Post by Sable Vellum on Dec 22, 2016 2:49:26 GMT -6
PLAYED BY: AbiSage AGE: Nineteen BIRTH MONTH: October | GENDER: Female OCCUPATION: Vytal Academy Junior, White Fang RACE: Faunus(Fennic Fox) | |
SABLE VELLUM |
★ APPEARANCE
Sable is a young woman with a somewhat diminutive stature, standing only around 5'4, but one could easily be forgiven for failing to notice. The Faunus carries herself with an aura of brazen confidence, accentuated by glints of quiet aggression. As a Faunus the girl's most distinctive trait is a large pair of plush ears at the sides of her head, which her hair spills around. Sable's hair is a very light brown which easily slips into gray under the right lighting, matching the fur upon her ears. Her bangs are bluntly cut with the sides falling bellow her shoulders to frame her face and the back cut shorter. She almost always keeps a strip of her bangs dyed, the color varying frequently.
Her skin is a pale olive shade with some noticeable natural blemishes around her shoulders and upper arms, the back of her neck, hips, and some freckling over her nose. The skin over her hands, the fingers in particular is rough with evidence of many knicks and cuts. The girl's build is lithe with a subtle but toned musculature, particularly focused around her core and legs. Her figure is modest, carrying a bit more weight in the hips then the rest of her body. Sable's eyes are a golden brown which varies depending on an areas lighting, almost reaching hazel at times. Several of her teeth have been modified and shaped into sharp points.
Sable's outfit sports surprisingly fine craftsmanship, the crimson cloak and hood she wears over shoulder shows evidence of careful embroidery done by hand, the interior being designed to conceal a large amount of paper. Her top is a white button down blouse with frilling near the chest, accentuated by a black ribbon around the collar and a leather corset worn around the waist. Her slacks are a simple fitted black affair, fastened with a belt matching her corset with several padded pouches attached, designed for carrying dust. The final points of her outfit are a pair of sturdy yet flexible leather boots and a pair of gloves of similar make.
★ PERSONALITY
★ HISTORY
Sable is a young woman with a somewhat diminutive stature, standing only around 5'4, but one could easily be forgiven for failing to notice. The Faunus carries herself with an aura of brazen confidence, accentuated by glints of quiet aggression. As a Faunus the girl's most distinctive trait is a large pair of plush ears at the sides of her head, which her hair spills around. Sable's hair is a very light brown which easily slips into gray under the right lighting, matching the fur upon her ears. Her bangs are bluntly cut with the sides falling bellow her shoulders to frame her face and the back cut shorter. She almost always keeps a strip of her bangs dyed, the color varying frequently.
Her skin is a pale olive shade with some noticeable natural blemishes around her shoulders and upper arms, the back of her neck, hips, and some freckling over her nose. The skin over her hands, the fingers in particular is rough with evidence of many knicks and cuts. The girl's build is lithe with a subtle but toned musculature, particularly focused around her core and legs. Her figure is modest, carrying a bit more weight in the hips then the rest of her body. Sable's eyes are a golden brown which varies depending on an areas lighting, almost reaching hazel at times. Several of her teeth have been modified and shaped into sharp points.
Sable's outfit sports surprisingly fine craftsmanship, the crimson cloak and hood she wears over shoulder shows evidence of careful embroidery done by hand, the interior being designed to conceal a large amount of paper. Her top is a white button down blouse with frilling near the chest, accentuated by a black ribbon around the collar and a leather corset worn around the waist. Her slacks are a simple fitted black affair, fastened with a belt matching her corset with several padded pouches attached, designed for carrying dust. The final points of her outfit are a pair of sturdy yet flexible leather boots and a pair of gloves of similar make.
★ PERSONALITY
POSITIVE - Protective(Towards faunus) - Motivated - Decisive - Mufti-faceted - Adaptable | NEGATIVE - Prejudiced(Towards humans) - Closed-Off - Distrustful - Self-critical - Duplicitous - Snippy |
★ HISTORY
- Sable was born in a walled off city, far to the north of Legion by the name of Tempest. Her father, a grossly underpaid engineer and her mother, a mystery to the girl her father would hardly speak of.
