Post by Ferr Aesir on May 17, 2016 19:38:55 GMT -6
PLAYED BY (Myth) Twenty-Three(23) JULY 07 | MALE HUNTSMEN HUMAN | |
Ferr Aesir |
★ APPEARANCE
Ferr is a young man with a humble yet proud appearance and features. His hair is a azure blue color that is allowed to grow out a decent amount. While it is short in the front allowing some bangs to be presented with his face, the hair on the back of his head grows to his neck. His eyes are a shade similar to his hair. A bright and captivating blue that seems to glow even in the darkness of shadows. Around his right eye is a crimson tattoo. It is the symbol of his position as leader.
Ferr stands at 6'1" and has a physique that is between modest and bulky. Well built and strong looking with good proportions. His back and chest are broad like he was meant to be saluting all his life. An air of modesty and humility surround the man. Not once will someone see him looking shady or sly. The clean shaven look does him justice. He has a bright smile, pointed nose, and well structured frame. Ferr's eyes are, on the contrary, sharp and mischievous like a criminal.
If not in his combat gear, Ferr could be found wearing a multitude of civilian wear. He features long blue denim pants with open-toed footwear most of the time. And to go with that, a black or gray collarless shirt. At times he will wear a long robe-like jacket made of leather and cloth. The majority of it is gray with golden trims and a blue interior. When he wears this, he also wears a tunic with his family crest on it. A blue eye with a spear.
★ PERSONALITY
★ HISTORY
The Aesir clan is known in circles dedicated to combat and peace-keeping thanks to generations of producing high-quality combatants. Whether they are soldiers or Hunters an Aesir is known to leave a battle victorious. Due to this fame the family is no stranger to arranged marriages. Pairing children with those of politicians, military officers from Legion, or other Hunter families. The only exception to this tradition was Titania Aesir. Her father, Fafnir, didn't want Titania to be tied to hidden agendas similar to other family members. Thanks in part to Fafnir's blessings, Titania was able to peruse a relationship with her childhood friend Peter.
Ferr was their only child-- Peter would fail in combat against Grimm leaving him a paraplegic. And Titania became sterile due to a rare infection within her womb after Ferr's birth. Since Titania was the leader of the Aesir at this time, her heir had to be strong and produce children in a timely manner since she could no longer do so. A match was sought after while Ferr was placed in an accelerated training program at the age of seven. For several years Ferr was taken into the wilderness with Fafnir and Titania as part of the program. In that time the father-daughter team trained Ferr. Teaching him how to survive and fight. The only escape he had from training were the few reading materials his father prepared for him. Bi-seasonally Ferr would receive packages containing books from Peter. They ranging from story books to textbooks. Reading and studying from these books pulled Ferr into the world of knighthood. However his knowledge was still very limited.
One night in deep winter, a pack of Grimm approached Ferr's campsite. The young teenager was awoke by the sound of his mother and grandfather fighting. He was quick to join them. It was like no other situation he had faced before. The sheer number of the Grimm pushed the Aesirs away from their campsite and split the three up. While Titania and Fafnir managed to fend off the Grimm off, Ferr was being beaten and and out maneuvered by the beasts. As a result of the high levels of stress and adrenaline, Ferr's Semblance was realized. Due to this and the timely reinforcements provided by Titania and Fafnir, Ferr survived. His mother would express her mild disappointment, but mentioned she was satisifed with the results for the time being.
Returning home a 14 year old teen, Ferr was taught by a private tutor and his father. Reaching an appropriate level of comprehension by the time he enrolled into Vytal Academy. It was here he discovered the many weaknesses he still possessed. By making friends and training under experienced faculty, Ferr was able to fix many flaws that still showed in his combat techniques. Not to mention the many fields of academics he would need great assistance in. After his four years, Ferr graduated the top of his class in combat. While only managing to be average in academics.
Upon returning home a second time, the man found a duel awaiting him. Wanting to test her sons new skills, Titania fought against Ferr. This dual lasted for several hours and ended in Ferr's victory. Upon winning, Titania handed over the ancestral weapon Gungnir as well as the title of Odin-- Leader of the Aesir Clan. While Ferr took both with humility, he left Titania to watch over the clan while he went to travel Remnant. As a Hunter he has a duty to travel Remnant and vanquish the Grimm that linger in the shadow. He shall watch over it and protect it will all he has. Honoring his family name and the people is has vowed to protect.
