Post by Gris Lowell on Oct 10, 2020 17:03:51 GMT -5
Gris Lowell
"Am I supposed to say something cool here?"
Age 18 Gender Male. Faction Haven Academy Tier Freshman Face Claim Werewolf Cookie, Cookie Run OOC Name Shizzy |
Character Traits
Date of Birth: February 27th, 8 AV
Species: Wolf Faunus
Romantic Orientation: Bi-curious
Aura Color: Gray
Height: 6’0” / 183 cm (With Ears)
Weight: 82 kg.
Color Naming Rule: ‘Gris’ is French and Spanish for Gray. Lowell is a French name meaning ‘young wolf’.
Species: Wolf Faunus
Romantic Orientation: Bi-curious
Aura Color: Gray
Height: 6’0” / 183 cm (With Ears)
Weight: 82 kg.
Color Naming Rule: ‘Gris’ is French and Spanish for Gray. Lowell is a French name meaning ‘young wolf’.
Combat & Inventory
Full Moon
Rank of Semblance: E
Semblance Type: Transformation
One Sentence Summary of Semblance: Gris has the Transformation semblance of Full Moon which allows him to turn into a werewolf-like form, increasing his Strength, Durability, and Stamina while active.
Description of Semblance: When Full Moon is activated, Gris’s aura flares, becoming visible to the naked eye. To the point that his aura completely shrouds him in a grey almost shadow-like veil. The veil seems to be like long fur that’s flowing in the breeze, but upon closer inspection, said fur is a wispy aura that’s moving as if unstable. Possibly a visible representation of his aura being used while in this state. His limbs don’t get extended literally, but visually it seems that his size increases while shrouded. But in fact, he’s still the normal Gris while enveloped in this form.
He strongly resembles the classical representation of a werewolf in his semblance, Gris even gaining a large mouth full of teeth that are made for rending prey. His attacks are stronger, bites and claw strikes that aim to leave a foe completely helpless to the onslaught. He is able to resist more damage as well while the nature of a bestial hunter overtakes him. His strength, durability, and stamina are all notably increased when in this form.
Mechanically, Full Moon once activated goes on for three posts before incurring a three post cooldown.
Drawbacks of Semblance: Full Moon does come with its own share of drawbacks. As with most powerful Semblances of its type, it’s an incredible drain on his aura. He can only manage to maintain it for a limited time before it goes off and needs to ‘recharge’. And even after, he is left winded. Due to the nature of his transformation, he is no longer able to use his weapon to attack. And thus, attacking through brute strength is his only viable option. But perhaps the worst part of the Semblance is that while it is active, his sense of self dims. He becomes more violent and aggressive, and the only thing he can focus on is his need to fight. A sort of bloodlust comes over him and it is a call that is hard to resist for someone like him. He is hesitant to activate it during any time that isn’t necessary like sparring and training exercises or where there’s many people that could get hurt.
Fang
Rank of Weapon(s): E
Description of Weapons(s): Fang, at first glance appears to be a normal longsword. However, as one’s eyes drift from the blade and before hitting the hilt, a chamber not very different from a revolver’s is located right above the handle. This series of six chambers able to be used to push cartridges of dust into to be used as an offensive tool. Below the chamber, the hilt of the weapon is like some hybrid of a gun’s handle and a sword’s. Curved near the very end to help balance the weapon while near the user’s finger is a trigger.
Pulling the trigger allows for the dust loaded into the chamber to be used, allowing the dust to be applied through the weapon’s physical attacks. While not an incredibly complex weapon, it still functions well and is reliable even when one doesn’t have dust to use as ammunition. And despite looking like half of a gun, there is no possibility for ranged attacks.
Non-Combat Abilities
Name of Non-Combat Ability: Bassist [Musicianship]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Picking up an instrument helped him calm down after the incident. It became something that he could reliably do whenever he needed to take time for himself. While he's not exceptionally skilled at it, he at least knows how to pick out a decent base cord and can read some music sheets. Asking him to play more than rather simple songs is a bit out of his reach for the time being though.
