Post by Artemis on Jul 13, 2016 19:15:47 GMT -5
Sorry, I didn't mean to post these until I had finished all their histories, but while I was working on Marigold's my power went out for a second, and I almost lost everything. I finished up her history real quick so I could post what I have before the power goes off again. >_<
I haven't proofread anything yet, but I did try to use the same layout that Butter and Immortal have in the Info Hub so it's easier for them to put the characters over there. I think I'll have the histories done before this weekend, depending on if I have to work Friday or if I can get their rough drafts done tonight or tomorrow. I'll update them as soon as I can, since history is just about the most important part. ^_^
Team RDNT (Radiant) – Literary Fiction Protagonists
I haven't proofread anything yet, but I did try to use the same layout that Butter and Immortal have in the Info Hub so it's easier for them to put the characters over there. I think I'll have the histories done before this weekend, depending on if I have to work Friday or if I can get their rough drafts done tonight or tomorrow. I'll update them as soon as I can, since history is just about the most important part. ^_^
Team RDNT (Radiant) – Literary Fiction Protagonists
{
Profile:
IC Talk Hex Code: f9ff00
Name: Marigold Rhyannon
Age: 18
Gender: Female
Species: Faunus - Lion
Birthplace: Vale
Counterpart: Alanna of Trebond
Appearance:
Height: 1.72m / 5'8”
Weight: 64kg / 141 lbs.
Eye Color: Gold
Build: Muscular
Hair Style: Marigold keeps her hair cut in an A-line bob, with the hair shorter in back and longer in front while remaining unlayered.
Hair Color: Auburn with blonde highlights
Skin Color: Honey
Distinguishing Features: Marigold has a lion's tail extending from the base of her spine, with blonde fur covering most of its length, and a circular auburn tuft of fur at the tails end. She keeps her tail hidden as often as possible. Her makeup is largely unremarkable, a simple application to compliment her features but nothing more.
Attire: Marigold has few outfits she makes use of, preferring to wear her combat gear most often.
This combat gear is a set of polished steel full plate armor, with yellow trim, worn over a long-sleeve, waist length padded hauberk, and padded hauberk pants that reach to her ankles. Starting from the top, the helmet consists of a bullhorne helmet devoid of a mouth opening or open fold. Starting at her ears, the horns extend outward, triangular edged curving polished steel that extends slightly above an even horizontal angle. After a few inches, the metal sharply curves upwards, back towards the helmet, and the three edges rotate slightly as they narrow to vertical points. The interior of the helmet is heavily padded, and between the padding and outer armor of the helmet is a mechanism that is used to draw a bevor of three lame - overlapping attached plates that cover the front and back of her neck, serving as an aventail without restricting her from taking her helmet off. Once extended, the overlapping plates of the bevor allow her head its usual range of motion without restriction, while resting atop her gorget.
The gorget itself rests underneath Marigold's cuirass, and is lined with a golden fur that extends to the top of her neck, in each direction save for a gap in the front at the center crest of the top of her cuirass. The cuirass itself consists of the front and back plates, two large pieces that begin at the base of the neck, curve downwards under her armpits, where the front overlaps the back plate slightly. The armor is specifically designed for Marigold, so the front cuirass is shaped appropriately, with an expansion at the chest for her breasts that is polished and smooth. The back plate of the cuirass extends upwards in a ring that fits under the pauldrons, giving them something to rest on so they do not restrict her arm movements overly, and the front does the same, curving under the pauldrons, though the extension moves outwards to a point in the cenmter, below her neckline, as a smaller, secondary bevor. Both of these sections are engraved with scrollwork, colored golden. Lastly for the cuirass, between her breasts on the chest, is a engraved side view of a lion, standing on its hind legs with front paws outstrecthed, roaring fiercely and colored in the same golden.
The pauldrons are bulky where they rest atop the edges of the cuirass, elevated off her arm for better range of motion. The top edges of them are lined with the golden scrollwork that covers the rest of her armor, and across the pauldron are more edges, with two pieces extending upwards in a curve, with small half-circle cutaways in the center of the elevated ridges. Furthermore, while the pauldrons edge cuts off, at a curve, letting her only raise her arms to a perfect horizontal, by raising her arms upward from a forward angle rather then one of the side, the edges are on tracks that let her raise her arms directly above her head. On her arms themselves, a fitted rerebrace extends from above her elbows to under her pauldrons, without reaching her armpits, leaving them as the weakest point though still covered by the hauberk. Her elbows are protected with articulated couters that protect the front and back of her elbows while leaving her range of motion intact. Vambraces cover her forearms completely, fitted under the larger couters, and extending down to just below her wrists. The last piece of armor on her arms is her multilayered gauntlets, which limit the range of motion of her hands somewhat, but ultimately protect her hands and wrists, with the final plate engraved with scrollwork sitting just over her vambraces.
At her stomach, an underlayer plackart protects her belly, ending above her waist and leaving small gaps around the front and back of the armor, but leaving her the ability to twist her torso. The sides are protected by faulds of five lame, which attach at the hip but are unconnected to the rest of the armor of the torso and extend down to her thighs. Though mostly unprotected, her groin has a golden cloth that extends from where the plackart ends, its length ending just below her knees. A second cloth is present on her backside as well, fitted under the faulds and curving around the back under the plackart until ending beneath the second faulds, which is the same length as the front cloth, but is unconnected leaving a separation at both of her legs. The rest of her leg armor consists of the interlocking articulated plate, with the cuisse extending from below the faulds down to her knee, where they connect with the overlapping poleyn, which itself connects to her greaves that cover her lower leg. The last piece of her armor is that of the metal boots she wears, which overlap with the greaves and are articulated at the ankles.
For Beacon, she wears the standard uniform, with no alterations in the the normal outfit.
At present, her only other outfit is a pair of thick, yellow coral fleece pajamas, whose pants obscures the slight bulge of where her tail begins. The button down top of the pajamas also hangs down past her waist, helping to hide the protrusion further.
Weapons and Abilities:
Weapon: Mane and Mantle
Of Marigold's two weapons, Mane's purpose is that of defense. Similar in appearance to a Riot Shield, the square steel shield can be slotted onto her left forearm where it usually rests. The top center of the shield has bulletproof glass that Marigold can look through while hiding behind the shield. In the front of the shield, the same lion displayed on her chest is displayed in gold. The shield also has a secondary function, where the glass can retract, the shield can split in the middle, giving more surface area of protection, and legs can extend to the ground to serve the purpose of deployable cover. When not in use, or even if she needs to cover her back, the shield can be slotted into another groove on the back of Marigold's armor.
Mantle, her offense weapon, takes the form of a longsword that can be sheathed into a slot in the center of Mane. The pommel of the sword takes the form of a lion, with two long teeth extending from it's mouth. Mantle's secondary mode turns it into a machine gun, which can fire in three round bursts, and the two teeth of the lion serve as the trigger for the gun, and contains a thirty round magazine contained where the hilt folds inward. The blade itself contains the barrel, which remains in it's circular form in both modes, with the edges of the blade aligned vertically with the barrel, one of which serves as an iron sight in the rifle mode. To reload the gun, Mantle must be sheathed in Mane for a brief period, whose hollow interior holds additional ammo for the weapon.
When used in combination together, Mane's extended form serves as a gun shield, and its hollow interior serves as an ammo drum. Linking Mantle to Mane creates a mock heavy machine gun emplacement, allowing the weapon to fire in a devastating rapid fire fully automatic mode. This can only be done once the shield is deployed, too unwieldy to use on the move. While this does leave Marigold vulnerable from the rear, and the gun can only be turned in a small angle, Mantle can easily be withdrawn from Mane if need be so Marigold can defend herself.