Ferr is a young man with a humble yet proud appearance and features. His hair is a azure blue color that is allowed to grow out a decent amount. While it is short in the front allowing some bangs to be presented with his face, the hair on the back of his head grows to his neck. His eyes are a shade similar to his hair. A bright and captivating blue that seems to glow even in the darkness of shadows. Around his right eye is a crimson tattoo. It is the symbol of his position as leader.
Ferr stands at 6'1" and has a physique that is between modest and bulky. Well built and strong looking with good proportions. His back and chest are broad like he was meant to be saluting all his life. An air of modesty and humility surround the man. Not once will someone see him looking shady or sly. The clean shaven look does him justice. He has a bright smile, pointed nose, and well structured frame. Ferr's eyes are, on the contrary, sharp and mischievous like a criminal.
If not in his combat gear, Ferr could be found wearing a multitude of civilian wear. He features long blue denim pants with open-toed footwear most of the time. And to go with that, a black or gray collarless shirt. At times he will wear a long robe-like jacket made of leather and cloth. The majority of it is gray with golden trims and a blue interior. When he wears this, he also wears a tunic with his family crest on it. A blue eye with a spear.
★ PERSONALITY
POSITIVE - Gallant - Loyal - Empathetic - Persistent - Self-Less | NEGATIVE - Willful - Unsure - Short-Tempered - Zealous - Awkward |
★ HISTORY
The Aesir clan is known in circles dedicated to combat and peace-keeping thanks to generations of producing high-quality combatants. Whether they are soldiers or Hunters an Aesir is known to leave a battle victorious. Due to this fame the family is no stranger to arranged marriages. Pairing children with those of politicians, military officers from Legion, or other Hunter families. The only exception to this tradition was Titania Aesir. Her father, Fafnir, didn't want Titania to be tied to hidden agendas similar to other family members. Thanks in part to Fafnir's blessings, Titania was able to peruse a relationship with her childhood friend Peter.
Ferr was their only child-- Peter would fail in combat against Grimm leaving him a paraplegic. And Titania became sterile due to a rare infection within her womb after Ferr's birth. Since Titania was the leader of the Aesir at this time, her heir had to be strong and produce children in a timely manner since she could no longer do so. A match was sought after while Ferr was placed in an accelerated training program at the age of seven. For several years Ferr was taken into the wilderness with Fafnir and Titania as part of the program. In that time the father-daughter team trained Ferr. Teaching him how to survive and fight. The only escape he had from training were the few reading materials his father prepared for him. Bi-seasonally Ferr would receive packages containing books from Peter. They ranging from story books to textbooks. Reading and studying from these books pulled Ferr into the world of knighthood. However his knowledge was still very limited.
One night in deep winter, a pack of Grimm approached Ferr's campsite. The young teenager was awoke by the sound of his mother and grandfather fighting. He was quick to join them. It was like no other situation he had faced before. The sheer number of the Grimm pushed the Aesirs away from their campsite and split the three up. While Titania and Fafnir managed to fend off the Grimm off, Ferr was being beaten and and out maneuvered by the beasts. As a result of the high levels of stress and adrenaline, Ferr's Semblance was realized. Due to this and the timely reinforcements provided by Titania and Fafnir, Ferr survived. His mother would express her mild disappointment, but mentioned she was satisifed with the results for the time being.
Returning home a 14 year old teen, Ferr was taught by a private tutor and his father. Reaching an appropriate level of comprehension by the time he enrolled into Vytal Academy. It was here he discovered the many weaknesses he still possessed. By making friends and training under experienced faculty, Ferr was able to fix many flaws that still showed in his combat techniques. Not to mention the many fields of academics he would need great assistance in. After his four years, Ferr graduated the top of his class in combat. While only managing to be average in academics.
Upon returning home a second time, the man found a duel awaiting him. Wanting to test her sons new skills, Titania fought against Ferr. This dual lasted for several hours and ended in Ferr's victory. Upon winning, Titania handed over the ancestral weapon Gungnir as well as the title of Odin-- Leader of the Aesir Clan. While Ferr took both with humility, he left Titania to watch over the clan while he went to travel Remnant. As a Hunter he has a duty to travel Remnant and vanquish the Grimm that linger in the shadow. He shall watch over it and protect it will all he has. Honoring his family name and the people is has vowed to protect.
