Post by Kier Hamelin on Oct 8, 2020 11:19:07 GMT -5
Kier Hamelin
"I gotta be good for something."
Age 18 Gender Male Faction Haven Academy Tier Freshman Face Claim Rat King by JohnSu OOC Name Dragonruby |
Character Traits
Date of Birth: Aug 8, 8 AV
Species: Human
Romantic Orientation: Heterosexual
Aura Color: White
Height: 180cm
Weight: 73kg
Color Naming Rule: Kier means dusky or black haired in Gaelic.
Species: Human
Romantic Orientation: Heterosexual
Aura Color: White
Height: 180cm
Weight: 73kg
Color Naming Rule: Kier means dusky or black haired in Gaelic.
Combat & Inventory
Rat King
Rank of Semblance: E
Semblance Type: Physical Boost
One Sentence Summary of Semblance: Rat King lets Kier control rodents and for him to see through the eyes of those animals close enough under his command.
Description of Semblance: Rat King allows for communication with animals, but more specifically the actual control of rodents (rats in particular). This control extends to a sort of charismatic aura that lets him command them, and he can 'borrow' their senses, seeing what they see, hearing what they hear, and smelling what they smell. Mechanically, this functions as a boost to Agility as the increased battlefield awareness allows him to better use his reflexes to put him out of line with things that could harm him in addition to the ability to actually issue orders to rats about the length of a telephone pole (10-12m).
Drawbacks of Semblance: Being able to tell an animal what to do doesn't really stop the first part of Kier's Semblance, that of being able to communicate with them. While being able to ask local pigeon for directions is certainly useful, some of them get extremely chatty, especially the rats which, while seem to respect him, have taken to using Kier to try and resolve their issues, particularly when it comes to other humans which acts as both an annoyance and a drain on his time. On a more relevant note, tapping into the senses of his rats is more like 'layering' their senses over his own, which makes it increasingly difficult the more points of views he tries to see through at the same time, eventually becoming both an incomprehensible mess and a massive headache, and using this influence seems to actively sap at his Aura.
The Piper
Rank of Weapon(s): F
Description of Weapons(s): Using a set of weapons rather than a single one due to his circumstances as he was never quite able to justify the cost of mechashift weaponry, and had a career requirement for concealed carry. He uses a single-shot grenade launcher, a heavy caliber pistol, a sawn of shotgun, and a knife, all of which are evidently old and worn but well taken care of. Much of the 'utility' of his arsenal comes in an array of grenades and elemental rounds, though the non-conventional ones are rarely pulled out due to his financial situation.
Non-Combat Abilities
Name of Non-Combat Ability: Like a Kazoo but Better (Music)
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Everyone needs a hobby, and aside from petty crime, Kier found his in music. He seems to have a fondness for wind instruments, and isn't bad at playing the harmonica which he can sometimes be found using to annoy the ever living hell out of people.
Name of Non-Combat Ability: Stowaway (Stealth)
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: The ability to hide and remain unseen is prized among street rats, and this skill has had plenty of time to refine being both a street rat and an actual petty criminal.
Combat Abilities
Name of Combat Ability: School of Hard Knocks (Martial Arts)
Rank of Combat Ability: F
Description of Combat Ability: Less a proper martial arts and more a haphazard collection of skills and tricks learned the hard way. He's certainly received a bit of training from those much more practiced than him, but very little of it is anything that have been codified into a proper school. First rule is to punch first and punch hard.
Name of Combat Ability: Canted Sights (Marksmanship)
Rank of Combat Ability: F
Description of Combat Ability: The basics of marksmanship are some of the easiest things to learn. While not everyone can be a master marksman, a static stance and basic hold are things almost anyone can master with a little bit of time. Learning to shoot at high speed moving targets while being a target yourself is something else entirely however. Uh... You shoot more accurately if you twist your gun 90 degrees to the side, right?
Name of Combat Ability: Scurry (Stamina)
Rank of Combat Ability: F
Description of Combat Ability: Mankind evolved the ability to run for great lengths of time, it's simply in their genetics to last. Of course, this was meant for the pursuit of prey rather than running away from things, but it still certainly comes in handy, along with a good dash of fear and terror.
