage to tick her off.

and that was how Kedra obtained her secret book, Faunus Girl Fancy.



Picture:

http://i276.photobucket.com/albums/kk25/Trizap/KedraKaltican3.png~original


Kaden Zei




http://imageshack.com/a/img706/871/dztj.jpg
Name: Kaden Zei
Age: 20 (Sanctum is apparently no longer just a high school equivalent)
Team: Not currently assigned to a team.
Fairy Tale Motif: Legends of the Norse Berserkers

Biography: "You're either lazy or you're stupid." Those are the words Kaden Zei grew up with. Either from her teachers or by her parents, the words were the same. Well, she sure wasn't being lazy - she struggled relentlessly to study or to focus in class. But if she wasn't lazy, that left only one option.

The only field in school where she excelled was combat training. It was the only place she felt worth anything, and that feeling was a drug. She threw herself completely into the arts of combat, developing an aggressive style that unnerved even her teachers.

Eventually word got to Sanctum about her potential as a fighter, and she's been accepted to the school on a probationary scholarship in spite of her grades. She is dedicated to proving herself.

Kaden Zei is not lazy.

Strengths: As a melee fighter, Kaden Zei is phenomenal. Strong, fast, and tough, she would have gone far in arena sports if her grades had ever allowed her. Despite her self-image, she is also quite intelligent, a trait that shows up in combat more than school. There are very, very few students better suited against land-based foes, regardless of their numbers or strength. The longer the fight lasts, the more dangerous she becomes.

Weaknesses: Dyslexia gives her difficulty academically, resulting in a significant inferiority complex in terms of her intelligence and need to prove herself in other ways. Her aggressiveness can easily lead her to over-invest and trap herself in bad situations, and she reacts strongly to comments on her grades or intelligence. In combat, her lack of access to ranged options puts her at a distinct disadvantage against distant or flying enemies, and her weapons' abilities are crippled in enclosed areas.

Weapon: Static Crescendo (Twin Copper Tonfa)

Dust/Aura Abilities:
Aura - Static: Through use of Aura, Kaden can freeze one or both in place, allowing her to use them akin to D&D's immovable rods. In combat, she usually uses these to allow her a gymnastic level of mobility, giving her a handhold in thin air to redirect herself.
Dust - Crescendo: When Kaden moves during a fight, these weapons build up an electrical charge. This charge does not harm Kaden, but increases the offensive potential of the weapons. This charge increases continually as the fight goes on (as long as she's allowed to move), making her more potent over time. At will, she can release the charge stored in one or both weapons as a single electrical discharge. While the power and reach of this attack is reliant on the amount of stored energy, the recoil on the discharge is impressive - capable of launching into the air with exceptional force or (if using the Static ability to hold it in place) serving as devastating one-shot cannon.

Jack Loper


Name: Jack Loper
Age: 14
Team/Gang/Type of Grimm: N/A
Fairy Tale Motif: Tortoise and The Hare (He's the Hare)

Appearance: From a distance, Jack looks like a bean pole. As you get closer to him, he still looks like a bean pole, but one with bunny ears and small horns on his head. His hair and eyes are light brown, and his skin is summer tanned. He is usually wearing a pair of olive green cargo shorts and a matching vest lined with pockets. He is barefoot but wears a pair of bright red shin guards with small black spikes on them.

Jack stands over six feet tall, but a lot of that are his ears which stick straight up and are over six inches long. He has a set of small horns sticking out of his forehead, and wears his hair in a ponytail that reaches down to his shoulder blades.

Biography: Jack is a Hare faunus, and one of 16 brothers and sisters. He grew up as a middle child and was mostly ignored by his family. He took up martial arts as a way to distinguish himself from his brothers and sisters, and practiced several different kick based martial arts to take advantage of his quick speed and powerful legs. Jack was lucky to get into the Academy, and can't wait to form up a team so that he can kick butt and make a name for himself.

Strengths: Jack is fast, extremely so. He is adept at running, jumping and all sorts of physical agility. He is capable of some impressively powerful kicks, and can jump his height from a standstill.

Weaknesses: Jack is lazy, overconfident and easily distracted. He's better about it when on a mission, as he enjoys scouting ahead of the group, but he's just as likely to lead trouble back to his teammates as he is to

Weapon: Jack's weapon is a pair of bright red metallic shin guards with short black spikes on them. He also wears a pair of fingerless gloves, but never punches, preferring to use them to help him block and evade attacks.

Dust/Aura/Semblance: Jack's semblance manifests itself once again in his speed. He is able to move short distances so quickly that it seems like he's teleporting. The eye simply cannot follow him. Doing so is extremely tiring for him though, so he hates using it.

Ripley Vance (a.k.a. "Rip", "Rip-Van")


Ripley Vance

Nickname: "Rip"
Age: 18
Team: Undetermined
Fairy Tale Motif: Rip van Winkle (as if it needed to be said)

Height: 5' 9"
Weight Class: Middle-weight
Build: Average, fit
Eye Color: Bright green
Hair Color: Black
Hair Style: Mid-length, messy

Biography: Cursed with narcolepsy, Rip would never have been ordinarily capable of even training to become a Huntsman. Thanks to medical advances through Dust-powered research, however, his condition has improved substantially. Rip comes from an impoverished family living on the edge of protected human civilization. He spent every Lien he had to attend Signal Academy, half going to tuition and half spent on resources to forge his composite bow, the Flightless Hawk. After graduating (with honors as a marksman), he immediately applied to Sanctum, where he hopes to hone his craft.

Personality: As a sniper, Rip knows to keep his emotions out of his work, and his allies and associates will quickly learn that he is a very serious person on a battlefield. Unfortunately, his attitude outside of combat is far less secure. He is overcautious, sometimes to the point of cowardice, and though he understands the virtue of modesty, he still harbors a deep-seated envy for those around him who know financial stability. Though he can be cold or at least aloof at times, he usually means well in his actions and will try his best to help others find comfort when they are uneasy. Lastly, while Rip takes pride in the control he (usually) holds over his impulses, he is easily embarassed, especially by girls: a strong flirtatious suggestion will more often than not catch him off-guard, which can be quite amusing in the right situation.

Strengths: Rip's eyesight is his greatest asset; he boasts the ability to see for miles with incredible lucidity. Coupled with fine marksmanship and studied calm through meditation, he has all the makings of an expert long-range assassin. He is also very nimble and flexible, helping him get out of a wide variety of tricky situations.

Weaknesses: Rip is heavily reliant on medication in order to regulate his wake-sleep cycle; even then, disruptions in said cycles still occur every so often, although they can be anticipated up to eight hours in advance. In addition, he posesses a weak constitution and is ill-suited for close combat; though he can protect himself from weaker enemies, he cannot last long against a powerful foe.

Weapon: Flightless Hawk (composite bow)
--Description: A massive composite bow unusable by amateur bowmen. Its six-foot-tall bowstaff folds into three segments to be carried easily and features a steel-plated frame for reinforcement. Rip posesses a variety of camoflauge skins for the frame and can swap them out as needed for optimal concealment. A rubber grip on the middle segment allows him to keep a firm hold of the weapon, and a mounted sight grants additional accuracy at long ranges.

--Alternate Form: If Rip finds himself in a pinch, his bow is not without its uses in close combat. Hidden in the outside edge of each section of the bowstaff's frame is a retractable blade whose shape matches the curve of the frame (similar to a bat'leth, Star Trek-style; kudos to Hawkflight for coming up with the idea and letting me run with it). When the blades are engaged, the grip on the center section separates into two halves for two-handed use, allowing greater control of the otherwise-unwieldy weapon. In addition, hooks are linked to the blades inside the frame; when the blades are engaged, the hooks catch the bow's string near the joints and secure it inside the frame to keep it from catching on anything.

--Ammunition: Rip's bow is too powerful to fire wooden arrows without breaking them, and he cannot afford to buy his stock. He knows how to craft his own, preferring to use steel to build the shafts and hawk feathers to flight them (which inspired him for the weapon's name), but his supplies are very limited; as a result, Rip is careful to re-use his arrows as much as possible and may go out of his way (though not into harm's way) to retrieve any ammo he expends.

Aura: Rip's Aura cannot protect him from physical abuse, but it can repel and even reflect many types of projectiles. He can also channel it into his legs to boost his running speed to some extent, aiding him in escaping capture. Finally, by focusing his Aura through meditation, he can calm his body and mind, steadying his hand and improving his accuracy. (This does, however, require a great deal of concentration, leaving Rip vulnerable to attack.)

Dust: Though he does not have access to a large supply of it, Rip does occasionally anoint the tips of his arrows with ice (blue?) and electric (yellow?) Dust for special targets. His favorite choice, however, is a home-made blend of fire (red?) Dust mixed with ordinary earthen dirt; though it lacks the incendiary properties of pure Dust, it can be thrown to create a potent smokescreen that can momentarily sear and blind any eyes directly exposed to it.

Combat Stats
Melee: 2 (Has competence enough to use his weapon's hidden blades, but any opponent with close combat training will find it simple enough to counter and/or overpower him.)

Ranged: 7 (Excellent accuracy and visual acuity and a steady hand. The only thing dropping his rating is his weapon, Flightless Hawk; it's impressive for a bow, but it's still rather basic and could use some upgrades to be more effective.)

Defense: 3 (Rip's Aura shields him effectively from projectiles, but other than that, his only material defense is the size of his weapon, which may be useful in blocking some attacks. If we don't take Auras into account, Rip rates only a 1; he really is just that squishy.)

Mobility: 7 (Rip is flexible and fast, more so if he channels his Aura properly.)

Special: 5 (Rip's Aura has some decent support uses, and even if he doesn't have much of it, he knows how to use Dust strategically, so I'd say he's about average in this department.)

Notes: Complications of Rip's narcolepsy prior to introduction to his medical regimen held him back in his studies/training, so he'll be one year older than most of the initiates.

Aura: Rip's Aura cannot protect him from physical abuse, but it can repel and even reflect many types of projectiles. He can also channel it into his legs to boost his running speed to some extent, aiding him in escaping capture. Finally, by focusing his Aura through meditation, he can calm his body and mind, steadying his hand and improving his accuracy. (This does, however, require a great deal of concentration, leaving Rip vulnerable to attack.)

Dust: Though he does not have access to a large supply of it, Rip does occasionally anoint the tips of his arrows with ice (blue?) and electric (yellow?) Dust for special targets. His favorite choice, however, is a home-made blend of fire (red?) Dust mixed with ordinary earthen dirt; though it lacks the incendiary properties of pure Dust, it can be thrown to create a potent smokescreen that can momentarily sear and blind any eyes directly exposed to it.

Combat Stats
Melee: 2 (Has competence enough to use his weapon's hidden blades, but any opponent with close combat training will find it simple enough to counter and/or overpower him.)

Ranged: 7 (Excellent accuracy and visual acuity and a steady hand. The only thing dropping his rating is his weapon, Flightless Hawk; it's impressive for a bow, but it's still rather basic and could use some upgrades to be more effective.)

Defense: 3 (Rip's Aura shields him effectively from projectiles, but other than that, his only material defense is the size of his weapon, which may be useful in blocking some attacks. If we don't take Auras into account, Rip rates only a 1; he really is just that squishy.)

Mobility: 7 (Rip is flexible and fast, more so if he channels his Aura properly.)

Special: 5 (Rip's Aura has some decent support uses, and even if he doesn't have much of it, he knows how to use Dust strategically, so I'd say he's about average in this department.)

Notes: Complications of Rip's narcolepsy prior to introduction to his medical regimen held him back in his studies/training, so he'll be one year older than most of the initiates.[/QUOTE]

Team ?T?R (Feather)

Tenebria Corvus


Name: Tenebria Corvus
Gender: Female
Race: Faunus (Raven)
Age: 17
Team: ?

Appearance: Tenebria is not someone you'd notice right away. Her skin is pale, complementing her navy blue eyes and raven black hair died with navy streaks. She's of average height, and wears a brown long-sleeved shirt and black vest, specially designed with openings in back for her black wings, each about as wide as half her torso and as tall as it. She wears black leggings and navy blue boots, with fingerless navy blue gloves. The vest is filled with ammo and Dust.

Personality: Tenebria is rather introverted, preferring lying on a couch with a nice book to social interaction. She is also quite skeptical and cynical, and has a disturbingly large interest in military tactics, weapons, and combat.

Weapon: Harbinger, a jet black Anti-Materiel Rifle that turns into a black glaive with a navy blue blade. On the side of the body is an emblem of a crossed scythe and feather.

Semblance: Tenebria can create shadows: both normal or solid constructs.

Strengths: Excellent shot, disturbingly enormous amount of knowledge in combat and killing.

Weaknesses: Not very good at mêlée combat, awful at close combat, prideful, not very good at connecting with others due to her personality.

Kinneson "Rev" Mills


Name: Kinneson "Rev" Mills
Age: 18
Team: FTHR
Fairy Tale Motif: Werewolves

Biography: There have been cases like Kinneson "Rev" Mills before. To this date, none of them have had a happy ending. Perhaps Rev will be the first.

How exactly it happens is unknown, but sometimes a fragment - a sliver, if you like - of a slain Grimm gets implanted into a human. Historically, the sliver feeds on its host until it is strong enough to control it, the contest of wills inevitably becoming to much for the host to handle, creating a Grimm with an Aura. It is a horrible way to go, and it is responsible for many of the worst individual cases of Grimm in Huntsman history. Rev has beaten the odds by maintaining his humanity, though it is a daily fight.

The son of a priest, Rev's approach to dealing with the Beowulf within him has been novel. Rather than fight it or revel in it, Rev has chosen to accept it: to give it a place in his life and treat it as a friend instead of an enemy. This has led to a unique entity: man and wolf working in harmony rather than competition.

It is still not an easy situation. Despite its friendly demeanor, the wolf is anything but tame. It is only by sheer force of will that Rev is able to direct the wolf towards his purposes, to keep its savage ferocity in check. Fortunately if Rev has one thing in spades, it's the discipline and determination withstand the force of the wolf.

He came to Sanctum to further his quest for discipline and to channel the wolf's fury to good ends. He hopes to become an Aura healer in his own right, and let the wolf hunt for humanity instead of against it. If the worst comes to happen however, and his will breaks at last... well... then the Huntsman will be there to do their duty...

Strengths: Skilled martial artist specializing in subduing opposition non-lethally, phenomenal willpower, natural talent for team-based tactical thinking, exceptional offensive ability when the wolf is in control.

Weaknesses: Reluctance toward lethal force makes combat unnecessarily dangerous, Aura provides little defense, limited influence when the wolf is in control, secretly terrified of losing control of the wolf.

Weapon: Ace Spade - A monk's staff that provides Rev with reach and strength without requiring lethal force. The head of the staff resembles a mancatcher, designed to give Rev an edge in capturing, pinning, and subduing opponents. The weapon can be also be used to lob Dust grenades as well, though this is not a feature Rev likes to use. Honestly, Rev prefers to use his martial arts as his primary method of offense and defense.

Dust/Aura Abilities:
Dust: Rev is skilled in the use of a variety of Dust grenades through the Ace Spade. Though reluctant to use them, he displays a talent for making solid tactical use of them.
Aura: Rev has a very active Aura. Whether used offensively or to heal, it is always directed towards aggressive application. He is weak defensively, requiring him to destroy or disable opponents immediately or risk serious injury. Rev's primary application of Aura is anesthesia - he can numb limbs with a touch, a talent which he uses in his martial arts. Fights against other Huntsmen often come off as ridiculous as opponents find their limbs feeling like dead rubber.

Appearance: Rev has blue eyes and brown hair that aggressively resists efforts to properly comb it. He prefers to wear loose clothing (loose enough to fit the wolf in case it takes control), usually white or tan slacks and a red vest worn open. This reveals his chest, but he keeps himself fit enough that this doesn't usually raise complaint.

The wolf is an unusually nasty looking example of Beowulf (think of the Ursa Major from the Forever Falls episode), although with the white details colored a mild turquoise. The wolf speaks in a gravelly growl and prefers short, simple sentences to the more relaxed and eloquent Rev.

http://i1051.photobucket.com/albums/s440/Singingnoodle/Rev-1.png

Personality: On the surface, there is very little to indicate that Kinneson "Rev" Mills is anything unusual, except perhaps for a tendency react (laugh, smile, frown, etc) without any obvious stimulus. Quiet and laid back, Rev abides by a live-and-let-live mentality, rarely actively engaging others but happily taking part when engaged. Rev doesn't like to see people suffer - physically, mentally, or emotionally - and makes a good confidant for troubled friends.

The wolf is simplistic and aggressive. It doesn't waste effort on recognizing others by name, instead referring to people by the animal they remind it of. This can get it on the bad side of Faunus, as they usually remind it of the animal the resemble. It dislikes taking any path besides the most direct one and doesn't see a problem sacrificing individuals if it achieves the group's goals. It can often easy to mistake "not openly hostile" with "tame", but it strongly advised no one do so with the wolf.

Hawkflight
2013-11-09, 07:02 PM
Team ?L?? (Sleipnir)

Shen Li


I figured I might as well post Shen here so that she doesn't get lost in the rapidly-growing ooc thread.

Name: Shen Li
Age: 18
Team: SPNR
Fairy Tale Motif: A very, very vague connection to a myth about chinese dambuilders that I can't remember for the life of me right now.

Appearance: A small girl with short black hair and green eyes. She, at first glance, seems like a boy-- very flat-chested, with a loose-fitting shirt and gi pants on. She has various scars on her arms and legs, though only the arm ones are visible. She constantly wears the jade-colored bracers and anklets that hide her "weapons". In addition, she wears a headband to hide a tatoo on her forehead of a stylized eye.

Biography: Shen was raised in a very traditional family in Vecchia. Her father was raised by his mother to always protect women, and grew to view them as fragile (not helped by his mother's weakness, and his father's distance.) Later in life he refused to let his young daughter fight, and pushed his sickly son into combat training. Shen, pushed by her grandfather (A Hunter from Vale) and a desire to protect her brother, began to train herself in hand-to-hand combat, since her father would not give her a weapon. After a few years of this she found an actual trainer who she would visit at night and learn martial arts from, honing her natural strength into a fighting style that utilized her aura to its maximum degree. She went on like this for several years, fighting against bullies after her brother and her parents at the same time, while spending nights with her sensei. Eventually the day came when her brother began to strengthen, and seeing as she was no longer needed, Shen fled to a place she heard her Grandfather speak of often-- Sanctum Academy. Leaving her oppressive father behind, she came to study and become a more powerful warrior, so that one day she can go back and show everyone what she can do. Now through her first year at Sanctum with her new team, she has mellowed out somewhat, though the majority of the student body still finds her abrasive. She hopes to learn more this next year at sanctum.

-Side note: I am not attempting to create a culture which sees women as weak. When I said Shen's father was a traditionalist, I meant it in the sense that he holds on to traditions long held defunct. Shen's situation is, though probably not unique, certainly different.

Strengths: Shen is a very talented aura user and hand-to-hand combatant. She is extensively trained in aura use and can take out many opponents once she gets close enough.

Weaknesses: However, she is weak in ranged combat. Though she is quick, she has no way of boosting her speed or attacking from range. On top of that she has no real weapon-- her gauntlets and boots are good for enhancing unarmed combat, but they have no sneaky tricks or enhancements.

Weapon: Jeido-Ken: A set of bracers and anklets which, when activated, extend into jade-green gauntlets and armored boots. Hard to break and conducive to Shen's aura, but otherwise normal.

Dust: None. She barely has any idea what it does.
Aura: Strong. Though her aura is not particularly impressive, how she uses it is. She has refined it extensively and can use it to extend the range of her strikes slightly or even, through intense focus, shape it so that it can pierce or slash.
Semblance: Empathy. Or more accurately soul sensing. Shen can sense the souls of people around her and through that can feel their emotions. Through this she can sense people around her (though not accurately enough to pinpoint their exact locations) and gauge the power of their auras. She can sense Grimm, but to her they feel like cold voids due to their lack of soul. Unfortunately for her she can't turn this off, which causes her to feel the emotions of everyone around her contantly. She cannot sense specifics about emotions, just get a general feel. When there is overwhelming emotion near her she may begin to feel it too, whether or not she wants to. The closer she is to someone, the more she can sense from them.

Team ____ ()

Kordson


Name: Kordson
Age: 17
Team: None at the moment

Appearance: Kordson’s first peculiarity is that he is short, very short, with a height just under 5 foot. Next is that his eyes are two-toned, with an outer ring of green fading to an inner sparkle of ice-blue. Kordson is completely bald, well muscled and tanned. He typically wears loose grey pants, a green short sleeved T-shirt and leather-strapped sandals. Yes, he does wear socks and sandals (bring it on haters).If required to wear an academy uniform, Kordson will only wear the top and as open as possible (ie: unbuttoned, loose tie, untucked etc.)
When prepared for battle Kordson uses simple blue-ish grey padded armour covering his torso and legs.
Kordson is rarely seen without a large blue duffel bag which carries practically everything he owns.
History: Kordson cannot remember being told any details about his birth. Kordson grew up in Meadow's lower slums. He lived with his mother and older sister. Kordson does not know who his father is, and really couldn't care less. Things were simple and time passed quickly. Kordson loved to explore his home and its surroundings, and did his best to help support his family. Lacking in education, Kordson took numerous physical labor jobs and trained in his free time in hopes of earning a decent paycheque.
When he was about 16, Kordson witnessed a terrible incident* but managed to maintain his positive outlook on life. He continued to train himself and help the poor people of his community. In a stoke of "luck" Kordson found he had gained admission to Sanctom academy.
*If you must know,Kordson's family and a few others in the slums were all killed in what authorities called a rouge Grimm attack. Noone could explaine why creatures of Grimm had attacked inside the city but an investigation in the slums would have been a waste of resources. Kordson made it his goal to become stronger than the huntsmen who let his family die.
Strengths: Strength, Kordson is at least twice as strong as a regularly sized person. Optimistic and tenacious. Loves the excitement of a good fight.
Weaknesses: Kind of gullible, will believe most things if he has no reason not too. No long range combat abilities. May not give up even he should. Still fairly inexperienced in real combat.

