Post by Glint on Apr 14, 2020 21:52:38 GMT -5
Friederike Rosenkranz
"The chance of peace demolished with an outcry
An orphan remembering lullaby
And embers that fall from the sky;
They all hold a beauty."
An orphan remembering lullaby
And embers that fall from the sky;
They all hold a beauty."
Age 32 Gender Female Faction Asche Syndicate Tier Freshman Face Claim Florence Nightingale from Fate/Grand Order OOC Name Kalm |
Character Traits
Date of Birth: BV5, August 24
Species: Faunus; her hands are covered in crocodile scales, complete with claws.
Romantic Orientation: Biromantic... probably.
Aura Color: Light blue
Height: 170 cm
Weight: 59 kg
Color Naming Rule: The color connection comes from the last name "Rosenkranz", which can mean "rose wreath" in German. The full name itself is inspired from the same source as the character Rosencratz from Hamlet.
Species: Faunus; her hands are covered in crocodile scales, complete with claws.
Romantic Orientation: Biromantic... probably.
Aura Color: Light blue
Height: 170 cm
Weight: 59 kg
Color Naming Rule: The color connection comes from the last name "Rosenkranz", which can mean "rose wreath" in German. The full name itself is inspired from the same source as the character Rosencratz from Hamlet.
Combat & Inventory
Folio
Rank of Semblance: E
Semblance Type: Clone
One Sentence Summary of Semblance: Folio is a clone semblance that allows Friede to create multiple clones that exert physical force, have nonzero durability and have the ability to move.
Description of Semblance: Folio allows Friede to create light blue clones of herself with her aura. Their clothing resembles that of a nurse instead of whatever Friede is wearing, but otherwise their appearance is identical to her. They can move around and interact with objects, and are able to withstand two F-rank attacks before dispersing. An attack that equals or exceeds E-rank disperses one immediately. Friede's eyes glow red both for the activation and duration of the semblance.
Drawbacks of Semblance: Friede cannot move while Folio is active. The upper limit for simultaneous clones is four, and hitting that upper limit has a substantial drain on Friede's aura.
Gylde
Rank of Weapon(s): E
Description of Weapons(s):In its more compact form, Gylde resembles a bundled stick grenade with six "chambers". Despite the superficial appearance, Gylde is not meant to be thrown and is normally merely used as a mace at melee ranges.
When transformed, Gylde's shaft elongates and its handle changes, unfolding the trigger and other bits that make the firing experience more natural. This is because Gylde's ranged form is a six-shot revolver-type grenade launcher that resembles some kind of odd crossbreed between a nock gun and a hand mortar. Gylde's isn't an advocate for the loss of human life or destruction in general, so it is much more common to find her use it for impact rounds as opposed to actual grenades.
Both of Gylde's forms can be intimidating and neither is particularly subtle. This is partly because it was originally designed for combat engineers to use, gifted to Friede by a friend.
Non-Combat Abilities
Suggestion (Remove when finished with application): Non-Combat abilities are abilities that cannot be used in combat that flesh out your character. Tailoring, carpentry, metalworking, dancing, painting, cooking, etc. They cost half as much as combat abilities, so an F rank non-combat is 38XP and an E rank is 138XP.
Name of Non-Combat Ability: Chicken Soup for the Soul
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Friede learned how to cook at her home, something which served her well during her supportive role during the War. She isn't a chef per say, but you should at least remain well fed if she's in the kitchen.
Name of Non-Combat Ability: Medicine Maker
Rank of Non-Combat Ability: E
Description of Non-Combat Ability: After going underground, Friede started to learn how to make her own medical supplies. Anesthesia, disinfectant, some of the more common drugs, you name it. She has some connections for acquiring the materials for making them, but only in moderation and without access to "the real good stuff" at this point in time.
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Combat Abilities
Suggestion (Remove when finished with application): F rank combat abilities are 75 each, and E rank combat abilities are 275 each. If you want to be a jack of all trades type of character at the beginning, take a lot of F ranked abilities. If you want to be really good in a few areas but weak in others to start, take one or two E rank combat abilities. To be a skilled and tanky melee fighter, for example, you can take E rank durability and martial arts to raise your damage resistance and melee accuracy. If you want to play a nimble archer you can take speed and marksmanship if you favor positioning or agility and marksmanship if you favor dodging, and if you want to play a glass cannon type melee character you can boost your weapon to E rank and take martial arts to increase your damage and melee accuracy. Each combat skill must provide one mechanical benefit, with no exceptions.
Name of Combat Ability: Prayer for Healthy Body
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Name of Combat Ability: Prayer for Healthy Soul (Aura Healing)
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Name of Combat Ability: Surgical Precision (Marksmanship)
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Rank of Semblance: E
Semblance Type: Clone
One Sentence Summary of Semblance: Folio is a clone semblance that allows Friede to create multiple clones that exert physical force, have nonzero durability and have the ability to move.
