Post by Marion Linette on Apr 28, 2021 6:37:08 GMT -5
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It is in the nature of every human to prioritize their own satisfaction.
[attr=class,char-name]Marion Linette
It is in the nature of every human to prioritize their own satisfaction.
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Date of Birth: January 10th of 2 A.V
Species: Human.
Romantic Orientation: Bisexual.
Aura Color: Teal.
Height: 177 cm.
Weight: 68 kg.
Color Naming Rule: Marion means “of the sea” so it alludes to the colors of the sea. Linnea can refer to a species of small pink flowers.
Semblance Name: N/A
Rank of Semblance: N/A
Semblance Type: N/A
Primary Category: N/A
Secondary Category: N/A
One Sentence Summary of Semblance: Marion Linette has no Semblance unlocked.
Description of Semblance: N/A
Drawbacks of Semblance: N/A
Weapon Name: Dolly Daggers.
Rank of Weapon(s): E.
Category: Combatants (+1).
Description of Weapons(s): Dolly Daggers are a myriad of throwing knives Marion carries around with her among her clothing. Often painted in bright pink if she has the resources to do so. The daggers are simple in their design, resembling a Kunai, and are designed specifically for advanced combat and taking down even big targets like Grimm. At their current rank, these daggers are strong enough to break through stone.
Name of Non-Combat Ability: Creepy Menagerie (Grimm Handling)
Rank of Non-Combat Ability: D
Category: Social (+2).
Description of Non-Combat Ability: Why risk your life and that of your men by recklessly going blind into a fight? It's way easier to get yourself some quick Grimm muscle to test the waters and soak in the first wave of bullets and only appear later to clear the stage. The tribe Marion joined in years ago was specialized in this kind of nasty tricks, and as the new head of it, she had to quickly learn the trade as well.
Name of Non-Combat Ability: Way of the Wild (Survivalist)
Rank of Non-Combat Ability: E.
Category: Hazard (+1).
Description of Non-Combat Ability: By living alone in the woods, and later in a bandit tribe with little access to technology, Marion has developed good survival skills that make her good at basic tasks like foraging, identifying edible plants, lighting up a fire, cooking on it, and finding shelter if needed.
Name of Non-Combat Ability: All that Glitters. (Scavenger)
Rank of Non-Combat Ability: D
Category: Social (+2).
Description of Non-Combat Ability: You cannot fool Marion with a pound of lead and a pound of feathers. She has a good eye for discerning what is the most valuable loot around her, what would be easier to snatch in a hurry, and what is best to prioritize in a raid.
Name of Combat Ability: Drops from my fingers... (Marksmanship)
Rank of Combat Ability: E.
Category: Combatants (+1).
Description of Combat Ability: Her formal training and years of living as an outlaw have instilled in Marion the ability to be pretty good with throwing weapons and ranger armaments in general. Although she prefers her daggers, she can reliably hit targets within a distance of 10-12 meters.
Name of Combat Ability: Traveling by Dragonfly (Speed)
Rank of Combat Ability: E.
Category: Obstacle (+1).
Description of Combat Ability: With her fighting style of throwing knives, Marion's gotta be nimble, gotta be quick. Gotta hit you in the eye and run away with the bills. She needs the speed to get out of tricky situations and maintain a safe distance during a confrontation. So she has trained specifically to be good at short-distance running, being able to reach 44Km/H at top speed.
Name of Combat Ability: Wont do me no harm. (Agility)
Rank of Combat Ability: E
Category: Hazard (+1).
Description of Combat Ability: In the interest of committing not dead, Marion pays special attention to avoiding as much damage as possible while dishing her own. You can't exactly run away with a broken leg, you know? So from the very beggining, she made sure to put in some effort to improve in this area.
Name of Combat Ability: Will it burn me if I touch the sun? (Durability)
Rank of Combat Ability: E
Category: Hazard (+1).
Description of Combat Ability: Marion had to put some effort into her aura training to be at least on par with that of a second-year trainee. So it'd be enough to survive things like expeditions to Grimm infested mines, armed operations from the council forces, or cleaning Alina's house. As it is, her aura durability is on par with that of Stone.