★ COMBAT NOTES
WEAPONS
Ferr wields a weapon known as Gungnir- a multi-form weapon. Normally Gungnir takes the form of a sword. Its blade is three feet in length. Though the weapon is very old, it has been maintained nicely and keeps a fine finish. It has a blue-grey coating atop of the steel blade. A number of marks are able to be seen in the correct lighting. Originating from duels and confronting Grimm. Additionally the flat sides of Gungnir have finely etched patterns. Taking the appearance of lightning bolts, the patterns double as channels for Dust. Below the blade, the guard takes the appearance of gunmetal colored horns. The tips aim upward when held-- mimicking a V at acute angles.
Gungnir's grip houses two Dust chambers. The chambers take powder vials of primary elements only. By stretching out the pommel Ferr is able to easily insert the Dust. The Dust can then be used by pushing a button on Gungnir's pommel. This old mechanism will cause Dust to flow through the channels on the blade similar to water moving through a river. This grants the blade an elemental coat of Dust. Allowing for more damage to be dealt. The majority of the time Ferr uses fire and wind Dust in order to quickly create electrical attacks.
Should Ferr feel the need to, he is able to change Gungnir into a seven foot long spear. By twisting the pommel and pushing his aura into Gungnir, a number of pegs are released from their chambers. Old mechanisms cause the shaft to extend out from the weapon's hilt before locking back into place. Simultaneously, the horn-like guard inverts downward- causing the weapon to became aerodynamic. This transformation takes up 5 aura points. While Ferr is still able to compete in melee combat with the spear, he is able to throw the weapon up to 100 yards away. Anytime he throws it, and there is Dust within the chambers, Gungnir will automatically take the property of that Dust.
In addition to Gungnir, Ferr uses a shield he calls Svalinn. It is a blue-gray round shield Ferr has been using for years. Though it does not transform into anything else, Ferr has designed the shield himself to provide maximum protection. Several slots within the shield are fitted to house ice dust crystals. The synthetic dust allows Ferr to coat his shield in ice for added protection in combat. Other uses allow him to construct small domes around himself, form barriers to block a charge, or freeze an object the shield makes contact with. In addition, the shield is regularly polished using liquid Ice Dust- enhancing it's capabilities.
MISC.
Aside from Gungnir and Svalinn, Ferr has a small handgun with two magazines. It is a standard issue handgun for police officers. Rarely does he use it; often it is given to any civilian caught in combat beside Ferr. He also has several pouches around his waist that contain: 3 vials of fire and air dust powder, 5 ice crystals, and 2 small flasks of liquid ice dust. Ferr carries a pair of goggles and eye drops for when he uses his semblance.
Most important of all, Ferr owns a motor-tricycle he uses as his primary means of transportation. Two-wheels in the front and one in the back, it has room for Ferr and one passenger. Named Slip, the vehicle has storage space for Ferr's shield and sword plus his traveling pack. Its capable of reaching 180 mph. In case of emergence, Slip is equipped with a hover jet that is able to be operated for three minutes before the vehicle runs out of power.
Ferr's aura emits a fortified presence which others feel as strength and protection. His soul's manifestation takes on the appearance of a metallic armor around his body. This aura mimics the sound and smell of iron, the same stuff which makes up Ferr's will. Ferr has trained in the use of Dust Activation and Aura fortification. With Dust Activation, he is able to apply and active dust using his aura as long as it is within his weapons. Depending on the form and element of the dust, it can cost him anywhere from one to 3 aura points. Ferr is not able to activate dust outside of his weapons. With Aura fortification, Ferr is able to condense his aura into a tangible state for 2 aura points. When this happens he is able to apply this hardened aura around his weapons or armor to provide enhanced defensive capabilities.
