Post by Sinopia DeStellanova on Apr 8, 2020 18:36:48 GMT -5
[attr=class,cs-top kozak]
[attr=class,cs-body kozak]
"Where there is only a choice between cowardice and violence, I would advise violence."
[attr=class,char-name]Sienna Hajnal
"Where there is only a choice between cowardice and violence, I would advise violence."
[attr=class,cs-main]
Date of Birth: January 13th, 7AV
Species: Faunus (Fox, has ears and tail)
Romantic Orientation: Unsure
Aura Color: Burnt Orange
Height: 165cm
Weight: 60kg
Color Naming Rule: Noting down all her used aliases as well
Sienna is a dark red earth tone
Hajnal is the Hungarian word for dawn
Her real name is a bright orange earth tone and references supernovae, which are also bright colors
Red is the color red
Powehi is the name of the first photographed black hole. Comes from a Hawaiian phase meaning “embellished dark source of unending creation.” It’s black surrounded by bright orange.
Dawn is when the sun rises, making the sky light colors, such as orange.
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Semblance Name: Phase
Rank of Semblance: C
Semblance Type: Physical Boost
Primary Category: Obstacle (+4)
Secondary Category: Hazard (+2)
One Sentence Summary of Semblance: Sienna has the Physical Boost semblance of Phase which allows the wielder to let herself and others move through solid matter.
Description of Semblance: When Sienna uses her semblance, any person or object she uses it on can pass through solid objects made of steel or any softer material as though they were not there. Phased targets can interact with other phased targets, but they cannot interact with anything that has not been phased; they will simply pass through those objects. The target can move through 25-30 meters (size of a short-course Olympic swimming pool) before they are unable to move further and get stuck in what they were moving through.
When her semblance is active on a target, that person or object will look slightly transparent and look like they had a burnt orange color filter applied to them. It doesn't make them any more or less noticeable, and it doesn't make them difficult to see, it just makes it obvious that her semblance is being used on them.
If she stops using her semblance while the target is inside something else, neither her target nor whatever it's overlapping is harmed, thanks to molecular structures being mostly empty space combined with physics breaking superpowers. It does not stop any bodily functions and it will not physically hurt any living thing that gets stuck. At most, their chest might feel a little heavy and it might be a little uncomfortable; like being stuck in a very tight hole where it's difficult to move. It also does not interfere with senses anymore than being in a similar situation would. IE, if they're eyes are buried they wouldn't be able to see unless they could see through walls, sounds would be muffled if their ears were covered, etc.
Whenever two objects intersect like this, the smaller one will gradually be pushed out of the larger one using the shortest path possible that doesn’t violate the rules of her semblance (eg, it won’t push them through materials she couldn’t push someone through with her semblance active). This process is fairly slow if there's no struggle. It'll take about 15 minutes if it's a quarter of the way through the object, 30 if it's half, and 45 if it's completely inside the larger object. If there's a struggle, it takes far less time. To use people as an example, it'll take 1 post to escape if they're trapped up to their ankles, 3 if they're trapped up to their waist, and 4 if they're trapped up to their neck. Pulling on inanimate objects counts as struggle, as does hitting whatever an object is stuck in (EG banging on the wall) if it's completely stuck in something. This can be sped up further if the victim has someone helping them or can break through the object trapping them.
Drawbacks of Semblance: It is activated by touch and touch must be maintained the entire time. Once she is no longer touching the target it immediately becomes solid again, so she could not, for example, use her semblance on a projectile and throw that through a wall, unless it was connected by a chain or something she could continue touching while it went through the wall. If she’s phasing a target besides herself, she needs to keep part of her body inside of the target in order to keep it active.
Sienna does not choose what she phases through. Anything affected by her semblance will phase through anything solid, even the ground. This means it can only be used in short bursts while in midair most of the time without risk of the target getting stuck.
When she phases something, every part of that target is phased, not pieces of it. For example, if she phases herself, she cannot choose to not have her feet phase so she can stand on the ground, her entire body must be phased for any part of it to be phased. She cannot phase anything larger than a small room (5-7 meters), so she would not be able to make the floor disappear in a 10 story building for example.
There’s a little less than a second delay before it starts working. While it’s still possible to use it to help her dodge in combat, this makes it unreliable. Between this and that she has to do something as obvious as touch someone to use it, if Sienna tries to make an enemy sink into the ground they’ll have some time to react to it. Enough that if they push themselves away from her quickly that their movement won’t be hindered.