Name of Non-Combat Ability: Street Kid [Athletics]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: As a kid who spent most of his time getting into fights or running away from authority, it's no surprise that he became quite adept at such things. He's able to climb fairly well even if he's not going to be climbing any mountains. He can also swim with some amount of proficiency, so he could even work as a life-guard in case someone wanted to go to the beach.
Name of Non-Combat Ability: Street Art [Graffiti]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: What's more street than tagging buildings and the like? Marking them with obscenities or symbols to show 'the man' what's what. Well, while the time he has spent working with cans of spray paint doesn't really transfer to hunting Creatures of Grimm, he still has the skill he's learned for... something. Maybe it'll be a Grimm that requires lots of paint to defeat. Or just take up spray painting as a hobby.
Name of Non-Combat Ability: Gunblader [Metallurgy]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: His uncle taught him that to master a weapon, one much know how every single hammer blow was made when forging it. What every single nook is for and how every mechanic bit works. He is still a novice at such things, but he's shown potential so far.
Name of Non-Combat Ability: Not the Drug Kind [Dust Studies]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Knowledge of dust is important for pretty much every Hunter. Especially if they use it on a fairly common basis. When you load a shell into the barrel, one has to know what to be prepared for. How to react for when the recoil moves from the blade to your arm. And perhaps most importantly, how to handle it when preparing for the next fight.
Combat Abilities
Name of Combat Ability: Street Rules [Martial Arts]
Rank of Combat Ability: F
Description of Combat Ability: While not actually martial arts of any regard, it's more outright street brawling. Throw big hits and try not to get hit too much. There isn't much style beyond it, but what it is is effective at what it needs to be. It does help to know when a hit is going to be thrown though, and especially which way your target will try to dodge.
Name of Combat Ability: Secret Family Technique [Speed]
Rank of Combat Ability: F
Description of Combat Ability: One thing that stuck with him that his uncle had taught him was that whenever a foe seems too overbearing... to run away. They can't kill you if they can't reach you. And that's something that the boy had certainly took to heart as living to fight another day is pretty important.
Name of Combat Ability: Frontliner [Durability]
Rank of Combat Ability: F
Description of Combat Ability: Gris has taken his fair share of hits from a myriad of sources. And to a variety of places. So it shouldn't surprise anyone that when they try to take him down, they need to hit more than once. He's a pretty stubborn guy, and his place is at the very front of the fight.
Rank of Semblance: E
Semblance Type: Transformation
One Sentence Summary of Semblance: Gris has the Transformation semblance of Full Moon which allows him to turn into a werewolf-like form, increasing his Strength, Durability, and Stamina while active.
Description of Semblance: When Full Moon is activated, Gris’s aura flares, becoming visible to the naked eye. To the point that his aura completely shrouds him in a grey almost shadow-like veil. The veil seems to be like long fur that’s flowing in the breeze, but upon closer inspection, said fur is a wispy aura that’s moving as if unstable. Possibly a visible representation of his aura being used while in this state. His limbs don’t get extended literally, but visually it seems that his size increases while shrouded. But in fact, he’s still the normal Gris while enveloped in this form.
He strongly resembles the classical representation of a werewolf in his semblance, Gris even gaining a large mouth full of teeth that are made for rending prey. His attacks are stronger, bites and claw strikes that aim to leave a foe completely helpless to the onslaught. He is able to resist more damage as well while the nature of a bestial hunter overtakes him. His strength, durability, and stamina are all notably increased when in this form.
Mechanically, Full Moon once activated goes on for three posts before incurring a three post cooldown.
Drawbacks of Semblance: Full Moon does come with its own share of drawbacks. As with most powerful Semblances of its type, it’s an incredible drain on his aura. He can only manage to maintain it for a limited time before it goes off and needs to ‘recharge’. And even after, he is left winded. Due to the nature of his transformation, he is no longer able to use his weapon to attack. And thus, attacking through brute strength is his only viable option. But perhaps the worst part of the Semblance is that while it is active, his sense of self dims. He becomes more violent and aggressive, and the only thing he can focus on is his need to fight. A sort of bloodlust comes over him and it is a call that is hard to resist for someone like him. He is hesitant to activate it during any time that isn’t necessary like sparring and training exercises or where there’s many people that could get hurt.