Weapon: the Knuckle Dusters
A simple weapon reminiscent of a pair of old gauntlets. They enhance striking force while protecting Kordson's hands and arms. Like Kordson, they are simple, direct and effective, but lack finesse and are short (range). Has Dust crystal fragments embedded in the knuckles and can use refined Dust, if available, to provide additional damage when required.

Dust/Aura/Semblance:
Minimal dust use in weapon.
Strong aura both defensively and offensively. However, Kordson has yet to master any form of control.
Semblance: Is still being discovered.

Dollars Quick


Name: Dollars Quick
Age: 16
Team: None Yet
Fairy Tale Motif: Childhood games of Cowboys and Indians, if nothing else.

Appearance: Scruffy cowboy is an adequate description, I think. Dressed to the nines from his boots to his hat, he makes you think he should be driving cattle somewhere. His unshaven face would lead you to believe he's older than he actually is, a scraggly beard and thick sideburns growing wild on his face.

Personality: Dollars is a lazybones, who'd much rather focus on his hobbies and coast on his natural talents than really train. He's all about actually getting in there and fighting, but anything other than that seem's pointless... unless you challenge him. He really can not resist a bet or a dare or a chance to prove how cool he is. It's probably the only button he's really got.

He's partial to singing, tall tales, riding horses, and steak, like all good cowboys.

Abilities: Dollars is a quick thinker, a fast runner, and a brilliant sharpshooter. While he may be a gunner, he's confident in his ability to go up against anyone bare handed, even if that confidence is misplaced.

He also likes playing the guitar and harmonica, and he's fairly good at both of them. It's just painful trying to listen to him sing.

Weapon: The Quick and The Dead are a mix between Colt .45s, flails, and yo-yos. at the end of each barrel is a spiked metal ball that are attached to a high tension cable. This means that they can be fired at high speeds, smashing anything in their path, wrap around like bolas and return to back to the guns. They also have earth dust in them, which not only gives them more impact for their lesser weight.

The motor's are incredibly powerful for their size, and powerful flails are good at gripping and anchoring into metal wood and rock, so he has taken up a fighting style of slinging himself around and attacking physically from a variety of angles.

Semblance: His Semblance is not by any means flashy, but it's something every man in his family has so he's proud of it. His family has always called it Shoulder Strength, but it's really just an all around resistance to stress. It let's him not only endure (and enjoy) his erratic fighting style of swinging around on The Quick and The Dead and taking the heavy impacts of crashing into his targets boot, fist, or head first. It's this semblance that makes the entire Quick Clan world renown rodeo champions.

Siegfried Urd


Name : Siegfried Urd
Age : 19
Height : 6'4"
Hair Style : Wild hair curling at the edges
Hair Colour : A golden blond
Eye Colour : Blue
Team : Unknown
Fairy Tale : Sigurd the Dragon Slayer

Wardrobe
Siegfrieds Combat Uniform
A black heavy armored jacket with layered plates that goes too his knees. A undershirt with a heavy mail integrated into it. Heavy gray black pants with the same mail as the undershirt. Armored Boots designed with a spike at the heel. Finally wrappings around his hands and lower arms

Biography
-
-

Strengths
Siegfried is tough, incredibly so his great fortitude is potentially his greatest asset, handling attacks that could easily take others down
Siegfried is strong, not one of the greatest but is fairly powerful

Weaknesses
Siegfried is not fast he barely makes it too average.
Siegfried doesn't have much combat experience with large groups or monsters of any sort having his combat experience being small groups, one on one combat and foes with notable intelligence

Weapons
Balmung the Rail Cannon Lance
-Balmung is a large lance totaling 7'9", with a red silver coloration.
-The lance head is around 5'9"
-The handle is around 2'
The lance heads tip slides open and a large barrel extends outwards

Dust
Siegfried has only access to one type of Dust, Gravity dust but he has a lot of it and he knows it well.
He uses Gravity Dust too do sudden bursts of speed far above his natural along with his maneuverability. He can also use his gravity to greatly enhance the power of his attacks.
His limited practice and ability to get other forms of Dust means he really has no knowledge or skill with any type of Dust. As he calls it specialization over versatility

Aura/Semblance
His Aura further enhances his natural abilities greatly favoring defense too speed or offense, it is a dark purple colour.
You could call it a Semblance, you could. Siegfried doesn't but it is, none the less. The Iron Wall lets Siegfried lets him create a field of gravity to either redirect things past him or slow the attack/impact. Using the ability can be tiring

Looking For Team

Luxia Tempestdrake



Luxia Tempestdrake

Age: 17
Gender: Female
Race: Polar Bear Faunus
Team/Gang/Type of Grimm:

Appearance: Clad in a sweater colored bright cyan, leggings bright white, navy blue boots, a snow white trenchcoat, and fingerless blue gloves, with a slender form, athletic build, long golden hair, white bear ears, and bright blue eyes, with a gleam in her eye and a cunning grin, Luxia strikes a very memorable figure.

Weapon: Tempestdrake, an obsidian black Longsword with an alternate mode as a serrated whip.
http://images1.wikia.nocookie.net/__cb20120819055526/swordartonline/images/3/3a/%E3%82%A8%E3%83%AA%E3%83%A5%E3%82%B7%E3%83%87%E3%8 3%BC%E3%82%BF.png
Semblance: Light. Luxia can create solid objects out of light.
Strengths: Adventurous, skilled and diverse mêlée combatant, can create objects form light, keen hearing, night vision, quick, strong.
Weaknesses: Fear of flight, no ranged capabilities, impulsive, sensitive ears.

Celica Vakaria


Celica Vakaria
Age: 16
Race: Faunus (rabbit)
Appearance: She has dark skin, emerald eyes, and dark red shoulder-length hair. Often dressed in a dark green tunic, black pants, black armored boots, a black chest piece with red markings, black glove on her left hand, and a black armored glove on her right hand. Celica also sometimes wears a black helmet with a clear visor. She is of tall build.

Personality: Celica is very outgoing and passionate, but is also a brilliant strategist. She can stay focused on a task very easily.

Strengths: fast, good hearing, strategist.
Weaknesses: can become too focused on a task to notice the world around her.

Weapon: Crimson Shade
An anti-material rifle that can transform into a shield and pistol. Can be used with dust to cause bullets to explode with elemental effects.

Ink Surgius



Ink Surgius
http://imageshack.us/a/img843/840/blkt.png (http://tektek.org/av/1129232)http://imageshack.us/a/img838/1240/h5ll.png (http://tektek.org/av/1133204)
Gender: Female
Age: 18
Team: Unknown

Appearance:
Ink has long black hair falling to her waist in a ponytail, fair skin, and amber eyes. Clad in a black blouse and dark blue leggings with a design of a black pen masterfully stitched in, black combat boots, and a navy blue military jacket with black trim and a black fountain pen stitched on the back, with black gloves and a makeshift white eyepatch made out of gauze and a cotton pad over her right eye. It should be noted various large chunks are missing from her outfit, revealing her body to be heavily bandaged.

Personality:
Ink has a love of learning and reading, kind of naïve and with a devotion to helping people. She is quite odd, often having mysterious feelings of "Déjà Vu" or "like I'm supposed to do something/be here/somewhere". Ink is a voracious reader, and loves to be in the company of friends.

Weapon:
Aegis
A long serrated whip with a black handle, a shield image carved into the handle, Aegis transforms into a black shield with a pen design on it.
This weapon is currently destroyed, however.
So currently, she's weaponless.

Semblance: Regeneration

Crimsanne Desertus Puella


Due to circumstances that put posting this into a limited timeframe before the idea is taken, I must post this character up, before She Whose Characters Are Legion gets inspired, even though there is no team for her yet, and thus I don't expect to player her yet.....

Name: Crimsanne Desertus Puella
Gender: Female
Appearance: She wears all black punkish rocker clothing including leather coat and boots, has short black hair, red eyes.
Weapon: Dual-Wielding Katanas
Fairy Tale Motif: Kill La Kill

Strengths:
She is fast and can jump farther than most Hunters, she is good at launching flurries of attacks with her swords, an is incredibly acrobatic and good at dodging

Weaknesses:
She lacks solid defenses, is very reckless and while she does possess a normal protective Aura, its weaker than most.

Semblance: Crimson Strings
Her Semblance is her ability to conjure and manipulate great amounts of red string which she uses for various effects according to her creativity, from binding her opponents to using them as razor wire or as rope or a net.

Personality:
She is abrasive, tough and bold, being on the reckless and risk-taking side, she is a bit of a negative, stoic person who sees the dark side in everything but always tries to keep to her own way of doing things, and has been known to be bit of a delinquent. She does not care for her reputation and will do things regardless of how people perceive her. Pragmatism and doing what is necessary is what matters to her.

Weapons:
The Blades of Blood:
Her two katanas are red and are outfitted with Dust systems that allow her to make distance attacks in the form of Cross Blade Winds of War, where she blasts big red X to cut through anything by crossing her blades then slashing them at the same time, dragging the blades along each other and sparking the Dust attack by the sudden friction and movement.

Crimsanne was born to a retired Hunter father and a mother who was head of a clothing company. Her father had become a scientist in his retirement, using the money made by her mother’s company to carry out his research. However he had always kept his research secret. No one knew what he was up to, not even her mother. He barely spent any time with his daughter, and was seemingly obsessed and secretive about it. No one knew why, and it strained the family to its limits.

However one day his lab was suddenly burning, Crimsanne gone in to investigate only to find her father already dead and his research all destroyed by the flames, her mother soon running in to drag her back out before the fire consumed her. No one knew who caused this or why they would want her father dead. However, it did not improve anything within her family. Her mother became overprotective of her child, trying to steer Crimsanne as she grew up to go into the fashion industry so that she would be safe and not caught up in whatever business her father was involved in. Crimsanne however wanted to become a hunter and find out who killed her father. They had arguments as she grew up over it, Crimsanne constantly wanting to seek revenge and her mother always trying to get her to be quiet and put her in dresses and act polite so that she and her companies image will be maintained.

However one day, Crimsanne had enough of it. Calling her mother a coward, she stormed out of a high class party one day, grabbed her father’s twin katanas from above the fireplace and ran away to become a Huntress, fighting her way tooth and nail through the Hunter schools and eventually getting into Sanctum. She still searches for whoever killed father and evades the efforts for her mother to find her, determined to find out the truth behind her father’s murder. However, truth be told, she feels lonely because of all this, even if she won’t admit it.

http://i276.photobucket.com/albums/kk25/Trizap/CrimsannePuella.png~original

Hawkflight
2013-11-10, 08:14 PM
Faculty

Moloch Mogrym (Teacher)



Moloch Mogrym:

Age: 61

Appearance: Moloch is an older looking guy, but he still remains intimidating to the extreme. The figure is big, at least 6.5, with massive muscular arms and a big chest. However, the figure isn't exactly the fittest looking man. He has a bit of a large belly, made even more visible by the many layers of clothing the strange looking figure wears. First seen is the big gray and gold leather trenchcoat, (http://www.comparestoreprices.co.uk/images/bu/burberry-prorsum-leather-trench-coat.jpg) all covered in straps, buttons, and buckles. The coat is left open, letting the man's girth seep out, the big coat wet from the storm.

His black buckled military vest (http://i.ebayimg.com/t/STEAMPUNK-MILITARY-ROCK-WAISTCOAT-VEST-TOP-CRIMINAL-/00/s/MTYwMFgxNDQ2/$T2eC16ZHJHoE9n3KftmcBP5IH8T4bQ~~60_35.JPG) is visible beneath the coat, specially made to accustom his big muscles and large belly. He also wears what looks to be some padded armor underneath the vest, and the bottom layer is a simple black shirt, to prevent chafing from the armor. His left arm is special, for it's a dark metal prosthetic. (http://25.media.tumblr.com/tumblr_lej295qntf1qegasto1_400.jpg) The arm ends in a large clawed hand, with claws like knives. It's scary.

His black pants (http://thumbs3.ebaystatic.com/d/l225/m/mmDRIIOBr0zrpQy-DjDwqfQ.jpg) are buckled as well. It seems the figure appreciates the unique style. A large metal belt buckle keeps his pants up, his vest tucked in. Big steel-tipped combat boots (http://shop.strato.de/WebRoot/Store4/Shops/62182820/4C21/2FF5/E270/BFE4/DD09/C0A8/28BA/693B/20100622_steam-30-ble_Steampunk_bea.png) protect his feet, and he wields the Aether Rifle (http://3.bp.blogspot.com/-LdrPQbuV7aQ/UJWpX8h-j2I/AAAAAAAAApI/PE2mnOe08kI/s1600/Screen+shot+2012-11-03+at+5.49.55+PM.png) and carries the unique weapon on his back, it's dark brown sash hung over his shoulder.

In his right hand, he carries a staff sized silver warhammer (http://3.bp.blogspot.com/-LdrPQbuV7aQ/UJWpX8h-j2I/AAAAAAAAApI/PE2mnOe08kI/s1600/Screen+shot+2012-11-03+at+5.49.55+PM.png). His face is grim and heavily scarred. The left side of his face is covered with a metal mask (http://luxedb.com/wp-content/uploads/2011/01/Steampunk-Mask-Fittings-1.jpeg) which covers most of the wounds. The mask has essentially been bolted into his skin, becoming part of his face. The eye beneath the mask is covered with a lens, and softly glows white, apparently mechanical. His pale white hair reaches his shoulders, and falls down in knots.

Bio: Mogrym was one of the greatest warrior's of Sanctum's history at his prime, and went down in history as one of the most fearsome combatants, rumored to have killed Grimm with his bare hands. After several years in Sanctum Mogrym graduated at the top of his class, and was immediately recruited to join the Hunters. Moloch met with a young woman named Liebe as a Hunter, and the two eventually began a relationship. After a year, Moloch was formed into a special sect of Hunter's called the Shockers. These were elite hunters used to be first-line troops against the toughest of Grimm. Mogrym was leader of this sect. He continued for three years in this sect, earning medal after medal. He even married Liebe during the time.

Then, tragedy struck. There was one horrible attack from several powerful Grimm in the dark of night. They attacked the camp, and many hunters were killed. Liebe was one of the first to die, a Scorpion Grimm having impaled her. Moloch began to rage and battled with his fellow warriors through the night, eventually defeating the large group. However, Mogrym was terribly injured. His face met acid from a bizarre spider Grimm that could spit globs of terrible acidic poison, and Mogrym lost his right arm during the battle.

Eventually, Mogrym was repaired, having received body augmentations from Frontier Industries. Mogrym led the hunters for six years as Commander for his excellent work through the years. After that, the Rebellion started. Mogrym quit the Hunter Force and became a Bounty Hunter, working hard to find and bring criminals to justice. In fact, he's responsible for quite a few cells filled in cities all over. He did that for fifteen years. Eventually, he retired and became a Professor at a far away school. This year, Headmaster Merididian (A personal Friend) requested Mogrym come teach.

Now Mogrym works as Combat Professor.

Style: Mogrym boasts powerful strength, complicated and unique combat maneuvers, and years of experience.

Semblance: Mogrym has a miraculous ability to enter a state of Rage. He becomes one with the environment, and turns into a terrible foe, strong and powerful enough to best even the toughest of enemies.

Mrs. Kaera Res (Teacher)


Name: Mrs. Kaera Res
Age: Don't ask
Position: Gym Teacher

Biography: Kaera is "that one teacher". The one that everyone dreads being around because she's the meanest and the strictest. Being the Physical instructor only makes things worse. Many a graduate would say that he'd rather hear the screech of a Nevermore than Mrs. Res yelling the word "Laps". Her glare can quiet even the most rambunctious student, and she has a zero tolerance policy for goofing around.

Weapon: Unknown. No one has ever seen Mrs. Res with a weapon, though students tell tales of the day an Ursa crashed track practice, but was driven off by being smacked in the head by a supersonic medicine ball. Her glare of doom and reputation for punishment usually stops any human enemies in their tracks.

Dust/Aura: While she certainly understands the fundamentals of such concepts, they're not really her forte, and is quick to call another member of the faculty for such a problem.

Aurum Mortemus (Sponsor)


First time here on anywhere other than The Nexus. After much prodding from Aric_Kale, I've decided to join in with from what I see is the first villainous character.

Name: Aurum Mortemus.

Age: 16

Team: Mortemus Corp

Fairy Tale Motif: (Technically a Fable) The Dog and His Reflection

Biography: Aurum is a very rich teenager. His grandfather, Norilsk Mortemus was a leading figure in the invention of robotics, and for generations the Mortemus family led the way through the science of robotics, as such, the Mortemus family became very rich. In the process of the invention of the perfect robot, Norilsk's heart grew dark and he betrayed his partner, and took full credit for the invention. The Mortemus family has been crooked and evil for generations, and Aurum's father Josef was just as cruel, using his fortune to manipulate and harm people. Aurum has both the sadist temperaments of his father, and the intelligence of his grandfather. A year ago, his father was murdered, supposedly in some sort of accident in his laboratory. Now, Aurum owns the Mortemus Corp Tower over Meadow, and rules with a velvet fist.

Strengths: Aurum is incredibly intelligent, boasting a massive intellect and a knack for business opportunities, no matter who it effects. As long as Mortemus Corp makes a profit, Aurum can sleep like a babe. He controls the corp, and so owns a fortune at his disposal.

Weaknesses: Aurum has no powers at all. No Aura, no dust. Completely normal. His sadism and cruelty push him away from people, and physically the teen is rather weak. He's rarely alone however, his robot bodyguards keeping him safe.

Weapon: Aurum is rather good with any kind of rifle or rapier, for he took lessons when he was a little younger. However, he doesn't really use any weapons. He carries a remote control in his pocket though, and the remote can call robots to his aid.

Roleplaying-Wise and Appearance: Aurum usually plays the role of a villain, usually manipulating teams around, playing chessmaster. Aurum could possibly take the role of the mysterious end game villain, always in the shadow. He could also possibly be an interested teams sponsor.

Aurum usually is dressed in an expensive Armani suit, complete with a gold tie and glasses. He pretty much looks like this, but Russian and with short blonde hair he gels back. Here. (http://thumbs.dreamstime.com/z/young-japan-businessman-blank-page-14120961.jpg)

I know it's a pretty powerful character concept, but I noticed a distinct lack of a big baddy type character. Is this okay?

Dr. Zira Jones (Nurse)


Not at all!

Name: Dr. Zira Jones
Age: 34
Position: Nurse
Fairy Tale Motif: Foundling-Bird

Biography: Zira was born to the CEO of a lumber mining company and his wife, the latter of whom died during childbirth. When she was four years old, her father wound up adopting a young boy, who would turn out to be a bird faunus, though there was little outward sign of this. Despite the prejudice displayed to him, she loved him dearly, as did her father. However, on his 14th birthday, the week before the twins were to be admitted to Signal Academy, a man from her company tried to kidnap him, in an attempt to extort money from his family. After a harrowing adventure, she rescued him, and they brought his kidnapper to justice.

The twins would proceed to graduate from Signal Academy, then from Sanctum Academy, with honors. Eventually, Zira became a nurse at Sanctum, while her brother went out into the world to actively fight the Grimm and protect the weak.

Weapon: Despite being a nurse, Zira still has her old weapons form her academy days. These weapons are quad rocket launchers, strapped to the forearms and lower legs. They can pivot 180 degrees to allow for rocket-powered punches and kicks, as well.

Dust/Aura: Zira mostly uses her aura to heal herself and to help heal others, though she can use it defensively as well.

Gabriel Blake (Teacher)


Name: Gabriel Blake
Age: 35
Job: Sanctum combat instructor

Biography: Gabriel is a tall, willowy man with youthful features. His seemingly innocent face (on which a smile can usually be found) hides a mind obsessed with the finer points of battle. In earlier days he travelled far and wide, in search of interesting opponents to fight. Now he's settled down as a teacher at Sanctum: Where he hopes to aid the growth of a new generation.

Despite his interests, Gabriel isn't bloodthirsty; Quite the contrary. He prefers to leave enemies alive, so that they can return to challenge him again. Whether on or off the battlefield, he's generally a pleasant and agreeable person. He usually dresses in a modest black suit, topped with a bowler hat.

Strengths: Gabriel's strength is hard to measure. He has a talent for tuning his apparent skill level, so as to match that of his opponents. Thus, both novices and veterans alike can be assured of an even fight when facing him. This ability makes him well-suited to the job of combat instructor.

Weaknesses: Gabriel's greatest motivation is also his greatest weakness. Because he enjoys fighting so much, he tends to mess around a lot in battle. His habit of holding back creates openings which even weaker enemies can exploit. Thanks to this reckless attitude, Gabriel has suffered many an unnecessary wound.

Weapon: Gabriel uses (of all things) a black umbrella as his weapon. The item is very much like its owner: Innocuous but deadly. When closed, it slices like a sword; When open, it blocks like a shield. The umbrella's 'fabric' canopy is actually made of a strange shadowy substance, which can (among other things) absorb incoming attacks, and be fired as a projectile.