It’s very obvious when she’s using her semblance and what’s being affected by it, and this cannot be hidden or made less obvious in any way.
Drains aura on use.
Weapon Name: Modified gloves and boots. They don’t have names because she finds that tradition absurd. They are tools, not children. Are people going to expect her to name her crowbar or pliers next? Ridiculous.
Rank of Weapon(s): E
Category: Obstacle (+1)
Description of Weapons(s): Her weapons look entirely unremarkable, to the point that they look like normal clothing. The gloves are just brown leather, stained with oil and grease, that look like standard work gloves. The only thing even slightly off about them is that they look a little big for her, but not so much so that they’d look like any more than hand-me-downs. The inside of them have light metal plates, thin enough that they don’t interfere with her finger dexterity, but hard enough to act as brass knuckles in a fight.
Each glove also has a thin chain wrapped around them, hidden in a fake belt around the wrists. The buckle on that fake belt is actually a grappling hook that adheres to surfaces using Van Der Waals forces (same forces geckos and spiders use to climb walls) rather than wrapping around something or needing to stick in something. They hold tight as long as they’re pulled at, but will come off very easily if taken off like a sticker. There’s one in each wrist, and she can fire and retract them (either pulling her target towards her or pulling herself towards the target depending on which is heavier) with specific hand and finger movements. She can also electrify the chains, making them act as a sort of stun gun if desired. The gloves are insulated enough that she won't shock herself.
Her boots are even less remarkable. They’re just standard lace-up boots with a bit of metal in the soles and around her toes. It’s an even lighter and weaker metal than the ones in her gloves in order to have them avoid interfering with her ability to move, but it does keep her feet safe and gives her kicks a little extra, well, kick.
Name of Non-Combat Ability: Mechanic
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: Sienna has a thorough understanding of modern machinery. She knows the most about vehicles, but is also reasonably knowledgeable about weapons and how electricity works in general. She’s good at not only building, modifying, or repairing machines, but also sabotaging them.
Name of Non-Combat Ability: Stealth
Rank of Non-Combat Ability: C
Category: Obstacle (+4)
Description of Non-Combat Ability: Avoiding trouble and never being seen has a vital skill for nearly her entire life. She's especially good at blending into shadows, coming from directions people don't normally expect, and just generally not being seen in the first place, but can use the same sorts of skills to lose people and get out of trouble in a pinch.
Name of Non-Combat Ability: Perception (Hearing)
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: All of her senses are above average, even by faunus standards, but her hearing is particularly exceptional. She can make out quieter sounds than most people, can hear over longer distances, and can still make out muffled sounds, such as someone on the other side of a wall. She pays attention to small details and can notice even subtle things. However, all this makes her very sensitive to noise. Loud noises are painful and can overwhelm her.
Name of Combat Ability: Unorthodox Martial Arts
Rank of Combat Ability: E
Category: Combatants (+1)
Description of Combat Ability: Her fighting style is close range and almost entirely non-lethal. Fairly unorthodox too, as she likes to use her semblance and movements to remain unpredictable and annoying long enough to find a good opening. That said, she’s no stranger to throwing punches.
Name of Combat Ability: Not Actually Here [Agility]
Rank of Combat Ability: D
Category: Hazard (+2)
Description of Combat Ability: Sienna is naturally fast and agile without her other tools. With them, she can very suddenly be somewhere else with her grappling hooks, and sometimes even just phase through attacks if her reflexes are good enough. It can be difficult to track her movements, and her other tools make her perfectly capable of dodging in mid air.
Name of Combat Ability: Not Here Anymore [Speed]
Rank of Combat Ability: C
Category: Obstacle (+4)
Description of Combat Ability: As a former messenger, Sienna is no stranger to needing to get from place to place as quickly as possible. It’s something she’s used enough to running that movements that keep her moving come naturally.
Name of Combat Ability: Shouldn’t be Here [Acrobatics]
Rank of Combat Ability: E
Category: Obstacle (+1)
Description of Combat Ability: Sienna is practically specialized in getting to places she doesn’t belong and places no one expects her to be. Her natural agility and semblance make it easy to do so quickly.
Name of Combat Ability: Always do more [Stamina]
Rank of Combat Ability: F
Category: Hazard (+0)
Description of Combat Ability: She’s not one to give up and tries way too hard at everything she does. It’s given her some staying power. Enough so that she’s willing to try to outlast opponents rather than take them down if the situation calls for it.