The Wise Eyes
Ferr uses a Semblance that seems to be semi-heretical. Certain other members of his family have a similar power to him- including his mother and grandfather. When activated, Ferr's aura glows before shifting and becomes concentrated in his eyes. This changes his aura from one that emits a feeling of protection, to one that radiates dominance. The feeling of being pushed down and conquered could be felt by anyone close by. After Ferr's aura is concentrated his eyes will become glowing orbs of azure blue. Activating this semblance takes 50 aura points. After 10 minutes, an additional minute will take 1 aura point. (Ex: 20 minutes = 20 aura points)
Ferr's semblance creates a hyperactive link between his eyes and his brain. Allowing him to take in optical information and process it three times faster than most human beings. This allows Ferr to keep track of objects, opponents, and other targets while thinking of a course of action quickly. This semblance does not result in Ferr gaining intelligence, rather it allows him to respond quicker using his own intelligence. However he is not able to keep track of more than twenty targets at once or objects moving at the speed of a bullet. For addition aura points, he is able to use specialized functions of the Wise Eyes which increase his capabilities. Each filter lasts five minutes before Ferr must reapply them.
Filter 1 - Aura Optics
Aura Used: 5 points
Used for rescue missions or seeking out hidden opponents. By using this filter, Ferr's eyes change to a violet hue. This filter allows Ferr to perceive a living beings aura as a mist which lingers around them. He is able to see any aura within 30 yards of him; even through walls, vegetation, the dark, or through rock. While some individuals have magnificent souls and auras, most individual's aura appear the same to Ferr when looked at through Aura Optics. He is only able to see the souls of humans, faunus, and animals. Grimm are soulless masses, thus they cannot be tracked this way. Also, should a person exhaust their aura through combat or aura applications, it will be harder to track them.
Filter 2 - Illusion Breaker
Aura Used: 15 points
A filter which removes false-reality from Ferr's sight. By turning his eyes black, this filter allows Ferr to see only reality. If someone creates an illusion using their aura or semblance, that image will be not be seen and rendered usless against him. However this does not null the illusion for others beside Ferr. And should this illusion be produced via tampering with Ferr's mind, the filter will fail.
Filter 3 - Shared Vision
Aura Used: 20 Points
Used only in desperate times, this filter will turn Ferr's eyes white. By melding his aura with another person's, Ferr is able to temporarily allow someone to share fields of vision with him. It is a disorienting experience at first which might cause both parties to feel headaches, nausea, and disorientation. However if they manage to over come these obstacles, both parties will have an multiple view points of the battlefield.
WEAPONS
Ferr wields a weapon known as Gungnir- a multi-form weapon. Normally Gungnir takes the form of a sword. Its blade is three feet in length. Though the weapon is very old, it has been maintained nicely and keeps a fine finish. It has a blue-grey coating atop of the steel blade. A number of marks are able to be seen in the correct lighting. Originating from duels and confronting Grimm. Additionally the flat sides of Gungnir have finely etched patterns. Taking the appearance of lightning bolts, the patterns double as channels for Dust. Below the blade, the guard takes the appearance of gunmetal colored horns. The tips aim upward when held-- mimicking a V at acute angles.
Gungnir's grip houses two Dust chambers. The chambers take powder vials of primary elements only. By stretching out the pommel Ferr is able to easily insert the Dust. The Dust can then be used by pushing a button on Gungnir's pommel. This old mechanism will cause Dust to flow through the channels on the blade similar to water moving through a river. This grants the blade an elemental coat of Dust. Allowing for more damage to be dealt. The majority of the time Ferr uses fire and wind Dust in order to quickly create electrical attacks.
Should Ferr feel the need to, he is able to change Gungnir into a seven foot long spear. By twisting the pommel and pushing his aura into Gungnir, a number of pegs are released from their chambers. Old mechanisms cause the shaft to extend out from the weapon's hilt before locking back into place. Simultaneously, the horn-like guard inverts downward- causing the weapon to became aerodynamic. This transformation takes up 5 aura points. While Ferr is still able to compete in melee combat with the spear, he is able to throw the weapon up to 100 yards away. Anytime he throws it, and there is Dust within the chambers, Gungnir will automatically take the property of that Dust.
In addition to Gungnir, Ferr uses a shield he calls Svalinn. It is a blue-gray round shield Ferr has been using for years. Though it does not transform into anything else, Ferr has designed the shield himself to provide maximum protection. Several slots within the shield are fitted to house ice dust crystals. The synthetic dust allows Ferr to coat his shield in ice for added protection in combat. Other uses allow him to construct small domes around himself, form barriers to block a charge, or freeze an object the shield makes contact with. In addition, the shield is regularly polished using liquid Ice Dust- enhancing it's capabilities.