Description of Semblance: Folio allows Friede to create light blue clones of herself with her aura. Their clothing resembles that of a nurse instead of whatever Friede is wearing, but otherwise their appearance is identical to her. They can move around and interact with objects, and are able to withstand two F-rank attacks before dispersing. An attack that equals or exceeds E-rank disperses one immediately. Friede's eyes glow red both for the activation and duration of the semblance.
Drawbacks of Semblance: Friede cannot move while Folio is active. The upper limit for simultaneous clones is four, and hitting that upper limit has a substantial drain on Friede's aura.
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Gylde
Rank of Weapon(s): E
Description of Weapons(s):In its more compact form, Gylde resembles a bundled stick grenade with six "chambers". Despite the superficial appearance, Gylde is not meant to be thrown and is normally merely used as a mace at melee ranges.
When transformed, Gylde's shaft elongates and its handle changes, unfolding the trigger and other bits that make the firing experience more natural. This is because Gylde's ranged form is a six-shot revolver-type grenade launcher that resembles some kind of odd crossbreed between a nock gun and a hand mortar. Gylde's isn't an advocate for the loss of human life or destruction in general, so it is much more common to find her use it for impact rounds as opposed to actual grenades.
Both of Gylde's forms can be intimidating and neither is particularly subtle. This is partly because it was originally designed for combat engineers to use, gifted to Friede by a friend.
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Non-Combat Abilities
Suggestion (Remove when finished with application): Non-Combat abilities are abilities that cannot be used in combat that flesh out your character. Tailoring, carpentry, metalworking, dancing, painting, cooking, etc. They cost half as much as combat abilities, so an F rank non-combat is 38XP and an E rank is 138XP.
Name of Non-Combat Ability: Chicken Soup for the Soul
Rank of Non-Combat Ability: F
Description of Non-Combat Ability: Friede learned how to cook at her home, something which served her well during her supportive role during the War. She isn't a chef per say, but you should at least remain well fed if she's in the kitchen.
Name of Non-Combat Ability: Medicine Maker
Rank of Non-Combat Ability: E
Description of Non-Combat Ability: After going underground, Friede started to learn how to make her own medical supplies. Anesthesia, disinfectant, some of the more common drugs, you name it. She has some connections for acquiring the materials for making them, but only in moderation and without access to "the real good stuff" at this point in time.
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
--------------------------------------------------------
Combat Abilities
Suggestion (Remove when finished with application): F rank combat abilities are 75 each, and E rank combat abilities are 275 each. If you want to be a jack of all trades type of character at the beginning, take a lot of F ranked abilities. If you want to be really good in a few areas but weak in others to start, take one or two E rank combat abilities. To be a skilled and tanky melee fighter, for example, you can take E rank durability and martial arts to raise your damage resistance and melee accuracy. If you want to play a nimble archer you can take speed and marksmanship if you favor positioning or agility and marksmanship if you favor dodging, and if you want to play a glass cannon type melee character you can boost your weapon to E rank and take martial arts to increase your damage and melee accuracy. Each combat skill must provide one mechanical benefit, with no exceptions.
Name of Combat Ability: Prayer for Healthy Body
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Name of Combat Ability: Prayer for Healthy Soul (Aura Healing)
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Name of Combat Ability: Surgical Precision (Marksmanship)
Rank of Combat Ability: E
Description of Combat Ability: Enter here
Biography
Personality/History Freeform
Suggestion (Delete when finished with application): The only things that need to be mentioned here are how the character joined the organization and why they are incentivized to remain a part of it. When your character goes solo, they become an NPC so you need a reason for them to stick around.
For the history itself, one way to go about doing that might be to ask yourself what the characters ideals and core beliefs are and how they came to have those beliefs in the first place. Another thing that would be nice to include would be some form of bond, even if it is just one. There is something that matters to everyone, whether that is an object or a person or an idea. What is that something that matters to your character, and why does it matter to them? How do those bonds and beliefs play into their decision to be a hunter?
Friederike was born during the Great War. She spend her early childhood, five first years, in a hectic environment where she was fleetingly clinging from one person to another. She's not entirely sure whether "Friederike" is her original name either, but it is the one that stuck around at the back of her mind. Most of her memories from back then are so faded that nowadays Friede can't help but wonder whether it was all just one bad dream.
When Friederike was taken in by the Krantz, who ended up moving to Menagerie in the aftermath of the Great War, she had issues adjusting to a life without conflict. There was a constant feeling at the back of her mind that it couldn't be real, and that she would wake up from the dream any moment, that maybe her night terrors were a glimpse of reality. But, as the years passed, so did that feeling... mostly. It's doubtful that it'll ever truly vanish, no matter how wholesome her time as Rosa Krantz was.
Rosa most definitely isn't her original name either, but as it took a long time for Friederike to say anything to her new guardians, her new mother had started to call her "Rosa" after the color of her hair. And by the time that she did become talkative, she had become reluctant to use the name that reminded her of the bad things over the one that didn't.