Primary Drive: If asked, she’d say “to make the world a better place,” which is vague and unhelpful, but it’s about the closest idea she has to what she actually wants. Growing up she didn’t have much freedom, and developed a crippling fear of making people unhappy or making the world around her worse. A lot of her ideas on how the world should be directly contradict each other, and some of them aren’t something she considers very practical to begin with. So, she’s still trying to figure out herself, the world around her, and the chaotic force that is people in general.
What this means for the moment is that she can very rarely ignore people in trouble. She has a weak sense of self and feels the need to justify why she’s still alive rather than the people she knew. She sees prioritizing her own safety and happiness as selfish, to the point of rarely sleeping because she could be doing something useful with that time. Note that this isn’t synonymous with making people happy because what’s best for someone often makes them unhappy.
In short, she wants to do something to change the world and make it better, but has no idea how to go about doing that. Thus, her current goal is to observe and learn about the world so she can figure out what the fuck she’s supposed to do about all the bad things.
Fears: Sienna is anxious and paranoid even at the best of times, so it’s not too much of an exaggeration to say she’s afraid of just about everything and life in general. It’s rare that she feels like she can relax or let her guard down, but there are a few things that set her off more than others. The biggest ones are sudden loud noises and being touched from behind (regardless of whether she’s aware the person is there or not). She’s also very afraid of upsetting people or being noticed.
People in general scare her. She has difficulty trusting people and always worries about people reacting badly if she says something wrong regardless of whether that means they retaliate or just end up being sad. Several bad encounters with Huntsmen during the Faunus Rights Revolution has left her particularly terrified of them. She even harbors some fears of her best friend Alina. She’s fully aware that her opinion of Alina would be different if they met under different circumstances, and worries that Alina’s messiah complex will make her do things she’ll regret later because she feels like she had to do something.
Finally, she fears stagnation and hesitation. Sienna is a very curious person and likes to watch herself and others grow. However, she’s prone to decision paralysis and her anxious mind keeps telling her that if she doesn’t know what to do she shouldn’t do anything at all. Most of her regrets come from inaction rather than action though, so she tries to fight these thoughts as much as she can. Working through her own hesitation is an ongoing process and something she worries about constantly.
Style of Self-Expression: Sienna is very reserved and quiet. She does her best not to offend or garner too much attention to avoid trouble, shys away from conflict, and tires to diffuse tense situations. When she feels threatened or when she feels like she has upset someone, she becomes even more polite than usual and tries very hard to avoid offending further, making her responses short, safe, and often bland until she can find a good way to excuse herself and get away. This isn’t to say that she’s a complete pushover and will let people walk all over her, just that she tries to make her refusals polite and not obvious.
She has difficulty trusting people, and tends to keep people at a distance. People are scary enough on their own, but she’s also convinced that people would be disappointed if they learned too much about her. She considers herself uninteresting, and is insecure about how she’s been living and what she’s been doing the past few years. She assumes other people would have the same reaction if they found out. However, she will jump into danger with no hesitation to save anyone, even people she dislikes or is afraid of. She’s very sensitive to seeing people hurt or killed in front of her and will do anything in her power to prevent it.
Her anxiety and paranoia show clearly in her mannerisms. She’s jittery and obviously nervous most of the time, even if her voice sounds calm. This can make her seem suspicious even if she’s not doing anything, or like she’s lying even when she’s telling the truth.
Also completely incapable of turning down free food and often regrets taking it later.
Most Important Thing: Her best friend Alina Rybalka. Most of the people she was close with growing up are either dead or missing, with the exception of Alina. They shared and overcame numerous difficult and traumatic situations together and Sienna considers her one of the only (if not quite literally the only) people that hasn’t let her down in a major way. Their bond is strong enough that she considers Alina her only living family despite her extended family still being alive on Menagerie. She’s content sticking to Alina like a shadow, and she tends to at least be in her thoughts with every decision she makes.
Sienna was born to a poor family in Vale, an only child due to the expense and difficulty that came to raising a child. She was quiet and shy, preferring to keep to herself and let her actions speak for her, finding machines easier to understand than people. Her parents were more than happy to encourage her hobbies, and part of them were relieved that she preferred to stay inside where it was safe. Even after the Great War life was not easy for the faunus after all.
Her parents tolerated the harassment and discrimination, hoping that there would be gradual change and gradual acceptance. They were both old enough to remember the Great War and wanted to avoid another large scale conflict. They stayed that way, and stayed in Vale, until they couldn’t anymore, only leaving once it became clear they would be shipped to Menagerie if they didn’t.