Dust/Aura: As a seasoned veteran, Gabriel's aura is highly developed. He can use it to enhance his strength, speed and defence with equal proficiency. Unfortunately, his dust budget isn't anywhere near as refined. Thanks to his lack of control when it comes to money, Gabriel can rarely afford to use special dust in battle.

Oswald Blastenheim The Third (Teacher)


Well I have a teacher character in mind.

Name: Oswald Blastenheim The Third
Age: 40
Profession: Teacher, probably Combat or History

Personality:
He speaks with a BOOMING VOICE and has a cheery personality, much like an old fashioned gentlemen who loves a good hunt and fight. He carries himself very jovially and wishes to teach his students the best they can be. His voice also makes students snap to attention. INSTANTLY.

Description:
He looks like that teacher guy from RWBY episode 9, but with black hair and more muscular.

Biography:
He is Sanctum's combat and/or history teacher, chosen because of his past exploits in fighting Grim, however he fights less nowadays, knowing that he cannot fight Grim forever, but nevertheless he has a tendency to fight Grim when he gets an excuse to, worrying that someday he will become too weak to fight them ever again.

Strengths:
Incredibly powerful, incredibly wide areas of attack.

Weaknesses:
Unwieldy, destructive and LOUD.

Weapon: Double Hammer, designed to release bursts of energy waves when slammed into the ground, powered by dust.

Dust/Aura:
His Aura is so strong it manifests as a visible earth-like force field and he uses dust to cause great explosive waves of force when his hammer slams into the ground.

Turath Teslani (Teacher)


Teacher character!
Turath Teslani
Class: Physics or Chemistry

Personality: Fun and creative, Turath is well known for his engaging teaching style. He is very serious behind this facade, and few know his true affiliation.

Description: slightly large and wears black pants, a casual teeshirt, and a stained lab coat, with a brown mullet. He wears safety goggles at all times.

Weaknesses: Not very muscular or quick. He is a pyromaniac, and his aura sets things on fire when not concentrating on containing it.

Weapon: A chemical rifle that fires sodium-and-water, selenium, and other volatile and deadly elements into an attacker

Aura: can transmute sand and soil into Rare Earth metals (the group with sodium in it).

K.C. "Casey" Barlowe (Teacher)


New Teacher!
Name: K.C. "Casey" Barlowe
Age: 42
Department: Combat Instruction
Specialty: Aura Mastery

Appearance: Relaxed, laid back, and wearing khaki shorts, a ragged button up shirt, and a 5 PM shadow from probably a week ago, it is very hard students to take him seriously. At first, that is. He is friendly and engaging when not teaching a lesson, but also cool and ruthless when on the job, dismantling students with brutal efficiency. His truest hope is that his students will never face a more dangerous opponent in their very long careers.

Biography: Sanctum's premier master of Aura-based combat, Barlowe adamantly refuses to think of his students as children. To his mind, if you're willing to put your life on the line to stand between the world and the Grimm, you are an adult - full and true. As such he insists his students refer to him as "Casey", and tends to ignore age-restricted behaviors. He likes to think this makes him one of the "cool" teachers. In truth, he is one of the most feared instructors in the school, as he offers no pity and no quarter in training. He does this out of a strange sense of kindness - he would rather destroy a student's hopes and dreams than send them to the battlefield unprepared.

Barlowe does not use a weapon, preferring to rely on pure Aura for both his offense and defense. The fact that he can still stand toe to toe with master weapon users is telling, though he insists he would be weaker with his weapon in hand. Nobody, not even in the staff, remember what his weapon ever was.

Strengths: Martial arts, with outstanding Aura capacity and manipulation resulting in exceptional offense and defense. Easily underestimated by his slovenly appearance and easy going demeanor.

Weaknesses: Lack of weaponry means minimal access to Dust and Dust-based abilities. Also lacks the increased mobility granted by many weapons, although his Aura-boosted mobility is still pretty impressive.

Weapon: K.C. Barlowe - He needs no other weapon.

Dust/Aura: Aura. All the way.

Rokoran (Teacher)


Rokoran

Name: Rokoran
Age: Unknown
Affiliation: Teacher

Biography: Nobody knows where Rokoran comes from, or how he got his skills with Dust and Aura, and he's not telling. He teaches lessons on Aura and Dust.

Description: Rokoran is very tall, about six foot five, and slender. His skin is pale, and his eyes are pure silver - no iris or pupil. They glow slightly. He wears long, ornate white robes. His hair is brown and cropped short.

Strengths: Unbelievable power with his aura. He looks blind, but isn't. Also a master of the intricacies of Dust.

Weaknesses: The more emotional he gets, the less power he can muster. He has to be serene to make full use of his potential.

Weapon: Aura and Dust

Dust/Aura: Provided he has the strength, Rokoran can do pretty much anything he can imagine with his aura. He's rather like Aura Merlin.

Semblance: Unity - the ability to let go of "self" and become one with other creatures or greater systems like a forest or a storm (not physically, though).

Other/Unknown

Conall Callahan


Name: Conall Callahan
Age: 54
Gang: None
Fairy Tale Motif: The Dog and the Wolf, Bearskin

Appearance:
Conall, last anyone saw of him, is a mountain of a man, easily clocking in at 7 feet (213cm), with the muscle tone to match. His hair was black, and worn long, reaching to his back easily, and accounts of his first appearance mention he also had a long beard. He is a faunus, with pronounced wolf ears, and dazzlingly blue eyes.
Despite his superior regenerative ability, he is heavily scarred and burned, rumours abound that he willed to keep the wounds as a reminder of his purpose. Surprisingly, underneath the grime and gruff, it is possible he could be considered attractive to a certain standard, with still-young facial features and no real sign of his age.

Biography:
Conall, at first, was a fairly normal, if talented hunter in another city of Vytal. He faced some discrimination on account of his being a faunus, but he rarely stooped to the level of those who tormented him, only stepping in if it came to oppression of other faunus. He was the leader of an as-of-today disbanded team, Carnation (CARN, also known as Team Carnage amongst the student body, due to Conall's ruthless response to the grimm).
It is not well documented where things went wrong. Supposedly, a huge group of beowulfs swarmed the team at a point after their graduation, and Conall bought the rest of his team time to escape. Only two returned. The forest they were ambushed in was consumed by a wildfire in the wake of this event, and there was no sign of his remains. He was presumed dead, burnt to ashes.
Seven years later, it was proven this was not the case. Scarred and burned, both physically and mentally, the man experienced a radical shift in demeanor. He dedicated his life to a rebellion, in time gaining supporters (mostly faunus), but despite gaining worldwide attention for his acts of destruction and terrorism over his 3-year activity, his opposition was too great. At one point, it was rumored he was captured, and authorities attempted to execute him, but he escaped the attempt and disappeared into the forests once more, his rebellion quelled without their leader.
His whereabouts, despite continuous searching, have been unknown to this day. But the downtrodden and misfortunate who have nothing left to live for cling to his return. It's been roughly 20 years since his disappearance, but there have been rumors of a man wandering the woods of Meadow, wearing an Ursa skin like a bloody trophy...

Personality:
Conall is as wild as his reputation suggests. But paradoxically, he can also show a cold, pragmatic mind for tactics when the time calls for it. Overall, the best way to describe him is unpredictable. At one point, he could be calm, only to prove it the eye of the storm as he whips into a battle fury.
First and foremost, he is an anarchist, in a simplistic sense of the word; he wishes to overthrow the existing establishment of society, government and all, because he insists it is the only healthy course of action. Change is the lifeblood of society, and without occasional rebellion or destruction, society will stagnate, those in power becoming decadant, and the weak forced to bear the burden of their extravagance.
While he will cut any grimm in his path down, he also considers them to be a natural and necessary occurance to this end. They are destruction incarnate, and every so often, society needs destruction to become stronger.
He has an innate compassion for faunus, but mostly because his cause is one of lower-class, discriminated citizens.

Strengths:
Conall is, as his appearance might suggest, very physically strong. He has a lot of experience on the field of battle, as well, and is not afraid to get in a fight if it will benefit his cause. His senses of hearing and smell are great as well, due to being a faunus, and though his sight has deteriorated, it is still on par with normal human vision.
However, he is also a deceptively tactile planner, having coordinated an insurgance for nearly 3 years (with some assistance, but he was the leader after all). Overall, however, his greatest ability is survival. While it may seem cowardly to run and disappear, it lends to a longer life.

Weaknesses:
Conall, while not having much in terms of weaknesses, is rather conspicuous, with his large size and wild appearance. It is not a well-known fact, but he will also put himself in the way of physical harm to protect those he deems innocent. Of course, oddly, he does not exactly consider them in his plot of destruction, but his battle demeanor and tactical demeanor are occasionally at odds.
While he is generally capable of taking a lot of punishment, his use of weapons that can lead to self-harm may also be considered a weakness in overconfidence.

Weapon:
Conall, while he was active, was most known for his primary weapon, a large zweihander/flamberge over six feet in length, with a split blade and a simple dust-powered flamethrower embedded between the two halves of the sword. The segments of the blade were forged to withstand the heat of the flame jets for short bursts, making Conall as dangerous in his degree of collateral damage as he was in battle. Occasionally he would soak the blade in oil just to add to the threat of the weapon, but it is likely it required a lot of maintenance to keep solid.
He tended to carry around normal weapons as well, including a normal, flat-pointed sword, and several antiquated pistols (some modified for dust use).

Aura:
Conall's aura is significant, leading to a great resistance to damage and regenerative ability (which doesn't fade with strain/combat). He can also use it to supplement his already considerable strength; when he does so, the flames of his sword tend to turn blood-red.

Semblance:
Nothing is known about Conall's semblence, but it is rumored that his great regeneration is linked to it.

Dust:
Conall mostly uses dust as fuel to his weapons.
However when he can, he carries around some extra red dust, which in combination with an aura infusion, cause flames it's tossed into to react violently, exploding and spreading further. He's come to call this "Hellfire Judgement".

The Rosenkranz Clan


The Rosenkranz Clan

Liliana Rosenkranz
Age:47

Appearance: Liliana Rosenkranz is a rather statuesque woman, standing at about 6'6 with hair as red as blood or strawberries and gentle blue eyes. She looks a little like a less muscular Alex with a larger chest. She wears a very classy white dress with various jeweled ornaments. (For a reference look up Erza from Fairy Tail)

Personality: Liliana is always smiling. She is friendly and takes joy in most things she does. However she is where Alexandra gets her readyness to resolve problems with violence from. Typically in the form of 'love taps' that she delivers in low stress situations. Besides that she always tries to have a good time doing whatever she is doing. However she takes combat and training very seriously.

Biography: Liliana used to be quite the party girl when she was younger. She had an extreme amount of natural talent and power so she often shirked training and focused on other things since she felt she could afford it. This earned the ire of her parents as she blew off just about everything. However she was soon set straight when she was defeated in combat by her future husband who at the time was just a regular army man. One of the best but that didn't matter to Liliana at the time. The only thing she knew was that she had lost to someone outside of her clan. Her pride sparked up and she constantly challenged the man, for once taking her training seriously. She eventually managed to tie with him, but her fascination with the man continued. Once she managed to discover her feelings for him (A whopping 5 years later) they started going out. The rest as they say is history.

Strengths: Liliana has an exceptional amount of Aura. Really she has an over abundance of it. Thanks to years of hard training she has managed to gain a significant amount of control to go with this overwhelming power. As such she can project and densify her Aura to form makeshift Aura armor or makeshift Aura weapons like Power Fists or Knight Armor. This is her main way of fighting.

She is skilled in hand to hand combat, and very rarely used dust. She likes to use her fists because it allows her to feel the battle with more clarity.

Weaknesses: Liliana can be scarily impulsive when it comes to things she feels strongly about. She can also be riled up rather easily, however her anger is just as much a strength as a weakness as she can somewhat focus it. She also is not very tactically minded, preferring to bulldoze her way though combat.

Weapon:None

Dust: None

Aura: Liliana has an exceptional amount of Aura. Really she has an over abundance of it. Thanks to years of hard training she has managed to gain a significant amount of control to go with this overwhelming power. As such she can project and densify her Aura to form makeshift Aura armor or makeshift Aura weapons like Power Fists or Knight Armor. This is her main way of fighting.


Reinhold Rosenkranz
Age:47

Appearance: Reinhold is a man impeccably dressed in a butlers suit. He is shorter than his wife by a good head and has a rather severe face. He seems like a very serious person, to the point where his head of blonde hair didn't seem to suit him along with his somewhat expressive green eyes.

Personality: Reinhold is a calculative man. He was always a sort of baby-faced young man in his youth. It often caused people not to take him seriously. That was just fine with Reinhold. Reinhold is cool, collected, and precise. It was for this reason that he was accepted into the military immediately when he became of age. However he is still polite and proper, something that came from trying to hid his poor upbringing.

Biograpy: Reinhold was a young man from a poor family. He was the oldest of 4 siblings. As a way to help his family Reinhold trained his body in order to perform various jobs for pay to help support them. This led to Reinhold having to develop several skills in order to keep his family fed. Eventually he came of right age to join the military and did so so that his parents would have one less mouth to feed and could get the money he made. After all he wouldn't very well need it in the military now would he? So went his life until the raging typhoon that was Liliana Rosenkranz came into his life, challenging him to a fight based on a bet she had taken. He had trounced her quite thoroughly in the resulting conflict. And that open the roads to Reinhold's current life.

Strengths: Reinhold is quick, agile, and strikes with furious precision. He is capable of reliably reading an opponent. Often figuring out how their going to move based on posture, position, eye movement, and the subtle twitching of muscles. He uses different blends of dust to gain and advantage in fights that are not to his favor. His final strength? He is not afraid to fight dirty.

Weaknesses: Unfortunately Reinhold was never very good at taking a hit. It is why his fighting style revolves so much about predicting his opponents movements. It is the reason that he often uses dust to make quick escapes if it looks like the opponent may land a very solid blow.

Weapon-Twi and La(Push and Pull): These weapons are a pair of gloves that Reinhold always wears. They give him a bit of an element of surprise when he uses them. Both because they are unusual and differ from the normal weapon these days. The gloves contain very thin and very sharp micro-filament wire. These wires can spool out to upwards of 40 feet. These wires can cut just about anything and can be controlled by Reinholds Aura. The can also be blunted by his Aura as well. Thanks to how thin they are the wires are nearly invisible unless the light catches them right, perfect for sneak attacks and setting up traps. Just Reinholds style.

Dust: Reinhold uses different combinations of dust, most of them explosive in nature. He mostly knows these combinations though extensive research in dust theory. Since he was never wealthy enough to afford it before he joined the military. Examples include, concussive grenades, explosive grenades, flash grenades, poison clouds, and pit traps.

Aura: Besides controlling his wires Reinholds Aura can also enhance his senses and heal others.


Serena Rosenkranz
Age:23

Appearance: Serena is a young woman with strawberry blonde hair tied into a knee length ponytail. She has a sort of sensual look to her face that was only compiled by the cocktail dress and dress shoes she normally wears. Her eyes often roam over people accompanied by a dangerous smile on her face. Her body is more developed than her mothers but she is also much shorter, reaching a much more comfortable height of 5'10.

Personality:You can describe Serena with but one word, Succubus. Serena is sensuality given form. At least that's one part of her. However she longs for true love. She won't say no to having a little fun until she finds it though. Serena is playful and likes to tease people as a hobby. Once people catch her eye she tends to play with them a lot. However she does have a very kind heart and has many people who she would lay down her life for. Like most Rosenkranz's throughout history she is a protector at her core.

Biography: Serena is the oldest Rosenkranz sibling. However the physical arts weren't where her main interests laid. Instead of training with her mother she often was found reading textbooks over dust with her father. It is because of this she sought out to learn and master dust. She did not fully neglect her physical training though. She was just less talented in it than the average Rosenkranz. She it finally came time for her to leave her mountain home she did so with her head held high. Eventually she came back a fully acclaimed huntswoman. Her training was complete and she was a full fledged Rosenkranz. Since then she has fulfilled her duties to her family and her profession.

Strengths: Serena is a powerful dust mistress having studied under her father before she started attending the school of her choice, Beacon. She uses dust very proficiently and creatively. She is also semi-skilled in hand to hand combat. However there are many people better than her. To close this gap she practices the Kunoichi style of fighting, that is sensually distracting the opponent with her body before striking.

Weaknesses: Like her father Serena is somewhat frail. She relies on long range combat, only going into close range when there is no other choice. She also is not very good at using her aura.

Weapon-Lilith: A wand with multiple dust chambers that is the source of Serena's abilities. It is larger than your normal wand and can act as a electic baton.

Dust-spells: Water Shuriken- Highly pressurized water shuriken that shoot forward at high speeds.

Shadow Runner-A spell that shoots forward a ball of darkness that shoots into the ground and speeds off. It eventually comes back into the battle area as a shadow that will erupt into sharp or blunt spikes depending on how lethal she wants it to be. This is a trap spell.

Crystal Wall- An earth spell that makes a durable crystal wall shoot up in front of Serena to take the hit of an attack for her. Once it has done it's duty she can also make it shatter and then she the sharp crystal shards flying towards her opponent in an attack.

Holy Lightning- This is Serena's signature spell. She uses lightning dust with a pinch of dust used for various light spells into a nice blend that manifests as a storm of lightning lasers. Powerful but a little hard to control. Not for use in populated areas.

She has other far more basic spells such as levitation and repelling objects.



Grans Rosenkranz Age:20

Appearance: Grans is a young man standing at a respectable 5'9. He has whitish blonde hair and a beauty mark near his left eye. He has a charming smile and very pretty boy qualities. His grey eyes themselves seem to contain joy. He wears a black blazer with white accents over a white, long-sleeved dress shirt with a black ribbon on the collar, and matching black pants. His blazer is fully buttoned, and he wears brown dress shoes to complete the "Prince Charming" look.

Personality: To go with his "Prince Charming" looks Grans also has the temperment of a gentleman. Even in combat he stays polite, genial, and graceful. The only time that this is dropped is if he sees something that truly enrages him to levels that can make Alexandra seem tame. Usually though he is content and tries to make as many friends as possible. Though he does wish that he didn't have quite so many female fans. Eventually it just gets painful to turn down perfectly nice girls. However he is waiting for 'the one' as it were. The girl that he just looks at and can tell that he love. A love a first sight romantic basically.

Biography: Grans was raised alongside Serena as he was born only a year and a half after her. He took after his mother and followed the ways of the warrior rather than take on dust training with his father. However he did always admire his fathers style of fighting. So he trained with both his father and mother. Learning how to fight with power but also with speed, precision, and tactics. As such he became the star student at the school he attended relatively quickly thanks to his skills, demeanor, and good looks. Eventually he became of huntsman after Serena and has been following in the family footsteps ever since.

Stengths: Grans is fast and hits hard. He blurs around the battle field at lightning speeds and slices his enemies to bits with his twin swords. He has decent strength but mainly follows his father's style of fighting. He doesn't ever resort to dirty tricks though.

Weaknesses: Grans has a strong sense of fairplay which can cost him against opponents that are willing to capitalize on such a thing. He also tends to get a little overconfident when he has his opponents on the ropes which can leave him open to traps if he is not careful. Lastly he lacks a range style of fighting of any kind, having to rely on others for that.


Weapon-Twin Radiance:Twin Radiance are a pair of seemingly ordinary longswords. However they have a trick to them. Rather than having any sort of gun-like firing mechanism they are made of a metal that channels Aura extremely easily. As such Grans can extend the range of his blades by channeling his Aura through them and having it act like and extension of the blades. Using this technique he can also fire blade beams. However this is only a short range ability. To far away and the beam fizzles out because he can't control his Aura that far.

Aura: Grans Aura increases his speed to ridiculous levels and increases his strength. The increase to his defense is smaller but enough to protect him from things that most normal humans wouldn't survive.


Francheska Rosenkranz Age:15

Appearance: She has blonde hair and blue eyes which have a lesser version of the severe look of her father. She stands perfectly straight with her hands crossed in front of her and resting on top one another. She is also the shortest girl of the Rosenkranz family at a height of 5'6 and also the least chesty, looking about average for a girl her age. She wears a black dress with many ruffles that sort of belled out at the bottom with short heels and red lipstick, a classic gothic lolita look. Most people would also notice the coiled up whip that was attacked to a loop on her dress.

Personality:Francheska, first and foremost, is a lady. Having grown up around Alexandra and Serena, one of didn't know what modesty was, and one who outright opposed modesty in that order, she was determined not to be like them. So she did her best to become a proper lady. However the Rosenkranz 'Curse of Quirkiness' sunk it's hooks into her the deepest. For you see Francheska found out that she loved to hold people under her heel. To cause them pain. But while regular pain to her enemies made her feel a little warmer than it should there was something else. The kind of pain that they would beg her beg her for more off. That could keep people under her control because they wanted more, that was what she craved. In layman's terms Francheska was a hardcore S.


Biography: Francheska grew up with her family in their little home in the mountains. She too took up training as was standard for the women of the Rosenkranz family. She trains mostly with her grandmother, trying to create a new style that is all her own. She is the most unique of the Rosenkranz family and is currently attending Signal Academy.


Strengths: Francheska uses a very unique fighting style that incorporates her whip and using various forces to to allow her to do many tricky maneuvers. She coats her whip liberally in lightning and water dust. Meaning that whenever she wraps it around a target and chooses to activate it her whip can deliver a very painful shock. Much stronger than the one Crash Soldier can deliever. Like Alexandra she can use her aura defensively very well, and offense is her bread and butter, being able to crack her whip powerfully enough that it can cut better than any blade can.