Name of Combat Ability: Gonna make you stagger. (Dust enhancement. Ice)
Rank of Combat Ability: F
Category: Obstacle (+1).
Description of Combat Ability: You know what goes well with being fast? Making other people slower. As limited as dust is when you are a bandit, Marion has some of her favorite saved up for a rainy day. In the form of 2 daggers per thread imbued with Ice-dust crystals that upon contact slow down a single target with F or below speed by 1 rank.
Primary Drive:
When push comes to shove and people are really backed up against a wall, all the norms and social conventions dissolve like cotton candy into hot water, so she simply has decided to live by her own rules.
What are those rules?
Have fun, don’t sweat it, don’t deal with other people’s bullshit. If to do so she needs to crack a couple skulls or burn a couple orphanages? So be it. Maybe they were predisposed to be burned, who knows?
She doesn’t share the Kozak ideology in many ways. What she realizes is that they have a certain kind of power that she never would be able to attain on her own. So she plans on staying with them until they get what they want and hopefully snatch a good position once the dust has settled.
Fears:
Being trapped her whole life doing something she hates. As hard as life in the wilderness is, it sure beats a boring office job or thanklessly risking your life for people who couldn’t give less of a fuck about you.
-She doesn’t like elevators, they put her on edge. She prefers to take the stairs or alternatively pushing the fuck out of her aura during the whole endeavor while clinging to the most stable thing/person like a cat about to be dropped on a bathtub.
-She’s afraid of chickens ever since a traumatic experience with a rooster in her childhood left her with a scarred knee. She ate the chicken later.
Style of self expression:
Lying and manipulative, Marion is not afraid of tricking other people into doing what she wants, as a matter of fact, she is proud of it and would openly boast about it too. She believes a battle is truly won when you could avoid it by bullshitting your way around it.
Paradoxically she’s not ashamed of who she is, so she’ll be brutally honest about what she does and how fucked up it is. Long ago she learned not to give a crap about things, and she hasn’t stopped since.
In a relaxed setting, she’s pretty jovial and likes having a good time, not taking anything too seriously. She also has a dark/weird sense of humor product of her years as a bandit. And It is really hard to offend her since she appears content to openly and blatantly ignore antagonistic people as they are not worthy of her attention.
Most Important Thing:
Staying alive, she prioritizes this over everything else. She will lick your boots and become your slave if that keeps her alive. After all, death is final, but you can always find a way to turn the tables in even the worst situations if you are alive.
In a similar vein, if things look like they are going south, she will have no remorse in abandoning the ship to save her own ass. She may stand her ground for a person if they are close enough, but as of now, she has never met someone like that.
Valerie was... Bored.
Beacon Academy, in the middle of her first year and with decent grades. It seemed like life had a predetermined path for her to follow, so she had no need to stray from it, just keep doing her best, keep working hard and everything would solve itself eventually.
Then again, it was not as if it had been her idea. Mom had been clear, Beacon or bust. Picking fights in the streets and bars was not something a prestigious family like hers would accept. So if she was so interested in fighting, she would do so in a way that would bring honor to her name and blah, blah, blah...
So that is how she spent her days. Studying boring stuff, doing menial tasks like saving kittens out of trees, putting up with self-absorbed assholes who were only interested in measuring who had the biggest metaphorical member in the form of aura or training.
And all the way, putting up a smile. Smiling for her teachers, smiling for the people she helped, smiling for her mother every week when she called to keep tabs on her.
...It was all so fucking exhausting...
Everything she did, she did so in automatic mode, resigned to take a passenger seat in her own life. Train only what was expected of her, socialize only what was considered normal. Respect her elders and look forward to dying someday in a faraway town no one gave a flying fuck about so a handful of hillbillies that decided to live in the middle of Grimm-county could grow their cabbages and sleep with their cousins without people coming to bother them.
At least she found some entertainment in doing raids in criminal organizations and bandit groups... There, she could marvel at just how many things the fuckers had managed to snatch right from under the government's noses.
She vividly remembers some cases, a mafia boss lounging in a “Vibrating-massage-water-bed-deluxe-9000" who used 100 lien bills to light his cigarettes. A bandit chieftain who built himself a small harem of some of the most beautiful men and women she had ever seen. A drug lord with a nice mansion in the outskirts... In each and every case, there was just one thing the girl could think about while the rest of her team snarked and looked at the sheer opulence in disgust...