Unfortunately, by that point it wasn’t easy to leave. It was only a few months before the Faunus Revolution broke out in full force and tensions were high. Sienna left with her mother while her father left later in an effort to help others. They ran into trouble, her mother told her to run, she complied and ran as fast as she could to where they were supposed to meet up with her father, and that was the last time she ever saw her mother. Sienna still doesn’t know what happened or her mother’s ultimate fate to this day, but she has a few guesses.
Sienna’s father did his best to pick up the pieces after their lives were completely uprooted, and tried to do the same for others. He made a point of searching for any lost or fleeing faunus to try to give them a sense of normalcy, or to, at the very least, make sure they didn’t die in the wilderness.
As much as he wanted to avoid getting involved in a war, he couldn’t avoid it in good conscience once the conflict fully erupted given his skillset. As a very helpful young girl, Sienna naturally wanted to help. Her father did the only sensible thing when a ten year old child asked to get involved in a war and refused. She accepted this for awhile, but after enough time of feeling like dead weight and mounting loneliness from her father having to leave often, she took matters into her own hands. The next time he was in their camp she snuck out to follow a patrol. She wasn’t discovered, but the patrol was. It was the first time she had seen a huntsman fight and the first time she knew the horror of what they were and what they could do. She was the only one that made it back alive.
It wasn’t the last time she’d experience it either. After that she was far more cooperative about following directions, and her father realized it was probably a good idea to at least let her do something. At first, she just did odd jobs such as cooking, laundry, sewing, and cleaning weapons (sometimes even the fancy mechanical kind if they were able to pilfer them) while her father started teaching her how to fight. Once it was clear she was unlikely to run off on her own again, she started acting as a messenger. This meant she was still getting close to battlefields despite being a non-combatant. She still has nightmares about some of the things she’s seen.
One such delivery took her past Fort Castle. Her father was with her as he was headed somewhere in the same direction. Even though she still had some daylight left, she wouldn’t make it to the next town by the time the sunset, so she decided to rest there for the night and just help out with whatever jobs Fort Castle needed, and her father stayed with her. That night, they were attacked, and her father ended up fighting. He did not survive. Sienna still feels guilty about it even though intellectually she knows it’s not her fault.
Once the war ended she was at a loss of what to do. Her immediate family was dead, and she was only 14, so making a living, especially as a faunus, wasn’t feasible. In the end, she went to Menagerie to go live with her uncle even though it felt like she was spitting in the face of her father and everything they were fighting for. Sienna had talked with her father about why he was fighting and what he hoped to accomplish enough that she did try to live a normal life. It was one of the goals that came up most often: the idea that he wanted her to live a happy and fulfilling life. She tried. Enrolled in school, started trying to fix cars again, tried to make friends, did everything she could to piece together some semblance of a normal life.
She failed. School wasn’t hard, but with as difficult as she found it to sleep it was always hard to focus. She was always on edge and easy to bully because of it, so making friends was difficult. Even when she had some success, her tendency to snap at people for stepping on something sensitive, or for something even as innocuous as walking up behind her when she didn’t notice alienated people. Plus, she found that she couldn’t relate to most of the people there. They didn’t fight, they didn’t see anything, they were just normal and it was becoming obvious to her that she just...wasn’t.
When one of her close friends from the war decided to leave Menagerie, Sienna followed along with her. She wasn’t accomplishing anything by staying here, and it was clear the war wasn’t really done anyway. Not as long as faunus were being treated like dirt. Like they weren’t even people. She wasn’t quite sure what she needed to do, but she did agree with her friend that it would take manpower, and thus, money. Sienna got involved with her friend’s bounty hunting as a result, though she rarely attacked people, finding that she was better suited to information gathering, theft, and sabotage. Her semblance meant that only the most enforced of vaults meant anything to her, and it was easy enough for her to just hide inside of a wall or rock and listen in. Her skill with machinery meant that taking things apart in such a way that it wouldn’t be noticed was pretty straight-forward.
Sienna ended up getting involved with the Asche Syndicate because of the same friend. She has a lot of misgivings about it, but is trusting that her friend believes something good can come out of it. Hopefully something more than lots of money. She would be very disappointed if that was the only thing that came out of it.
She’s trying to take a bit more initiative this time and trying to be more leader-like and get people interested in doing what she wants to do. As a quiet and shy person, this is difficult for her, but she knows it’s something she has to do eventually. Sienna’s never been one to let fear hold her back anyway.
