Post by Aster "Okami" Nighttide on May 16, 2020 5:21:50 GMT -5
Aster “Okami” Nighttide
"You might need something for this burn."
Age 24 Gender Male Faction Asche Syndicate Tier Freshman Face Claim made by Magiertama OOC Name Magiertama |
Character Traits
Date of Birth: 2 AV, June 13.
Species: Faunus
Romantic Orientation: Demi
Aura Color: White
Height: 174 cm
Weight: 78 kg
Color Naming Rule: “Aster” means “Star”, and “Nighttide” is the coming of dark.
Species: Faunus
Romantic Orientation: Demi
Aura Color: White
Height: 174 cm
Weight: 78 kg
Color Naming Rule: “Aster” means “Star”, and “Nighttide” is the coming of dark.
Combat & Inventory
Ookami
Rank of Semblance: D
Semblance Type: Manipulator (Manipulation, Creation)
One Sentence Summary of Semblance: Ookami is a manipulation type semblance that lets the user create and control lightning.
Description of Semblance:
Aster is able to create lightning with his aura and then control it in a range around himself that is approximately as big as a smaller truck (15-18 meters). His semblance has the same properties as real lightning and can damage even soft metals. He can either generate it over his body or weapon and transfer it by touch, or have it appear around him as ball lightning to attack with. His lightning, whether it is created at a range or not, shares his accuracy in close and ranged combat. He can power electronics or anything that would normally be fueled by lightning dust, and can also short-circuit such devices.
When activating his semblance, his aura burns hot-white and has sparks and cinder flowing as if the air around him was filled with static. The lightning generated has a pulsating movement that is closely linked and manipulated by his heartbeat – its light is more intense when his heart pumps his blood faster.
Drawbacks of Semblance:
The most obvious drawback of his semblance is that it can damage himself when overused. In extreme cases, since the fuel for the semblance is his own heart and its beat, it can cause his blood to boil, organs to rupture, and most likely, his heart to stop functioning. It can also give lasting damage to his nerves.
Whenever his aura is broken or depleted from overuse, his semblance stops so he won’t be able to generate lightning anymore.
As some minor inconvenience, his body is filled with static even when dormant. Accidental little zaps can happen, especially when he is overly excited. His hair also stands on ends on such occasions.
Black Suns
Rank of Weapon(s): E
Description of Weapons(s): Enter here
Non-Combat Abilities
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Combat Abilities
Name of Combat Ability: Parkour (Acrobatics)
Rank of Combat Ability: E
Description of Combat Ability:
Running, jumping, climbing, there is no unavoidable obstacle for someone with experience in parkour. He has the dexterity to effectively maneuver himself through most terrain without much care for the setbacks.
Name of Combat Ability: Lightning Fist (Martial Arts)
Rank of Combat Ability: E
Description of Combat Ability:
He spent the majority of his free time getting into and out of trouble even before he left his home, and learned how to defend himself out there. While he learned no recognizable martial art, he can be a formidable opponent with his creativity in a fight, and can use the environment to his advantage.
Name of Combat Ability: Endless Energy (Stamina)
Rank of Combat Ability: E
Description of Combat Ability:
He is a hyperactive little flea. His own aura builds up so much energy that it fuels his body through daily life and through extreme situations equally. He has greater stamina, and can go with full power for 3-4 posts before tiring. He is able to stand his ground, keep up with extended fights longer, while he builds energy back faster as well.
Rank of Semblance: D
Semblance Type: Manipulator (Manipulation, Creation)
One Sentence Summary of Semblance: Ookami is a manipulation type semblance that lets the user create and control lightning.
Description of Semblance:
Aster is able to create lightning with his aura and then control it in a range around himself that is approximately as big as a smaller truck (15-18 meters). His semblance has the same properties as real lightning and can damage even soft metals. He can either generate it over his body or weapon and transfer it by touch, or have it appear around him as ball lightning to attack with. His lightning, whether it is created at a range or not, shares his accuracy in close and ranged combat. He can power electronics or anything that would normally be fueled by lightning dust, and can also short-circuit such devices.
When activating his semblance, his aura burns hot-white and has sparks and cinder flowing as if the air around him was filled with static. The lightning generated has a pulsating movement that is closely linked and manipulated by his heartbeat – its light is more intense when his heart pumps his blood faster.
Drawbacks of Semblance:
The most obvious drawback of his semblance is that it can damage himself when overused. In extreme cases, since the fuel for the semblance is his own heart and its beat, it can cause his blood to boil, organs to rupture, and most likely, his heart to stop functioning. It can also give lasting damage to his nerves.
Whenever his aura is broken or depleted from overuse, his semblance stops so he won’t be able to generate lightning anymore.
As some minor inconvenience, his body is filled with static even when dormant. Accidental little zaps can happen, especially when he is overly excited. His hair also stands on ends on such occasions.
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Black Suns
Rank of Weapon(s): E
Description of Weapons(s): Enter here
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Non-Combat Abilities
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
Name of Non-Combat Ability: Enter here
Rank of Non-Combat Ability: Enter here
Description of Non-Combat Ability: Enter here
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Combat Abilities
Name of Combat Ability: Parkour (Acrobatics)
Rank of Combat Ability: E
Description of Combat Ability:
Running, jumping, climbing, there is no unavoidable obstacle for someone with experience in parkour. He has the dexterity to effectively maneuver himself through most terrain without much care for the setbacks.
Name of Combat Ability: Lightning Fist (Martial Arts)
Rank of Combat Ability: E
Description of Combat Ability:
He spent the majority of his free time getting into and out of trouble even before he left his home, and learned how to defend himself out there. While he learned no recognizable martial art, he can be a formidable opponent with his creativity in a fight, and can use the environment to his advantage.
Name of Combat Ability: Endless Energy (Stamina)
Rank of Combat Ability: E
Description of Combat Ability:
He is a hyperactive little flea. His own aura builds up so much energy that it fuels his body through daily life and through extreme situations equally. He has greater stamina, and can go with full power for 3-4 posts before tiring. He is able to stand his ground, keep up with extended fights longer, while he builds energy back faster as well.
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?
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?