Rosa had issues on the social front, but she did well in school. Her parents had a child of their own, a boy, who she helped to look after. She eventually decided to study medicine for reasons that were vague at best. Wanting to save lives was a part of it, but the idea of not being able to save someone didn't conceptually bother her. She wanted to know why.
In this sense, it was only natural for her to volunteer when the conflict what eventually became known as the Faunus War started to make rounds. They could use all the help they could get, even from among those who had yet to complete their training.
----
The Faunus War taught Rosa a lot. There was nothing happy about war, but it felt comfortingly real, unlike the peaceful times back at Menagerie.
Rosa did manage to find her answer, but it came at a cost. With peace came the responsibility to clean up the .
----
The person called Rosa Krantz vanished. Not wanting to bring more shame to her family with her own actions, she took up the name that she had once forsaken. She became involved with the underground and continued to practice medicine, both for those who couldn't afford a real doctor and for those who had to get discreet treatment; the latter funded the former. It brought her the same kind of comfort that the battlefield had.
She diversified her knowledge into making her own medicine as she did to avoid running out of supplies, and all in all started to make a reputation for herself. Friede had her own clinic and an assortment of help in running it, mostly from those who couldn't afford the treatment; she has plenty of arrangements in store for those who would want to abuse her generosity, but being forced to lend a helping hand is by far the most popular option.
She has recently aligned herself with the Asche Syndicate out of something as mundane as job security. There's only so much she can do as far as supplies and personal safety is concerned on her own, and while working for a private entity like that isn't quite the same, it is bound to be an interesting venture.
As long as there are people in need of their personal savior, Friederike Rosenkranz will be happy.
Suggestion (Delete when finished with application): The only things that need to be mentioned here are how the character joined the organization and why they are incentivized to remain a part of it. When your character goes solo, they become an NPC so you need a reason for them to stick around.
For the history itself, one way to go about doing that might be to ask yourself what the characters ideals and core beliefs are and how they came to have those beliefs in the first place. Another thing that would be nice to include would be some form of bond, even if it is just one. There is something that matters to everyone, whether that is an object or a person or an idea. What is that something that matters to your character, and why does it matter to them? How do those bonds and beliefs play into their decision to be a hunter?
Friederike was born during the Great War. She spend her early childhood, five first years, in a hectic environment where she was fleetingly clinging from one person to another. She's not entirely sure whether "Friederike" is her original name either, but it is the one that stuck around at the back of her mind. Most of her memories from back then are so faded that nowadays Friede can't help but wonder whether it was all just one bad dream.
When Friederike was taken in by the Krantz, who ended up moving to Menagerie in the aftermath of the Great War, she had issues adjusting to a life without conflict. There was a constant feeling at the back of her mind that it couldn't be real, and that she would wake up from the dream any moment, that maybe her night terrors were a glimpse of reality. But, as the years passed, so did that feeling... mostly. It's doubtful that it'll ever truly vanish, no matter how wholesome her time as Rosa Krantz was.
Rosa most definitely isn't her original name either, but as it took a long time for Friederike to say anything to her new guardians, her new mother had started to call her "Rosa" after the color of her hair. And by the time that she did become talkative, she had become reluctant to use the name that reminded her of the bad things over the one that didn't.
Rosa had issues on the social front, but she did well in school. Her parents had a child of their own, a boy, who she helped to look after. She eventually decided to study medicine for reasons that were vague at best. Wanting to save lives was a part of it, but the idea of not being able to save someone didn't conceptually bother her. She wanted to know why.
In this sense, it was only natural for her to volunteer when the conflict what eventually became known as the Faunus War started to make rounds. They could use all the help they could get, even from among those who had yet to complete their training.
----
The Faunus War taught Rosa a lot. There was nothing happy about war, but it felt comfortingly real, unlike the peaceful times back at Menagerie.
Rosa did manage to find her answer, but it came at a cost. With peace came the responsibility to clean up the .
----
The person called Rosa Krantz vanished. Not wanting to bring more shame to her family with her own actions, she took up the name that she had once forsaken. She became involved with the underground and continued to practice medicine, both for those who couldn't afford a real doctor and for those who had to get discreet treatment; the latter funded the former. It brought her the same kind of comfort that the battlefield had.
She diversified her knowledge into making her own medicine as she did to avoid running out of supplies, and all in all started to make a reputation for herself. Friede had her own clinic and an assortment of help in running it, mostly from those who couldn't afford the treatment; she has plenty of arrangements in store for those who would want to abuse her generosity, but being forced to lend a helping hand is by far the most popular option.
She has recently aligned herself with the Asche Syndicate out of something as mundane as job security. There's only so much she can do as far as supplies and personal safety is concerned on her own, and while working for a private entity like that isn't quite the same, it is bound to be an interesting venture.
As long as there are people in need of their personal savior, Friederike Rosenkranz will be happy.