MISC.
Aside from Gungnir and Svalinn, Ferr has a small handgun with two magazines. It is a standard issue handgun for police officers. Rarely does he use it; often it is given to any civilian caught in combat beside Ferr. He also has several pouches around his waist that contain: 3 vials of fire and air dust powder, 5 ice crystals, and 2 small flasks of liquid ice dust. Ferr carries a pair of goggles and eye drops for when he uses his semblance.
Most important of all, Ferr owns a motor-tricycle he uses as his primary means of transportation. Two-wheels in the front and one in the back, it has room for Ferr and one passenger. Named Slip, the vehicle has storage space for Ferr's shield and sword plus his traveling pack. Its capable of reaching 180 mph. In case of emergence, Slip is equipped with a hover jet that is able to be operated for three minutes before the vehicle runs out of power.
AURA
Ferr's aura emits a fortified presence which others feel as strength and protection. His soul's manifestation takes on the appearance of a metallic armor around his body. This aura mimics the sound and smell of iron, the same stuff which makes up Ferr's will. Ferr has trained in the use of Dust Activation and Aura fortification. With Dust Activation, he is able to apply and active dust using his aura as long as it is within his weapons. Depending on the form and element of the dust, it can cost him anywhere from one to 3 aura points. Ferr is not able to activate dust outside of his weapons. With Aura fortification, Ferr is able to condense his aura into a tangible state for 2 aura points. When this happens he is able to apply this hardened aura around his weapons or armor to provide enhanced defensive capabilities.
SEMBLANCE
The Wise Eyes
Ferr uses a Semblance that seems to be semi-heretical. Certain other members of his family have a similar power to him- including his mother and grandfather. When activated, Ferr's aura glows before shifting and becomes concentrated in his eyes. This changes his aura from one that emits a feeling of protection, to one that radiates dominance. The feeling of being pushed down and conquered could be felt by anyone close by. After Ferr's aura is concentrated his eyes will become glowing orbs of azure blue. Activating this semblance takes 50 aura points. After 10 minutes, an additional minute will take 1 aura point. (Ex: 20 minutes = 20 aura points)
Ferr's semblance creates a hyperactive link between his eyes and his brain. Allowing him to take in optical information and process it three times faster than most human beings. This allows Ferr to keep track of objects, opponents, and other targets while thinking of a course of action quickly. This semblance does not result in Ferr gaining intelligence, rather it allows him to respond quicker using his own intelligence. However he is not able to keep track of more than twenty targets at once or objects moving at the speed of a bullet. For addition aura points, he is able to use specialized functions of the Wise Eyes which increase his capabilities. Each filter lasts five minutes before Ferr must reapply them.
Filter 1 - Aura Optics
Aura Used: 5 points
Used for rescue missions or seeking out hidden opponents. By using this filter, Ferr's eyes change to a violet hue. This filter allows Ferr to perceive a living beings aura as a mist which lingers around them. He is able to see any aura within 30 yards of him; even through walls, vegetation, the dark, or through rock. While some individuals have magnificent souls and auras, most individual's aura appear the same to Ferr when looked at through Aura Optics. He is only able to see the souls of humans, faunus, and animals. Grimm are soulless masses, thus they cannot be tracked this way. Also, should a person exhaust their aura through combat or aura applications, it will be harder to track them.
Filter 2 - Illusion Breaker
Aura Used: 15 points
A filter which removes false-reality from Ferr's sight. By turning his eyes black, this filter allows Ferr to see only reality. If someone creates an illusion using their aura or semblance, that image will be not be seen and rendered usless against him. However this does not null the illusion for others beside Ferr. And should this illusion be produced via tampering with Ferr's mind, the filter will fail.
Filter 3 - Shared Vision
Aura Used: 20 Points
Used only in desperate times, this filter will turn Ferr's eyes white. By melding his aura with another person's, Ferr is able to temporarily allow someone to share fields of vision with him. It is a disorienting experience at first which might cause both parties to feel headaches, nausea, and disorientation. However if they manage to over come these obstacles, both parties will have an multiple view points of the battlefield.
AURA POINTS: 350
Fairy Tail, Jellal Fernandes as Ferr Aesir PLAYED BY Myth
coded by electric of gangnam style