Name of Combat Ability: Scamper (Speed)
Rank of Combat Ability: F
Description of Combat Ability: Getting fast from one place to another, usually in a straight line, is a surprisingly useful ability to have. Especially when a couple of punks try to corner you for whatever it is that the shady guy down the street paid you to ferry over.
Name of Combat Ability: Scuttle (Acrobatics)
Rank of Combat Ability: F
Description of Combat Ability: Running by itself isn't quite so helpful when in a heavily urban environment full of potential obstacles in your way, and really you're just limiting yourself if you keep to the ground. Now you've got a full three dimensions to run away from people with!
Rank of Semblance: E
Semblance Type: Physical Boost
One Sentence Summary of Semblance: Rat King lets Kier control rodents and for him to see through the eyes of those animals close enough under his command.
Description of Semblance: Rat King allows for communication with animals, but more specifically the actual control of rodents (rats in particular). This control extends to a sort of charismatic aura that lets him command them, and he can 'borrow' their senses, seeing what they see, hearing what they hear, and smelling what they smell. Mechanically, this functions as a boost to Agility as the increased battlefield awareness allows him to better use his reflexes to put him out of line with things that could harm him in addition to the ability to actually issue orders to rats about the length of a telephone pole (10-12m).
Drawbacks of Semblance: Being able to tell an animal what to do doesn't really stop the first part of Kier's Semblance, that of being able to communicate with them. While being able to ask local pigeon for directions is certainly useful, some of them get extremely chatty, especially the rats which, while seem to respect him, have taken to using Kier to try and resolve their issues, particularly when it comes to other humans which acts as both an annoyance and a drain on his time. On a more relevant note, tapping into the senses of his rats is more like 'layering' their senses over his own, which makes it increasingly difficult the more points of views he tries to see through at the same time, eventually becoming both an incomprehensible mess and a massive headache, and using this influence seems to actively sap at his Aura.
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The Piper
Rank of Weapon(s): F
Description of Weapons(s): Using a set of weapons rather than a single one due to his circumstances as he was never quite able to justify the cost of mechashift weaponry, and had a career requirement for concealed carry. He uses a single-shot grenade launcher, a heavy caliber pistol, a sawn of shotgun, and a knife, all of which are evidently old and worn but well taken care of. Much of the 'utility' of his arsenal comes in an array of grenades and elemental rounds, though the non-conventional ones are rarely pulled out due to his financial situation.
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Non-Combat Abilities
Name of Non-Combat Ability: Like a Kazoo but Better (Music)
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Everyone needs a hobby, and aside from petty crime, Kier found his in music. He seems to have a fondness for wind instruments, and isn't bad at playing the harmonica which he can sometimes be found using to annoy the ever living hell out of people.
Name of Non-Combat Ability: Stowaway (Stealth)
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: The ability to hide and remain unseen is prized among street rats, and this skill has had plenty of time to refine being both a street rat and an actual petty criminal.
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Combat Abilities
Name of Combat Ability: School of Hard Knocks (Martial Arts)
Rank of Combat Ability: F
Description of Combat Ability: Less a proper martial arts and more a haphazard collection of skills and tricks learned the hard way. He's certainly received a bit of training from those much more practiced than him, but very little of it is anything that have been codified into a proper school. First rule is to punch first and punch hard.
Name of Combat Ability: Canted Sights (Marksmanship)
Rank of Combat Ability: F
Description of Combat Ability: The basics of marksmanship are some of the easiest things to learn. While not everyone can be a master marksman, a static stance and basic hold are things almost anyone can master with a little bit of time. Learning to shoot at high speed moving targets while being a target yourself is something else entirely however. Uh... You shoot more accurately if you twist your gun 90 degrees to the side, right?
Name of Combat Ability: Scurry (Stamina)
Rank of Combat Ability: F
Description of Combat Ability: Mankind evolved the ability to run for great lengths of time, it's simply in their genetics to last. Of course, this was meant for the pursuit of prey rather than running away from things, but it still certainly comes in handy, along with a good dash of fear and terror.