- Tempest was, and still is a city with a great deal of discrimination. Situated in a region with frequent harsh blizzards the walls around the city were constructed long ago to shield the residents from the imposing elements, as well as the threat of the grimm lurking within the tundra. This has however created a large scarcity of living space as the population grew through the years, causing already present racial tensions to become ever more fierce.
- Many faunus are sequestered off to the edges of the city, only given the most dangerous and undesirable of work while the human population gathered near the center of the city, with industry and commercial centers in between. The city was founded around a dust mining operation and still serves as an exporter of the material.
- Due to his occupation Sable's father worked long hours, leaving the girl to often fend for herself. When she was old enough she would start venturing out by day to attempt to sell small amounts of dust gathered by her father during his work on mining machinery in effort to supplement the families meager funds. Results were often unfavorable, many being unwilling to purchase the materials which were of both dubious quality and legality. Most of the purchases would come from other faunus who could not afford to seek proper channels, while humans who were better off would simply scoff at the notion.
- Around the age of ten the inevitable misfortune from these activities would befall Sable. Exhausted, malnourished and freezing from being out in the cold all day the young girl's body would begin to fail her. Slipping into an alleyway to huddle for warmth she would soon begin to slip into hypothermia, her vision beginning to blur as consciousness threatened to leave her.
- Some time would pass before someone would take action. A young woman passing by, and a member of the White Fang. Alarmed by the sight this faunus would rush the girl back to her group for aide. Sable would soon slip into a comatose state as her body struggled to recover and remain this way for several weeks.
- During this time she would frequently receive aura healing from the White Fang groups medics. While she was unconscious the woman who had saved the girl's life would search high and low, before finally locating her father for explanation of how things got to such a point.
- Week after week passed and worry began to build each day. Her body soon healed but her consciousness failed to return despite the frequent healing sessions. Both the White Fang and the girl's father began to fear she would never wake again. Fortunately however, that was not the case.
- One night the group would be woken by a faint glow ebbing out from the girl's room. A glossy eyed Sable was looking around the room, dazed yet finally awake once more. Better still, it was readily apparent. The young girl's aura had become unlocked, perhaps a result of the repeated aura healing or perhaps a result of her near death incident, it was hard to tell.
- A long discussion followed the girls awakening on how exactly to move forward. One of many that had taken place over the weeks. The city was no place for a child to grow, and the Fang had already come to the decision that there was no way her father could ensure his own safety in the city, much less his daughters. And so an offer was proposed: join the White Fang, work towards their cause, and they would both have a way to find a better life.
- After some deliberation Sable's father decided to agree and lend his service to the White Fang. Another month would pass as the group would gather supplies and make preparations before departing with new allies in tow.
- The next years of young Sable's life were spent traveling with her father and the White Fang. The particular group they stayed with acting as support and field medics for the groups operations. While she could do little at the young age she first joined she soon developed aspirations of helping her people however she could. She would see and hear terrible things in their travels across the nations and a strong spite of the humans who marginalized them began to brew in her heart.
- Soon, by the age of eleven Sable began to seek training of her own by the Fang, so she would some day be able to be of use. She would have daily lessons on self defense, studying hand to hand combat, followed by the basics of controlling her aura. After her rather.... particular semblance was discovered she would spend many hours each day attempting to refine its use.
- At age fifteen would be the first year Sable was deemed proficient enough to begin assisting in the White Fang's activities. While use of her semblance and aura were still rather crude at this point it was deemed important for her to gain practical experience in able to grow. Finally active as a member of the White Fang the injustices her people faced only became ever more apparent, urging the girl on ever forward.
- Two years would pass as Sable worked to hone her skills, developing tools to make the most of her semblance. Despite her effort and progress however, as she reached into her sixteenth year she began to feel somewhat disillusioned with a slowing growth. Seeing this her father would offer a suggestion: The hunters Vytal academy.
- Sable was at first resistant to the idea, reluctant to move away from the small group of White Fang who had become like family to her. However, after no small amount of thought she would eventually come to accept the idea. The training the hunters academy could give her would prove invaluable in rising to greater strengths. Furthermore, to become a huntress would have surely earned resources and knowledge which could come to aid the White Fang's goals.
- Some strings would have to be pulled and some information fabricated, but by the time she was age seventeen she would be poised to enter the Vytal Academy. The next few years would be spent within training along side her newly formed team. The girl would quickly come to realize how very different her life would become in training and the many difficulties she would have to face in living within the campus...