Equipment: Aside from Mane and Mantle, Marigold carried little else besides a belt worn over her armor that has two pouches – one for her scroll, and the other for her clutch wallet.
Abilities: Marigold is strong, especially for her size, but isn't very agile, slowed both by her armor and heavy weapons. While incapable of the acrobatics most hunters are accustomed to, she is well trained in use of Mane and Mantle, and can use them effectively against speedy opponents, quick enough to parry and block their attacks if unable to chase them down.
Other Skills: Marigold is a strong leader with a head for tactics, though her self doubt stifles this significantly. Additionally, she is skilled at puzzles and riddles, and often occupy's her free time sorting them out.
Aura: Yellow
Semblance: Lion's Roar
Marigold's semblance, gives her basic control over the pitch and volume of her voice. When activated, she can use this for a number of purposes, such as releasing a loud shout that serves as a shockwave, pushing away anything in front of her. More subtle uses include altering her voice to match another persons, or making it so her voice can carry over longer distances. Precise applications let her 'throw' her voice, making it appear as though it is coming from somewhere else.
Personality:
Marigold is strong willed and empathetic, cheerful and confident when it comes to her everyday life. She thrives on aiding others, and is quick to volunteer her aid. A natural leader and social creature, Marigold loves meeting new people and spending time with her friends. When it comes to combat, she maintains a level head, and does her best to inspire confidence in those around her as well. Though her head buzzes with imagination and dreams of the future, she keeps these ideas to herself most often, preferring to use tried and tested methods of success, unless no other option is available.
Every armor has its weakness however, and Marigold's takes the form of her faunus heritage. Though she believes that the faunus deserve better rights and to be treated fairly, she struggles to challenge the societal norms of her life, and has taken to hiding her nature rather then displaying it proudly. She is vehemently opposed to violent means of achieving a balance, and rather then fight for what she believes she is more likely to back down and defer to others, even running away from confrontation if a fight is likely. If backed into a corner, or brought to anger, Marigold will fight with an unmatched ferocity however, a trait that has served her well as a huntress in training.
History:
Marigold. Daughter of Cerise and Roax Rhyannon. Sister of Roan. And exile of the Blaewaz tribe. Disowned and abandoned by her family. No place any longer to call home. A sad tale to be sure, but one not so different than the other orphans of Vale. In a way Marigold was more fortunate than most, having a family for the earlier years of her life. As a child, she grew up among her tribe of faunus, cared for lovingly by her mother and father, with other children to play with, an older brother to look out for her, and the protection of skilled warriors that kept the ever threatening Grimm at bay. She had no lack of education, taught amongst the other children of the tribe. In keeping with tradition, as Marigold grew older she joined her brother in training to become a warrior.
At this, she excelled more then most of the other children, gaining skill with hand to hand and basic weaponry. Her kind nature exhibited itself here frequently, never hurting another student more then necessary while sparring. Her teachers tried to push her to be more vicious, more in line with the other students, but she retained her gentle personality. A personality that would lead to her eventual exile.
The tribe itself were members of the White Fang, with those old enough participating in the protests in Vale. With an aggressive nature behind them already, the tribe was more then ready to take the next step, and followed the White Fang leaders into aggression and violence. It terrified her when her father and brother would return from attacks, boasting of the humans they had killed. The day approached when Marigold herself was expected to join in the attacks, much to her horror.
When the time came, her father and brother took her, along with other members of the tribe, to attack one of the smaller human villages outside of the cities reach. Upon reaching the village, they attacked without mercy, and it was more then Marigold could bear. She ran from the slaughter, waiting in the forest until her father and brother eventually found her. Furious with her weakness, calling her a disgrace to the tribe, Roax forbade her from ever returning. Despite her apologies, her father told her that no daughter of his would ever run from a fight, and with that he and her brother departed, leaving her alone by the destroyed village.
With no where else to go, Marigold forced herself to head back to the village, doing her best to ignore the bodies and avoid the fires. She looted what supplies she could, sleeping in one of the unburnt huts, and the next morning she set out, traveling the dirt road in search of another village. The first one she came across chased her away, prejudiced against faunus as they were. From then on, Marigold took the precaution of hiding her tail, doing her best to ensure that she wasn't discovered. The next village welcomed her more openly, offering her shelter for the night. They were saddened by the loss of one their neighboring villages, but the news she brought with her prepared them in case the Blaewaz tribe and the White Fang attacked again.
Rather then risk being discovered, Marigold set out again the next morning, traveling slowly from village to village, sleeping under bushes more often then in beds. The number of villages grew as she came closer towards the city, but she knew she would have to find a place to stay before she got there, having no way to afford a place to stay in the city, and unwilling to go to an orphanage. Marigold found the answer to her problems in the village of Jiaju village, the home of a smaller combat academy named Flare. Though a year late in joining the academy, she was able to pass an initial test showing she was not far behind the other students in training.
The teachers at Flare allowed her to remain at the Academy year round, the closest thing she had ever had to a stationary home. She knew from the first day there that she wanted to be a huntress, those wonderful heroes of the stories that protected those who could not protect themselves. She spent her first year crafting her weapons and armor, with the help of the teachers of course. In her spare time, she worked in the village's lumber yard, further building her strength. Though a few residents did manage to learn of her heritage, they were kind enough not to prosecute her for her being a faunus, and as the years passed she graduated from Flare, the first step on her path to being a huntress secured.
Applying to each of the hunter academies, her precautions proved unnecessary. Accepted into Beacon, her teachers shared her excitement, as none of the other graduates at Flare that year had wanted to become hunters. Yet, even at Flare and Jiaju village, she had never truly felt as though she belonged. She owed them much, but the place had never become her home. Bidding them farewell, Marigold departed the village, heading for Beacon with high hopes for the future and a place to finally call home.
Marigold Rhyannon
}Profile:
IC Talk Hex Code: f9ff00
Name: Marigold Rhyannon
Age: 18
Gender: Female
Species: Faunus - Lion
Birthplace: Vale
Counterpart: Alanna of Trebond
Appearance:
Height: 1.72m / 5'8”
Weight: 64kg / 141 lbs.
Eye Color: Gold
Build: Muscular
Hair Style: Marigold keeps her hair cut in an A-line bob, with the hair shorter in back and longer in front while remaining unlayered.
Hair Color: Auburn with blonde highlights
Skin Color: Honey
Distinguishing Features: Marigold has a lion's tail extending from the base of her spine, with blonde fur covering most of its length, and a circular auburn tuft of fur at the tails end. She keeps her tail hidden as often as possible. Her makeup is largely unremarkable, a simple application to compliment her features but nothing more.
Attire: Marigold has few outfits she makes use of, preferring to wear her combat gear most often.
This combat gear is a set of polished steel full plate armor, with yellow trim, worn over a long-sleeve, waist length padded hauberk, and padded hauberk pants that reach to her ankles. Starting from the top, the helmet consists of a bullhorne helmet devoid of a mouth opening or open fold. Starting at her ears, the horns extend outward, triangular edged curving polished steel that extends slightly above an even horizontal angle. After a few inches, the metal sharply curves upwards, back towards the helmet, and the three edges rotate slightly as they narrow to vertical points. The interior of the helmet is heavily padded, and between the padding and outer armor of the helmet is a mechanism that is used to draw a bevor of three lame - overlapping attached plates that cover the front and back of her neck, serving as an aventail without restricting her from taking her helmet off. Once extended, the overlapping plates of the bevor allow her head its usual range of motion without restriction, while resting atop her gorget.