“Oh god... I wish that was me”
Well, soon she would have a chance to get her first taste of freedom.
A Beringuel. And a small town. People needed to be saved, right? So obviously her team charged right into the fray. Unable to leave them behind, the huntsman shadowing them followed suit to try and save them.
But the girl was different, she knew how dangerous that Grimm was, she knew the place was doomed from the start. Even so, she was about to go and follow the example of her partners, perhaps uncaring of what would happen to her as long as it was what people expected of her...
That lasted until she saw the Huntsman bent over and broken by the Grimm, and her stupid companions screaming revenge and bloody murder as they charged the giant ape in a vain attempt to save the adult among them.
She gave one good look, before deciding she died right then and there. She turned around and walked away. It wasn’t worth it, it never had been.
Now calling herself Marion, the girl remained in Vale for about a year, but she wasn’t nearly as skilled nor as knowledgable of the underworld to make it big in a place as peaceful and organized as what she confidently considered to be the capital of the civilized world.
Mistral on the other hand? That melting pot of crime and corruption? That was more her alley...
After living for a while in the Mistralian wilderness, she eventually joined a bandit tribe and slowly began ascending through the hierarchy thanks to her formal, if brief training.
Eventually, she became the boss and led a carefree life for many years until one day she took a job from a mysterious Metalbender that promised riches in exchange for directing a small attack on the walls of Mistral.
What was supposed to be an easy cash-grab soon turned into an absolute failure thanks to the combined efforts of the Kerch Kozaks and a contingent of Haven trainees present in the area.
Marion was promptly captured by the leader of the Kozak, and after a couple days of interrogation and hiding in one of Alina Ribalka's safehouses, she was provisionally accepted as a part of what later would become the revolutionary league.
[attr=class,title nomargin]Age 26 [attr=class,title]Gender Female. [attr=class,title]Faction Revolutionary League [attr=class,title]Tier Freshman [attr=class,title]Face Claim Celica Arfonia from Rokudenashi. [attr=class,title]OOC Name Moonheim. |
[attr=class,main-title-left rl]Character Traits
Date of Birth: January 10th of 2 A.V
Species: Human.
Romantic Orientation: Bisexual.
Aura Color: Teal.
Height: 177 cm.
Weight: 68 kg.
Color Naming Rule: Marion means “of the sea” so it alludes to the colors of the sea. Linnea can refer to a species of small pink flowers.
[attr=class,main-title-right rl]Combat And Inventory
[attr=class,title]Semblance
Semblance Name: N/A
Rank of Semblance: N/A
Semblance Type: N/A
Primary Category: N/A
Secondary Category: N/A
One Sentence Summary of Semblance: Marion Linette has no Semblance unlocked.
Description of Semblance: N/A
Drawbacks of Semblance: N/A
[attr=class,title]Weapon(s)
Weapon Name: Dolly Daggers.
Rank of Weapon(s): E.
Category: Combatants (+1).
Description of Weapons(s): Dolly Daggers are a myriad of throwing knives Marion carries around with her among her clothing. Often painted in bright pink if she has the resources to do so. The daggers are simple in their design, resembling a Kunai, and are designed specifically for advanced combat and taking down even big targets like Grimm. At their current rank, these daggers are strong enough to break through stone.
[attr=class,title]Non-Combat Abilities
Name of Non-Combat Ability: Creepy Menagerie (Grimm Handling)
Rank of Non-Combat Ability: D
Category: Social (+2).
Description of Non-Combat Ability: Why risk your life and that of your men by recklessly going blind into a fight? It's way easier to get yourself some quick Grimm muscle to test the waters and soak in the first wave of bullets and only appear later to clear the stage. The tribe Marion joined in years ago was specialized in this kind of nasty tricks, and as the new head of it, she had to quickly learn the trade as well.
Name of Non-Combat Ability: Way of the Wild (Survivalist)
Rank of Non-Combat Ability: E.
Category: Hazard (+1).