Her Semblance is force. (The only one that I have thought of really)

Weaknesses: Because how she fights is so unique to her Francheska can't plan very well against opponents as she is not sure how effective it may be against types of enemies she has never faced. As such when she fights it is very much on a trail and error basis. She also can get distracted during a fight due to her strong S nature. Though this also increases her intimidation factor.

Weapon-Tirabelle:Tirabelle is Francheska's modified bullwhip. At her behest her father helped her make it from leather from a King Tatiju grimm and the cracker is made out of a flexible, yet durable and sharp metal that her brother Talos made. It has a container for dust that is stored into the handle and then the when it is activated the mechanism inside the handle sends it out to coat the groves of the weapon. Francheksa is very fond of her weapon to the point where it is by her sides at all times. She also very skilled with it, a cut from her whip is likely to be cleaner than a cut from any blade.

Aura: Like Alex Francheska uses her Aura to heavily increase her defense and offense. Unlike Alex that is not all she uses it for. While she lacks Alex's obscene levels of strength and defense she also has decent agility and speed.


Okay then I'll finish the last Rosenkranz member at another date.

Hawkflight
2013-11-20, 09:40 PM
Inactive

Hamelin Masters


Name: Hamelin Masters
Age: 55
Team: Piper & Hamelin Enterprises
Role: Sanctum Sponsor, Villain
Fairy Tale Motif: Pied Piper of Hamelin

Appearance: A regal-looking man, Hamelin sports an impressive beard fit for a king, as well as curly wavy hair and a rugged, battle-worn face. He has a very athletic build, standing at more than 6'7" tall, and is prone to dressing in suits, sweater-vests, dress shirts, and other formal regalia. His sword is about as big as he is, and is always worn on his back without folding or any tricks to make it appear smaller. That is what real men of his age do, after all - shame on you youngsters and your portable weaponry.

Biography: Hamelin is an old veteran of the war; an old alumni of the school that eventually became Sanctum, he had lived through the revolution and has once fought against the faunus as a soldier. He was one of the first to fall in love with a faunus, however. His love caused him to switch sides and fight for their cause; he made impassioned speeches to both humans and faunus to try to stop the war, and his charisma earned him the adoration of a number of young faunus. Collectively, they stood behind him and gave their all to his cause of equality, and while no one would say that Hamelin was the main force to ending the sub-human status of faunus, he was certainly considered one of its major players - recognized all over the world as a hero and a visionary of equality.

When the war ended, Hamelin retired and fashioned himself a company with his generous compensation, creating all sorts of peacetime technologies like helicoptors and appliances. Although a millionaire, his factories employed many of the same young faunus that were fanatically devoted to him from his earlier years, some of whom voluntarily joined his army and became elite operatives responding to his every call. His company quickly became a personality cult around the hero that drowned in his own praise; at first, his wife remained to keep Hamelin grounded to reality. When she passed of old age, Hamelin began to bore of peace; his mind became addled and absorbed in his own ego, and in his fantasies, he imagined a world where there would be no prejudice, where faunus could truly live in peace without fear of oppression...

Thus, all of Piper & Hamelin's employees suddenly became more capable, more militant, and ironically, so ensnared in his personality cult that they became like slaves to them. Hamelin began to direct them to assassinate humans that opposed this paradise of faunus - key figures against the equalization efforts, at first, but eventually started branching out until innocent humans began to be targetted by the hit squad. The murders were infrequent and always covered up with the utmost care, and eventually dwindled until they became a mere legend amongst the people. Meanwhile, Hamelin seems to be preparing for something, but who would really suspect that the hero of the faunus would be such a lunatic?

Strengths: Hamelin is rich, influential, and in possession of an army of faunus soldiers that are strong, organized, and utterly devoted to his image. While most of the faunus soldiers are only elite mooks, some are strong enough to match a huntress in battle. He also has no scruples about using his influence to hide his own crimes and plans, and despite rampant egotism, is willing to bide time while he builds up a strong enough base of power to take on even the hunters. Hamelin himself is no slouch in battle. Even after years of inactivity, he's still a former experienced hunter, is agile and strong, and has enough dust to topple a skyscraper if he wishes.

Weaknesses: Hamelin is absorbed in his own ego; he believes his plan is providence and thus cannot fail, so he has no contingencies for if his elite catgirl/bunnygirl army is actually defeated. Hamelin is also not a very good strategist; his entire soldier network is micromanaged by capable subordinates, so it can be dismantled by striking strategic locations...if one has enough information about the organization structure of his army.

Weapon: Hamelin uses a HUGE sword named Black Sky. The blade of the sword can shoot off the hilt and is attached by what seems to be a thin wire, although it is extremely resilient and almost impossible to cut. The sword's hilt also has a trigger and a magazine, allowing the sword to act as a gun. Dust chambers allow for very fancy strikes and movement. Overall, it seems like a weapon from a previous age - primitive, but no technology is an adequate substitute for familiarity.

Randii Mendez


Name: Randii Mendez
Age: 16
Team: None yet
Fairy Tale Motif: The Scorpion and the Frog

Biography: Randii is of average height, with a more athletic build. Her eyes are a piercing blue, which stand out against her slightly pale skin. Her hair is cropped short, and dyed often. She can't remember what her original hair color was. Her right eyebrow, left nostril, tongue, lower lip, both ears, and bellybutton all have piercings. Her ears actually have five each.

Her usual dress attire is tank tops, half gloves, loose fitting cargo pants, and hiking boots. The boots and gloves are usually black, while the pants and shirts can come in any combination of colors.

Randii is somebody who pretty much never feels any guilt. She doesn't exactly go out and constantly do bad things to people. But, if she causes somebody harm, she doesn't apologize for it. She'll simply shrug and say, "That's just the way I am."


Strengths: Randii is quick, which helps make up for her lack of raw strength. She has a very strong sense of herself, which means she doesn't really let other's opinions have sway over her own.

Weaknesses: Randii's attitude makes it hard for people to trust her completely, even if she means well. It also means that in some ways, Randii is predictable. Once somebody knows her well enough, that is.

Weapon: Aguijon y la Garra. (A-gui-hone ee la gar-ra, Spanish for Stinger and the Claw)

Aguijon is a short, curved blade that ends in a very fine point. It is strong enough to pierce steel easily. The blade can be separated from the hilt, becoming a chain mounted weapon. The chain has a maximum reach of 25 yards. Randii seems to have a knack for controlling the blade while it's flying through the air like this.

La Garra is the sheath Aguijon is kept in. It can expand out to a kite shield that's three feet in height. It can also change into a large, arm mounted claw. While a claw, Randii can still use it as a shield, though the shape of the claw means it doesn't cover as large of an area as it does when it's a shield.

Aura/Dust: Randii's aura has been honed to increase her speed and to help with her healing. It adds some strength and helps with defending her, but not a lot. Randii shuns the normal elemental dusts in favor of paralyzing dust, which her blade can inject into those it pierces.

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Alright, just gonna give it a day so I can catch up on the IC stuff and give you guys to look over her post and nitpick it into oblivion. Then I'm ready to jump in!

Ria Kurzmann


Name: Ria Kurzmann
Age: 16
Team: Unknown so far!
Fairy Tale Motif: Rapunzel

Appearance: Ria is short for a girl of her age with fair skin and long strawberry blonde hair she keeps in a braid. When not in school uniform she tends to favor what fancy clothes she managed to pack before being kicked out of her home, with a few velvet/silk gowns to her name.

Biography: Ria Kurzmann was born to an impoverished family from the poor side of Meadow, one of several children that her parents were incapable of providing for properly with their factory jobs. Things looked bleak for the family until her father, Hans, stumbled into Melisande Kurzmann of the wealthy, and prestigious Kurzmann family outside of one of the local Dust shops in an act that caused a minor incident. In the ensuing arrest Hans managed to explain the plight of his family to Ms. Kurzmann and the woman took rather drastic action. In return for a large sum of money, enough to pull the family out of the gutter, Melisande would be allowed to adopt one of their children of her choice being incapable of having one herself. She choose the infant of the family and named her Ria.

The girl grew up in the lap of luxury under the watchful gaze of her over-protective adoptive mother, given most anything she wanted so long as she listened to Melisande's lessons and kept inside the family estates. For a long time this was enough for Ria but eventually she grew restless and wanted to venture out into the world and make a difference in the city. She watched the news about stories of Hunters and other fantastic people and wanted to form her own story but Melisande forbade anything of the sort and become more and more strict. For the first time the two began to argue and fight until finally Ria crossed the line, constructing her very own weapon against Melisande's wishes. In a bout of fury, Ms. Kurzmann threw her out of the household and told her never to return until she was ready to apologize. Instead Ria enrolled in Sanctum.

Strengths: Despite her dimuinitive stature, Ria is quite strong from having to lug Grimmslayer around day-in and day-out. She's not the fastest Huntress or even the most durable, but she has a knack for figuring out her opponents and packs a significant punch at close or long range that comes partially from her experience.

Weaknesses: The short-haired blonde is slow compared to other hunters and flounders when it comes to using her Aura to protect herself. Thus making her 'fragile' in comparison to others. She is unused to working with others and because of this she sometimes has difficulty in accounting for other peoples' presence in a fight, but she knows the 'theory' behind tactics.

Weapon: 'Grimmslayer' is the weapon that Ria designed and upgraded by her own two hands, a combination weapon capable of tremendous damage in the right hands. The dense block of metal folds out into a heavy caliber LMG with a belt fed magazine capable of sustained automatic fire. Should the enemy close (or she decides to engage in melee) the LMG is flipped around and shifted to a heavy broad-axe blade that is brought about in sweeping strikes that use a combination of momentum and natural strength to crush her opponents.

Dust/Aura: Ria has no Dust, being cut off from her family's funds, but has some capability to use her Aura, mostly in moving Grimmslayer far faster then people or Grimms would expect her to be able to. She prefers to avoid getting hit since her Aura isn't well suited to absorbing damage or healing injuries.

Rebecca LeVert


Name: Rebecca LeVert (http://img6.imageshack.us/img6/9639/s853.png)

Age: 16

Team: LARK

Fairy Tale Motif: ???

Biography: No one thought Rebecca would make it. Growing up, everyone doubted that she'd make it as a huntress. They thought she'd fail before she even started training. But then she started learning to fight. She started learning how to make attackers come to her, instead of her to them. And with enough effort and studying she made into Sanctum.

Strengths: She's one smart cookie and she is pretty knowledgeable about a lot of stuff. Additionally, if she can get into her groove in combat, she's basically unmovable.

Weaknesses: She's allergic to most of the outdoors. And, with dust and mold, a lot of the indoors. So, rare is the time where she can hide without an ill-timed sneeze giving her away.

Weapon: A pair of axe shields. She uses them to clear the area around her and then block any attempts to enclose in on her. If necessary, she can throw the axes, but she's not very accurate with that.

Dust/Aura: She doesn't use much dust, as the stuff is very volatile. She does however use her aura to help shield attacks and keep herself anchored.

Aiden T.


Aiden T.

Age: 19

Team: Looking For Team

Fairy Tale Motif: Satyr

Appearance: Lithe might be a good word for his build. He's muscular, but not bulky. He's also of medium height. He has a rather attractive face with curly brown hair and strikingly green eyes. The effect is marred somewhat by his horns, which extend from above his temples, not quite curling all the way around, and his horizontal goat ears. He has a tail, but it's not as obvious due to his love for long coats. He's almost always smiling.
His usual attire is a long, brown, and armored coat over a green shirt and tough-looking jeans.

Biography:
Aiden is not a rebel. He does not associate music with such feelings, who cry out at being misunderstood or put down by The Man. He does not judge the people who are, but he does not follow that train of thought.
There is no rebellion.
There is no importance in style.
There is no significance in its voice; human, faunus, or nature
There is only Rock.
In all seriousness, Aiden is a music nut. He's not necessarily obsessive, it's just his favorite thing ever. He focuses on the guitar, although he is also good with a flute, which he sometimes switches to for variety.
Aiden comes from a small family. He was taught combat training from his older brothers and music from his mother. He's rather fond of all of them. This was all mostly tradition, though. His career was set when one of his bandmates at home got an arm and leg broken in a Grimm attack. She got away with her life purely out of luck that someone was around. And that was it. He's going to keep folks, musical or not, out of harm's way at all costs, as long as he still breathes.
Strengths: Aiden is fast and mobile, usually dodging in and out of foes' reach in combat or staying out of their range completely. Still, he has the muscle to hit hard when he can.
He's always upbeat, and does his best to use his optimism to help boost the spirits of his friends.
And if it wasn't obvious, he's a really good musician. He almost certainly gave up a promising career to be a Huntsman, and his band, the Dust Jammers (they decided a long time ago it should be the corniest name possible) is actually somewhat well-known for what was a high-school rock band. Anyone from his hometown might have heard of them. They have a record deal going through once their bassist's arm heals.
He's also a vegetarian.

Weaknesses: Aiden is fiercely loyal to his friends, and has a difficult time not rushing to help them when there's trouble. This is easily exploited.
His melee style requires a lot of room, so in close-quarters he has to rely on backing up and shooting or sheathing his weapon and start kickboxing. Also, yanking his tail is rather painful, like pulling someone's hair but five times worse.
For the most part, he couldn't care less about bigotry (there is no race, there is only Rock), but if he realizes that his species is somehow causing problems it would probably hurt him.
His family also has a bad history with alcohol, and while he's very insistent on staying dry his whole life if someone were to trick him somehow things would get bad.

Weapon: his pride and joy, the G# (Gee Sharp). Mostly brown and red, it's...well honestly, it's a guitar-gun with axe blades. An axe that's also an ax, if you will. The gun is in the opposite end of the blades, so he can shoot it while playing but has to flip it over to swing it. The gun is mainly a shotgun that fires slugs, but he has buckshot shells, too. It has a chamber to be loaded with Dust Crystals to act as a flame/bolt/frost thrower, controlled by his chords, but can't be reloaded mid-combat due to having to open it up to replace the crystals. The shells are much more easily reloaded, so he usually sticks to those if he runs out.

Dust/Aura: His Aura mainly focuses on boosting his speed and mobility, making him fast and able to jump high and far. It only gives him a slight boost to his strength and defense, pretty much what's standard in that regard.
His only strong use of Dust is the G#'s thrower, although he'd like to learn spells he can use without it, particularly that platform trick he's seen once or twice.

Robbie


Robbie

Age: 18
Affiliation: Student at Sanctum

Strengths: Good with Aura and Dust. Not bad at hand-to-hand combat. Fairly intelligent.

Weaknesses: Has a bit of an inferiority complex - always plays down his skills and abilities.

Weapon: A flail. It has Dust capability and adjustable chain length.

Aura/Dust: Generally pretty good. Best at self-augmentation.

Medias "Medi" (Res)


Okay, let's hope I do this right.

Name: Medias "Medi" (Res)
Age: 19
Gender: Male
Team: None at the moment
Fairy Tale Motif: The Three Bears (Distinct from Yang I promise!)

Biography:
Medi has everything going for him to be a successful huntsman. Many would kill for the advantages he had since birth, but... things don't always work the way they should. His father/mother is a professor at Sanctum and his mother/father works with a powerful Dust distributor.(Currently vague in case someone wants to play them, or I can bring either in later) His grandfather was a Huntsman of some renown and has passed his weapon down to Medi's hands. Unfortunately, he's just pretty damn terrible. His techniques are crude and unfocused, he always finds new things to work on instead of practicing, and he has very talent going for him. He's purely average. No better. He got into the school only due to one impressive incident he doesn't like to talk about and some... convincing from his parents.

Strengths:
Medi is pretty athletic when he's focused. Not to any exceptional degree, but he certainly won't be slowing anyone down. He has plenty of dust availiable to him, which is also quite a boon. Finally, his weapon. See section for details
Weaknesses:
Medi has incredible difficulty focussing on anything for a length of time. he tends to lose his concentration often becoming quite aloof and clumsy. Often he worries so much of what people will think of him more than the acts themselves, which often leads to problems during excercises. Also... his weapon.

Weapon:
Medi wields the (name to come). It comes in two parts. The first part is a dagger. It is quite strong and unlikely to be broken, making it excellent for parries. Unfortunately, it is incredibly short. Getting close enough to use the weapon is more likely to kill you than it. The second part resembles a backpack, though it can be reconfigured to be wearable if he were to spend some time reassembling it. This piece does absolutely nothing on it's own, but when combined with the dagger, it unfolds to create a GIANT (barely) two-handed cannon. The blast that fires from the cannon is ridiculously strong. Like, "Oh, sorry mister Grimm, but your head just evaporated" strong. Unfortunately, the thing is too damn big. Medi's been training with the thing for years and he still just can't seem to use the thing. It's just too cumbersome. He practically has to set the thing on a stand just to aim it, and even then, it takes a second or so to charge and easily dodgble.

His weapon is just two extremes of worthless.

Dust/Aura: Medi has a wide variety of dust available through his parents, and he's learned to use it to compensate for his terrible weapon, as well as increase his mobility. His aura is fairly underwhelming. It protects him from wounds and the like, but he's not really using the thing to his full potential.

Amandus Foerster


Okay, here we go.

Amandus Foerster

Age: 18

Team: Sanctum

Fairy Tale Motif: The Thief And His Master

Biography: The son of Hans Foerster, notorious thief and philanthropist (currently imprisoned-that's why he's notorious), Amandus is, shall we say, a bit of a showman. Truth is, he's usually wearing a magician's top hat and suit, and usually is doing some form of slight-of-hand, even if it's just shuffling the Tarot deck he has. In fact, nobody's sure why he even wants to be a Hunter in the first place, apart from cheesing off his dad. Truth is, Amandus did it for precisely that reason, but also because his shapeshifting powers aren't something he learned from his dad, but rather a far more ruthless and vicious thief that Hans, in one of his Parent of The Year moments (man's a bit of a screw-up when it comes to his personal life), hired to train him in recognition that his "raw stealth" style wouldn't work with modern security systems. Said thief was also, as it turns out, a Schnee-employed mercenary, and Amandus was lucky to escape with his life. Realizing just how the strong could torment the weak is what provoked him to become a Hunter and prevent the bullies of the universe from running roughshod over it.

And let's be frank, he's his father's son. Being an adventurer (in all senses of the term) runs in the family.

Strengths: Shapeshifter prodigy, able to call on a vast array of forms for any situation, including hybrid ones (though he's restricted to drawing from animals that already exist). He's also rather good at forming general battle plans if given time, and very good at backups.

Weaknesses: He can't plan on his feet-if something happens he didn't expect at all, he flounders and loses his focus. He also seems to be addicted to the taste of scenery, and actually is to the spotlight, though he's self-aware enough to shut up when someone else deserves praise.

Weapons: The Platypus. More armor than arm, this mesh of wires is meant to be worn as a harness by a user of transmogrification Aura abilities. It is meant to augment the natural abilities of a shapeshifter by melding with any natural weapons such as claws or teeth and, depending on the user's current preference, delivers a potent toxin or electrical shocks. Its ranged mode is a dart launcher, firing either paralysis darts or Taser wires, for subduing enemies or death, respectively.

Juliette Chordatie


Name: Juliette Chordatie
Age: 17
Team: ???
Role: Sanctum Student
Fairy Tale Motif: ---

Appearance: Red hair, red eyes - Juliette has a very orderly appearance, with long hair reaching to her waist and a pair of red fox-ears about the same color as her hair. She usually wears a very serious look on her face; her eyes looking intently at you as if a matter of life and death even as you are trying to tell a simple joke. In place of military fatigues (as you may expect from a soldier), she wears a very tight shirt with a loosely tied corset, a short overjacket, and a pair of skirts with stockings - something you might see on a fashionista rather than a professional. Apparantly, Hamelin cares very much about fanservice on his elite troops.

Biography: Juliette is fox faunus, and one of the more promising youngsters of Hamelin's faunus army. Born to a mother that now serves as one of the elite soldiers under Hamelin, Juliette wasn't given much of a choice on her life. She was indoctrinated with stories of Hamelin's glory, with stories of how badly faunus were treated and how cruel the rest of humanity was. It wasn't long before she became indoctrinated into the cult and was trained to become a crusader for the radiant hero.

Juliette showed exceptional promise; she quickly outpaced what her mother was able to teach her, and was admitted into Sanctum so that she could acquire the skills necessary to serve as one of Hamelin's elite. She was instructed to recruit other students if possible, but also not draw too much attention to herself if not; still, the young Juliette was like a fish out of the water in this new world of free soldiers. Though she entered the academy with a single goal, it remains to be seen whether Juliette's loyalty can survive the harsh friendships and love of the outside world.

Weapon: End of Ages Juliette's weapon is a VERY BIG iron ball attached to a rather long chain. The ball is normally blunt, but blades can be extended from it on command. The weapon in this form seems awkward to wield, but is propelled mostly through high-calibur gunfire and dust. No one knows how she can control the dust from the other side of the chain, but somehow, she could make the ball suspend in midair, spin, and turn 90 degrees to dice up an enemy with the blades. Still, while the ball can actually travel relatively quickly, it takes the ball a long time to change directions. It takes a similarly long time for her to throw the ball, so the weapon may require some setup before it can actually hit something. Once it hits, though...the damage is definitely enough to take out a large-sized grimm without much issue. The ball has dust chambers and guns built inside, though the gun barrels are visible.