[attr=class,title nomargin]Age 19 [attr=class,title]Gender Female [attr=class,title]Faction Kerch Kozaks [attr=class,title]Tier Sophomore [attr=class,title]Face Claim Original Art by Kitten4u [attr=class,title]OOC Name Kitten4u |
[attr=class,main-title-left kozak]Character Traits
Date of Birth: January 13th, 7AV
Species: Faunus (Fox, has ears and tail)
Romantic Orientation: Unsure
Aura Color: Burnt Orange
Height: 165cm
Weight: 60kg
Color Naming Rule: Noting down all her used aliases as well
Sienna is a dark red earth tone
Hajnal is the Hungarian word for dawn
Her real name is a bright orange earth tone and references supernovae, which are also bright colors
Red is the color red
Powehi is the name of the first photographed black hole. Comes from a Hawaiian phase meaning “embellished dark source of unending creation.” It’s black surrounded by bright orange.
Dawn is when the sun rises, making the sky light colors, such as orange.
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[attr=class,main-title-right kozak]Combat And Inventory
[attr=class,title]Semblance
Semblance Name: Phase
Rank of Semblance: C
Semblance Type: Physical Boost
Primary Category: Obstacle (+4)
Secondary Category: Hazard (+2)
One Sentence Summary of Semblance: Sienna has the Physical Boost semblance of Phase which allows the wielder to let herself and others move through solid matter.
Description of Semblance: When Sienna uses her semblance, any person or object she uses it on can pass through solid objects made of steel or any softer material as though they were not there. Phased targets can interact with other phased targets, but they cannot interact with anything that has not been phased; they will simply pass through those objects. The target can move through 25-30 meters (size of a short-course Olympic swimming pool) before they are unable to move further and get stuck in what they were moving through.
When her semblance is active on a target, that person or object will look slightly transparent and look like they had a burnt orange color filter applied to them. It doesn't make them any more or less noticeable, and it doesn't make them difficult to see, it just makes it obvious that her semblance is being used on them.
If she stops using her semblance while the target is inside something else, neither her target nor whatever it's overlapping is harmed, thanks to molecular structures being mostly empty space combined with physics breaking superpowers. It does not stop any bodily functions and it will not physically hurt any living thing that gets stuck. At most, their chest might feel a little heavy and it might be a little uncomfortable; like being stuck in a very tight hole where it's difficult to move. It also does not interfere with senses anymore than being in a similar situation would. IE, if they're eyes are buried they wouldn't be able to see unless they could see through walls, sounds would be muffled if their ears were covered, etc.
Whenever two objects intersect like this, the smaller one will gradually be pushed out of the larger one using the shortest path possible that doesn’t violate the rules of her semblance (eg, it won’t push them through materials she couldn’t push someone through with her semblance active). This process is fairly slow if there's no struggle. It'll take about 15 minutes if it's a quarter of the way through the object, 30 if it's half, and 45 if it's completely inside the larger object. If there's a struggle, it takes far less time. To use people as an example, it'll take 1 post to escape if they're trapped up to their ankles, 3 if they're trapped up to their waist, and 4 if they're trapped up to their neck. Pulling on inanimate objects counts as struggle, as does hitting whatever an object is stuck in (EG banging on the wall) if it's completely stuck in something. This can be sped up further if the victim has someone helping them or can break through the object trapping them.
Drawbacks of Semblance: It is activated by touch and touch must be maintained the entire time. Once she is no longer touching the target it immediately becomes solid again, so she could not, for example, use her semblance on a projectile and throw that through a wall, unless it was connected by a chain or something she could continue touching while it went through the wall. If she’s phasing a target besides herself, she needs to keep part of her body inside of the target in order to keep it active.
Sienna does not choose what she phases through. Anything affected by her semblance will phase through anything solid, even the ground. This means it can only be used in short bursts while in midair most of the time without risk of the target getting stuck.
When she phases something, every part of that target is phased, not pieces of it. For example, if she phases herself, she cannot choose to not have her feet phase so she can stand on the ground, her entire body must be phased for any part of it to be phased. She cannot phase anything larger than a small room (5-7 meters), so she would not be able to make the floor disappear in a 10 story building for example.
There’s a little less than a second delay before it starts working. While it’s still possible to use it to help her dodge in combat, this makes it unreliable. Between this and that she has to do something as obvious as touch someone to use it, if Sienna tries to make an enemy sink into the ground they’ll have some time to react to it. Enough that if they push themselves away from her quickly that their movement won’t be hindered.
It’s very obvious when she’s using her semblance and what’s being affected by it, and this cannot be hidden or made less obvious in any way.
Drains aura on use.