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Fang
Rank of Weapon(s): E
Description of Weapons(s): Fang, at first glance appears to be a normal longsword. However, as one’s eyes drift from the blade and before hitting the hilt, a chamber not very different from a revolver’s is located right above the handle. This series of six chambers able to be used to push cartridges of dust into to be used as an offensive tool. Below the chamber, the hilt of the weapon is like some hybrid of a gun’s handle and a sword’s. Curved near the very end to help balance the weapon while near the user’s finger is a trigger.
Pulling the trigger allows for the dust loaded into the chamber to be used, allowing the dust to be applied through the weapon’s physical attacks. While not an incredibly complex weapon, it still functions well and is reliable even when one doesn’t have dust to use as ammunition. And despite looking like half of a gun, there is no possibility for ranged attacks.
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Non-Combat Abilities
Name of Non-Combat Ability: Bassist [Musicianship]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Picking up an instrument helped him calm down after the incident. It became something that he could reliably do whenever he needed to take time for himself. While he's not exceptionally skilled at it, he at least knows how to pick out a decent base cord and can read some music sheets. Asking him to play more than rather simple songs is a bit out of his reach for the time being though.
Name of Non-Combat Ability: Street Kid [Athletics]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: As a kid who spent most of his time getting into fights or running away from authority, it's no surprise that he became quite adept at such things. He's able to climb fairly well even if he's not going to be climbing any mountains. He can also swim with some amount of proficiency, so he could even work as a life-guard in case someone wanted to go to the beach.
Name of Non-Combat Ability: Street Art [Graffiti]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: What's more street than tagging buildings and the like? Marking them with obscenities or symbols to show 'the man' what's what. Well, while the time he has spent working with cans of spray paint doesn't really transfer to hunting Creatures of Grimm, he still has the skill he's learned for... something. Maybe it'll be a Grimm that requires lots of paint to defeat. Or just take up spray painting as a hobby.
Name of Non-Combat Ability: Gunblader [Metallurgy]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: His uncle taught him that to master a weapon, one much know how every single hammer blow was made when forging it. What every single nook is for and how every mechanic bit works. He is still a novice at such things, but he's shown potential so far.
Name of Non-Combat Ability: Not the Drug Kind [Dust Studies]
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Knowledge of dust is important for pretty much every Hunter. Especially if they use it on a fairly common basis. When you load a shell into the barrel, one has to know what to be prepared for. How to react for when the recoil moves from the blade to your arm. And perhaps most importantly, how to handle it when preparing for the next fight.
--------------------------------------------------------
Combat Abilities
Name of Combat Ability: Street Rules [Martial Arts]
Rank of Combat Ability: F
Description of Combat Ability: While not actually martial arts of any regard, it's more outright street brawling. Throw big hits and try not to get hit too much. There isn't much style beyond it, but what it is is effective at what it needs to be. It does help to know when a hit is going to be thrown though, and especially which way your target will try to dodge.
Name of Combat Ability: Secret Family Technique [Speed]
Rank of Combat Ability: F
Description of Combat Ability: One thing that stuck with him that his uncle had taught him was that whenever a foe seems too overbearing... to run away. They can't kill you if they can't reach you. And that's something that the boy had certainly took to heart as living to fight another day is pretty important.
Name of Combat Ability: Frontliner [Durability]
Rank of Combat Ability: F
Description of Combat Ability: Gris has taken his fair share of hits from a myriad of sources. And to a variety of places. So it shouldn't surprise anyone that when they try to take him down, they need to hit more than once. He's a pretty stubborn guy, and his place is at the very front of the fight.
Biography
Personality/History Freeform
Gris had always been an angry child, upset at the world and the people around him. A Faunus born to a broken home in poverty, a father who was long gone and a mother who didn’t want him. Feeling like a burden to everyone, a furious fire raged on inside of him. And as many children do in such times, he acted out. He fought other children, he bullied and physically assaulted them. He caused more problems because all he could feel was just how angry he was and needed someone to take it out on. He did all of this to feel better about himself, but also feel strong. Like he had some sort of impact on the world, even if he made things miserable for the kids that were in his neighborhood.