- Sable is now age nineteen, in her third year of training.
★ COMBAT NOTES
WEAPONS
Unnamed: Sable's “weapon” is quite a different beast then most hunter's weapons. In fact, many may not even find themselves unable to call it a weapon. Rather, it is a tool designed to help make the most of her semblance. The main portion of this tool is a paper dispenser worn near the center of her back. The device is circular in form, with a large roll of paper within and six slots for releasing the strips of paper. Near each of the slots are several spouts which can dispense dust ink stored within the body of the device onto the papers as they are deployed. Along with the ink jets, the release slots are also equipped with a razor blade to cut the strips of paper free if need be. The device is made of lite weight metals and relatively simple machinery, powered by dust crystals. In addition to the main device, sable wears smaller, single slot versions of the device under her sleeves on the insides of her forearms.
A note: Sable's device was not developed as part of a hunter weapon development course, but rather during her time with the White Fang. It was designed with relative simplicity in mind and to be as efficient as possible.
MISC.
Hand to Hand: Sable does not carry a proper side arm such as a knife or gun, but she is trained and versed in hand to hand combat to supplement her tools and semblance.
Sable's Cloak: The previously mentioned hooded cloak Sable wears. The inside of her cloak is lined with paper in order to make use of it via her semblance. This largely serves a utility purpose, for use as a defensive tool or for applications such as a parachute or glider via semblance.
Dust Charms: Sable wears a pouch on her belt containing a variety of “charms” within. These charms are made of of a more sturdy card stock, decorated with symbols painted with dust ink. When triggered by a source of aura or contact the dust within the card will activate, producing a designated effect. The pouch is sealed in a manner to prevent aura from creeping in and activating the charms. While Sable is able to activate the charms through application of her own aura and her semblance, the charms are designed primarily as traps and utility with subterfuge in mind, leaving them simply as hazards to be triggered by others passing them. A final note, due to the nature of her semblance which aids in the creation of these charms, Sable must make each one herself for its effect to be used. Even if another person attempts to make a charm on the same material with the same ink Sable would have used, it will not work due to the factor of her semblance being absent.
BASIC CHARMS
ADVANCED CHARMS
A quizzical sort, Sable's aura manifests as a tiny thing which many could easily fail to notice at all. Its nature is ambiguous, anomalous. The thin projection which wraps the girl's body when active lacks much color at all, a transparent prismatic form which simply vaguely distorts, showing flecks of flowing color here and there. To an unfocused eye it could seem to flicker in and out of view with the slightest motion.
The feelings it projects, an uncanny tenuous sort proving ever difficult to grasp, but strong all the same. Small, simple, yet endlessly dense and boundless in its possibility. Sable's aura represents the infinitesimally fine line between a great potential yet to be realized and the stark nothingness of of a future unrealized. As such, the feeling it can evoke can easily vary from person to person.
Defensive Enhancement: Much like many combatants, the first use of aura Sable learned to harness was the defensive aspects of her aura. Being a skill she had begun practicing from a young age she is especially adept in this usage. While she is unable to spread the aura very far from her body, she is able to focus its defense to specific points on the body, and its high volume of density provides significant dampening of force to the focused area. (5-10 points)
Mending: Mending is an ability which is certainly far from natural for one with an aura of Sable's nature, which struggles to spread away from her body. None the less, the faunus has spent a great deal of effort practicing the techniques of mending wounds via her aura. While she is unable to heal others especially quickly and requires a fair degree of focus, the density of her aura along with its ambiguous nature allows for it to heal even deep wounds and broken bones by intermingling with the patients aura to utilize their own natural healing factor along side her mending skill. (10-30 points based on severity)
Illumination: A valuable utility manifested from Sable's aura. Though she started actively draining defensive enhancements first, the use of illumination is actually the art which comes most naturally to her. Sable began to train this ability around the same time as she began to train in mending, and while the mending ability took quite some time to become proficient in, illumination was quite the opposite. Sable is able to produce a bright, vibrant light of varying hues through her aura, though much like her other abilities it does not spread far from her body. She has however learned to use it in a particular way, borrowing techniques from her training of the defensive enhancements. Sable is able to focus the point of illumination to one area of her body, creating a blinding flashbang like effect, allowing for a more offensive utilization. (5-15 points)
PAPERCRAFT
Sable's semblance is a somewhat strange one which has manifested as the ability to control and manipulate paper. This ability though simple and unassuming at a glance is one which Sable has been able to practice and refine into one with a great many possibilities. While it is active her aura appears to spread over the paper she is manipulating.