The gorget itself rests underneath Marigold's cuirass, and is lined with a golden fur that extends to the top of her neck, in each direction save for a gap in the front at the center crest of the top of her cuirass. The cuirass itself consists of the front and back plates, two large pieces that begin at the base of the neck, curve downwards under her armpits, where the front overlaps the back plate slightly. The armor is specifically designed for Marigold, so the front cuirass is shaped appropriately, with an expansion at the chest for her breasts that is polished and smooth. The back plate of the cuirass extends upwards in a ring that fits under the pauldrons, giving them something to rest on so they do not restrict her arm movements overly, and the front does the same, curving under the pauldrons, though the extension moves outwards to a point in the cenmter, below her neckline, as a smaller, secondary bevor. Both of these sections are engraved with scrollwork, colored golden. Lastly for the cuirass, between her breasts on the chest, is a engraved side view of a lion, standing on its hind legs with front paws outstrecthed, roaring fiercely and colored in the same golden.
The pauldrons are bulky where they rest atop the edges of the cuirass, elevated off her arm for better range of motion. The top edges of them are lined with the golden scrollwork that covers the rest of her armor, and across the pauldron are more edges, with two pieces extending upwards in a curve, with small half-circle cutaways in the center of the elevated ridges. Furthermore, while the pauldrons edge cuts off, at a curve, letting her only raise her arms to a perfect horizontal, by raising her arms upward from a forward angle rather then one of the side, the edges are on tracks that let her raise her arms directly above her head. On her arms themselves, a fitted rerebrace extends from above her elbows to under her pauldrons, without reaching her armpits, leaving them as the weakest point though still covered by the hauberk. Her elbows are protected with articulated couters that protect the front and back of her elbows while leaving her range of motion intact. Vambraces cover her forearms completely, fitted under the larger couters, and extending down to just below her wrists. The last piece of armor on her arms is her multilayered gauntlets, which limit the range of motion of her hands somewhat, but ultimately protect her hands and wrists, with the final plate engraved with scrollwork sitting just over her vambraces.
At her stomach, an underlayer plackart protects her belly, ending above her waist and leaving small gaps around the front and back of the armor, but leaving her the ability to twist her torso. The sides are protected by faulds of five lame, which attach at the hip but are unconnected to the rest of the armor of the torso and extend down to her thighs. Though mostly unprotected, her groin has a golden cloth that extends from where the plackart ends, its length ending just below her knees. A second cloth is present on her backside as well, fitted under the faulds and curving around the back under the plackart until ending beneath the second faulds, which is the same length as the front cloth, but is unconnected leaving a separation at both of her legs. The rest of her leg armor consists of the interlocking articulated plate, with the cuisse extending from below the faulds down to her knee, where they connect with the overlapping poleyn, which itself connects to her greaves that cover her lower leg. The last piece of her armor is that of the metal boots she wears, which overlap with the greaves and are articulated at the ankles.
For Beacon, she wears the standard uniform, with no alterations in the the normal outfit.
At present, her only other outfit is a pair of thick, yellow coral fleece pajamas, whose pants obscures the slight bulge of where her tail begins. The button down top of the pajamas also hangs down past her waist, helping to hide the protrusion further.
Weapons and Abilities:
Weapon: Mane and Mantle
Of Marigold's two weapons, Mane's purpose is that of defense. Similar in appearance to a Riot Shield, the square steel shield can be slotted onto her left forearm where it usually rests. The top center of the shield has bulletproof glass that Marigold can look through while hiding behind the shield. In the front of the shield, the same lion displayed on her chest is displayed in gold. The shield also has a secondary function, where the glass can retract, the shield can split in the middle, giving more surface area of protection, and legs can extend to the ground to serve the purpose of deployable cover. When not in use, or even if she needs to cover her back, the shield can be slotted into another groove on the back of Marigold's armor.
Mantle, her offense weapon, takes the form of a longsword that can be sheathed into a slot in the center of Mane. The pommel of the sword takes the form of a lion, with two long teeth extending from it's mouth. Mantle's secondary mode turns it into a machine gun, which can fire in three round bursts, and the two teeth of the lion serve as the trigger for the gun, and contains a thirty round magazine contained where the hilt folds inward. The blade itself contains the barrel, which remains in it's circular form in both modes, with the edges of the blade aligned vertically with the barrel, one of which serves as an iron sight in the rifle mode. To reload the gun, Mantle must be sheathed in Mane for a brief period, whose hollow interior holds additional ammo for the weapon.
When used in combination together, Mane's extended form serves as a gun shield, and its hollow interior serves as an ammo drum. Linking Mantle to Mane creates a mock heavy machine gun emplacement, allowing the weapon to fire in a devastating rapid fire fully automatic mode. This can only be done once the shield is deployed, too unwieldy to use on the move. While this does leave Marigold vulnerable from the rear, and the gun can only be turned in a small angle, Mantle can easily be withdrawn from Mane if need be so Marigold can defend herself.
Equipment: Aside from Mane and Mantle, Marigold carried little else besides a belt worn over her armor that has two pouches – one for her scroll, and the other for her clutch wallet.
Abilities: Marigold is strong, especially for her size, but isn't very agile, slowed both by her armor and heavy weapons. While incapable of the acrobatics most hunters are accustomed to, she is well trained in use of Mane and Mantle, and can use them effectively against speedy opponents, quick enough to parry and block their attacks if unable to chase them down.
Other Skills: Marigold is a strong leader with a head for tactics, though her self doubt stifles this significantly. Additionally, she is skilled at puzzles and riddles, and often occupy's her free time sorting them out.
Aura: Yellow
Semblance: Lion's Roar
Marigold's semblance, gives her basic control over the pitch and volume of her voice. When activated, she can use this for a number of purposes, such as releasing a loud shout that serves as a shockwave, pushing away anything in front of her. More subtle uses include altering her voice to match another persons, or making it so her voice can carry over longer distances. Precise applications let her 'throw' her voice, making it appear as though it is coming from somewhere else.
Personality:
Marigold is strong willed and empathetic, cheerful and confident when it comes to her everyday life. She thrives on aiding others, and is quick to volunteer her aid. A natural leader and social creature, Marigold loves meeting new people and spending time with her friends. When it comes to combat, she maintains a level head, and does her best to inspire confidence in those around her as well. Though her head buzzes with imagination and dreams of the future, she keeps these ideas to herself most often, preferring to use tried and tested methods of success, unless no other option is available.
Every armor has its weakness however, and Marigold's takes the form of her faunus heritage. Though she believes that the faunus deserve better rights and to be treated fairly, she struggles to challenge the societal norms of her life, and has taken to hiding her nature rather then displaying it proudly. She is vehemently opposed to violent means of achieving a balance, and rather then fight for what she believes she is more likely to back down and defer to others, even running away from confrontation if a fight is likely. If backed into a corner, or brought to anger, Marigold will fight with an unmatched ferocity however, a trait that has served her well as a huntress in training.