[attr=class,title]Weapon(s)
Weapon Name: Modified gloves and boots. They don’t have names because she finds that tradition absurd. They are tools, not children. Are people going to expect her to name her crowbar or pliers next? Ridiculous.
Rank of Weapon(s): E
Category: Obstacle (+1)
Description of Weapons(s): Her weapons look entirely unremarkable, to the point that they look like normal clothing. The gloves are just brown leather, stained with oil and grease, that look like standard work gloves. The only thing even slightly off about them is that they look a little big for her, but not so much so that they’d look like any more than hand-me-downs. The inside of them have light metal plates, thin enough that they don’t interfere with her finger dexterity, but hard enough to act as brass knuckles in a fight.
Each glove also has a thin chain wrapped around them, hidden in a fake belt around the wrists. The buckle on that fake belt is actually a grappling hook that adheres to surfaces using Van Der Waals forces (same forces geckos and spiders use to climb walls) rather than wrapping around something or needing to stick in something. They hold tight as long as they’re pulled at, but will come off very easily if taken off like a sticker. There’s one in each wrist, and she can fire and retract them (either pulling her target towards her or pulling herself towards the target depending on which is heavier) with specific hand and finger movements. She can also electrify the chains, making them act as a sort of stun gun if desired. The gloves are insulated enough that she won't shock herself.
Her boots are even less remarkable. They’re just standard lace-up boots with a bit of metal in the soles and around her toes. It’s an even lighter and weaker metal than the ones in her gloves in order to have them avoid interfering with her ability to move, but it does keep her feet safe and gives her kicks a little extra, well, kick.
[attr=class,title]Non-Combat Abilities
Name of Non-Combat Ability: Mechanic
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: Sienna has a thorough understanding of modern machinery. She knows the most about vehicles, but is also reasonably knowledgeable about weapons and how electricity works in general. She’s good at not only building, modifying, or repairing machines, but also sabotaging them.
Name of Non-Combat Ability: Stealth
Rank of Non-Combat Ability: C
Category: Obstacle (+4)
Description of Non-Combat Ability: Avoiding trouble and never being seen has a vital skill for nearly her entire life. She's especially good at blending into shadows, coming from directions people don't normally expect, and just generally not being seen in the first place, but can use the same sorts of skills to lose people and get out of trouble in a pinch.
Name of Non-Combat Ability: Perception (Hearing)
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: All of her senses are above average, even by faunus standards, but her hearing is particularly exceptional. She can make out quieter sounds than most people, can hear over longer distances, and can still make out muffled sounds, such as someone on the other side of a wall. She pays attention to small details and can notice even subtle things. However, all this makes her very sensitive to noise. Loud noises are painful and can overwhelm her.
[attr=class,title]Combat Abilities
Name of Combat Ability: Unorthodox Martial Arts
Rank of Combat Ability: E
Category: Combatants (+1)
Description of Combat Ability: Her fighting style is close range and almost entirely non-lethal. Fairly unorthodox too, as she likes to use her semblance and movements to remain unpredictable and annoying long enough to find a good opening. That said, she’s no stranger to throwing punches.
Name of Combat Ability: Not Actually Here [Agility]
Rank of Combat Ability: D
Category: Hazard (+2)
Description of Combat Ability: Sienna is naturally fast and agile without her other tools. With them, she can very suddenly be somewhere else with her grappling hooks, and sometimes even just phase through attacks if her reflexes are good enough. It can be difficult to track her movements, and her other tools make her perfectly capable of dodging in mid air.
Name of Combat Ability: Not Here Anymore [Speed]
Rank of Combat Ability: C
Category: Obstacle (+4)
Description of Combat Ability: As a former messenger, Sienna is no stranger to needing to get from place to place as quickly as possible. It’s something she’s used enough to running that movements that keep her moving come naturally.
Name of Combat Ability: Shouldn’t be Here [Acrobatics]
Rank of Combat Ability: E
Category: Obstacle (+1)
Description of Combat Ability: Sienna is practically specialized in getting to places she doesn’t belong and places no one expects her to be. Her natural agility and semblance make it easy to do so quickly.
Name of Combat Ability: Always do more [Stamina]
Rank of Combat Ability: F
Category: Hazard (+0)
Description of Combat Ability: She’s not one to give up and tries way too hard at everything she does. It’s given her some staying power. Enough so that she’s willing to try to outlast opponents rather than take them down if the situation calls for it.