Through the use of her semblance Sable is able to move and manipulate paper with a high degree of skill and precision, by this point the simple act of doing so is just as natural as moving an arm or leg. As one would expect, this allows her to even use the paper under her control in manners akin to that of limbs such as a prehensile tail. She favors long strips of paper for these sorts of applications. (5 points to begin controlling paper)
Movement is not all her semblance does however. While her semblance is active and controlling the paper it greatly increases the strength of the material in question, allowing it to stand against and defend from other weapons. While the material does not become quite as durable as metal it does become strong enough to withstand both bladed weapon strikes and projectiles while retaining its flexibility. This defensive aspect can be bolstered by folding and compressing paper together at the cost of some flexibility. Offensively, her semblance can sharpen the edges of the paper under her control into a keen cutting edge.
These descriptions only cover the most basic applications of her ability however, as what it can truly accomplish is largely determined by the creativity and imagination of the wielder. Under her semblance the paper can easily be shaped into sword a sword to slice, a spear to pierce or a shield to guard, and anything in between(The formed weapons however do not share the weight and heft of the real version, however. A paper hammer would not have the weight which makes a hammer effective unless dust was applied. Sable can form two weapons at a time). She can propel a sphere of paper like a bullet, wrap her her body with a makeshift armor or even form a utility device such as a glider, so long as she has the materials. (5 points to change the papers form)
For all of its flexibility and variety of applications however, it does come with some notable drawbacks as one would expect from using paper as a medium. Though her semblance does much to bolster the materials durability, it does retain a notable vulnerability towards fire and water. If exposed to fire the paper under her control will still burn all the same, and if dampened by water it will become much more difficult to control, as it ultimately turns to mush. Furthermore, though it is strengthened to resist physical forces, a blow with enough strength will still overcome her semblances defense and rupture the material.
Lastly, Sable is able to use certain types of dust to imbue her paper with some specific buffs corresponding with the element. This is also the aspect of her semblance she uses to create her charms detailed in the weapon section. (10 points to active dust abilities)
DUST APPLICATIONS
WEAPONS
Unnamed: Sable's “weapon” is quite a different beast then most hunter's weapons. In fact, many may not even find themselves unable to call it a weapon. Rather, it is a tool designed to help make the most of her semblance. The main portion of this tool is a paper dispenser worn near the center of her back. The device is circular in form, with a large roll of paper within and six slots for releasing the strips of paper. Near each of the slots are several spouts which can dispense dust ink stored within the body of the device onto the papers as they are deployed. Along with the ink jets, the release slots are also equipped with a razor blade to cut the strips of paper free if need be. The device is made of lite weight metals and relatively simple machinery, powered by dust crystals. In addition to the main device, sable wears smaller, single slot versions of the device under her sleeves on the insides of her forearms.
A note: Sable's device was not developed as part of a hunter weapon development course, but rather during her time with the White Fang. It was designed with relative simplicity in mind and to be as efficient as possible.
MISC.
Hand to Hand: Sable does not carry a proper side arm such as a knife or gun, but she is trained and versed in hand to hand combat to supplement her tools and semblance.
Sable's Cloak: The previously mentioned hooded cloak Sable wears. The inside of her cloak is lined with paper in order to make use of it via her semblance. This largely serves a utility purpose, for use as a defensive tool or for applications such as a parachute or glider via semblance.
Dust Charms: Sable wears a pouch on her belt containing a variety of “charms” within. These charms are made of of a more sturdy card stock, decorated with symbols painted with dust ink. When triggered by a source of aura or contact the dust within the card will activate, producing a designated effect. The pouch is sealed in a manner to prevent aura from creeping in and activating the charms. While Sable is able to activate the charms through application of her own aura and her semblance, the charms are designed primarily as traps and utility with subterfuge in mind, leaving them simply as hazards to be triggered by others passing them. A final note, due to the nature of her semblance which aids in the creation of these charms, Sable must make each one herself for its effect to be used. Even if another person attempts to make a charm on the same material with the same ink Sable would have used, it will not work due to the factor of her semblance being absent.