History:
Marigold. Daughter of Cerise and Roax Rhyannon. Sister of Roan. And exile of the Blaewaz tribe. Disowned and abandoned by her family. No place any longer to call home. A sad tale to be sure, but one not so different than the other orphans of Vale. In a way Marigold was more fortunate than most, having a family for the earlier years of her life. As a child, she grew up among her tribe of faunus, cared for lovingly by her mother and father, with other children to play with, an older brother to look out for her, and the protection of skilled warriors that kept the ever threatening Grimm at bay. She had no lack of education, taught amongst the other children of the tribe. In keeping with tradition, as Marigold grew older she joined her brother in training to become a warrior.
At this, she excelled more then most of the other children, gaining skill with hand to hand and basic weaponry. Her kind nature exhibited itself here frequently, never hurting another student more then necessary while sparring. Her teachers tried to push her to be more vicious, more in line with the other students, but she retained her gentle personality. A personality that would lead to her eventual exile.
The tribe itself were members of the White Fang, with those old enough participating in the protests in Vale. With an aggressive nature behind them already, the tribe was more then ready to take the next step, and followed the White Fang leaders into aggression and violence. It terrified her when her father and brother would return from attacks, boasting of the humans they had killed. The day approached when Marigold herself was expected to join in the attacks, much to her horror.
When the time came, her father and brother took her, along with other members of the tribe, to attack one of the smaller human villages outside of the cities reach. Upon reaching the village, they attacked without mercy, and it was more then Marigold could bear. She ran from the slaughter, waiting in the forest until her father and brother eventually found her. Furious with her weakness, calling her a disgrace to the tribe, Roax forbade her from ever returning. Despite her apologies, her father told her that no daughter of his would ever run from a fight, and with that he and her brother departed, leaving her alone by the destroyed village.
With no where else to go, Marigold forced herself to head back to the village, doing her best to ignore the bodies and avoid the fires. She looted what supplies she could, sleeping in one of the unburnt huts, and the next morning she set out, traveling the dirt road in search of another village. The first one she came across chased her away, prejudiced against faunus as they were. From then on, Marigold took the precaution of hiding her tail, doing her best to ensure that she wasn't discovered. The next village welcomed her more openly, offering her shelter for the night. They were saddened by the loss of one their neighboring villages, but the news she brought with her prepared them in case the Blaewaz tribe and the White Fang attacked again.
Rather then risk being discovered, Marigold set out again the next morning, traveling slowly from village to village, sleeping under bushes more often then in beds. The number of villages grew as she came closer towards the city, but she knew she would have to find a place to stay before she got there, having no way to afford a place to stay in the city, and unwilling to go to an orphanage. Marigold found the answer to her problems in the village of Jiaju village, the home of a smaller combat academy named Flare. Though a year late in joining the academy, she was able to pass an initial test showing she was not far behind the other students in training.
The teachers at Flare allowed her to remain at the Academy year round, the closest thing she had ever had to a stationary home. She knew from the first day there that she wanted to be a huntress, those wonderful heroes of the stories that protected those who could not protect themselves. She spent her first year crafting her weapons and armor, with the help of the teachers of course. In her spare time, she worked in the village's lumber yard, further building her strength. Though a few residents did manage to learn of her heritage, they were kind enough not to prosecute her for her being a faunus, and as the years passed she graduated from Flare, the first step on her path to being a huntress secured.
Applying to each of the hunter academies, her precautions proved unnecessary. Accepted into Beacon, her teachers shared her excitement, as none of the other graduates at Flare that year had wanted to become hunters. Yet, even at Flare and Jiaju village, she had never truly felt as though she belonged. She owed them much, but the place had never become her home. Bidding them farewell, Marigold departed the village, heading for Beacon with high hopes for the future and a place to finally call home.
{
Profile:
IC Talk Hex Code: bd7034
Name: Duncan Westwood
Age: 18
Gender: Male
Species: Human
Birthplace: Vacuo
Counterpart: Roland Deschain
Appearance:
Height: 1.82m / 6'0”
Weight: 80.7 kg / 178 lbs.
Eye Color: Brown
Build: Muscular
Hair Style: High and tight on the head, with a short groomed beard for facial hair
Hair Color: Black
Skin Color: Warm Tan
Distinguishing Features: At current, Duncan has little in the way of distinguishing features.
Attire: Duncan's primary gear offers little in the way of protection, relying solely on his aura in that regard. Atop his head, Duncan wears a wide brimmed, dark brown cowboy hat, with a black band on the outside of the crown. Black wind strings extend from the band, and on the front of the hat are a pair of revolvers, crossed in an x-shape. On his neck, he keeps a black bandana tied whose knot rests slightly to the left. He wears a denim, long sleeve, collared button down tan shirt, though he keeps the sleeves rolled up over his elbows. Over the shirt, he wears a sleeveless pocketed, dark brown leather vest, and over this he wears a bandolier that carries rounds for his revolvers. On his hands he wears a pair of dark brown leather gloves, and at his waist rests a leather belt secured by a tan belt buckle with the same crossed revolvers design on his hat. On the belt, he has a pouch for his wallet and scroll, as well as additional slots for more rounds for his weapon all along the rest of the belt. His pants are made of black denim, which extend down to his ankles where they cover the top of his boots. His boots are the final piece of his normal attire, a set of plain, dark brown boots with a slightly raised heel and steel slotted and secured in the front.
While in school at Beacon, Duncan wears the same uniform as the other students, though with the addition of leaving his hat on.
Preferring to go without a shirt while sleeping, he wears a pair of black and brown patterned flannel pajama pants.
Weapons and Abilities:
Weapon: Mibōjin mēkā and Pīsu mēkā
Mibōjin mēkā and Pīsu mēkā are two identical 6-shot dual-action revolvers. As far as revolvers go, they are quite large, each of them a foot in length with eight inch barrels. The barrels themselves possess another trait, with sharpened blades running along the bottom of the barrels. The weapons revolving cylinder is spaced so that Duncan's quick-load ammunition can quickly be slotted in place. The rounds themselves are compressed together into single slots, roughly the size of a shotgun shell, however when removed they spring open into the six individual rounds, held together by ring that can then be fitted directly into the cylinder, loading six new rounds at once.
For an alternate mode, Mibōjin mēkā and Pīsu mēkā can be combined at the top of their barrels into a sword. The grips of the gun become the guard, with the hammers folding down and expanding into the hilt. The blades beneath each of the barrels extend outward, turning the joined revolvers into a longsword that Duncan wields with both hands.
Equipment: Aside from his quick-load ammunition in different types of dust, Duncan carries a wallet for his lien, his scroll, and a wood carving of an ursa that his father made for him while he was little.
Abilities: Both strong and agile, Duncan draws most of his combat prowess from his lightning quick reflexes and intuitive aim. Though a capable melee fighter, he prefers to engage his enemies at a medium range, where Mibōjin mēkā and Pīsu mēkā are most effective. Unable to move around through the use of his weaponry, Duncan is skilled at climbing and has some small skill in acrobatics. While preferring to use his weapons, he is nonetheless proficient in hand to hand combat as well, and will sometimes incorporate these capabilities to deliver kicks and punches while using his revolvers as daggers or a sword.
Other Skills: Having spent most of his life training as a fighter, Duncan has little in the way of impractical abilities. He is adept at surviving in the wild, navigating by the stars, and hunting wild game. The only other ability he learned from his father was how to carve figures out of wood, though he does so rarely.
Aura: Light Brown
Semblance: Quickdraw
A hereditary semblance, present in the Westwood family since before the Great War, Duncan's semblance is simple in nature, but deadly in effect. Once activated, his reaction speed is near instantaneous, making it difficult to get the drop on him. This extends further however to his capabilities with his weapons, able to draw, aim, and fire in almost an instant, regardless of his targets location. When using this semblance, his arm motions seem to blur for an instant, a side effect of the speed of this movement.