Name of Combat Ability: Scamper (Speed)
Rank of Combat Ability: F
Description of Combat Ability: Getting fast from one place to another, usually in a straight line, is a surprisingly useful ability to have. Especially when a couple of punks try to corner you for whatever it is that the shady guy down the street paid you to ferry over.
Name of Combat Ability: Scuttle (Acrobatics)
Rank of Combat Ability: F
Description of Combat Ability: Running by itself isn't quite so helpful when in a heavily urban environment full of potential obstacles in your way, and really you're just limiting yourself if you keep to the ground. Now you've got a full three dimensions to run away from people with!
Biography
Personality/History Freeform
Kier's background, while unfortunate, is hardly something he would call a tragedy. Not when countless others drew the same hand as he did, with many being nowhere near as lucky to get to where he is now. He was raised as an orphan in Argus, and lived in an orphanage for much of his childhood having never known his parents. His demeanor and actions were nothing out of the norm for most children raised in that sort of environment, acting out and getting into trouble as a way to lash out in an environment that seemed to care so little about him. It's unsurprising that he eventually found his way into committing petty crimes, and was only shepherded down that life further as he was soon picked up as a runner for more organized criminals. There was little consideration for whether or not what he was doing was right or wrong, and just like other people born into this sort of life, this was just a way to get ahead in the world and make a living, and eventually, he found himself climbing up in the ranks as he proved his usefulness and loyalty, eventually moving out of the orphanage entirely.
He was forced to learn to defend himself rather early on, though one could debate whether he was truly 'forced' seeing as much of it was brought on himself. Though his attitude would eventually change, many of his early years saw him through numerous fist fights, and he even went so far as to occasionally pick fights with students of Sanctum, which he quickly came to find out was a terrible idea. Nonetheless, these served as a foundation for his skills, and as he moved up in the hierarchy of his gang, he soon found himself being taught by other criminals much more practiced than he was. Kier threw himself into this training, seeing it not only useful for simply keeping himself safe, but also as a way to be able to rely on himself rather than others more, and it eventually culminated in his Aura being unlocked.
While Kier may have found a sense of belonging in his childhood with the criminal gang he found himself a part of, even going so far as to make friends and even a few people he might've considered family, it very quickly became clear to him that his relationship with them overall was rather mercenary. He was easily replaceable, simply one out of countless other youths with a grudge against society and eager to find some sort of meaning in their life, and nearly no amount of effort or desperate longing for it to be different would change that. He could only ever rely on himself, and he needed to use them just as much as they used him. This is why, upon unlocking his Aura and discovering his Semblance, Kier attempted to go independent, setting himself up as an information broker within the city using what he had learned along with the ties he had built, but it quickly became apparent it wouldn't last. He was not only young and relatively inexperienced, but also his Semblance proved too big a potential threat. Very soon he was driven out by both competitors and other organizations who preferred that their secrets stay secret.
After looking over his options... Kier soon found himself at the metaphorical doorstep of Haven Academy. It'd be generous to that his application went through without a hitch, as it was certainly with more than a few problems, but he made it through in the end. The tournament proved a bit of a challenge as the way he fought was 'unrefined' one could say, and definitely much more raw compared to those who went to Sanctum, but combined with being quick on his feet and wit, he at least put up a good showing despite losing in the end against Wilt Thyne. The survival portion of the exam went worse however, as he had little in the way of survival skills outside of urban environments. It was the first time he'd even seen a Grimm as well, but he was both stubborn and a survivor, and he made it through with a few scrapes. At the end of it all, he found himself accepted as Hunter in training. Something he considered as, perhaps, the first real achievement of his life.
Kier is fiercely independent, preferring to rely on himself rather than others but he can be surprisingly sociable considering his usual demeanor and attitude. It can quite often seem like he is on edge, taking someone's measure and noting whether or not they were a threat, but this look quickly disappears only to be replaced by a friendly smile. It's better to have friends rather than enemies after all, and he's rather capable of letting words flow from his mouth, speaking at great lengths on nothing in particular, but very rarely is it ever much of substance and he has a tendency to direct conversation towards topics involving the other speaker over himself. While he values self-reliability, he seems to easily acquiesce in most other matters, so long as it doesn't take much effort on his part. In combat, he prefers a backline role, keeping himself away from the danger. Kier may be rightfully accused of being a coward of sorts, but he's certainly capable of making a stand when his back is to the wall or in matters that are genuinely important to him.