Description of Non-Combat Ability: By living alone in the woods, and later in a bandit tribe with little access to technology, Marion has developed good survival skills that make her good at basic tasks like foraging, identifying edible plants, lighting up a fire, cooking on it, and finding shelter if needed.
Name of Non-Combat Ability: All that Glitters. (Scavenger)
Rank of Non-Combat Ability: D
Category: Social (+2).
Description of Non-Combat Ability: You cannot fool Marion with a pound of lead and a pound of feathers. She has a good eye for discerning what is the most valuable loot around her, what would be easier to snatch in a hurry, and what is best to prioritize in a raid.
[attr=class,title]Combat Abilities
Name of Combat Ability: Drops from my fingers... (Marksmanship)
Rank of Combat Ability: E.
Category: Combatants (+1).
Description of Combat Ability: Her formal training and years of living as an outlaw have instilled in Marion the ability to be pretty good with throwing weapons and ranger armaments in general. Although she prefers her daggers, she can reliably hit targets within a distance of 10-12 meters.
Name of Combat Ability: Traveling by Dragonfly (Speed)
Rank of Combat Ability: E.
Category: Obstacle (+1).
Description of Combat Ability: With her fighting style of throwing knives, Marion's gotta be nimble, gotta be quick. Gotta hit you in the eye and run away with the bills. She needs the speed to get out of tricky situations and maintain a safe distance during a confrontation. So she has trained specifically to be good at short-distance running, being able to reach 44Km/H at top speed.
Name of Combat Ability: Wont do me no harm. (Agility)
Rank of Combat Ability: E
Category: Hazard (+1).
Description of Combat Ability: In the interest of committing not dead, Marion pays special attention to avoiding as much damage as possible while dishing her own. You can't exactly run away with a broken leg, you know? So from the very beggining, she made sure to put in some effort to improve in this area.
Name of Combat Ability: Will it burn me if I touch the sun? (Durability)
Rank of Combat Ability: E
Category: Hazard (+1).
Description of Combat Ability: Marion had to put some effort into her aura training to be at least on par with that of a second-year trainee. So it'd be enough to survive things like expeditions to Grimm infested mines, armed operations from the council forces, or cleaning Alina's house. As it is, her aura durability is on par with that of Stone.
Name of Combat Ability: Gonna make you stagger. (Dust enhancement. Ice)
Rank of Combat Ability: F
Category: Obstacle (+1).
Description of Combat Ability: You know what goes well with being fast? Making other people slower. As limited as dust is when you are a bandit, Marion has some of her favorite saved up for a rainy day. In the form of 2 daggers per thread imbued with Ice-dust crystals that upon contact slow down a single target with F or below speed by 1 rank.
[attr=class,main-title-left rl]Character Information
[attr=class,title]Vitals
Primary Drive:
When push comes to shove and people are really backed up against a wall, all the norms and social conventions dissolve like cotton candy into hot water, so she simply has decided to live by her own rules.
What are those rules?
Have fun, don’t sweat it, don’t deal with other people’s bullshit. If to do so she needs to crack a couple skulls or burn a couple orphanages? So be it. Maybe they were predisposed to be burned, who knows?
She doesn’t share the Kozak ideology in many ways. What she realizes is that they have a certain kind of power that she never would be able to attain on her own. So she plans on staying with them until they get what they want and hopefully snatch a good position once the dust has settled.
Fears:
Being trapped her whole life doing something she hates. As hard as life in the wilderness is, it sure beats a boring office job or thanklessly risking your life for people who couldn’t give less of a fuck about you.
-She doesn’t like elevators, they put her on edge. She prefers to take the stairs or alternatively pushing the fuck out of her aura during the whole endeavor while clinging to the most stable thing/person like a cat about to be dropped on a bathtub.
-She’s afraid of chickens ever since a traumatic experience with a rooster in her childhood left her with a scarred knee. She ate the chicken later.
Style of self expression:
Lying and manipulative, Marion is not afraid of tricking other people into doing what she wants, as a matter of fact, she is proud of it and would openly boast about it too. She believes a battle is truly won when you could avoid it by bullshitting your way around it.
Paradoxically she’s not ashamed of who she is, so she’ll be brutally honest about what she does and how fucked up it is. Long ago she learned not to give a crap about things, and she hasn’t stopped since.