Personality:
Trained to be a fighter as soon as he could walk, Duncan reflects this in his gruff personality. He often comes off as rude or uncaring, preferring to keep to himself rather then converse openly with others. He cares little for joking, and though he will participate in merriment he often only does so for others benefit. Serious to his very core, he has no place for imagination or dreams, and simply views things as they are and not what they might be.
When it comes to others, he does care for them to the best of his ability, though often comes off as unsympathetic, suggesting solutions rather then showing any empathy or emotional support. He expresses anger at those who show cowardice, believing it is ones duty to stand up for themselves and others. He himself shows no hesitation in putting his own life in danger, but holds to the training his father taught him in this regard, that the objective always comes first, no matter the cost.
History:
Duncan's lineage dates back to well before the Great War, though most of that history was lost with the deaths of his ancestors. Skilled and dealy warriors well before the Great War, the Westwood family has largely kept to themselves and the small farming village of Subarashii. The men of the Westwood family have always been protectors of the village, with Mibōjin mēkā and Pīsu mēkā as a heirloom in the family for generations upon generations. And so Duncan's story starts not with his birth, but with that of his father. Trained in the village to be a warrior as a child, his father excelled just as his father had, and his father before him. Merle Westwood was a simple man, and followed in the footsteps of his fathers before him, tending the rice farms, his cattle, his sheep, and protecting the village of Subarashii.
Life changed for him at the passing of a huntress however, on a mission hunting Grimm, and events forced the two together as as a large pack of Beowolves neared the village, terrorizing farmsteads, and killing unwary travelers. They easily dispatched the Beowolves and grew fond of each other, before the huntress Aurora departed to fufill her duties elsewhere. Time passed, seasons changed, and Merle found himself surprised when Aurora returned to the village to visit. Their relationship blossomed, as love is wanton to do, and in time the two married, with Aurora settling down, taking fewer jobs and learning to help Merle on the farm.
Aurora grew pregnant with child, but not all tales have a happy ending, and the world of Remnant can be cruel. Complications arose, and Merle's love passed in childbirth, leaving him alone in the world with a newborn son. He laid down his arms, knowing how important his teaching would be for Duncan, and shown a side of the world by Aurora that the Westwood family had ignored throughout the ebb and flow of time.
In keeping with tradition, his father trained Duncan to be a strong and skilled warrior, unlocking his aura and helping show the youth his semblance. His life of fighting behind him, he passed Mibōjin mēkā and Pīsu mēkā to Duncan when the boy came of age, pushing him further, honing his skills, even while the two of them worked the rice fields. Days grew, time passed, and Duncan knew little but endless toil and training. But as the years grew long, and Duncan became a man, his father encouraged him to a course of action that the family had not taken before. Believing strongly that Aurora would have wanted her son to become a huntsmen, Duncan's father prepared him as best he could, and soon, the young man was accepted into Beacon. Leaving his father to tend the farm, Duncan departed for the kingdom of Vale, his first time truly away from his home, with weapons in hand and determination in his mind.
Duncan Westwood
}Profile:
IC Talk Hex Code: bd7034
Name: Duncan Westwood
Age: 18
Gender: Male
Species: Human
Birthplace: Vacuo
Counterpart: Roland Deschain
Appearance:
Height: 1.82m / 6'0”
Weight: 80.7 kg / 178 lbs.
Eye Color: Brown
Build: Muscular
Hair Style: High and tight on the head, with a short groomed beard for facial hair
Hair Color: Black
Skin Color: Warm Tan
Distinguishing Features: At current, Duncan has little in the way of distinguishing features.
Attire: Duncan's primary gear offers little in the way of protection, relying solely on his aura in that regard. Atop his head, Duncan wears a wide brimmed, dark brown cowboy hat, with a black band on the outside of the crown. Black wind strings extend from the band, and on the front of the hat are a pair of revolvers, crossed in an x-shape. On his neck, he keeps a black bandana tied whose knot rests slightly to the left. He wears a denim, long sleeve, collared button down tan shirt, though he keeps the sleeves rolled up over his elbows. Over the shirt, he wears a sleeveless pocketed, dark brown leather vest, and over this he wears a bandolier that carries rounds for his revolvers. On his hands he wears a pair of dark brown leather gloves, and at his waist rests a leather belt secured by a tan belt buckle with the same crossed revolvers design on his hat. On the belt, he has a pouch for his wallet and scroll, as well as additional slots for more rounds for his weapon all along the rest of the belt. His pants are made of black denim, which extend down to his ankles where they cover the top of his boots. His boots are the final piece of his normal attire, a set of plain, dark brown boots with a slightly raised heel and steel slotted and secured in the front.
While in school at Beacon, Duncan wears the same uniform as the other students, though with the addition of leaving his hat on.
Preferring to go without a shirt while sleeping, he wears a pair of black and brown patterned flannel pajama pants.
Weapons and Abilities:
Weapon: Mibōjin mēkā and Pīsu mēkā
Mibōjin mēkā and Pīsu mēkā are two identical 6-shot dual-action revolvers. As far as revolvers go, they are quite large, each of them a foot in length with eight inch barrels. The barrels themselves possess another trait, with sharpened blades running along the bottom of the barrels. The weapons revolving cylinder is spaced so that Duncan's quick-load ammunition can quickly be slotted in place. The rounds themselves are compressed together into single slots, roughly the size of a shotgun shell, however when removed they spring open into the six individual rounds, held together by ring that can then be fitted directly into the cylinder, loading six new rounds at once.
For an alternate mode, Mibōjin mēkā and Pīsu mēkā can be combined at the top of their barrels into a sword. The grips of the gun become the guard, with the hammers folding down and expanding into the hilt. The blades beneath each of the barrels extend outward, turning the joined revolvers into a longsword that Duncan wields with both hands.
Equipment: Aside from his quick-load ammunition in different types of dust, Duncan carries a wallet for his lien, his scroll, and a wood carving of an ursa that his father made for him while he was little.
Abilities: Both strong and agile, Duncan draws most of his combat prowess from his lightning quick reflexes and intuitive aim. Though a capable melee fighter, he prefers to engage his enemies at a medium range, where Mibōjin mēkā and Pīsu mēkā are most effective. Unable to move around through the use of his weaponry, Duncan is skilled at climbing and has some small skill in acrobatics. While preferring to use his weapons, he is nonetheless proficient in hand to hand combat as well, and will sometimes incorporate these capabilities to deliver kicks and punches while using his revolvers as daggers or a sword.
Other Skills: Having spent most of his life training as a fighter, Duncan has little in the way of impractical abilities. He is adept at surviving in the wild, navigating by the stars, and hunting wild game. The only other ability he learned from his father was how to carve figures out of wood, though he does so rarely.
Aura: Light Brown
Semblance: Quickdraw
A hereditary semblance, present in the Westwood family since before the Great War, Duncan's semblance is simple in nature, but deadly in effect. Once activated, his reaction speed is near instantaneous, making it difficult to get the drop on him. This extends further however to his capabilities with his weapons, able to draw, aim, and fire in almost an instant, regardless of his targets location. When using this semblance, his arm motions seem to blur for an instant, a side effect of the speed of this movement.