The second form of the weapon is a paired greatlance and tower shield, which Juliette can wield with strange ease. The lance and tower shield combo is decidedly faster than the iron ball, and both can propel themselves by shooting bullets backwards to add additional piercing/smiting power. The tower shield similarly has dust chambers, both as a counterattack and to quickly move the shield. The lance has four barrels on the front side that can shoot bullets or different types of dust, one type for each barrel.

The weapon can collapse into a very thick staff (almost the size of a pillar), which Juliette wraps and carries on her shoulders when not in use. The staff can be used as an offensive blunt weapon in an emergency, but is too unwieldy to actually be effective.

Aura/Dust: Juliette's aura is not particularly strong. She can enhance her speed and strength somewhat, but she is not catching up to any of the speed stars anytime soon. As much as it would seem to contradict logic, her monsterous strength is actually entirely naturally born rather than aura-enhanced.

Juliette uses a number of different types of dust. Fire dust propels her weapon in iron ball form, while other types of dust can be rapidly emitted by the spinning ball, creating cyclone effects (cold) or uncontrollable bursts of thunder in true black mage fashion. In her shield-and-lance form, dust can be fired from the barrels or emitted by the tower shield as a counterattack.

Semblence: We shall see =p.

Strengths: High strength - most huntresses won't even be able to lift Juliette's weapon, let alone use them with any degree of skill. Even a bare-handed punch from her can knock an average, force-armored huntress to the ground. Coupled with her training and dust, Juliette is a very dangerous opponent that can knock out many opponents with a few solid hits. Juliette is also very experienced in combat, and can make use of her weapon and dust in unconventional ways.

Weaknesses: Her weaker aura makes it hard for her to detect attacks, and her defense and speed are average. She can enhance her attributes a bit with aura to try to catch up with more agile opponents, but her aura runs out very quickly, leaving her quickly exhausted after less than a minute. Juliette compensates this weakness with some experience in counterattacks, although this will not always work against a prepared opponent.

Emeral D'Espaillat


Name: Emeral D'Espaillat
Age: 17
Team: ????
Fairy Tale Motif: The Bird of Sorrow

Appearance: Emeral would have be rather pretty if she devoted just a bit more time to maintaining her appearance. Her hair is long, rich, and a deep shade of red, although often clumped up and carelessly tossed over her shoulder, with small spikes of hair - and feathers - sticking out of it at all times. Her eyes are a deep shade of blood-red, with slightly tanned skin and a pair of feathery ears marking her as a faunus. Her build is relatively slender and a bit short, and as a bird faunus, she's much lighter than a normal human of her build.

Emeral prefers simple and plain wardrobes, both in combat, casually, and even on formal occasions. She's usually seen with a plain-colored shirt (usually black) worn under a crimson sweater-vest, a simple pair of loose-fitting black khaki pants, and hiking boots without heels. As she is a raven faunus, she has two small - but still easily visible - wings in place of a tail.

Biography: Emeral was once a daughter of the streets; her family was taken away from her before she could learn her own family name, and the first years of her life was spent surviving using whatever method life has given her - abusing charities, digging through dumpsters, and taking advantage of the kindness of strangers at every opportunity. By the age of three, she has already seen the worst of the world that many adults could not even begin to fathom. Survival was the word to live by there, and the child was raised by the streets to understand futility better than she could comprehend joy or "being yourself" - molding her perspective of life into something that's mechanical, alien, and often difficult to understand.

It was perhaps by a sudden showing of kindness from the Bird of Sorrow that Emeral was able to meet Drake D'Espaillat. As the executive and founder of D'Espaillat Weapon Manufacturers, Drake was a self-made millionaire who wanted nothing more than a family, but thanks to an accident that left his sweetheart dead and himself unable to reproduce, could only turn to adoption to fulfill this dream. Drake was also a man who hated spoiled brats, but was prone to inevitable spoil his adopted progeny until he was disgusted with their behavior; in this manner, three children entered his mansion and were disowned in less than a year's time before fate somehow brought the girl of the streets and the self-made king under one roof.

Emeral was, perhaps, the daughter that Drake had always wanted - if she was given a pony, she would only stare at it in confusion, not understanding the purpose of owning such a creature. Still, her connection to her adoptive father was, by nature, distant, as if they were bound by an employee-employer relationship rather than that of a father and child. When her father asked her to study, she did so without another word. When her father wanted her to train in self-defense, she simply complied and devoted all of her attention to her weapons training. In fact, her reason for joining Sanctum was simply based on a passing comment that Drake would have liked to have a huntress as a daughter - not for ambition, for romantic dreams of the profession, or to explore a sense of individuality that any normal human being would.

Personality: Emeral is your archetype of the emotionless girl. She is very difficult to anger or show any form of extreme emotion, rarely really even defending her own pride if insulted by another student. It's not really that she doesn't understand human emotions - she does, probably all too well - but everything is viewed from the point of cold, hard psychology and statistics.

Strengths: Emeral is a very careful combattent. Rather than charging into battle, she much prefers to observe her opponent's habits - including subconscious tells as well as general attack habits - and formulate an attack plan based on this information. Her ability to fly is a major boon; and her ability to use wind to her advantage gives her a significant advantage in battle control - dust can also be scattered into the wind for an swirling ice attack or an impromptu fire snake if the situation arises. Emeral is also very quick (Especially when flying), allowing her to dodge attacks with greater ease.

Weaknesses: In the same way that she is careful, Emeral is also not very tenacious. She's not the type to push herself beyond all limits, and will give up and withdraw if the situation is adequately unfavorable. Her body structure - while a definite boon for flying - also forces her to use aura just to match the physical prowess of most of her fellow hunters; as such, her melee combat skills are mostly defensive, and she will seek to avoid a drawn-out melee war if at all possible. In addition, powerful as her aura is, she could only dedicate so much of it without tiring herself out. Coupled with how easy it is for her bones to naturally break without aura protection, Emeral becomes a lot more fragile than most students. This is especially true in the air - with most of her aura committed to her wings and very little to reinforce her bones, if Emeral is not careful, a solid hit with a mace or a body slam from a grimm can shatter bones and put her out of commission for a while.

Weapon: "Emeral's Weapon" (Weighted Gunstaff/Meteor Hammer)
Apparantly, the official name of this weapon was supposed to be "Queen of the Sky", but when asked, Emeral simply introduces it as "My Weapon", and over time, that name was the one that stuck. Emeral's Weapon, at its base form, is a staff with a moderately heavy (and spiked, though the blade is retractable) weight at both ends, giving it greater striking power. The staff can be fired as a normal gun on the two tips, and has a few hidden lateral gun barrels near the ends to rapidly accelerate strikes. The tip of the weapon also has dust implements, so it can be used to deliver dust-based attacks such as an exploding strike.

The weapon's second form is that of a meteor hammer. In this form, most of the staff elongates into a long link of chains, with the two weighted ends serving as spiked blunt weapons that attack in patterns guided by the chain. The gun barrels and dust implements at the weighted ends are still operational in this form - this allows the hammers to attack in unpredictable directions and deliver utterly baffling attacks - attacks that are so baffling, in fact, that even Emeral has difficulty controlling them. The meteor hammer form can be reliably depended on to deliver basic ranged attacks, and perhaps one or two turning attacks from odd directions. Any more than that, and Emeral runs the risk of an errant hammer striking herself, or losing grip on her weapon altogether. The chains on this form are normally blunt, although on command they can be transformed into sharp wire loops capable of cutting anything tied up by the weapon.

When not in use, the weapon collapses into a pair of glasses. No one knows how this is possible.

Dust/Aura:
Aura - Raven's Wings: Aura is possibly Emeral's most significant strength. Her aura is strong enough to enhance her wings to superhuman levels, allowing her to fly and change directions mid-air seemingly at will. When airbourne, Emeral is extremely fast - able to catch and outpace airbourne grimm and even most human aircrafts. As a raven faunus, Emeral is light and actually quite suited for flying; thus, she could remain airbourne for a rather long period of time without exhausting her aura. Her flight also extends to the winds - Emeral can fly in patterns, creating great bursts of wind or whirlwinds or changing air flow to enhance her attacks and ensure that the wind works with her rather than against her.

Of course, due to her weight and the lack of ground contact, she has almost no inertia when in the air. While she could ignore air resistance with her aura, a well-timed strike - or perhaps a large grimm that she was not able to evade - could potentially send her crashing into a wall 200 feet away. Her striking power is also very low by default; she can't use aura to enhance her arms and legs while flying, so she would have to use charge attacks just to do something as basic as piercing someone with her spear. Emeral could carry the weight of a normal person while flying, as well, although this can only be done for short distances.

On ground, Emeral can enhance her arms with aura as well. She has to do this in order to match the striking power of the other students, as her bird-like bone structure also makes her relatively weak in physical combat. Of course, she can't fly when doing this; her wings, with no aura enhancement, are enough for her to glide about 5-10 inches off the ground for short distances, although this gives her little advantage in battle.
Dust: Emeral mainly uses fire and ice dust. Explosive strikes allows her to add to the damage of her staff or hammer swings, and creating an explosion is often a good - if risky - way to separate herself and her opponent during melee combat. In meteor hammer form, the entire length of her chain can emit dust; when fighting a tough and armored grimm, Emeral would use the ice to freeze the parts tied up by her weapon and make them easier to dismember.

Hameth Velan


Name: Hameth Velan

Age: Normal Sanctuary Age.

Team: Independent thus far.

Fairy Tale Motif: The Pied Piper of Hamelin

Appearance: Dark hair in a fringe that veils his ice-blue eyes. Wears a deep blue jacket (which could be mistaken for black at a distance), fastened by unobtrusive silver buckles, in which he conceals ceramic plates as armor. Black combat pants and high boots complete the set. He carries ammo cartridges in a pouch at his left, and a Dust-horn in his right boot.

Biography: TBD

Strengths: His Semblance, slight frame, and dexterity make him a highly competent stealth specialist. He is also an adept sprinter, and highly agile, though not much more so than your average teen. Also, his flute can be used for battle coordination as well as messing with enemy resistance.

Weaknesses: Lack of proper Aura plus armor built for speed means he is very fragile in a fight. Also, he carries no blades, which makes actually dispatching Grimm a task better suited for others.

Weapon: Hameth carries a long, ornate staff (named Melodiver (May-lo-dee-verr) that can be turned one way to turn into a flute (chinese style with the blowhole halfway between the open and the closed end of the flute) or folded in half and the ornamentation pulled back into the trigger and stock of a double-barreled rifle. It is a primary cornerstone (some might even say keystone) of Hameth's combat capability, as it can disorient, distract, coordinate, and in a pinch whap someone over the head. Its rifle alt-form is primarily for swiftly taking out a single enemy combatant from afar, and Hameth doesn't like to use it much (not silenced =/= conducive to sneaks).

Dust/Aura: Hameth uses only a touch of Dust, to fire and empower the bullets he shoots from Rifle!Melodiver (Intended to freeze a hostile in a block of ice, not unlike Weiss' blue glyphs). Due to a botched awakening, his Aura does not conform to his shape like those of other Hunters. It instead is in the shape of a thin bubble centered on Hameth, which can be tightened into a hard shield, the smaller the tougher. Hameth prefers instead to expand it out to between himself and his current opponent, as this aids his Semblance - Resonance - and his combat awareness. When not in combat, it serves him as would an extra set of eyes. Anyone with an aura (or any Grimm) would be instantly noticed should his Aura be expanded to intersect with theirs. However, this cursory sense is no more noticeable than a quick glance in one's direction, and as easy to defend against. When Hameth starts to concentrate on someone, either to influence them or "map" their Aura (his term for committing Auras to memory so he can recall them and think of avenues of influence at his leisure), then the psychic intrusion can be sensed to those with sufficient training in their Aura. (Note for other players: A teacher with a Semblance and perhaps some training in using their Aura has the best chance of seeing Hameth do his Aura manipulation to them, but it goes down from there, with Grimm assuming the most vulnerable position).

Resonance: Hameth has found a way to vibrate his Aura and the Aura of others within hearing range, with intended effect varying from attempt to attempt. For instance, he could use it to get enemies to keep from noticing him, to warn or coordinate a small team of hunters, or to divert an enemy into a trap. It is by necessity used almost constantly, and is only slightly more fatiguing than playing his flute normally. On balance, however, the effect is only as useful as the opponent's mind is weak, and the merest presence of a foreign soul is usually enough to make it go awry. (i.e. I can't use it to godmod, only suggest what Hameth's using it for)

Korwil Traise


Korwil Traise

Age: 23
Team: TBD

Biography: Korwil has experience in the real world. In the wild. He lived with his father in constant danger for 17 years, learning about Aura and fighting Grimm. It was the perfect life for him. Until his father went out alone one evening, failing to return. The human set out on his own after that, not being able to keep the cabin secure on himself. Eventually he made his way to populated areas, where he saved a rich man's daughter from a lone Grimm. In recompense, the gentleman pulled some strings, got Korwil somewhat of an education, and helped him earn his way into Sanctum.

Strengths: He can handle himself well, he's naturally friendly and he's mastered the use of his Aura. Excellent stamina, not physically strong but fast and clever.

Weaknesses: Little formal education. Also, he only learned about Dust and it's prosperities about three years ago. Not used to fighting with truly intelligent beings, so his PvP isn't great. Over confident.

Weapon: A single revolver, Flashfreeze. He uses both dust and his aura to power it.

Dust/Aura: Traise uses Ice-Dust to load his weapon of choice, but he augments it with his aura. His aura is blue, and he uses it as both defense, and for greatly enhancing his gun. Not only that, but he can fire his aura from flashfreeze like bullets. As such, ammo is not an issue.

Description: Spiky, blue hair. Blue scruffy beard and a white jacket over black pants and t-shirt. Nothing fancy. He's broad shouldered and average height, not quite 6 feet.

Cruach Strongheart


Name: Cruach Strongheart
Age: 16
Team/Gang/Type of Grimm: Not determined yet
Fairy Tale Motif: Cú Culainn/The Guard Dog

Appearance: Little bit taller than average height, broad shouldered, and a bit thick from working out. He's not beefed, but there's definite definition around his abs, shoulders, and calves. His hair is a veritable mane of fiery orange, including long sideburns, but he has no facial hair beyond the sideburns. His eyes are deep and dark in color, like a dog's, and his features square but softly rounded, with a somewhat broad nose. He has a scar on his neck and jaw from a bicycle accident, and several small scars on his knuckles, usually accompanied by some fresh cuts. Whatever he's wearing, you can be sure he'll wear a shining steel choke collar and a hooded black jacket with a vertical grey stripe on the left side with it.




Biography: To be developed.

Strengths: Endurance, healthy, good balance and tolerance, flexible

Weaknesses: Weak aura, little combat experience, little training beyond basic workouts

Weapon: Silver Dancer, a long, heavy chain with a spike on one end and a steel choke collar on the other with inward pointing blades instead of spikes. With the right tuh, the blades can be pointed outward and the whole ring spun rapidly.

Dust/Aura/Semblance: Weak aura, no dust yet, semblance allows him to flip, twist, and attach to surfaces in unnatural ways to 'dance' with his weapon.

André Dreught


André Dreught or "What happens after I watch Monty Python, RWBY, RvB and read Q.E.D and decide to make a character for an RP."

Name: André Dreught
Age: 15
Gender: Male

Appearance:
Hair cut short (I mean military-like short), slightly taller than average, a bit pale, just a bit. Wears a cargo jacket (which is never closed), white shirt and camouflage pants.

Personality:
A bit snarky at times, but can get really, really angry and start punching people (and things in general, including Grimms) when he's pissed off or someone he likes has been insulted/is in danger. However, even though it's quite hard to make friendships with him, he is probably one of the most loyal persons out there, even if he likes to make bad jokes regarding everything, everyone and himself, especially himself.

Biography:
The youngest son of a family of soldiers, to the point his older sister and his older brother now are soldiers (just recently became), he always aimed to become not a soldier, but rather a robot engineer. Unfortunately, his family doesn't approve of the idea. So they sent him to Sanctum, against his will.

Strengths:
Smart, knows tactics of battle and how to fix broken weapons. Has an extensive knowledge of Dust and how it works, but not WHY it works (he's trying to understand that). He's also prepared for almost any situation.

Weaknesses:
Really hot-headed, not exactly the best combatant, incredibly apathetic when it comes down to fighting and hard to make friendships with. Tends to be really loyal and ocasionally bites off more than he can chew in fights when someone that he likes is in danger/being picked on. He doesn't exactly fight the most honorable way, too.

Weapon:
A modified shield that uses Dust crystals to release elemental charges such as cold (freezes the thing he hits), force (creates a force shield roughly twice the size of his shield) and lightning (discharges a powerful electrical charge on the thing he hits).

Semblance:
Causes machines/weapons to start working the way he wants, even if it shouldn't be possible (a broken sword, for example, starts manifesting a force version of the blade that actually hurts more than the actual sword). He really can't activate it when he wants, it happens when he becomes enraged.

Hawkflight
2013-11-20, 09:59 PM
Inactive (Continued)

Nadia Geiger


Name: Nadia Geiger
Age: 19
Gang: Team Sleipnir
Fairy Tale Motif: Boy Who Cried Wolf

Appearance:
Nadia is rather small and mousy-looking, with a blonde pixie cut of hair (however it gets darker near the base of her scalp, the sign that she has it dyed) and brown eyes. She is usually hidden in a myriad of gray or black muted cloaks that hide her (deceptively mature) figure.
It's a well-known fact that her body is scarred by a beowulf attack in her childhood; but even her team has not seen the full extent of the scarring.

Biography:
Very little is known about Nadia! Except that she applied at Sanctum with absolutely no past history of combat school. Other than that, she doesn't speak at all, so to say her past is a mystery would be a given.

Personality:
Nadia doesn't speak. Whether by choice or physical damage is up to rumors.
That isn't to say she doesn't have a personality. She has gotten rather creative in expressing her opinion on things to her team, and even created a series of hand gestures to communicate more effectively.
When all else fails within the classrooms of Sanctum, she usually carries around a small chalk board.
Most of the time, her silence pervades any given conversation, but she has a hidden wit that she occasionally levies when exasperated.

Strengths:
Nadia has eagle-eye aim with her crossbow-tonfa, making up for the fact that she doesn't use the more common and effective firearms.
She is also, appropriately, very effective at stealth, even without her semblance. Her natural speed helps in this regard.

Weaknesses:
While fast and acrobatic, Nadia has very little in strength, leaving her at the mercy of any who are able to force her into such a situation.
Her speechlessness can also lead to rather awkward situations when it comes to communicating with her team or anyone else.

Weapon:
Nadia's chosen weapon is a pair of tonfa, deceptively light for their size, with retractable blades. More commonly this is only used to wound those who force her into close combat, as the tonfa are able to shift into automated hand crossbows. The bolts are understandably small, more akin to a bullet than a common crossbow bolt, but given the more firearm-type nature of the weapon, the impact they have is no less lethal.
For a more specialized encounter, she also keeps an array of dust-imbued bolts.

Aura:
Nadia's aura is not quite focused towards defense as others, making her seem slightly weaker. What she doesn't have in strength, however, she makes up for in speed; her aura enhances her reaction time, as well as giving her an early warning of incoming threats as compared to others.

Semblance:
Nadia's semblance is a rather well-kept secret, but involves the manipulation of soundwaves. More commonly she uses this to deafen sound around her, making her stealth capabilities even greater.
However, she is also able to amplify sounds within a certain radius, confusing and even harming foes.

Dust:
As noted in the weapon entry, Nadia mostly uses dust in specialized bolts, which explode with flame, frost, or other elements.

Silven Eradora


Name: Silven Eradora
Age: 19
Team/Gang/Type of Grimm: ....I want to say freelancer, but pending a team.
Fairy Tale Motif: (If you have one in mind!) it's not so much a fairytale....the Valkyrie with a little bit of Joan of Arc

Biography: a young woman from a noble family. She has long green hair running down her back, with red eyes and a clean face. She is reasonably tall and good looking. Her equipment is generally well maintained and appealing to the eye, the Fleur-de-lis on her breast.

She broke away from her family at a young age, going on her own to make her life as she wants. She went around as a free spirit, living as a normal everyday person in the city, enjoying her life as she worked in a bar, occassionally making a bit of a venture to take a small vacation.

Until she found out her family had been taken hostage and killed in a botched rescue attempt, leaving her as the sole heir to the Eradora fortune. She promptly signed up as a Huntress, selling everything to establish herself in the profession. Protecting people is everything to her seeing as she lost her family. She is the sole beneficiary of the Eradoran Dust company, a smaller company barely surviving, but making her a good living and leaving the work to the others. (she knows nothing of buisness)

Strengths: Strong, smart and skillful, she'd be born for the battlefield and knows how to fight. She mixes it up with her combat style at times. Some Dust abilities

Weaknesses: Reliance on her own skill can lead her to get in over her head. Equipment is heavy and she is not the fastest in the world to begin with.

Weapon: Pride of Eradora. Transforming Sword that changes between a standard longsword with a built in battle rifle (the trigger is built in to the side of the hilt so that she is holding the side. No brace) a sniper rifle and a spear. She also carries a shield where the grip is also a revolver, the face of the shield changing depending on what dust type she's using, affecting the ammo the revolver has.

Dust/Aura: Dust varies for the revolver, but that is the limit of her abilities with the stuff. Saying that, the ammo can vary in abilities, freezing the earth it hits, spiking the earth up where it hits, things like that. Aura is generally strong though. limited to defensive powers and helping her jumping.