He grew to be something of a tyrant, hurting others to make himself feel better. It wasn’t until someone actually came along and gave him something to focus his anger on that he began to improve his disposition. An estranged uncle, a hunter who either saw promise or felt pity on the young delinquent. He gave him an outlet, a focus for his anger. The promise of revenge towards the Creatures of Grimm that had taken his father months before he was born. And it made him focused, but not better. He was still enraged, the only thing on his mind being more violence as he trained to hone his skills as a fighter. As a Hunter, in every sense of the word. His aura was unlocked and his uncle’s trade was taught to him.
Gris’s hatred of the world continued on from there, his early teenage years was spent enrolled in a young Hunter’s training facility for aspiring Hunters before they even stepped foot in a proper academy. He trained, he fought, but he was still losing himself even further. It all came to a boiling point and then an explosion during a fateful day. A sparring exercise against a fellow student, who was matched with him in every way. He was arrogant, knowing that he could win with an activation of his Semblance. And he could, but what was worse was his arrogance about believing that he could control his Semblance. All the practice he had done - he never activated it during a fight. He turned, becoming that hulking beast that one would mistake more for a Creature of Grimm rather than a man. And he attacked. He hurt his opponent, the young girl that was his age needing to be hospitalized for some time.
Gris would have continued after that, hurting others, but was stopped by a teacher before any more damage could be done. He had failed, his anger and hate had gotten the best of him. And from there, his mentor left him. He viewed himself as a failure. Since that moment, Gris had worked on changing himself, feeling remorse for everything that he had done - finally realizing that everyone that he had hurt in his life didn’t deserve it just because he felt bad. But remorse was just the first step to finally become a man instead of just a sorrowful angry boy. The rage that he felt had gotten tempered, and the young wolf was calmer than he once was. He is more soft-spoken rather than arrogant. He still holds pride for who he is and what he is capable of, but more for how he can help those that need it.
Finally, Gris understood - after far too long - that vengeance doesn’t save people. Hate and rage only causes those around them to be full of pain. What’s left is a man who is still striving to change his ways, to become better than what he once was. To prove that he wasn’t just a waste of a chance or a failure. But to become a Hunter that will change the world for the better. He had never seen the girl that he hurt again, merely aware that she survived the attack after medical care. But while his regrets were still in his mind, he focused himself on training even still. Preparing himself for his inevitable attempt to enter Mistral Academy. The personality test worried him, as his past actions were on his record permanently. But despite what he had done, perhaps the ones that analyzed his personality knew that he deserved a second chance. Or was at least trying to become more Hunter than psychopath.
When the tournament came, Gris’s experience fighting people more than Creatures of Grimm came in handy. Knowing the way someone moves when they’re about to attack and knowing what to take so that he can deliver a counter of his own. But even still, he didn’t use his Semblance a single time all throughout. And while he didn’t win the tournament, he was judged well enough to be given another chance at what his uncle had trained him for. The survival portions of the exam was different though. It was his first time needing to work together with someone and actively rely on them. Facing down a Grimm for the first time, holding it back while his allies worked on taking it down. The boy that had worked so hard to cause pain using his skills to instead prevent others from taking more than glancing blows. And more than that, it was the first time he had felt good about something. Doing the right thing, a sense of pride swelled in him as he used his Semblance to be more of a match for the assaulting Beowolf.
But even after all of that, and Gris was accepted into the Academy as a Freshman Hunter, he still has a ways to go. He won’t be an uncommon sight, the quiet wolfboy with a scar across his cheek from a story he has yet to tell. His somewhat sullen eyes never quite looking at any one person in particular for too long before looking away at something else. And even conversations with him are usually rather brief, the young man not being one to go overboard with words that are not needed to be said. And some nights, when the moon is clear in the sky, one might hear the sound of a bass being played not that far away from the school.