BASIC CHARMS
Fire: The charm explodes with a force relative to the amount of dust used, a single slip can range between a firecracker to a hand grenade.
Earth: The charm causes the earth around it to burst into rocky shrapnel, cave in or otherwise churn about akin to a small quake, based on the formation of the symbols upon it.
Water: The charm reacts to moisture in the area, drawing water from the atmosphere to produce an amount of fog in a radius around the slip dependent on the environment and amount of dust used, or causes bodies of water to form waves or whirlpools dependent on the amount of dust used.
Air: The charm either rapidly and violently draws air in towards itself producing a brief vacuum effect or causes the air to burst out away from itself in a buffeting blast of wind, the strength and reach of either depending on the amount of dust used.
Earth: The charm causes the earth around it to burst into rocky shrapnel, cave in or otherwise churn about akin to a small quake, based on the formation of the symbols upon it.
Water: The charm reacts to moisture in the area, drawing water from the atmosphere to produce an amount of fog in a radius around the slip dependent on the environment and amount of dust used, or causes bodies of water to form waves or whirlpools dependent on the amount of dust used.
Air: The charm either rapidly and violently draws air in towards itself producing a brief vacuum effect or causes the air to burst out away from itself in a buffeting blast of wind, the strength and reach of either depending on the amount of dust used.
ADVANCED CHARMS
Energy: The charm produces a volatile electric field spreading out from its point of origin which remains for some time, the range and duration depending on the amount of dust used.
Steam: The charm produces a billowing fount of steam spreading out from the slip, the spread and density of the steam depending on the amount of dust used.
Glass: The charm produces a pane of glass around its form with a mirror sheen, its size dictated by the amount of dust used.
Ice: The charm flash freezes an area around the slip, forming a slick patch of ground or encasing an area around it in ice, the size and range dependent on the amount of dust used.
Kinetic: The charm amplifies even the smallest motion of object or creatures stepping over, rapidly propelling the effected individual along their projected path.
Gravity: The charm creates a small well of gravity around its position, either increasing or decreasing weight relative to the amount of dust used.
Steam: The charm produces a billowing fount of steam spreading out from the slip, the spread and density of the steam depending on the amount of dust used.
Glass: The charm produces a pane of glass around its form with a mirror sheen, its size dictated by the amount of dust used.
Ice: The charm flash freezes an area around the slip, forming a slick patch of ground or encasing an area around it in ice, the size and range dependent on the amount of dust used.
Kinetic: The charm amplifies even the smallest motion of object or creatures stepping over, rapidly propelling the effected individual along their projected path.
Gravity: The charm creates a small well of gravity around its position, either increasing or decreasing weight relative to the amount of dust used.
AURA
A quizzical sort, Sable's aura manifests as a tiny thing which many could easily fail to notice at all. Its nature is ambiguous, anomalous. The thin projection which wraps the girl's body when active lacks much color at all, a transparent prismatic form which simply vaguely distorts, showing flecks of flowing color here and there. To an unfocused eye it could seem to flicker in and out of view with the slightest motion.
The feelings it projects, an uncanny tenuous sort proving ever difficult to grasp, but strong all the same. Small, simple, yet endlessly dense and boundless in its possibility. Sable's aura represents the infinitesimally fine line between a great potential yet to be realized and the stark nothingness of of a future unrealized. As such, the feeling it can evoke can easily vary from person to person.