How are these?

Falicia Skyborne (aka Falcon) (Blue)


Name: Falicia Skyborne. (Everyone calls her Falcon)
Age: 18
Team/Gang/Type of Grimm: Team but throw me a team
Fairy Tale Motif: nope.

Biography: A young woman with a brave soul. She'll never give up a fight until the end, but knows when to fall back. She has black hair tied up in a pony tail, is tall, physically fit and has a scar on an otherwise clean face. Her eyes are silver after an over exposure to Dust.

Falcon grew up in the wilds of the world, living with her parents in an otherwise lonely place. Whenever travellers came to visit, she always madew them feel welcome, fixing up their weapons and making sure they were set for where ever they went to afterwards. Outgoing and friendly, the woman has not seen too much of the world.

When she went to a city for the first time, she got caught up in an accident at a Dust Refinery, near enough drowning in the material and having it leave a mark on her in every way possible, her eye color changed and her face was left scarred for life. her stay in hospital was assayed by bouts of suffering from the changes her body underwent and medics unable to figure out how exactly it occured. Eventually, when she left, she came to know of her new powers, but forced herself back to hospital pushing herself to the limit using them.

She took up the sword eventually, coming home to find that her parents had been killed by monsters. She went back to the city, making her equipment before applying for a Huntress. Everything on her she made herself, using the skills she gathered over the years. she has never lost her kindness nor her friendly nature.

Strengths: Speed, skill and dust abilities. Fights strategically in combat

Weaknesses: Dust abilities are linked to her life force. if she keeps using them too much, she'll die. Not the strongest in the world. Weapons aren't the most flexible.

Weapon: Twin swords (Raven Wings) Pair of black swords that change into several different forms. Most common are twin swords that look like a pair of wings, Single rifle (More marksman then sniper or assault. think the old M14) and a double sword (or two bladed as some might call it. two blades linked at the hilt.)

Dust/Aura: Dust abilities vary, but the most common she uses are general improvals in her normal abilities (translation: so she can keep up with the guys in the show/other characters), shields and platforms. In desperate times, she'll use ice magic. aura is average, but she hasn't activated it yet.

Pangeran Merah


Name: Pangeran Merah
Age: 17
Race: Faunus (Monkey)
Team: Sleipnir (SPNR)
Fairy Tale Motif: The Mischievous Monkey King

Appearance:
Hair: Dark Red
Eyes: Blue
Merah stands at about 5 feet, 8 inches tall, and while not "bulky", his lean frame is packed with muscle. Overall he has the look of a seasoned and balanced martial artist.
His hair is a dark red color, and is a large spiky, shaggy mess that's simultaneously rather clean; there's little style or order to it, but Merah is meticulous in his hygiene. His tail, a good 3 feet long, is the same color.
His blue eyes sparkle with both mischief and intelligence. His clean-shaven face is lean, with a slightly pointed chin, and nearly always wears a smile.
Generally, Merah runs around wearing sturdy fighting clothes that are one or two grades below "light armor"; he tends to rely on his Aura, his speed, and his skill to avoid damage.
His pants are loose, slightly baggy martial-arts style; most often, they're black with red patterns along the shins, with a red cloth belt holding them up and accenting the image. His boots are sturdy and have excellent grip, and are themselves the same shade of red as his belt and pant patterns.
He usually wears an open long-sleeved jacket that's a dark grey with golden tracery on it, with a yin-yang symbol on the back. Often, he goes shirtless, but if he does wear a shirt, it's a slightly darker shade of red than his belt (but still a bit lighter than his hair color).
Around his neck, he wears a simple gold chain with a flat medallion pendant. The medallion bears the same interesting symbol (http://i474.photobucket.com/albums/rr102/KnightDisciple/RP%20Stuff/MonkeyKingSigil1_zpsac7256c2.jpg) on both sides.
He wears black leather finger-less gloves (which have reinforced knuckles and golden metal plates on the back) on his hands, and over his forearms are strapped golden-colored metal bracers. Around his forehead, he often wears a dark grey headband to hold his hair back a bit.
Often, he has a few pouches hanging from his belt. Some hold reloads for Jingu Bang, while others hold various useful bits and bobs.
http://i474.photobucket.com/albums/rr102/KnightDisciple/RP%20Stuff/Monkey_zpsbb05d1c1.png

Personality: Merah does his best to get the most he can out of life. He lives it to its fullest, experiencing the peaks and the valleys. He'll laugh with you and cry with you, especially if you're a friend. If you're a friend, he'll die with you.
Merah is fiercely loyal to a select few, but entry in that group is tough. He's friendly with everyone, and regards quite a few people as friends in general, but tends to guard his close friend circle more carefully.
(He can also be a bit flirty with the ladies.)
(It is sometimes more than a bit.)
Merah's mannerisms sometimes come off as a bit "rogueish", but in class he's more serious (and tends to do pretty well), and in a fight it drops into "smiling confidence".
Insults to his own person flow off him like drops of water off of a granite block. Insults against his friends are taken personally, though he's an "in the moment" person so the "punishment" is rarely delayed.

Biography: Merah's the sort of guy who doesn't focus much on his past.
With that said, those who do wrangle it out of him get an interesting tale.
He was seemingly left alone not long after birth; whether his parents are dead, imprisoned, hiding, or just lazy bums, he doesn't know. He knows his necklace is supposed to have been his father's. He knows he supposedly has his mother's eyes. And he knows that the man who calls himself his Uncle is likely not related by blood, since said uncle is a plain, ordinary human being.
One who seems pretty familiar with martial arts that suit a monkey Faunus, though. And entirely willing to train his young nephew into a warrior's life from a young age.
Merah took to it like white on rice. He was like a sponge, taking in every bit of knowledge his uncle had, and more still.
When he was 10, he was gifted with something apparently left to him by his mother; Jingu Bang. At first, it was all he could do to handle a single gunchaku half. Mostly because he wasn't that big yet! But as time went on, he learned more. Unfortunately, his uncle could not help him; here, his expertise ending.
At this point, it was clear Merah was going to end up a warrior, so his uncle made sure he was sent to a preparatory school, with an eye on one of the elite Hunter Academies.
It was only a couple years later, at age 13, that Merah's uncle passed away peacefully, leaving his meager estate to Merah. It was enough to keep him going through school and academy, and to ensure that he was totally supplied for a while beyond that, but not nearly enough to retire.
Not that Merah would have even thought of doing so. Instead, he threw himself into his studies, for a time losing himself in learning and improving. His skills shot up, and he was soon a force to be reckoned with. By age 15, he was at the top of his class.
It seemed natural, then, to end up in Sanctum Academy. The team he ended up on seemed a bit of a mirror opposite to his personality (which by this time had recovered from the grief of his uncle's passing) at first, but it ended up working rather well. They found that their skills, personalities, and even experience complimented each other surprisingly well.
Now he enjoys the privilege of being a second-year Sanctum student. And general reminders of how awesome he is to everyone, and how handsome he is to the ladies. That habit of going shirtless and open-jacket as much as he can manage does lend a bit of credence to the latter claims, at least.

Strengths:
-Skilled in a couple styles of Kung Fu, including Monkey Style. Can fight one or multiple opponents.
-Skilled with his weapon. an fight one or multiple opponents.
-Tail is prehensile, has fine enough control to, say, lift and use a tea cup, but is strong enough to support his weight.
-Very skilled with his hands; not only in fighting, but in reloading, weapon maintenance, lock picking, and origami.
-Difficult to discourage.
-Makes fast friends.

Weaknesses:
-Bad at plans.
-Can rub people the wrong way.
-Lacks true long-range capability.
-Fighting style relies on mobility; in a situation where he can't move around a fair bit, Merah is going to have a lot more trouble.
-Is a Faunus, and thus subject to occasional prejudice.
-Reloading can be a pain.

Weapon:
Jingu Bang:
Informally called the "Gunchaku", Jingu Ban is a rather unique weapon.
At first glance, it is a black-and-gold staff that folds up for easy storage in a sheathe Merah has sewed into the back of his jacket. This staff is quite sturdy, able to resist a good variety of weapons fire. When it strikes an opponent, Merah can cause it to emit small bursts of energy. If struck against the ground, a larger shockwave can be summoned.
However, perhaps more interesting is its alternate form. In this mode, Jingu Bang becomes a set of sawed-off lever-action shotguns; two pairs, each pair linked together by incredibly sturdy golden chains. Merah can either manually fire and lever them, or use the momentum of twirling these "gunchaku" around to work the lever action and trigger (there are small safety switches on the weapons to activate this mode). Merah has become rather skilled at presenting a virtual wall of shell-fire when twirling Jingu Bang around.
Each shotgun carries several fairly compact shells in them, allowing a devastating burst of fire, but making prolonged fighting hard. Merah carries a couple of reloads for each gun.

Aura/Semblance: Merah's aura manifests in a maroon color, with flecks of dark gold scattered throughout. Currently, he has no special Aura skills beyond his Semblance (which is half-instinctive and does not take any finesse).
He can boost his strength, speed, stamina, toughness, reaction time, and healing time, but not to incredible degrees, and it's not conscious enough to let him "tweak the settings" (as it were).
His Semblance is "Vigor", and it manifests as a sort of "boost aura" that affects his allies (he can semi-consciously dictate who does and does not receive the benefit, and Grimm, lacking their own Aura, never can). Merah is able to give allies within about 50 feet a general boost to their Aura and their "basic stats" (speed, strength, etc). It does not affect other Semblances, does not affect equipment, and doesn't affect Dust use (beyond perhaps the added clarity the energy boost might give). Those who've been subject to Merah's "Vigor Aura" note that it feels like drinking an energy drink, but without the shakes afterwards; they feel energized, alive, and even a bit more confident. Again, much of this seems to operate on instinct, and does not provide a large boost, nor does it grant any special abilities or the like.
To Hameth, and any others who can "read" Auras, Merah's is a strange contradiction. It feels both controlled and chaotic at the same time. As if the power is leashed tightly, but within that leash still moves quite a bit. It has a slight warmth to it, like the sun of a spring afternoon.
It's possible that as time goes on, Merah's Aura in general will increase in power, and he may develop some more specific abilities within his Semblance that makes him even more potent.

Clara Ravensdotter


Fair enough. Current sheet:

Name: Clara Ravensdotter
Age: 19
Team: SPNR
Fairy Tale Motif: La Belle Dame sans Merci

Appearance: Clara's pale, demure appearance gives lie to her outgoing personality. Petite but athletic, Clara dresses in cargo pants, large jackets, and other street clothes that give her a waifish look, accented by her shock of short, white hair and a crooked, playful smile. Clara's colors, from her skin to her clothes, seem muted and faintly bleached, like a photo that's been left in the sun, and she has a tendency to not project a shadow correctly - it's too pale, or standing in the wrong direction from the light. Clara is never seen without a small black pendant around her neck; it depicts a raven in flight.

Biography: In another life, Clara might never have entered Sanctum. This small, pale girl is the daughter of bird breeders, a family tradition stretching back so long that they got their surname from it. Clara experimented with rebellion early in her teen years, joining an underground fight club and learning how to use her knives in her free time, but it was all for fun - no one got seriously hurt, everybody was in it for the love of the game.

Clara's still not sure precisely what happened. One night she's coming home, exhausted and at the edge of her rope from a series of close fights. The next thing she knows, she's woken up in an alleyway feeling starved and dizzy. A common thug tried to shake her down for her money, but when she touched him the light went out of his eyes and he dropped into a coma. As far as Clara is aware, he's still in a coma.

It became obvious in a short period of time that Clara was having an ill effect on those around her. She tried running, at first, but she couldn't stop hurting people she encountered. Torn with indecision, Clara ultimately did what her parents would have wanted her to do - she turned herself in to a Huntress. After a brief stint in protective custody, Clara was shuffled to Sanctum to keep her safe and out of the way while a cure for her condition is found.

Strengths: Clara is quick, cool-headed, empathetic, perceptive, calm, kind, and collected. Outside of these essential personality traits, she proves her strength on the battlefield by making keen tactical assessments and reacting quickly to changes in the flow of combat. Clara almost never moves the same way twice and fights with a swift, brutal style meant to conserve as much energy as possible.

Then, of course, there is the matter of her aura - see below.

Weaknesses: Clara's most obvious and devastating power - her ability to drain auras and life force - comes at a crippling cost. Her aura doesn't regenerate - worse, it drains on its own over time, more rapidly when she's under stress (positive or negative) and less rapidly when she's at peace. Even when she keeps it charged (a rarity, considering that she can only replenish it by feeding) Clara's aura is brittle and weak, affording her greatly reduced physical protection and leaving her short on stamina.

Weapon: Young Love, a pair of dagger-pistols. A small trigger causes the blades to sprout barbs, to let [Name] hold on to enemies she's gotten close to.

Dust/Aura/Semblance: Clara has been left severely damaged by the accident that changed her, and as a result her semblance and aura are tightly bound. Clara drains life and aura, even when she doesn't want to. She can throttle the hunger, of course, but when she intends to Clara is more than capable of flaying the life out of a Grimm or leeching from the auras of others, bolstering her own flagging soulstuff for another few days.

Arkhosia
2013-11-20, 10:15 PM
...it might just be easier to use links instead.

Hawkflight
2013-11-21, 11:00 AM
...it might just be easier to use links instead.

It probably would be easier for me, yes. But this way is likely easier for everyone else, and is almost certainly more useful.

Hattish Thing
2013-11-21, 05:33 PM
Moloch Mogrym:

Age: 61

Appearance: Moloch is an older looking guy, but he still remains intimidating to the extreme. The figure is big, at least 6.5, with massive muscular arms and a big chest. However, the figure isn't exactly the fittest looking man. He has a bit of a large belly, made even more visible by the many layers of clothing the strange looking figure wears. First seen is the big gray and gold leather trenchcoat, (http://www.comparestoreprices.co.uk/images/bu/burberry-prorsum-leather-trench-coat.jpg) all covered in straps, buttons, and buckles. The coat is left open, letting the man's girth seep out, the big coat wet from the storm.

His black buckled military vest (http://i.ebayimg.com/t/STEAMPUNK-MILITARY-ROCK-WAISTCOAT-VEST-TOP-CRIMINAL-/00/s/MTYwMFgxNDQ2/$T2eC16ZHJHoE9n3KftmcBP5IH8T4bQ~~60_35.JPG) is visible beneath the coat, specially made to accustom his big muscles and large belly. He also wears what looks to be some padded armor underneath the vest, and the bottom layer is a simple black shirt, to prevent chafing from the armor. His left arm is special, for it's a dark metal prosthetic. (http://25.media.tumblr.com/tumblr_lej295qntf1qegasto1_400.jpg) The arm ends in a large clawed hand, with claws like knives. It's scary.

His black pants (http://thumbs3.ebaystatic.com/d/l225/m/mmDRIIOBr0zrpQy-DjDwqfQ.jpg) are buckled as well. It seems the figure appreciates the unique style. A large metal belt buckle keeps his pants up, his vest tucked in. Big steel-tipped combat boots (http://shop.strato.de/WebRoot/Store4/Shops/62182820/4C21/2FF5/E270/BFE4/DD09/C0A8/28BA/693B/20100622_steam-30-ble_Steampunk_bea.png) protect his feet, and he wields the Aether Rifle (http://3.bp.blogspot.com/-LdrPQbuV7aQ/UJWpX8h-j2I/AAAAAAAAApI/PE2mnOe08kI/s1600/Screen+shot+2012-11-03+at+5.49.55+PM.png) and carries the unique weapon on his back, it's dark brown sash hung over his shoulder.

In his right hand, he carries a staff sized silver warhammer (http://3.bp.blogspot.com/-LdrPQbuV7aQ/UJWpX8h-j2I/AAAAAAAAApI/PE2mnOe08kI/s1600/Screen+shot+2012-11-03+at+5.49.55+PM.png). His face is grim and heavily scarred. The left side of his face is covered with a metal mask (http://luxedb.com/wp-content/uploads/2011/01/Steampunk-Mask-Fittings-1.jpeg) which covers most of the wounds. The mask has essentially been bolted into his skin, becoming part of his face. The eye beneath the mask is covered with a lens, and softly glows white, apparently mechanical. His pale white hair reaches his shoulders, and falls down in knots.

Bio: Mogrym was one of the greatest warrior's of Sanctum's history at his prime, and went down in history as one of the most fearsome combatants, rumored to have killed Grimm with his bare hands. After several years in Sanctum Mogrym graduated at the top of his class, and was immediately recruited to join the Hunters. Moloch met with a young woman named Liebe as a Hunter, and the two eventually began a relationship. After a year, Moloch was formed into a special sect of Hunter's called the Shockers. These were elite hunters used to be first-line troops against the toughest of Grimm. Mogrym was leader of this sect. He continued for three years in this sect, earning medal after medal. He even married Liebe during the time.

Then, tragedy struck. There was one horrible attack from several powerful Grimm in the dark of night. They attacked the camp, and many hunters were killed. Liebe was one of the first to die, a Scorpion Grimm having impaled her. Moloch began to rage and battled with his fellow warriors through the night, eventually defeating the large group. However, Mogrym was terribly injured. His face met acid from a bizarre spider Grimm that could spit globs of terrible acidic poison, and Mogrym lost his right arm during the battle.

Eventually, Mogrym was repaired, having received body augmentations from Frontier Industries. Mogrym led the hunters for six years as Commander for his excellent work through the years. After that, the Rebellion started. Mogrym quit the Hunter Force and became a Bounty Hunter, working hard to find and bring criminals to justice. In fact, he's responsible for quite a few cells filled in cities all over. He did that for fifteen years. Eventually, he retired and became a Professor at a far away school. This year, Headmaster Merididian (A personal Friend) requested Mogrym come teach.

Now Mogrym works as Combat Professor.

Style: Mogrym boasts powerful strength, complicated and unique combat maneuvers, and years of experience.

Semblance: Mogrym has a miraculous ability to enter a state of Rage. He becomes one with the environment, and turns into a terrible foe, strong and powerful enough to best even the toughest of enemies.

Arkhosia
2013-11-22, 02:57 PM
Kielle Vakaria

Gender: Female
Race: Turtle Faunus
Age: 26

Appearance: Kielle wears a dirty white shirt, brown pants, black work boots, and leather gloves. She has long orange hair tied in a ponytail, and her skin is tanned. Kielle's eyes are seafoam green.
The skin on Kielle's back is leathery.

Personality: Kielle is very cheerful and friendly, and extremely caring and protective of her friends.

Equipment: A satchel of tools, some lien.

Abilities: Kielle is a skilled Weaponsmith.

Semblance: Heat. Kielle can heat things up.
(She has not learned of her semblance)

ImpSyndrome
2013-12-17, 11:58 AM
Rip's Memory Scenes

I want to catalog these so I can refer to them later, if necessary. They'll be listed in the order in which they're posted.

Memory of Home (http://www.giantitp.com/forums/showpost.php?p=16129438&postcount=293)
Memory of the Precursor (http://www.giantitp.com/forums/showpost.php?p=16134374&postcount=307)
Memory of A Life Lesson (http://www.giantitp.com/forums/showpost.php?p=16631791&postcount=1307)

Calemyr
2014-01-16, 09:39 PM
This shouldn't be lost.

Elricaltovilla
2014-01-24, 01:18 PM
I would like to involve myself in this, please.

Jack Loper

Age: 14
Team/Gang/Type of Grimm: N/A
Fairy Tale Motif: Tortoise and The Hare (He's the Hare)

Appearance: From a distance, Jack looks like a bean pole. As you get closer to him, he still looks like a bean pole, but one with bunny ears and small horns on his head. His hair and eyes are light brown, and his skin is summer tanned. He is usually wearing a pair of olive green cargo shorts and a matching vest lined with pockets. He is barefoot but wears a pair of bright red shin guards with small black spikes on them.

Jack stands over six feet tall, but a lot of that are his ears which stick straight up and are over six inches long. He has a set of small horns sticking out of his forehead, and wears his hair in a ponytail that reaches down to his shoulder blades.

Biography: Jack is a Hare faunus, and one of 16 brothers and sisters. He grew up as a middle child and was mostly ignored by his family. He took up martial arts as a way to distinguish himself from his brothers and sisters, and practiced several different kick based martial arts to take advantage of his quick speed and powerful legs. Jack was lucky to get into the Academy, and can't wait to form up a team so that he can kick butt and make a name for himself.

Strengths: Jack is fast, extremely so. He is adept at running, jumping and all sorts of physical agility. He is capable of some impressively powerful kicks, and can jump his height from a standstill.

Weaknesses: Jack is lazy, overconfident and easily distracted. He's better about it when on a mission, as he enjoys scouting ahead of the group, but he's just as likely to lead trouble back to his teammates as he is to

Weapon: Jack's weapon is a pair of bright red metallic shin guards with short black spikes on them. He also wears a pair of fingerless gloves, but never punches, preferring to use them to help him block and evade attacks.

Dust/Aura/Semblance: Jack's semblance manifests itself once again in his speed. He is able to move short distances so quickly that it seems like he's teleporting. The eye simply cannot follow him. Doing so is extremely tiring for him though, so he hates using it.

Hawkflight
2014-01-24, 02:03 PM
I would like to involve myself in this, please.

Jack Loper

Age: 14
Team/Gang/Type of Grimm: N/A
Fairy Tale Motif: Tortoise and The Hare (He's the Hare)

Appearance: From a distance, Jack looks like a bean pole. As you get closer to him, he still looks like a bean pole, but one with bunny ears and small horns on his head. His hair and eyes are light brown, and his skin is summer tanned. He is usually wearing a pair of olive green cargo shorts and a matching vest lined with pockets. He is barefoot but wears a pair of bright red shin guards with small black spikes on them.