[attr=class,main-title-left kozak]Character Information
[attr=class,title]Vitals
Primary Drive: If asked, she’d say “to make the world a better place,” which is vague and unhelpful, but it’s about the closest idea she has to what she actually wants. Growing up she didn’t have much freedom, and developed a crippling fear of making people unhappy or making the world around her worse. A lot of her ideas on how the world should be directly contradict each other, and some of them aren’t something she considers very practical to begin with. So, she’s still trying to figure out herself, the world around her, and the chaotic force that is people in general.
What this means for the moment is that she can very rarely ignore people in trouble. She has a weak sense of self and feels the need to justify why she’s still alive rather than the people she knew. She sees prioritizing her own safety and happiness as selfish, to the point of rarely sleeping because she could be doing something useful with that time. Note that this isn’t synonymous with making people happy because what’s best for someone often makes them unhappy.
In short, she wants to do something to change the world and make it better, but has no idea how to go about doing that. Thus, her current goal is to observe and learn about the world so she can figure out what the fuck she’s supposed to do about all the bad things.
Fears: Sienna is anxious and paranoid even at the best of times, so it’s not too much of an exaggeration to say she’s afraid of just about everything and life in general. It’s rare that she feels like she can relax or let her guard down, but there are a few things that set her off more than others. The biggest ones are sudden loud noises and being touched from behind (regardless of whether she’s aware the person is there or not). She’s also very afraid of upsetting people or being noticed.
People in general scare her. She has difficulty trusting people and always worries about people reacting badly if she says something wrong regardless of whether that means they retaliate or just end up being sad. Several bad encounters with Huntsmen during the Faunus Rights Revolution has left her particularly terrified of them. She even harbors some fears of her best friend Alina. She’s fully aware that her opinion of Alina would be different if they met under different circumstances, and worries that Alina’s messiah complex will make her do things she’ll regret later because she feels like she had to do something.
Finally, she fears stagnation and hesitation. Sienna is a very curious person and likes to watch herself and others grow. However, she’s prone to decision paralysis and her anxious mind keeps telling her that if she doesn’t know what to do she shouldn’t do anything at all. Most of her regrets come from inaction rather than action though, so she tries to fight these thoughts as much as she can. Working through her own hesitation is an ongoing process and something she worries about constantly.
Style of Self-Expression: Sienna is very reserved and quiet. She does her best not to offend or garner too much attention to avoid trouble, shys away from conflict, and tires to diffuse tense situations. When she feels threatened or when she feels like she has upset someone, she becomes even more polite than usual and tries very hard to avoid offending further, making her responses short, safe, and often bland until she can find a good way to excuse herself and get away. This isn’t to say that she’s a complete pushover and will let people walk all over her, just that she tries to make her refusals polite and not obvious.
She has difficulty trusting people, and tends to keep people at a distance. People are scary enough on their own, but she’s also convinced that people would be disappointed if they learned too much about her. She considers herself uninteresting, and is insecure about how she’s been living and what she’s been doing the past few years. She assumes other people would have the same reaction if they found out. However, she will jump into danger with no hesitation to save anyone, even people she dislikes or is afraid of. She’s very sensitive to seeing people hurt or killed in front of her and will do anything in her power to prevent it.
Her anxiety and paranoia show clearly in her mannerisms. She’s jittery and obviously nervous most of the time, even if her voice sounds calm. This can make her seem suspicious even if she’s not doing anything, or like she’s lying even when she’s telling the truth.
Also completely incapable of turning down free food and often regrets taking it later.
Most Important Thing: Her best friend Alina Rybalka. Most of the people she was close with growing up are either dead or missing, with the exception of Alina. They shared and overcame numerous difficult and traumatic situations together and Sienna considers her one of the only (if not quite literally the only) people that hasn’t let her down in a major way. Their bond is strong enough that she considers Alina her only living family despite her extended family still being alive on Menagerie. She’s content sticking to Alina like a shadow, and she tends to at least be in her thoughts with every decision she makes.
[attr=class,title]History Freeform
Sienna was born to a poor family in Vale, an only child due to the expense and difficulty that came to raising a child. She was quiet and shy, preferring to keep to herself and let her actions speak for her, finding machines easier to understand than people. Her parents were more than happy to encourage her hobbies, and part of them were relieved that she preferred to stay inside where it was safe. Even after the Great War life was not easy for the faunus after all.
Her parents tolerated the harassment and discrimination, hoping that there would be gradual change and gradual acceptance. They were both old enough to remember the Great War and wanted to avoid another large scale conflict. They stayed that way, and stayed in Vale, until they couldn’t anymore, only leaving once it became clear they would be shipped to Menagerie if they didn’t.