Personality:
Trained to be a fighter as soon as he could walk, Duncan reflects this in his gruff personality. He often comes off as rude or uncaring, preferring to keep to himself rather then converse openly with others. He cares little for joking, and though he will participate in merriment he often only does so for others benefit. Serious to his very core, he has no place for imagination or dreams, and simply views things as they are and not what they might be.
When it comes to others, he does care for them to the best of his ability, though often comes off as unsympathetic, suggesting solutions rather then showing any empathy or emotional support. He expresses anger at those who show cowardice, believing it is ones duty to stand up for themselves and others. He himself shows no hesitation in putting his own life in danger, but holds to the training his father taught him in this regard, that the objective always comes first, no matter the cost.
History:
Duncan's lineage dates back to well before the Great War, though most of that history was lost with the deaths of his ancestors. Skilled and dealy warriors well before the Great War, the Westwood family has largely kept to themselves and the small farming village of Subarashii. The men of the Westwood family have always been protectors of the village, with Mibōjin mēkā and Pīsu mēkā as a heirloom in the family for generations upon generations. And so Duncan's story starts not with his birth, but with that of his father. Trained in the village to be a warrior as a child, his father excelled just as his father had, and his father before him. Merle Westwood was a simple man, and followed in the footsteps of his fathers before him, tending the rice farms, his cattle, his sheep, and protecting the village of Subarashii.
Life changed for him at the passing of a huntress however, on a mission hunting Grimm, and events forced the two together as as a large pack of Beowolves neared the village, terrorizing farmsteads, and killing unwary travelers. They easily dispatched the Beowolves and grew fond of each other, before the huntress Aurora departed to fufill her duties elsewhere. Time passed, seasons changed, and Merle found himself surprised when Aurora returned to the village to visit. Their relationship blossomed, as love is wanton to do, and in time the two married, with Aurora settling down, taking fewer jobs and learning to help Merle on the farm.
Aurora grew pregnant with child, but not all tales have a happy ending, and the world of Remnant can be cruel. Complications arose, and Merle's love passed in childbirth, leaving him alone in the world with a newborn son. He laid down his arms, knowing how important his teaching would be for Duncan, and shown a side of the world by Aurora that the Westwood family had ignored throughout the ebb and flow of time.
In keeping with tradition, his father trained Duncan to be a strong and skilled warrior, unlocking his aura and helping show the youth his semblance. His life of fighting behind him, he passed Mibōjin mēkā and Pīsu mēkā to Duncan when the boy came of age, pushing him further, honing his skills, even while the two of them worked the rice fields. Days grew, time passed, and Duncan knew little but endless toil and training. But as the years grew long, and Duncan became a man, his father encouraged him to a course of action that the family had not taken before. Believing strongly that Aurora would have wanted her son to become a huntsmen, Duncan's father prepared him as best he could, and soon, the young man was accepted into Beacon. Leaving his father to tend the farm, Duncan departed for the kingdom of Vale, his first time truly away from his home, with weapons in hand and determination in his mind.
{
Profile:
IC Talk Hex Code: ff4660
Name: Nebula Akahana
Age: 18
Gender: Female
Species: Human
Birthplace: Vale
Counterpart: Aelin Ashryver Galathynius
Appearance:
Height: 1.67m / 5'6”
Weight: 63kg / 139 lbs.
Eye Color: Gray
Build: Lithe
Hair Style: Nebula keeps her hair long, past shoulder-length, and always unrestricted. It is further styled by long-layering, with multiple cuts at different sections of her hair, so that the lower layers of hair frame her round face, while the top most center is side swept right, and the bottom right of her hair is left longer then her left side, with the right length ending just below her breast and the left length coming down just below her shoulder.
Hair Color: Her natural color of hair is a deep brown, though she consistently keeps it dyed to a fair amber.
Skin Color: Fair
Distinguishing Features: Nebula bears no scars or markings, but makes up for this in her extravagant use of makeup. She applies her eye makeup in a mixture of black, orange, red, and yellow, with trails of color coming off the outer edge of her eye's like trails of fire. The blush she uses is a vibrant red, and her lipstick is a glossy, bright burgundy.
Attire: Nebula has a love for clothing, though like all hunters she most commonly wears a single set of gear for combat. However, despite her attire, Nebula has several pieces of jewelry she wears in compliment to her clothing. A silver circlet adorns her head, with five rubies spaced evenly from the center of the front of the circlet, whose curved length slopes downward in the front and back. A silver chain runs between each of the five rubies in an arc. The center ruby, larger then the others, has an additional chain that hangs directly down, with a silver frame encasing a polished fire opal. On her ears, Nebula wears hanging silver earrings, whose framework also encases two large rubies. Her last piece of jewelry is a three-stone silver ring, with the band in a puzzle fashion and rubies adorning the three gem slots, which is worn on her left middle finger.
In addition to her jewelry, Nebula's regular attire consists of a two-layered dress, with black on the front and red underneath. The front of the dress is designed similarly to a corset, framing her breasts, but the sides reach over her shoulders, with tight fitting long sleeves that end at her wrists. While connected in the back, the lower portion of the dress opens in the front, just above her waist, and is flared outward at the base. The opening is spaced to allow a distinction between the black and red layers of the dress. Because this leaves her entire bottom half exposed, Nebula wears a pair of black skinny jeans underneath the dress, that reach down to her ankles. She wears black closed toe-heels, with red no-show socks on her heels.
Nebula's pajamas consist of a red knit camisole top with a black scalloped lace neckline, as well as a pair of red drawstring pajama pants that have matching black scalloped lace side panels.
For her school uniform, she wears the standard uniform with the addition of her jewelry and black pantyhose.
Weapons and Abilities:
Weapon: Solar Flare
Nebula's weapon of choice is a longsword, crafted from red steel with a hollow center. Rectangular vents run the length of the center of the blade, allowing for the use of the swords main function. Through use of a switch on the sword hilt, the sword is ignited with fire, which flows from the numerous ports on the sword. The flames are fueled by fire dust in a cartridge that is inserted into the hollow hilt of the blade. The weapon is not designed to work with other types of dust however, limiting Nebula's capabilities to fire.
The scabbard of the blade however serves an additional purpose, carried on Nebula's back over her clothing via a strap. While sheathed, the scabbard serves as a funnel, and by use of the fire ignition, the two together can be utilized as a flamethrower. Though the scabbard itself has no edge, the solid frame is strong enough to be used as a secondary blunt weapon as well, regardless of whether or not Solar Flare is sheathed or unsheathed.
Equipment: On her belt, Nebula carries a clutch with her lien and credit card, as well as a few replacement fire dust cartridges and a pouch for her scroll.
Abilities: An adept fighter and agile with her weaponry, Nebula is a skilled combatant with both one-weapon fighting, two-weapon fighting, and acrobatics. Her shortcoming presents itself in her consistent underestimation of her opponents.
Other Skills: Nebula has been trained extensively in politics and the governments of the four kingdoms, what with her mother being on Vale's governing council. She also has some skill in designing clothes, and is a talented beautician, practicing her skills heavily before deciding on her current style.
Aura: Light Red
Semblance: Nova
Nebula's semblance gives her a limited control over fire, though only for nearby existing flames. Her main source of use for this is Solar Flare, though it is possible for her to utilize other nearby flames if they exist. This control allows manipulating the direction of the flame, turning it into balls to throw at enemies, extending the flame from her blade to use as a whip, or covering the ground around herself in flame.