Gris had always been an angry child, upset at the world and the people around him. A Faunus born to a broken home in poverty, a father who was long gone and a mother who didn’t want him. Feeling like a burden to everyone, a furious fire raged on inside of him. And as many children do in such times, he acted out. He fought other children, he bullied and physically assaulted them. He caused more problems because all he could feel was just how angry he was and needed someone to take it out on. He did all of this to feel better about himself, but also feel strong. Like he had some sort of impact on the world, even if he made things miserable for the kids that were in his neighborhood.
He grew to be something of a tyrant, hurting others to make himself feel better. It wasn’t until someone actually came along and gave him something to focus his anger on that he began to improve his disposition. An estranged uncle, a hunter who either saw promise or felt pity on the young delinquent. He gave him an outlet, a focus for his anger. The promise of revenge towards the Creatures of Grimm that had taken his father months before he was born. And it made him focused, but not better. He was still enraged, the only thing on his mind being more violence as he trained to hone his skills as a fighter. As a Hunter, in every sense of the word. His aura was unlocked and his uncle’s trade was taught to him.
Gris’s hatred of the world continued on from there, his early teenage years was spent enrolled in a young Hunter’s training facility for aspiring Hunters before they even stepped foot in a proper academy. He trained, he fought, but he was still losing himself even further. It all came to a boiling point and then an explosion during a fateful day. A sparring exercise against a fellow student, who was matched with him in every way. He was arrogant, knowing that he could win with an activation of his Semblance. And he could, but what was worse was his arrogance about believing that he could control his Semblance. All the practice he had done - he never activated it during a fight. He turned, becoming that hulking beast that one would mistake more for a Creature of Grimm rather than a man. And he attacked. He hurt his opponent, the young girl that was his age needing to be hospitalized for some time.
Gris would have continued after that, hurting others, but was stopped by a teacher before any more damage could be done. He had failed, his anger and hate had gotten the best of him. And from there, his mentor left him. He viewed himself as a failure. Since that moment, Gris had worked on changing himself, feeling remorse for everything that he had done - finally realizing that everyone that he had hurt in his life didn’t deserve it just because he felt bad. But remorse was just the first step to finally become a man instead of just a sorrowful angry boy. The rage that he felt had gotten tempered, and the young wolf was calmer than he once was. He is more soft-spoken rather than arrogant. He still holds pride for who he is and what he is capable of, but more for how he can help those that need it.
Finally, Gris understood - after far too long - that vengeance doesn’t save people. Hate and rage only causes those around them to be full of pain. What’s left is a man who is still striving to change his ways, to become better than what he once was. To prove that he wasn’t just a waste of a chance or a failure. But to become a Hunter that will change the world for the better. He had never seen the girl that he hurt again, merely aware that she survived the attack after medical care. But while his regrets were still in his mind, he focused himself on training even still. Preparing himself for his inevitable attempt to enter Mistral Academy. The personality test worried him, as his past actions were on his record permanently. But despite what he had done, perhaps the ones that analyzed his personality knew that he deserved a second chance. Or was at least trying to become more Hunter than psychopath.
When the tournament came, Gris’s experience fighting people more than Creatures of Grimm came in handy. Knowing the way someone moves when they’re about to attack and knowing what to take so that he can deliver a counter of his own. But even still, he didn’t use his Semblance a single time all throughout. And while he didn’t win the tournament, he was judged well enough to be given another chance at what his uncle had trained him for. The survival portions of the exam was different though. It was his first time needing to work together with someone and actively rely on them. Facing down a Grimm for the first time, holding it back while his allies worked on taking it down. The boy that had worked so hard to cause pain using his skills to instead prevent others from taking more than glancing blows. And more than that, it was the first time he had felt good about something. Doing the right thing, a sense of pride swelled in him as he used his Semblance to be more of a match for the assaulting Beowolf.
But even after all of that, and Gris was accepted into the Academy as a Freshman Hunter, he still has a ways to go. He won’t be an uncommon sight, the quiet wolfboy with a scar across his cheek from a story he has yet to tell. His somewhat sullen eyes never quite looking at any one person in particular for too long before looking away at something else. And even conversations with him are usually rather brief, the young man not being one to go overboard with words that are not needed to be said. And some nights, when the moon is clear in the sky, one might hear the sound of a bass being played not that far away from the school.