Defensive Enhancement: Much like many combatants, the first use of aura Sable learned to harness was the defensive aspects of her aura. Being a skill she had begun practicing from a young age she is especially adept in this usage. While she is unable to spread the aura very far from her body, she is able to focus its defense to specific points on the body, and its high volume of density provides significant dampening of force to the focused area. (5-10 points)
Mending: Mending is an ability which is certainly far from natural for one with an aura of Sable's nature, which struggles to spread away from her body. None the less, the faunus has spent a great deal of effort practicing the techniques of mending wounds via her aura. While she is unable to heal others especially quickly and requires a fair degree of focus, the density of her aura along with its ambiguous nature allows for it to heal even deep wounds and broken bones by intermingling with the patients aura to utilize their own natural healing factor along side her mending skill. (10-30 points based on severity)
Illumination: A valuable utility manifested from Sable's aura. Though she started actively draining defensive enhancements first, the use of illumination is actually the art which comes most naturally to her. Sable began to train this ability around the same time as she began to train in mending, and while the mending ability took quite some time to become proficient in, illumination was quite the opposite. Sable is able to produce a bright, vibrant light of varying hues through her aura, though much like her other abilities it does not spread far from her body. She has however learned to use it in a particular way, borrowing techniques from her training of the defensive enhancements. Sable is able to focus the point of illumination to one area of her body, creating a blinding flashbang like effect, allowing for a more offensive utilization. (5-15 points)
SEMBLANCE
PAPERCRAFT
Sable's semblance is a somewhat strange one which has manifested as the ability to control and manipulate paper. This ability though simple and unassuming at a glance is one which Sable has been able to practice and refine into one with a great many possibilities. While it is active her aura appears to spread over the paper she is manipulating.
Through the use of her semblance Sable is able to move and manipulate paper with a high degree of skill and precision, by this point the simple act of doing so is just as natural as moving an arm or leg. As one would expect, this allows her to even use the paper under her control in manners akin to that of limbs such as a prehensile tail. She favors long strips of paper for these sorts of applications. (5 points to begin controlling paper)
Movement is not all her semblance does however. While her semblance is active and controlling the paper it greatly increases the strength of the material in question, allowing it to stand against and defend from other weapons. While the material does not become quite as durable as metal it does become strong enough to withstand both bladed weapon strikes and projectiles while retaining its flexibility. This defensive aspect can be bolstered by folding and compressing paper together at the cost of some flexibility. Offensively, her semblance can sharpen the edges of the paper under her control into a keen cutting edge.
These descriptions only cover the most basic applications of her ability however, as what it can truly accomplish is largely determined by the creativity and imagination of the wielder. Under her semblance the paper can easily be shaped into sword a sword to slice, a spear to pierce or a shield to guard, and anything in between(The formed weapons however do not share the weight and heft of the real version, however. A paper hammer would not have the weight which makes a hammer effective unless dust was applied. Sable can form two weapons at a time). She can propel a sphere of paper like a bullet, wrap her her body with a makeshift armor or even form a utility device such as a glider, so long as she has the materials. (5 points to change the papers form)
For all of its flexibility and variety of applications however, it does come with some notable drawbacks as one would expect from using paper as a medium. Though her semblance does much to bolster the materials durability, it does retain a notable vulnerability towards fire and water. If exposed to fire the paper under her control will still burn all the same, and if dampened by water it will become much more difficult to control, as it ultimately turns to mush. Furthermore, though it is strengthened to resist physical forces, a blow with enough strength will still overcome her semblances defense and rupture the material.
Lastly, Sable is able to use certain types of dust to imbue her paper with some specific buffs corresponding with the element. This is also the aspect of her semblance she uses to create her charms detailed in the weapon section. (10 points to active dust abilities)
DUST APPLICATIONS
Fire: The paper's fire resistance is bolstered somewhat, causing the paper to burn more slowly. A ball of paper may be lobbed like a grenade, a projectile may become explosive.
Earth: Undiscovered
Water: The paper's water absorbency is somewhat raised, allowing it to degrade more slowly.
Air: The paper produces a bit of its own air current. Notably not very useful.
Energy: An electric current forms along the body of the paper.
Steam: Undiscovered
Glass: Undiscovered
Ice: A layer of ice will encase the paper based on the shape of the material. The paper becomes more rigid and harder to manipulate due to an outside force.
Kinetic: Undiscovered
Gravity: The paper's weight increases by the amount of energy applied to the dust.
Earth: Undiscovered
Water: The paper's water absorbency is somewhat raised, allowing it to degrade more slowly.
Air: The paper produces a bit of its own air current. Notably not very useful.
Energy: An electric current forms along the body of the paper.
Steam: Undiscovered
Glass: Undiscovered
Ice: A layer of ice will encase the paper based on the shape of the material. The paper becomes more rigid and harder to manipulate due to an outside force.
Kinetic: Undiscovered
Gravity: The paper's weight increases by the amount of energy applied to the dust.
AURA POINTS: 150
FIRE EMBLEM: FATES, Velour as Sable Vellum PLAYED BY ABISAGE
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