The primary use of Nebula's semblance however, allows her to draw the fire to herself, covering herself in flames. The more she draws around herself, the hotter she burns, and she can continue drawing fire to herself until the use of her semblance fatigues her. At any point after drawing the flame around herself, Nebula can violently expel the built up energy, creating a fiery explosion and heat wave centered around herself, scorching anything in its radius. Unfortunately, she cannot control who this explosion effects, so doing so can put others at risk if she isn't careful.
Personality:
Cheery and caring, Nebula is usually a great friend and a joy to be around. She is more then willing to make sacrifices for those she cares about, and even in dark situations she maintains her confidence and does her best to inspire courage in others. Nebula does make an effort to be polite, recognizing that relationships are easier when respecting others feelings.
Despite this however, Nebula can be a bit narcissistic, putting her own desires before others. While she doesn't do this too overmuch, she does severely underestimate nearly everyone elses abilities in comparison to her own. Though she rarely says so openly, she finds others to be inferior to her both in intellect and skill. This leads to multiple failures on her part, which she commonly attributes to bad luck and flukes.
History:
Nebula Akahana
}Profile:
IC Talk Hex Code: ff4660
Name: Nebula Akahana
Age: 18
Gender: Female
Species: Human
Birthplace: Vale
Counterpart: Aelin Ashryver Galathynius
Appearance:
Height: 1.67m / 5'6”
Weight: 63kg / 139 lbs.
Eye Color: Gray
Build: Lithe
Hair Style: Nebula keeps her hair long, past shoulder-length, and always unrestricted. It is further styled by long-layering, with multiple cuts at different sections of her hair, so that the lower layers of hair frame her round face, while the top most center is side swept right, and the bottom right of her hair is left longer then her left side, with the right length ending just below her breast and the left length coming down just below her shoulder.
Hair Color: Her natural color of hair is a deep brown, though she consistently keeps it dyed to a fair amber.
Skin Color: Fair
Distinguishing Features: Nebula bears no scars or markings, but makes up for this in her extravagant use of makeup. She applies her eye makeup in a mixture of black, orange, red, and yellow, with trails of color coming off the outer edge of her eye's like trails of fire. The blush she uses is a vibrant red, and her lipstick is a glossy, bright burgundy.
Attire: Nebula has a love for clothing, though like all hunters she most commonly wears a single set of gear for combat. However, despite her attire, Nebula has several pieces of jewelry she wears in compliment to her clothing. A silver circlet adorns her head, with five rubies spaced evenly from the center of the front of the circlet, whose curved length slopes downward in the front and back. A silver chain runs between each of the five rubies in an arc. The center ruby, larger then the others, has an additional chain that hangs directly down, with a silver frame encasing a polished fire opal. On her ears, Nebula wears hanging silver earrings, whose framework also encases two large rubies. Her last piece of jewelry is a three-stone silver ring, with the band in a puzzle fashion and rubies adorning the three gem slots, which is worn on her left middle finger.
In addition to her jewelry, Nebula's regular attire consists of a two-layered dress, with black on the front and red underneath. The front of the dress is designed similarly to a corset, framing her breasts, but the sides reach over her shoulders, with tight fitting long sleeves that end at her wrists. While connected in the back, the lower portion of the dress opens in the front, just above her waist, and is flared outward at the base. The opening is spaced to allow a distinction between the black and red layers of the dress. Because this leaves her entire bottom half exposed, Nebula wears a pair of black skinny jeans underneath the dress, that reach down to her ankles. She wears black closed toe-heels, with red no-show socks on her heels.
Nebula's pajamas consist of a red knit camisole top with a black scalloped lace neckline, as well as a pair of red drawstring pajama pants that have matching black scalloped lace side panels.
For her school uniform, she wears the standard uniform with the addition of her jewelry and black pantyhose.
Weapons and Abilities:
Weapon: Solar Flare
Nebula's weapon of choice is a longsword, crafted from red steel with a hollow center. Rectangular vents run the length of the center of the blade, allowing for the use of the swords main function. Through use of a switch on the sword hilt, the sword is ignited with fire, which flows from the numerous ports on the sword. The flames are fueled by fire dust in a cartridge that is inserted into the hollow hilt of the blade. The weapon is not designed to work with other types of dust however, limiting Nebula's capabilities to fire.
The scabbard of the blade however serves an additional purpose, carried on Nebula's back over her clothing via a strap. While sheathed, the scabbard serves as a funnel, and by use of the fire ignition, the two together can be utilized as a flamethrower. Though the scabbard itself has no edge, the solid frame is strong enough to be used as a secondary blunt weapon as well, regardless of whether or not Solar Flare is sheathed or unsheathed.
Equipment: On her belt, Nebula carries a clutch with her lien and credit card, as well as a few replacement fire dust cartridges and a pouch for her scroll.
Abilities: An adept fighter and agile with her weaponry, Nebula is a skilled combatant with both one-weapon fighting, two-weapon fighting, and acrobatics. Her shortcoming presents itself in her consistent underestimation of her opponents.
Other Skills: Nebula has been trained extensively in politics and the governments of the four kingdoms, what with her mother being on Vale's governing council. She also has some skill in designing clothes, and is a talented beautician, practicing her skills heavily before deciding on her current style.
Aura: Light Red
Semblance: Nova
Nebula's semblance gives her a limited control over fire, though only for nearby existing flames. Her main source of use for this is Solar Flare, though it is possible for her to utilize other nearby flames if they exist. This control allows manipulating the direction of the flame, turning it into balls to throw at enemies, extending the flame from her blade to use as a whip, or covering the ground around herself in flame.
The primary use of Nebula's semblance however, allows her to draw the fire to herself, covering herself in flames. The more she draws around herself, the hotter she burns, and she can continue drawing fire to herself until the use of her semblance fatigues her. At any point after drawing the flame around herself, Nebula can violently expel the built up energy, creating a fiery explosion and heat wave centered around herself, scorching anything in its radius. Unfortunately, she cannot control who this explosion effects, so doing so can put others at risk if she isn't careful.
Personality:
Cheery and caring, Nebula is usually a great friend and a joy to be around. She is more then willing to make sacrifices for those she cares about, and even in dark situations she maintains her confidence and does her best to inspire courage in others. Nebula does make an effort to be polite, recognizing that relationships are easier when respecting others feelings.
Despite this however, Nebula can be a bit narcissistic, putting her own desires before others. While she doesn't do this too overmuch, she does severely underestimate nearly everyone elses abilities in comparison to her own. Though she rarely says so openly, she finds others to be inferior to her both in intellect and skill. This leads to multiple failures on her part, which she commonly attributes to bad luck and flukes.
History:
{
Profile:
IC Talk Hex Code: 4c2eff
Name: Tyrian Viridian
Age: 18
Gender: Male
Species: Human
Birthplace: Mistral
Counterpart: Drizzt Do'Urden
Appearance:
Height: 1.7m / 5'7”
Weight: 75kg / 167 lbs.
Eye Color: Purple
Build: Thin
Hair Style: Tyrian keeps his hair in a side swept fringe with neatened sides, whose length reaches the base of his neck in the back.
Hair Color: Balck, with a single purple and a single blue highlight on the left side.
Skin Color: Golden Dark
Distinguishing Features: Tyrian has no distinguishing features of note.