In a relaxed setting, she’s pretty jovial and likes having a good time, not taking anything too seriously. She also has a dark/weird sense of humor product of her years as a bandit. And It is really hard to offend her since she appears content to openly and blatantly ignore antagonistic people as they are not worthy of her attention.
Most Important Thing:
Staying alive, she prioritizes this over everything else. She will lick your boots and become your slave if that keeps her alive. After all, death is final, but you can always find a way to turn the tables in even the worst situations if you are alive.
In a similar vein, if things look like they are going south, she will have no remorse in abandoning the ship to save her own ass. She may stand her ground for a person if they are close enough, but as of now, she has never met someone like that.
[attr=class,title]History Freeform
Valerie was... Bored.
Beacon Academy, in the middle of her first year and with decent grades. It seemed like life had a predetermined path for her to follow, so she had no need to stray from it, just keep doing her best, keep working hard and everything would solve itself eventually.
Then again, it was not as if it had been her idea. Mom had been clear, Beacon or bust. Picking fights in the streets and bars was not something a prestigious family like hers would accept. So if she was so interested in fighting, she would do so in a way that would bring honor to her name and blah, blah, blah...
So that is how she spent her days. Studying boring stuff, doing menial tasks like saving kittens out of trees, putting up with self-absorbed assholes who were only interested in measuring who had the biggest metaphorical member in the form of aura or training.
And all the way, putting up a smile. Smiling for her teachers, smiling for the people she helped, smiling for her mother every week when she called to keep tabs on her.
...It was all so fucking exhausting...
Everything she did, she did so in automatic mode, resigned to take a passenger seat in her own life. Train only what was expected of her, socialize only what was considered normal. Respect her elders and look forward to dying someday in a faraway town no one gave a flying fuck about so a handful of hillbillies that decided to live in the middle of Grimm-county could grow their cabbages and sleep with their cousins without people coming to bother them.
At least she found some entertainment in doing raids in criminal organizations and bandit groups... There, she could marvel at just how many things the fuckers had managed to snatch right from under the government's noses.
She vividly remembers some cases, a mafia boss lounging in a “Vibrating-massage-water-bed-deluxe-9000" who used 100 lien bills to light his cigarettes. A bandit chieftain who built himself a small harem of some of the most beautiful men and women she had ever seen. A drug lord with a nice mansion in the outskirts... In each and every case, there was just one thing the girl could think about while the rest of her team snarked and looked at the sheer opulence in disgust...
“Oh god... I wish that was me”
Well, soon she would have a chance to get her first taste of freedom.
A Beringuel. And a small town. People needed to be saved, right? So obviously her team charged right into the fray. Unable to leave them behind, the huntsman shadowing them followed suit to try and save them.
But the girl was different, she knew how dangerous that Grimm was, she knew the place was doomed from the start. Even so, she was about to go and follow the example of her partners, perhaps uncaring of what would happen to her as long as it was what people expected of her...
That lasted until she saw the Huntsman bent over and broken by the Grimm, and her stupid companions screaming revenge and bloody murder as they charged the giant ape in a vain attempt to save the adult among them.
She gave one good look, before deciding she died right then and there. She turned around and walked away. It wasn’t worth it, it never had been.
Now calling herself Marion, the girl remained in Vale for about a year, but she wasn’t nearly as skilled nor as knowledgable of the underworld to make it big in a place as peaceful and organized as what she confidently considered to be the capital of the civilized world.
Mistral on the other hand? That melting pot of crime and corruption? That was more her alley...
After living for a while in the Mistralian wilderness, she eventually joined a bandit tribe and slowly began ascending through the hierarchy thanks to her formal, if brief training.
Eventually, she became the boss and led a carefree life for many years until one day she took a job from a mysterious Metalbender that promised riches in exchange for directing a small attack on the walls of Mistral.
What was supposed to be an easy cash-grab soon turned into an absolute failure thanks to the combined efforts of the Kerch Kozaks and a contingent of Haven trainees present in the area.
Marion was promptly captured by the leader of the Kozak, and after a couple days of interrogation and hiding in one of Alina Ribalka's safehouses, she was provisionally accepted as a part of what later would become the revolutionary league.
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