Kier's background, while unfortunate, is hardly something he would call a tragedy. Not when countless others drew the same hand as he did, with many being nowhere near as lucky to get to where he is now. He was raised as an orphan in Argus, and lived in an orphanage for much of his childhood having never known his parents. His demeanor and actions were nothing out of the norm for most children raised in that sort of environment, acting out and getting into trouble as a way to lash out in an environment that seemed to care so little about him. It's unsurprising that he eventually found his way into committing petty crimes, and was only shepherded down that life further as he was soon picked up as a runner for more organized criminals. There was little consideration for whether or not what he was doing was right or wrong, and just like other people born into this sort of life, this was just a way to get ahead in the world and make a living, and eventually, he found himself climbing up in the ranks as he proved his usefulness and loyalty, eventually moving out of the orphanage entirely.
He was forced to learn to defend himself rather early on, though one could debate whether he was truly 'forced' seeing as much of it was brought on himself. Though his attitude would eventually change, many of his early years saw him through numerous fist fights, and he even went so far as to occasionally pick fights with students of Sanctum, which he quickly came to find out was a terrible idea. Nonetheless, these served as a foundation for his skills, and as he moved up in the hierarchy of his gang, he soon found himself being taught by other criminals much more practiced than he was. Kier threw himself into this training, seeing it not only useful for simply keeping himself safe, but also as a way to be able to rely on himself rather than others more, and it eventually culminated in his Aura being unlocked.
While Kier may have found a sense of belonging in his childhood with the criminal gang he found himself a part of, even going so far as to make friends and even a few people he might've considered family, it very quickly became clear to him that his relationship with them overall was rather mercenary. He was easily replaceable, simply one out of countless other youths with a grudge against society and eager to find some sort of meaning in their life, and nearly no amount of effort or desperate longing for it to be different would change that. He could only ever rely on himself, and he needed to use them just as much as they used him. This is why, upon unlocking his Aura and discovering his Semblance, Kier attempted to go independent, setting himself up as an information broker within the city using what he had learned along with the ties he had built, but it quickly became apparent it wouldn't last. He was not only young and relatively inexperienced, but also his Semblance proved too big a potential threat. Very soon he was driven out by both competitors and other organizations who preferred that their secrets stay secret.
After looking over his options... Kier soon found himself at the metaphorical doorstep of Haven Academy. It'd be generous to that his application went through without a hitch, as it was certainly with more than a few problems, but he made it through in the end. The tournament proved a bit of a challenge as the way he fought was 'unrefined' one could say, and definitely much more raw compared to those who went to Sanctum, but combined with being quick on his feet and wit, he at least put up a good showing despite losing in the end against Wilt Thyne. The survival portion of the exam went worse however, as he had little in the way of survival skills outside of urban environments. It was the first time he'd even seen a Grimm as well, but he was both stubborn and a survivor, and he made it through with a few scrapes. At the end of it all, he found himself accepted as Hunter in training. Something he considered as, perhaps, the first real achievement of his life.
Kier is fiercely independent, preferring to rely on himself rather than others but he can be surprisingly sociable considering his usual demeanor and attitude. It can quite often seem like he is on edge, taking someone's measure and noting whether or not they were a threat, but this look quickly disappears only to be replaced by a friendly smile. It's better to have friends rather than enemies after all, and he's rather capable of letting words flow from his mouth, speaking at great lengths on nothing in particular, but very rarely is it ever much of substance and he has a tendency to direct conversation towards topics involving the other speaker over himself. While he values self-reliability, he seems to easily acquiesce in most other matters, so long as it doesn't take much effort on his part. In combat, he prefers a backline role, keeping himself away from the danger. Kier may be rightfully accused of being a coward of sorts, but he's certainly capable of making a stand when his back is to the wall or in matters that are genuinely important to him.