Jack stands over six feet tall, but a lot of that are his ears which stick straight up and are over six inches long. He has a set of small horns sticking out of his forehead, and wears his hair in a ponytail that reaches down to his shoulder blades.

Biography: Jack is a Hare faunus, and one of 16 brothers and sisters. He grew up as a middle child and was mostly ignored by his family. He took up martial arts as a way to distinguish himself from his brothers and sisters, and practiced several different kick based martial arts to take advantage of his quick speed and powerful legs. Jack was lucky to get into the Academy, and can't wait to form up a team so that he can kick butt and make a name for himself.

Strengths: Jack is fast, extremely so. He is adept at running, jumping and all sorts of physical agility. He is capable of some impressively powerful kicks, and can jump his height from a standstill.

Weaknesses: Jack is lazy, overconfident and easily distracted. He's better about it when on a mission, as he enjoys scouting ahead of the group, but he's just as likely to lead trouble back to his teammates as he is to

Weapon: Jack's weapon is a pair of bright red metallic shin guards with short black spikes on them. He also wears a pair of fingerless gloves, but never punches, preferring to use them to help him block and evade attacks.

Dust/Aura/Semblance: Jack's semblance manifests itself once again in his speed. He is able to move short distances so quickly that it seems like he's teleporting. The eye simply cannot follow him. Doing so is extremely tiring for him though, so he hates using it.


Please also post in the OOC thread, so we can talk.

Elricaltovilla
2014-01-24, 02:48 PM
Please also post in the OOC thread, so we can talk.

OK, done. Thank you for considering me!

strawberryman
2014-01-26, 03:12 AM
And now, Straws' characters!

Name: Nadia Geiger
Age: 19
Gang: Team Sleipnir
Fairy Tale Motif: Boy Who Cried Wolf

Appearance:
Nadia is rather small and mousy-looking, with a blonde pixie cut of hair (however it gets darker near the base of her scalp, the sign that she has it dyed) and brown eyes. She is usually hidden in a myriad of gray or black muted cloaks that hide her (deceptively mature) figure.
It's a well-known fact that her body is scarred by a beowulf attack in her childhood; but even her team has not seen the full extent of the scarring.

Biography:
Very little is known about Nadia! Except that she applied at Sanctum with absolutely no past history of combat school. Other than that, she doesn't speak at all, so to say her past is a mystery would be a given.

Personality:
Nadia doesn't speak. Whether by choice or physical damage is up to rumors.
That isn't to say she doesn't have a personality. She has gotten rather creative in expressing her opinion on things to her team, and even created a series of hand gestures to communicate more effectively.
When all else fails within the classrooms of Sanctum, she usually carries around a small chalk board.
Most of the time, her silence pervades any given conversation, but she has a hidden wit that she occasionally levies when exasperated.

Strengths:
Nadia has eagle-eye aim with her crossbow-tonfa, making up for the fact that she doesn't use the more common and effective firearms.
She is also, appropriately, very effective at stealth, even without her semblance. Her natural speed helps in this regard.

Weaknesses:
While fast and acrobatic, Nadia has very little in strength, leaving her at the mercy of any who are able to force her into such a situation.
Her speechlessness can also lead to rather awkward situations when it comes to communicating with her team or anyone else.

Weapon:
Nadia's chosen weapon is a pair of tonfa, deceptively light for their size, with retractable blades. More commonly this is only used to wound those who force her into close combat, as the tonfa are able to shift into automated hand crossbows. The bolts are understandably small, more akin to a bullet than a common crossbow bolt, but given the more firearm-type nature of the weapon, the impact they have is no less lethal.
For a more specialized encounter, she also keeps an array of dust-imbued bolts.

Aura:
Nadia's aura is not quite focused towards defense as others, making her seem slightly weaker. What she doesn't have in strength, however, she makes up for in speed; her aura enhances her reaction time, as well as giving her an early warning of incoming threats as compared to others.

Semblance:
Nadia's semblance is a rather well-kept secret, but involves the manipulation of soundwaves. More commonly she uses this to deafen sound around her, making her stealth capabilities even greater.
However, she is also able to amplify sounds within a certain radius, confusing and even harming foes.

Dust:
As noted in the weapon entry, Nadia mostly uses dust in specialized bolts, which explode with flame, frost, or other elements.

Name: Conall Callahan
Age: 54
Gang: None
Fairy Tale Motif: The Dog and the Wolf, Bearskin

Appearance:
Conall, last anyone saw of him, is a mountain of a man, easily clocking in at 7 feet (213cm), with the muscle tone to match. His hair was black, and worn long, reaching to his back easily, and accounts of his first appearance mention he also had a long beard. He is a faunus, with pronounced wolf ears, and dazzlingly blue eyes.
Despite his superior regenerative ability, he is heavily scarred and burned, rumours abound that he willed to keep the wounds as a reminder of his purpose. Surprisingly, underneath the grime and gruff, it is possible he could be considered attractive to a certain standard, with still-young facial features and no real sign of his age.

Biography:
Conall, at first, was a fairly normal, if talented hunter in another city of Vytal. He faced some discrimination on account of his being a faunus, but he rarely stooped to the level of those who tormented him, only stepping in if it came to oppression of other faunus. He was the leader of an as-of-today disbanded team, Carnation (CARN, also known as Team Carnage amongst the student body, due to Conall's ruthless response to the grimm).
It is not well documented where things went wrong. Supposedly, a huge group of beowulfs swarmed the team at a point after their graduation, and Conall bought the rest of his team time to escape. Only two returned. The forest they were ambushed in was consumed by a wildfire in the wake of this event, and there was no sign of his remains. He was presumed dead, burnt to ashes.
Seven years later, it was proven this was not the case. Scarred and burned, both physically and mentally, the man experienced a radical shift in demeanor. He dedicated his life to a rebellion, in time gaining supporters (mostly faunus), but despite gaining worldwide attention for his acts of destruction and terrorism over his 3-year activity, his opposition was too great. At one point, it was rumored he was captured, and authorities attempted to execute him, but he escaped the attempt and disappeared into the forests once more, his rebellion quelled without their leader.
His whereabouts, despite continuous searching, have been unknown to this day. But the downtrodden and misfortunate who have nothing left to live for cling to his return. It's been roughly 20 years since his disappearance, but there have been rumors of a man wandering the woods of Meadow, wearing an Ursa skin like a bloody trophy...

Personality:
Conall is as wild as his reputation suggests. But paradoxically, he can also show a cold, pragmatic mind for tactics when the time calls for it. Overall, the best way to describe him is unpredictable. At one point, he could be calm, only to prove it the eye of the storm as he whips into a battle fury.
First and foremost, he is an anarchist, in a simplistic sense of the word; he wishes to overthrow the existing establishment of society, government and all, because he insists it is the only healthy course of action. Change is the lifeblood of society, and without occasional rebellion or destruction, society will stagnate, those in power becoming decadant, and the weak forced to bear the burden of their extravagance.
While he will cut any grimm in his path down, he also considers them to be a natural and necessary occurance to this end. They are destruction incarnate, and every so often, society needs destruction to become stronger.
He has an innate compassion for faunus, but mostly because his cause is one of lower-class, discriminated citizens.

Strengths:
Conall is, as his appearance might suggest, very physically strong. He has a lot of experience on the field of battle, as well, and is not afraid to get in a fight if it will benefit his cause. His senses of hearing and smell are great as well, due to being a faunus, and though his sight has deteriorated, it is still on par with normal human vision.
However, he is also a deceptively tactile planner, having coordinated an insurgance for nearly 3 years (with some assistance, but he was the leader after all). Overall, however, his greatest ability is survival. While it may seem cowardly to run and disappear, it lends to a longer life.

Weaknesses:
Conall, while not having much in terms of weaknesses, is rather conspicuous, with his large size and wild appearance. It is not a well-known fact, but he will also put himself in the way of physical harm to protect those he deems innocent. Of course, oddly, he does not exactly consider them in his plot of destruction, but his battle demeanor and tactical demeanor are occasionally at odds.
While he is generally capable of taking a lot of punishment, his use of weapons that can lead to self-harm may also be considered a weakness in overconfidence.

Weapon:
Conall, while he was active, was most known for his primary weapon, a large zweihander/flamberge over six feet in length, with a split blade and a simple dust-powered flamethrower embedded between the two halves of the sword. The segments of the blade were forged to withstand the heat of the flame jets for short bursts, making Conall as dangerous in his degree of collateral damage as he was in battle. Occasionally he would soak the blade in oil just to add to the threat of the weapon, but it is likely it required a lot of maintenance to keep solid.
He tended to carry around normal weapons as well, including a normal, flat-pointed sword, and several antiquated pistols (some modified for dust use).

Aura:
Conall's aura is significant, leading to a great resistance to damage and regenerative ability (which doesn't fade with strain/combat). He can also use it to supplement his already considerable strength; when he does so, the flames of his sword tend to turn blood-red.

Semblance:
Nothing is known about Conall's semblence, but it is rumored that his great regeneration is linked to it.

Dust:
Conall mostly uses dust as fuel to his weapons.
However when he can, he carries around some extra red dust, which in combination with an aura infusion, cause flames it's tossed into to react violently, exploding and spreading further. He's come to call this "Hellfire Judgement".

Jadev
2014-01-26, 12:36 PM
I figured I might as well post Shen here so that she doesn't get lost in the rapidly-growing ooc thread.

Shen Li
Name: Shen Li
Age: 18
Team: SPNR
Fairy Tale Motif: A very, very vague connection to a myth about chinese dambuilders that I can't remember for the life of me right now.

Appearance: A small girl with short black hair and green eyes. She, at first glance, seems like a boy-- very flat-chested, with a loose-fitting shirt and gi pants on. She has various scars on her arms and legs, though only the arm ones are visible. She constantly wears the jade-colored bracers and anklets that hide her "weapons". In addition, she wears a headband to hide a tatoo on her forehead of a stylized eye.

Biography: Shen was raised in a very traditional family in Vecchia. Her father was raised by his mother to always protect women, and grew to view them as fragile (not helped by his mother's weakness, and his father's distance.) Later in life he refused to let his young daughter fight, and pushed his sickly son into combat training. Shen, pushed by her grandfather (A Hunter from Vale) and a desire to protect her brother, began to train herself in hand-to-hand combat, since her father would not give her a weapon. After a few years of this she found an actual trainer who she would visit at night and learn martial arts from, honing her natural strength into a fighting style that utilized her aura to its maximum degree. She went on like this for several years, fighting against bullies after her brother and her parents at the same time, while spending nights with her sensei. Eventually the day came when her brother began to strengthen, and seeing as she was no longer needed, Shen fled to a place she heard her Grandfather speak of often-- Sanctum Academy. Leaving her oppressive father behind, she came to study and become a more powerful warrior, so that one day she can go back and show everyone what she can do. Now through her first year at Sanctum with her new team, she has mellowed out somewhat, though the majority of the student body still finds her abrasive. She hopes to learn more this next year at sanctum.

-Side note: I am not attempting to create a culture which sees women as weak. When I said Shen's father was a traditionalist, I meant it in the sense that he holds on to traditions long held defunct. Shen's situation is, though probably not unique, certainly different.

Strengths: Shen is a very talented aura user and hand-to-hand combatant. She is extensively trained in aura use and can take out many opponents once she gets close enough.

Weaknesses: However, she is weak in ranged combat. Though she is quick, she has no way of boosting her speed or attacking from range. On top of that she has no real weapon-- her gauntlets and boots are good for enhancing unarmed combat, but they have no sneaky tricks or enhancements.

Weapon: Jeido-Ken: A set of bracers and anklets which, when activated, extend into jade-green gauntlets and armored boots. Hard to break and conducive to Shen's aura, but otherwise normal.

Dust: None. She barely has any idea what it does.
Aura: Strong. Though her aura is not particularly impressive, how she uses it is. She has refined it extensively and can use it to extend the range of her strikes slightly or even, through intense focus, shape it so that it can pierce or slash.
Semblance: Empathy. Or more accurately soul sensing. Shen can sense the souls of people around her and through that can feel their emotions. Through this she can sense people around her (though not accurately enough to pinpoint their exact locations) and gauge the power of their auras. She can sense Grimm, but to her they feel like cold voids due to their lack of soul. Unfortunately for her she can't turn this off, which causes her to feel the emotions of everyone around her contantly. She cannot sense specifics about emotions, just get a general feel. When there is overwhelming emotion near her she may begin to feel it too, whether or not she wants to. The closer she is to someone, the more she can sense from them.

Arkhosia
2014-01-27, 01:13 AM
Tenebria Corvus

Gender: Female
Race: Faunus (Raven)
Age: 17
Team: ?

Appearance: Tenebria is not someone you'd notice right away. Her skin is pale, complementing her navy blue eyes and raven black hair died with navy streaks. She's of average height, and wears a brown long-sleeved shirt and black vest, specially designed with openings in back for her black wings, each about as wide as half her torso and as tall as it. She wears black leggings and navy blue boots, with fingerless navy blue gloves. The vest is filled with ammo and Dust.

Personality: Tenebria is rather introverted, preferring lying on a couch with a nice book to social interaction. She is also quite skeptical and cynical, and has a disturbingly large interest in military tactics, weapons, and combat.

Weapon: Harbinger, a jet black Anti-Materiel Rifle that turns into a black glaive with a navy blue blade. On the side of the body is an emblem of a crossed scythe and feather.

Semblance: Tenebria can create shadows: both normal or solid constructs.

Strengths: Excellent shot, disturbingly enormous amount of knowledge in combat and killing.

Weaknesses: Not very good at mêlée combat, awful at close combat, prideful, not very good at connecting with others due to her personality.

KnightDisciple
2014-01-27, 12:41 PM
The Monkey In Red
Name: Pangeran Merah
Age: 17
Race: Faunus (Monkey)
Team: Sleipnir (SPNR)
Fairy Tale Motif: The Mischievous Monkey King

Appearance:
Hair: Dark Red
Eyes: Blue
Merah stands at about 5 feet, 8 inches tall, and while not "bulky", his lean frame is packed with muscle. Overall he has the look of a seasoned and balanced martial artist.
His hair is a dark red color, and is a large spiky, shaggy mess that's simultaneously rather clean; there's little style or order to it, but Merah is meticulous in his hygiene. His tail, a good 3 feet long, is the same color.
His blue eyes sparkle with both mischief and intelligence. His clean-shaven face is lean, with a slightly pointed chin, and nearly always wears a smile.
Generally, Merah runs around wearing sturdy fighting clothes that are one or two grades below "light armor"; he tends to rely on his Aura, his speed, and his skill to avoid damage.
His pants are loose, slightly baggy martial-arts style; most often, they're black with red patterns along the shins, with a red cloth belt holding them up and accenting the image. His boots are sturdy and have excellent grip, and are themselves the same shade of red as his belt and pant patterns.
He usually wears an open long-sleeved jacket that's a dark grey with golden tracery on it, with a yin-yang symbol on the back. Often, he goes shirtless, but if he does wear a shirt, it's a slightly darker shade of red than his belt (but still a bit lighter than his hair color).
Around his neck, he wears a simple gold chain with a flat medallion pendant. The medallion bears the same interesting symbol (http://i474.photobucket.com/albums/rr102/KnightDisciple/RP%20Stuff/MonkeyKingSigil1_zpsac7256c2.jpg) on both sides.
He wears black leather finger-less gloves (which have reinforced knuckles and golden metal plates on the back) on his hands, and over his forearms are strapped golden-colored metal bracers. Around his forehead, he often wears a dark grey headband to hold his hair back a bit.
Often, he has a few pouches hanging from his belt. Some hold reloads for Jingu Bang, while others hold various useful bits and bobs.
http://i474.photobucket.com/albums/rr102/KnightDisciple/RP%20Stuff/Monkey_zpsbb05d1c1.png

Personality: Merah does his best to get the most he can out of life. He lives it to its fullest, experiencing the peaks and the valleys. He'll laugh with you and cry with you, especially if you're a friend. If you're a friend, he'll die with you.
Merah is fiercely loyal to a select few, but entry in that group is tough. He's friendly with everyone, and regards quite a few people as friends in general, but tends to guard his close friend circle more carefully.
(He can also be a bit flirty with the ladies.)
(It is sometimes more than a bit.)
Merah's mannerisms sometimes come off as a bit "rogueish", but in class he's more serious (and tends to do pretty well), and in a fight it drops into "smiling confidence".
Insults to his own person flow off him like drops of water off of a granite block. Insults against his friends are taken personally, though he's an "in the moment" person so the "punishment" is rarely delayed.

Biography: Merah's the sort of guy who doesn't focus much on his past.
With that said, those who do wrangle it out of him get an interesting tale.
He was seemingly left alone not long after birth; whether his parents are dead, imprisoned, hiding, or just lazy bums, he doesn't know. He knows his necklace is supposed to have been his father's. He knows he supposedly has his mother's eyes. And he knows that the man who calls himself his Uncle is likely not related by blood, since said uncle is a plain, ordinary human being.
One who seems pretty familiar with martial arts that suit a monkey Faunus, though. And entirely willing to train his young nephew into a warrior's life from a young age.
Merah took to it like white on rice. He was like a sponge, taking in every bit of knowledge his uncle had, and more still.
When he was 10, he was gifted with something apparently left to him by his mother; Jingu Bang. At first, it was all he could do to handle a single gunchaku half. Mostly because he wasn't that big yet! But as time went on, he learned more. Unfortunately, his uncle could not help him; here, his expertise ending.
At this point, it was clear Merah was going to end up a warrior, so his uncle made sure he was sent to a preparatory school, with an eye on one of the elite Hunter Academies.
It was only a couple years later, at age 13, that Merah's uncle passed away peacefully, leaving his meager estate to Merah. It was enough to keep him going through school and academy, and to ensure that he was totally supplied for a while beyond that, but not nearly enough to retire.
Not that Merah would have even thought of doing so. Instead, he threw himself into his studies, for a time losing himself in learning and improving. His skills shot up, and he was soon a force to be reckoned with. By age 15, he was at the top of his class.
It seemed natural, then, to end up in Sanctum Academy. The team he ended up on seemed a bit of a mirror opposite to his personality (which by this time had recovered from the grief of his uncle's passing) at first, but it ended up working rather well. They found that their skills, personalities, and even experience complimented each other surprisingly well.
Now he enjoys the privilege of being a second-year Sanctum student. And general reminders of how awesome he is to everyone, and how handsome he is to the ladies. That habit of going shirtless and open-jacket as much as he can manage does lend a bit of credence to the latter claims, at least.

Strengths:
-Skilled in a couple styles of Kung Fu, including Monkey Style. Can fight one or multiple opponents.
-Skilled with his weapon. an fight one or multiple opponents.
-Tail is prehensile, has fine enough control to, say, lift and use a tea cup, but is strong enough to support his weight.
-Very skilled with his hands; not only in fighting, but in reloading, weapon maintenance, lock picking, and origami.
-Difficult to discourage.
-Makes fast friends.

Weaknesses:
-Bad at plans.
-Can rub people the wrong way.
-Lacks true long-range capability.
-Fighting style relies on mobility; in a situation where he can't move around a fair bit, Merah is going to have a lot more trouble.
-Is a Faunus, and thus subject to occasional prejudice.
-Reloading can be a pain.

Weapon:
Jingu Bang:
Informally called the "Gunchaku", Jingu Ban is a rather unique weapon.
At first glance, it is a black-and-gold staff that folds up for easy storage in a sheathe Merah has sewed into the back of his jacket. This staff is quite sturdy, able to resist a good variety of weapons fire. When it strikes an opponent, Merah can cause it to emit small bursts of energy. If struck against the ground, a larger shockwave can be summoned.
However, perhaps more interesting is its alternate form. In this mode, Jingu Bang becomes a set of sawed-off lever-action shotguns; two pairs, each pair linked together by incredibly sturdy golden chains. Merah can either manually fire and lever them, or use the momentum of twirling these "gunchaku" around to work the lever action and trigger (there are small safety switches on the weapons to activate this mode). Merah has become rather skilled at presenting a virtual wall of shell-fire when twirling Jingu Bang around.
Each shotgun carries several fairly compact shells in them, allowing a devastating burst of fire, but making prolonged fighting hard. Merah carries a couple of reloads for each gun.

Aura/Semblance: Merah's aura manifests in a maroon color, with flecks of dark gold scattered throughout. Currently, he has no special Aura skills beyond his Semblance (which is half-instinctive and does not take any finesse).
He can boost his strength, speed, stamina, toughness, reaction time, and healing time, but not to incredible degrees, and it's not conscious enough to let him "tweak the settings" (as it were).
His Semblance is "Vigor", and it manifests as a sort of "boost aura" that affects his allies (he can semi-consciously dictate who does and does not receive the benefit, and Grimm, lacking their own Aura, never can). Merah is able to give allies within about 50 feet a general boost to their Aura and their "basic stats" (speed, strength, etc). It does not affect other Semblances, does not affect equipment, and doesn't affect Dust use (beyond perhaps the added clarity the energy boost might give). Those who've been subject to Merah's "Vigor Aura" note that it feels like drinking an energy drink, but without the shakes afterwards; they feel energized, alive, and even a bit more confident. Again, much of this seems to operate on instinct, and does not provide a large boost, nor does it grant any special abilities or the like.
To Hameth, and any others who can "read" Auras, Merah's is a strange contradiction. It feels both controlled and chaotic at the same time. As if the power is leashed tightly, but within that leash still moves quite a bit. It has a slight warmth to it, like the sun of a spring afternoon.
It's possible that as time goes on, Merah's Aura in general will increase in power, and he may develop some more specific abilities within his Semblance that makes him even more potent.

GPuzzle
2014-02-16, 02:54 PM
André Dreught or "What happens after I watch Monty Python, RWBY, RvB and read Q.E.D and decide to make a character for an RP."


Name: André Dreught
Age: 15
Gender: Male

Appearance:
Hair cut short (I mean military-like short), slightly taller than average, a bit pale, just a bit. Wears a cargo jacket (which is never closed), white shirt and camouflage pants.

Personality:
A bit snarky at times, but can get really, really angry and start punching people (and things in general, including Grimms) when he's pissed off or someone he likes has been insulted/is in danger. However, even though it's quite hard to make friendships with him, he is probably one of the most loyal persons out there, even if he likes to make bad jokes regarding everything, everyone and himself, especially himself.

Biography:
The youngest son of a family of soldiers, to the point his older sister and his older brother now are soldiers (just recently became), he always aimed to become not a soldier, but rather a robot engineer. Unfortunately, his family doesn't approve of the idea. So they sent him to Sanctum, against his will.

Strengths:
Smart, knows tactics of battle and how to fix broken weapons. Has an extensive knowledge of Dust and how it works, but not WHY it works (he's trying to understand that). He's also prepared for almost any situation.

Weaknesses:
Really hot-headed, not exactly the best combatant, incredibly apathetic when it comes down to fighting and hard to make friendships with. Tends to be really loyal and ocasionally bites off more than he can chew in fights when someone that he likes is in danger/being picked on. He doesn't exactly fight the most honorable way, too.

Weapon:
A modified shield that uses Dust crystals to release elemental charges such as cold (freezes the thing he hits), force (creates a force shield roughly twice the size of his shield) and lightning (discharges a powerful electrical charge on the thing he hits).

Semblance:
Causes machines/weapons to start working the way he wants, even if it shouldn't be possible (a broken sword, for example, starts manifesting a force version of the blade that actually hurts more than the actual sword). He really can't activate it when he wants, it happens when he becomes enraged.

TechnoScrabble
2014-02-17, 02:07 AM
Name: Cruach Strongheart
Age: 16
Team/Gang/Type of Grimm: Not determined yet
Fairy Tale Motif: Cú Culainn/The Guard Dog

Appearance: Little bit taller than average height, broad shouldered, and a bit thick from working out. He's not beefed, but there's definite definition around his abs, shoulders, and calves. His hair is a veritable mane of fiery orange, including long sideburns, but he has no facial hair beyond the sideburns. His eyes are deep and dark in color, like a dog's, and his features square but softly rounded, with a somewhat broad nose. He has a scar on his neck and jaw from a bicycle accident, and several small scars on his knuckles, usually accompanied by some fresh cuts. Whatever he's wearing, you can be sure he'll wear a shining steel choke collar and a hooded black jacket with a vertical grey stripe on the left side with it.




Biography: To be developed.

Strengths: Endurance, healthy, good balance and tolerance, flexible

Weaknesses: Weak aura, little combat experience, little training beyond basic workouts

Weapon: Silver Dancer, a long, heavy chain with a spike on one end and a steel choke collar on the other with inward pointing blades instead of spikes. With the right tuh, the blades can be pointed outward and the whole ring spun rapidly.

Dust/Aura/Semblance: Weak aura, no dust yet, semblance allows him to flip, twist, and attach to surfaces in unnatural ways to 'dance' with his weapon.

Arkhosia
2014-02-21, 12:20 AM
Luxia Tempestdrake

Age: 17
Gender: Female
Race: Polar Bear Faunus
Team/Gang/Type of Grimm:

Appearance: Clad in a sweater colored bright cyan, leggings bright white, navy blue boots, a snow white trenchcoat, and fingerless blue gloves, with a slender form, athletic build, long golden hair, white bear ears, and bright blue eyes, with a gleam in her eye and a cunning grin, Luxia strikes a very memorable figure.

Weapon: Tempestdrake, an obsidian black Longsword with an alternate mode as a serrated whip.
http://images1.wikia.nocookie.net/__cb20120819055526/swordartonline/images/3/3a/%E3%82%A8%E3%83%AA%E3%83%A5%E3%82%B7%E3%83%87%E3%8 3%BC%E3%82%BF.png
Semblance: Light. Luxia can create solid objects out of light.
Strengths: Adventurous, skilled and diverse mêlée combatant, can create objects form light, keen hearing, night vision, quick, strong.
Weaknesses: Fear of flight, no ranged capabilities, impulsive, sensitive ears.

MPG
2014-03-07, 07:51 PM
MPG's RWBY character collection

Name: Kordson
Age: 17
Team: None at the moment

Appearance: Kordson’s first peculiarity is that he is short, very short, with a height just under 5 foot. Next is that his eyes are two-toned, with an outer ring of green fading to an inner sparkle of ice-blue. Kordson is completely bald, well muscled and tanned. He typically wears loose grey pants, a green short sleeved T-shirt and leather-strapped sandals. Yes, he does wear socks and sandals (bring it on haters).If required to wear an academy uniform, Kordson will only wear the top and as open as possible (ie: unbuttoned, loose tie, untucked etc.)
When prepared for battle Kordson uses simple blue-ish grey padded armour covering his torso and legs.
Kordson is rarely seen without a large blue duffel bag which carries practically everything he owns.http://i1115.photobucket.com/albums/k555/MGoldsack/KordsonRWBYrp.jpg Picture produced with Heromachine. http://www.heromachine.com/heromachine-2-5-character-portrait-creator/
History: Kordson cannot remember being told any details about his birth. Kordson grew up in Meadow's lower slums. He lived with his mother and older sister. Kordson does not know who his father is, and really couldn't care less. Things were simple and time passed quickly. Kordson loved to explore his home and its surroundings, and did his best to help support his family. Lacking in education, Kordson took numerous physical labor jobs and trained in his free time in hopes of earning a decent paycheque.
When he was about 16, Kordson witnessed a terrible incident* but managed to maintain his positive outlook on life. He continued to train himself and help the poor people of his community. In a stoke of "luck" Kordson found he had gained admission to Sanctom academy.
*If you must know,Kordson's family and a few others in the slums were all killed in what authorities called a rouge Grimm attack. Noone could explaine why creatures of Grimm had attacked inside the city but an investigation in the slums would have been a waste of resources. Kordson made it his goal to become stronger than the huntsmen who let his family die.
Strengths: Strength, Kordson is at least twice as strong as a regularly sized person. Optimistic and tenacious. Loves the excitement of a good fight.
Weaknesses: Kind of gullible, will believe most things if he has no reason not too. No long range combat abilities. May not give up even he should. Still fairly inexperienced in real combat.

Weapon: the Knuckle Dusters
A simple weapon reminiscent of a pair of old gauntlets. They enhance striking force while protecting Kordson's hands and arms. Like Kordson, they are simple, direct and effective, but lack finesse and are short (range). Has Dust crystal fragments embedded in the knuckles and can use refined Dust, if available, to provide additional damage when required.

Dust/Aura/Semblance:
Minimal dust use in weapon.
Strong aura both defensively and offensively. However, Kordson has yet to master any form of control.
Semblance: Is still being discovered.

Name: Sotek Jörmungandr aka Schism
Age: 13
Gang: Wandering waif used by [bad people]
Fairy Tale Motif: Very loose connection with Norse and Aztec mythology.
Appearance: Yellow-golden eyes and mid-length grey hair. Slightly gaunt facial features. Short for his age and appears undernourished. Ragged urchin’s clothes of grey and brown. Numerous bandages cover Sotek’s hands and forearms.
http://i1115.photobucket.com/albums/k555/MGoldsack/SotekRWBYchild.jpgPicture produced with Anime Face Maker2 by GEN8 http://gen8.deviantart.com/art/Anime-Face-Maker-2-182829244
Personality: Appears to most as distant, aloof, or uncaring. To those that eventually get to know him however, he still ends up looking like an uncaring jerk most of the time. Underneath his shell of “jerk-e-ness”, Sotek is socially awkward and shy and try to push people away, sometimes literally and often unsuccessfully. Sotek retains some of the innocence of his youth and is far less “cold” when not working.
Unquestioningly loyal, to Sotek has been made to believe a contract is the only unbreakable promise, even when such agreements are steeped in lies. When sent into “enemy” territory he goes by the name Schism.
Likes animals and has a soft spot for cats.

History: As an infant, Sotek was found half dead in the ditch along a road leading to Meadow. His parents were likely among the scattered remains of a group of farmers caught by a pack of Beowulfs on their way to town. The young huntsman that had found him dropped the child off at a local orphanage in the poor river district of the city. The next few years passed by uneventfully. Unfortunately, the facility was understaffed and in financial need, and by the time Sotek was 6, it had closed down leaving the few remaining children homeless. Any attempts to remain in the old building were quickly dashed as it was soon re-purposed into a warehouse by the Mortemus Corp.
Wandering the streets, Sotek first discovered his semblance, gravity. He would use the gravitational wells to steal food or supplies, throw off shopkeepers that gave chase, and ward away stray animals that looked dangerous. Alone, Sotek was able to survive this way for some time. One day he was approached by a group of older street urchins like himself. They asked Sotek to help them on a joint venture that would benefit them all; they planned to rob the one place “guaranteed” to have money and tech they could use or sell, the Mortemus robotics warehouse. Sotek was all-to-willing to join the other children’s group; however, the job was a setup. One of the criminal organisations had taken notice of the gifted child and had paid the other children to bring Sotek to them. Sotek did not put up a fight against his capture, being raised by criminals was better than living on the street.

The organisation, Triturate Protections, legally a security company which hired out butlers, bodyguards or mercenaries, was a black market for soldiers and cheap labour. They raised and trained Sotek relentlessly for years, forcing him to develop his aura, semblance and physical abilities. They conditioned him to follow all orders as outlined in his contracts. Now the time had come to find a buyer.
Strengths: Clever and ruthless when needed to be. In a fight, even against a target, Sotek is willing to settle disputes as quickly as possible, without violence if that will allow him to gain an advantage at another time. Stronger than his size and age would have most people believe.
Weaknesses: Abrasive personality at times. He will follow orders without question, regardless of situation. Sotek is physically weaker and slower than most hunters/huntresses of similar skill would be.
Weapon: The Midgard Fang and the Rainbow Quills.
Rather than have a single weapon that shifts in between two “modes” Sotek carries two weapons.
-Sotek’s primary weapon is the Midgard Fang, a large curved dagger made with two intertwined blades which come to two points. The hilt is hollow and contains a chamber to insert a vial of poison or acid. When the blades contact blood, the fluid begins to flow out through a channel between the blades. When the dagger is sheathed the blades shift so the channel is plugged and any remaining fluid is collected, and in a waste reservoir in the sheath (I included this point if anyone tried to argue that he would poison himself).
-The Rainbow Quills are the name given to the numerous darts Sotek carries. Designed to look similar to typical pub-house darts, the “flight” or feathers of each dart are designed to collect Dusttm in flight and activate it on impact. The darts take on the colour(s) of the Dust they’ve collected, producing brightly coloured projectiles and highlighting the flight path they just took (making them a poor choice for sniping). Sotek always has some darts near at hand to throw. As a thrown weapon, the Quills have a limited range and low force of impact and when not Dust enhanced, are relatively weak and are little more than an irritant to anything more than the weakest creatures of Grimm/ untrained civilians.
Dust/Aura/Semblance: Uses refined Dust in small ampules in conjunction with Rainbow Quills. Basic elements used to resemble simple magic.
-Aura; fairly proficient user of defensive aura. Low ‘reserve’ aura makes Sotek a poor endurance fighter.
-Semblance: Gravity. (Not nearly as OP as you might think, allow me to explain) Effects similar to polarity.
Sotek has an ability to create gravity “wells” of various strengths and durations. The most important and limiting variable is duration, any effect Sotek creates will only last for a few seconds, most for less than a few seconds. During his training Sotek was forced to keep a large mid strength grav-well active for over 1 minute and the drain put him out for three days. The force it is able to exert on objects is inversely proportional to the duration of the effect and the distance of the effected object from the center of the well. Objects in mid-air are easier to move. Sotek can only create a grav-well within a range of about 5(10?) feet, further away shorter and weaker.
The strength of this semblance is fueled by pain. When Sotek is hurt/ injured etc. the strength and control of the grav-wells he creates can increase greatly; more pain means more power but too much and he is as helpless as anybody else. This, and activating his dagger, has led Sotek to be a little masochistic and the bandages on his hands and arms cover up a great many self-inflicted cuts and scars.
Examples of effects
i) Basic use resembles telekinesis, can pick up and move small objects. Could crush an empty soda can or using two wells on either side rip the can apart.
*ii) Used to accelerate the darts he throws. Divert the trajectory of projectiles slightly. Slow down a falling object. Cannot levitate himself (too heavy and would take too long of a time) but could use wells to change direction in midair.
iii) Creating a well under foot as someone tries to take a step could trip them. Creating a weak well inside a person (or grim?) would feel like painful cramps, while a full strength burst at touch range might damage tissues, tear muscle or rupture organs.

Vknight
2014-03-13, 10:01 PM
Siegfried
Name : Siegfried Urd
Age : 19
Height : 6'4"
Hair Style : Wild hair curling at the edges
Hair Colour : A golden blond
Eye Colour : Blue
Team : Unknown
Fairy Tale : Sigurd the Dragon Slayer

Wardrobe
Siegfrieds Combat Uniform
A black heavy armored jacket with layered plates that goes too his knees. A undershirt with a heavy mail integrated into it. Heavy gray black pants with the same mail as the undershirt. Armored Boots designed with a spike at the heel. Finally wrappings around his hands and lower arms

Biography
-
-

Strengths
Siegfried is tough, incredibly so his great fortitude is potentially his greatest asset, handling attacks that could easily take others down
Siegfried is strong, not one of the greatest but is fairly powerful

Weaknesses
Siegfried is not fast he barely makes it too average.
Siegfried doesn't have much combat experience with large groups or monsters of any sort having his combat experience being small groups, one on one combat and foes with notable intelligence

Weapons
Balmung the Rail Cannon Lance
-Balmung is a large lance totaling 7'9", with a red silver coloration.
-The lance head is around 5'9"
-The handle is around 2'
The lance heads tip slides open and a large barrel extends outwards

Dust
Siegfried has only access to one type of Dust, Gravity dust but he has a lot of it and he knows it well.
He uses Gravity Dust too do sudden bursts of speed far above his natural along with his maneuverability. He can also use his gravity to greatly enhance the power of his attacks.
His limited practice and ability to get other forms of Dust means he really has no knowledge or skill with any type of Dust. As he calls it specialization over versatility

Aura/Semblance
His Aura further enhances his natural abilities greatly favoring defense too speed or offense, it is a dark purple colour.
You could call it a Semblance, you could. Siegfried doesn't but it is, none the less. The Iron Wall lets Siegfried lets him create a field of gravity to either redirect things past him or slow the attack/impact. Using the ability can be tiring

OrchestraHc
2014-04-02, 05:42 PM
Name: Dollars Quick
Age: 16
Team: None Yet
Fairy Tale Motif: Childhood games of Cowboys and Indians, if nothing else.

Appearance: Scruffy cowboy is an adequate description, I think. Dressed to the nines from his boots to his hat, he makes you think he should be driving cattle somewhere. His unshaven face would lead you to believe he's older than he actually is, a scraggly beard and thick sideburns growing wild on his face.

Personality: Dollars is a lazybones, who'd much rather focus on his hobbies and coast on his natural talents than really train. He's all about actually getting in there and fighting, but anything other than that seem's pointless... unless you challenge him. He really can not resist a bet or a dare or a chance to prove how cool he is. It's probably the only button he's really got.

He's partial to singing, tall tales, riding horses, and steak, like all good cowboys.

Abilities: Dollars is a quick thinker, a fast runner, and a brilliant sharpshooter. While he may be a gunner, he's confident in his ability to go up against anyone bare handed, even if that confidence is misplaced.

He also likes playing the guitar and harmonica, and he's fairly good at both of them. It's just painful trying to listen to him sing.

Weapon: The Quick and The Dead are a mix between Colt .45s, flails, and yo-yos. at the end of each barrel is a spiked metal ball that are attached to a high tension cable. This means that they can be fired at high speeds, smashing anything in their path, wrap around like bolas and return to back to the guns. They also have earth dust in them, which not only gives them more impact for their lesser weight.

The motor's are incredibly powerful for their size, and powerful flails are good at gripping and anchoring into metal wood and rock, so he has taken up a fighting style of slinging himself around and attacking physically from a variety of angles.

Semblance: His Semblance is not by any means flashy, but it's something every man in his family has so he's proud of it. His family has always called it Shoulder Strength, but it's really just an all around resistance to stress. It let's him not only endure (and enjoy) his erratic fighting style of swinging around on The Quick and The Dead and taking the heavy impacts of crashing into his targets boot, fist, or head first. It's this semblance that makes the entire Quick Clan world renown rodeo champions.

Arkhosia
2014-04-11, 09:56 PM
Ink Surgius
http://imageshack.us/a/img843/840/blkt.png (http://tektek.org/av/1129232)http://imageshack.us/a/img838/1240/h5ll.png (http://tektek.org/av/1133204)
Gender: Female
Age: 18
Team: Unknown

Appearance:
Ink has long black hair falling to her waist in a ponytail, fair skin, and amber eyes. Clad in a black blouse and dark blue leggings with a design of a black pen masterfully stitched in, black combat boots, and a navy blue military jacket with black trim and a black fountain pen stitched on the back, with black gloves and a makeshift white eyepatch made out of gauze and a cotton pad over her right eye. It should be noted various large chunks are missing from her outfit, revealing her body to be heavily bandaged.

Personality:
Ink has a love of learning and reading, kind of naïve and with a devotion to helping people. She is quite odd, often having mysterious feelings of "Déjà Vu" or "like I'm supposed to do something/be here/somewhere". Ink is a voracious reader, and loves to be in the company of friends.

Weapon:
Aegis
A long serrated whip with a black handle, a shield image carved into the handle, Aegis transforms into a black shield with a pen design on it.
This weapon is currently destroyed, however.
So currently, she's weaponless.

Semblance: Regeneration

Lord Raziere
2014-04-26, 03:39 AM
Due to circumstances that put posting this into a limited timeframe before the idea is taken, I must post this character up, before She Whose Characters Are Legion gets inspired, even though there is no team for her yet, and thus I don't expect to player her yet.....

Name: Crimsanne Desertus Puella
Gender: Female
Appearance: She wears all black punkish rocker clothing including leather coat and boots, has short black hair, red eyes.
Weapon: Dual-Wielding Katanas
Fairy Tale Motif: Kill La Kill

Strengths:
She is fast and can jump farther than most Hunters, she is good at launching flurries of attacks with her swords, an is incredibly acrobatic and good at dodging

Weaknesses:
She lacks solid defenses, is very reckless and while she does possess a normal protective Aura, its weaker than most.

Semblance: Crimson Strings
Her Semblance is her ability to conjure and manipulate great amounts of red string which she uses for various effects according to her creativity, from binding her opponents to using them as razor wire or as rope or a net.

Personality:
She is abrasive, tough and bold, being on the reckless and risk-taking side, she is a bit of a negative, stoic person who sees the dark side in everything but always tries to keep to her own way of doing things, and has been known to be bit of a delinquent. She does not care for her reputation and will do things regardless of how people perceive her. Pragmatism and doing what is necessary is what matters to her.

Weapons:
The Blades of Blood:
Her two katanas are red and are outfitted with Dust systems that allow her to make distance attacks in the form of Cross Blade Winds of War, where she blasts big red X to cut through anything by crossing her blades then slashing them at the same time, dragging the blades along each other and sparking the Dust attack by the sudden friction and movement.
Crimsanne was born to a retired Hunter father and a mother who was head of a clothing company. Her father had become a scientist in his retirement, using the money made by her mother’s company to carry out his research. However he had always kept his research secret. No one knew what he was up to, not even her mother. He barely spent any time with his daughter, and was seemingly obsessed and secretive about it. No one knew why, and it strained the family to its limits.

However one day his lab was suddenly burning, Crimsanne gone in to investigate only to find her father already dead and his research all destroyed by the flames, her mother soon running in to drag her back out before the fire consumed her. No one knew who caused this or why they would want her father dead. However, it did not improve anything within her family. Her mother became overprotective of her child, trying to steer Crimsanne as she grew up to go into the fashion industry so that she would be safe and not caught up in whatever business her father was involved in. Crimsanne however wanted to become a hunter and find out who killed her father. They had arguments as she grew up over it, Crimsanne constantly wanting to seek revenge and her mother always trying to get her to be quiet and put her in dresses and act polite so that she and her companies image will be maintained.

However one day, Crimsanne had enough of it. Calling her mother a coward, she stormed out of a high class party one day, grabbed her father’s twin katanas from above the fireplace and ran away to become a Huntress, fighting her way tooth and nail through the Hunter schools and eventually getting into Sanctum. She still searches for whoever killed father and evades the efforts for her mother to find her, determined to find out the truth behind her father’s murder. However, truth be told, she feels lonely because of all this, even if she won’t admit it.

http://i276.photobucket.com/albums/kk25/Trizap/CrimsannePuella.png~original