Unfortunately, by that point it wasn’t easy to leave. It was only a few months before the Faunus Revolution broke out in full force and tensions were high. Sienna left with her mother while her father left later in an effort to help others. They ran into trouble, her mother told her to run, she complied and ran as fast as she could to where they were supposed to meet up with her father, and that was the last time she ever saw her mother. Sienna still doesn’t know what happened or her mother’s ultimate fate to this day, but she has a few guesses.
Sienna’s father did his best to pick up the pieces after their lives were completely uprooted, and tried to do the same for others. He made a point of searching for any lost or fleeing faunus to try to give them a sense of normalcy, or to, at the very least, make sure they didn’t die in the wilderness.
As much as he wanted to avoid getting involved in a war, he couldn’t avoid it in good conscience once the conflict fully erupted given his skillset. As a very helpful young girl, Sienna naturally wanted to help. Her father did the only sensible thing when a ten year old child asked to get involved in a war and refused. She accepted this for awhile, but after enough time of feeling like dead weight and mounting loneliness from her father having to leave often, she took matters into her own hands. The next time he was in their camp she snuck out to follow a patrol. She wasn’t discovered, but the patrol was. It was the first time she had seen a huntsman fight and the first time she knew the horror of what they were and what they could do. She was the only one that made it back alive.
It wasn’t the last time she’d experience it either. After that she was far more cooperative about following directions, and her father realized it was probably a good idea to at least let her do something. At first, she just did odd jobs such as cooking, laundry, sewing, and cleaning weapons (sometimes even the fancy mechanical kind if they were able to pilfer them) while her father started teaching her how to fight. Once it was clear she was unlikely to run off on her own again, she started acting as a messenger. This meant she was still getting close to battlefields despite being a non-combatant. She still has nightmares about some of the things she’s seen.
One such delivery took her past Fort Castle. Her father was with her as he was headed somewhere in the same direction. Even though she still had some daylight left, she wouldn’t make it to the next town by the time the sunset, so she decided to rest there for the night and just help out with whatever jobs Fort Castle needed, and her father stayed with her. That night, they were attacked, and her father ended up fighting. He did not survive. Sienna still feels guilty about it even though intellectually she knows it’s not her fault.
Once the war ended she was at a loss of what to do. Her immediate family was dead, and she was only 14, so making a living, especially as a faunus, wasn’t feasible. In the end, she went to Menagerie to go live with her uncle even though it felt like she was spitting in the face of her father and everything they were fighting for. Sienna had talked with her father about why he was fighting and what he hoped to accomplish enough that she did try to live a normal life. It was one of the goals that came up most often: the idea that he wanted her to live a happy and fulfilling life. She tried. Enrolled in school, started trying to fix cars again, tried to make friends, did everything she could to piece together some semblance of a normal life.
She failed. School wasn’t hard, but with as difficult as she found it to sleep it was always hard to focus. She was always on edge and easy to bully because of it, so making friends was difficult. Even when she had some success, her tendency to snap at people for stepping on something sensitive, or for something even as innocuous as walking up behind her when she didn’t notice alienated people. Plus, she found that she couldn’t relate to most of the people there. They didn’t fight, they didn’t see anything, they were just normal and it was becoming obvious to her that she just...wasn’t.
When one of her close friends from the war decided to leave Menagerie, Sienna followed along with her. She wasn’t accomplishing anything by staying here, and it was clear the war wasn’t really done anyway. Not as long as faunus were being treated like dirt. Like they weren’t even people. She wasn’t quite sure what she needed to do, but she did agree with her friend that it would take manpower, and thus, money. Sienna got involved with her friend’s bounty hunting as a result, though she rarely attacked people, finding that she was better suited to information gathering, theft, and sabotage. Her semblance meant that only the most enforced of vaults meant anything to her, and it was easy enough for her to just hide inside of a wall or rock and listen in. Her skill with machinery meant that taking things apart in such a way that it wouldn’t be noticed was pretty straight-forward.
Sienna ended up getting involved with the Asche Syndicate because of the same friend. She has a lot of misgivings about it, but is trusting that her friend believes something good can come out of it. Hopefully something more than lots of money. She would be very disappointed if that was the only thing that came out of it.
She’s trying to take a bit more initiative this time and trying to be more leader-like and get people interested in doing what she wants to do. As a quiet and shy person, this is difficult for her, but she knows it’s something she has to do eventually. Sienna’s never been one to let fear hold her back anyway.
[attr=class,cs-bottom kozak]