Attire: Tyiran's clothing of choice as a hunter, in keeping with the traditions of his village, is a type of kamishimo of layered dark blue and purple. The formal kimono of the kamishimo is sleeveless, and deep purple in color, of matte silk. The umanori hakama is also a matte silk, of striped dark blue and deep purple, and divided legs in a fashion similar to trousers.. Completing the traditional kamishimo is a dark blue kataginu with exaggerated shoulders and a horizontal diamond pattern across the vest. On his feet he wears a pair of black tabi, as well as a pair of traditional geta for shoes. Lastly, Tyrian wears an uwa-obi above his clothing from which he hangs his weapons.
For his school uniform, Tyrian makes use of his tabi and geta rather then the normal dress shoes, but leaves the rest of the uniform unchanged.
For pajamas and lounging, Tyrian wears a dark blue yukata with a purple belt, usually without his usual tabi and geta.
Weapons and Abilities:
Weapon: Hikari and Kage
A pair of tachi blades, Hikari and Kage are Tyrian's primary weapons of choice. The first of the two blades, Hikari, has a white tsuba and kashira, with the tsukamaki done with a white fiber ito. Kage is designed in an opposite color scheme, with the tsuba and kashira colored black, with a black fiber ito tsukamaki. The saya for Hikari and Kage match their blades respective colors, with Hikari's saya hung on the right of Tyrian's uwa-obi, and Kage's saya on the left.
Hikari and Kage's secondary mode allows them to be joined at the hilts, creating an elongated, double bladed sword staff. Once joined, the hilts extend, increasing the length of the hilt, giving Tyrian an option of quick precise strikes or longer, more powerful strikes depending on his hand placement.
The saya of the tachi blades have another use – holding the ammunition for the blades final purpose. With their excess space filled with marble sized dust orbs, the top Hikari and Kage's blades can open, and the motion of the blades in tandem with a button press of the hilts can act as a sling, the momentum carrying the marbles out and away from the blades. The marbles themselves function as miniature explosives, with varying effects dependent upon the type of dust utilized. Each blade can only hold ten of the marbles at a time, requiring them to be sheathed in order to be reloaded.
Equipment: Aside from Tyrian's weaponry, he carries a pouch on his uwa-obi behind Kage's saya that holds his lien and scroll.
Abilities: Tyrian is skilled in multiple forms of weaponry, extending beyond those of his sword staff and tachi weapons. He has trained in martial arts as well, able to effectively deliver punches, kicks, and throws, though without the same strength and skill of his huntsman weapons. Additionally, he has trained to fight with minimal light, able to rely on instinct and sound beyond what he can see.
Other Skills: Tyrian is a skilled dancer, and is very good at fighting games.
Aura: Blue
Semblance: Flow
When activated, Tyrian's semblance allows him to manipulate his own gravity, though only to a degree. This allows him to run on vertical surfaces and jump from them as though they were solid ground, slide along smooth surfaces as though they were ice, and even make limited dashes in the air to change his direction as though he were jumping off a solid surface.
Personality:
Calm, collected, and rational, Tyrian likes to consider all possibilities before coming to a decision. His slow replies often can cause others to think him stupid, though this is far from the truth. He strongly dislikes acting without cause, and often finds himself at odds with others who prefer to wing it, rather then make plans first.
Despite his calm nature, Tyrian can be pushed past his normal threshold, meaning heavy tears when he is sad, joyous laughter when he is happy, or an insatiable rage when he is angered. Tyrian has to make a visible effort to calm himself in these situations, and is prone to making bad choices while emotional, hence his efforts to master himself.
History:
Tyrian Viridian
}Profile:
IC Talk Hex Code: 4c2eff
Name: Tyrian Viridian
Age: 18
Gender: Male
Species: Human
Birthplace: Mistral
Counterpart: Drizzt Do'Urden
Appearance:
Height: 1.7m / 5'7”
Weight: 75kg / 167 lbs.
Eye Color: Purple
Build: Thin
Hair Style: Tyrian keeps his hair in a side swept fringe with neatened sides, whose length reaches the base of his neck in the back.
Hair Color: Balck, with a single purple and a single blue highlight on the left side.
Skin Color: Golden Dark
Distinguishing Features: Tyrian has no distinguishing features of note.
Attire: Tyiran's clothing of choice as a hunter, in keeping with the traditions of his village, is a type of kamishimo of layered dark blue and purple. The formal kimono of the kamishimo is sleeveless, and deep purple in color, of matte silk. The umanori hakama is also a matte silk, of striped dark blue and deep purple, and divided legs in a fashion similar to trousers.. Completing the traditional kamishimo is a dark blue kataginu with exaggerated shoulders and a horizontal diamond pattern across the vest. On his feet he wears a pair of black tabi, as well as a pair of traditional geta for shoes. Lastly, Tyrian wears an uwa-obi above his clothing from which he hangs his weapons.
For his school uniform, Tyrian makes use of his tabi and geta rather then the normal dress shoes, but leaves the rest of the uniform unchanged.
For pajamas and lounging, Tyrian wears a dark blue yukata with a purple belt, usually without his usual tabi and geta.
Weapons and Abilities:
Weapon: Hikari and Kage
A pair of tachi blades, Hikari and Kage are Tyrian's primary weapons of choice. The first of the two blades, Hikari, has a white tsuba and kashira, with the tsukamaki done with a white fiber ito. Kage is designed in an opposite color scheme, with the tsuba and kashira colored black, with a black fiber ito tsukamaki. The saya for Hikari and Kage match their blades respective colors, with Hikari's saya hung on the right of Tyrian's uwa-obi, and Kage's saya on the left.
Hikari and Kage's secondary mode allows them to be joined at the hilts, creating an elongated, double bladed sword staff. Once joined, the hilts extend, increasing the length of the hilt, giving Tyrian an option of quick precise strikes or longer, more powerful strikes depending on his hand placement.
The saya of the tachi blades have another use – holding the ammunition for the blades final purpose. With their excess space filled with marble sized dust orbs, the top Hikari and Kage's blades can open, and the motion of the blades in tandem with a button press of the hilts can act as a sling, the momentum carrying the marbles out and away from the blades. The marbles themselves function as miniature explosives, with varying effects dependent upon the type of dust utilized. Each blade can only hold ten of the marbles at a time, requiring them to be sheathed in order to be reloaded.
Equipment: Aside from Tyrian's weaponry, he carries a pouch on his uwa-obi behind Kage's saya that holds his lien and scroll.
Abilities: Tyrian is skilled in multiple forms of weaponry, extending beyond those of his sword staff and tachi weapons. He has trained in martial arts as well, able to effectively deliver punches, kicks, and throws, though without the same strength and skill of his huntsman weapons. Additionally, he has trained to fight with minimal light, able to rely on instinct and sound beyond what he can see.
Other Skills: Tyrian is a skilled dancer, and is very good at fighting games.
Aura: Blue
Semblance: Flow
When activated, Tyrian's semblance allows him to manipulate his own gravity, though only to a degree. This allows him to run on vertical surfaces and jump from them as though they were solid ground, slide along smooth surfaces as though they were ice, and even make limited dashes in the air to change his direction as though he were jumping off a solid surface.
Personality:
Calm, collected, and rational, Tyrian likes to consider all possibilities before coming to a decision. His slow replies often can cause others to think him stupid, though this is far from the truth. He strongly dislikes acting without cause, and often finds himself at odds with others who prefer to wing it, rather then make plans first.
Despite his calm nature, Tyrian can be pushed past his normal threshold, meaning heavy tears when he is sad, joyous laughter when he is happy, or an insatiable rage when he is angered. Tyrian has to make a visible effort to calm himself in these situations, and is prone to making bad choices while emotional, hence his efforts to master himself.
History: