Post by Argent K. Beros on Jan 13, 2017 16:01:12 GMT -6
PLAYED BY SHAYDE EIGHTEEN (18) OCTOBER (10) | MALE VYTAL FRESHMAN FAUNUS - NORTHWESTERN WOLF | |
ARGENT K. BEROS |
★ APPEARANCE
Reference Image
Tall and lithe, Argent is well-built for combat, with thickly-toned muscle hidden under his clothing and belied by his slim build. Much of his body is riddled with small scars, mostly from burns or cuts, though a large mark covers most of his chest, comprised of many scars built onto each other. This aside, his face is mostly untouched, his fuchsia eyes shining in stark contrast to his grey-tinged black locks and his canine teeth sharp like fangs. Standing at just under six feet, Argent strikes an imposing figure, and his habit of snarling when irritated doesn't do anything for it. True to his Faunus heritage, Argent has a rather fluffy black wolf's tail sprouting from the base of his spine, which usually ends up partially wrapped around his left hip and pinned in place with a small clip, to keep it out of the way.
Argent's outfit fits his personality, comprised of simple black pants and rugged black leather boots with steel plates at the heels and steel toe-caps, with a red belt around his right thigh, connected to a matching belt by a matching red strap, with another strap hanging free on the left side. His torso is covered in multiple layers, the lowest being a long-sleeved white collared shirt, with a grey-striped zippered black vest over it, with yet another red belt, this one a fair bit larger, resting on his waist over the vest. When out and about, or on a mission, he adds an ornate silvery-white coat on top of everything, reaching to his mid-calves, with numerous straps and buckles, pale blue trim, and a pale blue belt around the waist that almost always remains unfastened. Finally, covering his hands are a pair of deerskin leather gloves, soft and supple but durable enough to withstand his fierce combat.
★ PERSONALITY
★ HISTORY
In a small village not far outside the capital of Rift, in what could easily be considered a slum, a young couple, a human man and a Faunus woman, had a child. Unfortunately, however, they couldn't afford to raise the child, and it ended up being left in an orphanage like many of the other slum children. This child, a boy with a rather fluffy black tail, was raised here for only seven years, before his rough demeanor and disrespect of the (Admittedly corrupt and cruel) authority caused them to treat him horribly, and the boy ran away, living on the streets. At only seven, Argent was left to fend for himself, having to steal and scam to be able to afford enough food to survive. Before long, he'd picked up somewhat impressive skill with a knife, and had stepped up to full-blown mugging. After nearly another seven years of this cycle of stealing, getting beaten, and learning to be more successful at stealing, Argent ended up garnering the interest of a bandit gang that decided to drag him into their rank.
For the first month, Argent made pretty good as a bandit, bringing in a pretty good haul on most jobs, but showing a distinct aversion to the killing other members showed no qualms about. The boss of the bandits, a hulking behemoth of a Tibetan Mastiff Faunus with thick, furry arms, took note of this, and decided that he was going to "train" the boy to be a real bandit, and maybe even the next boss. So for the next month, the boss kept Argent tied to a chair in his personal quarters, every day applying a new slash across his chest with a three-bladed knife, the scars building more and more into a large mass of scar tissue over this time. The pain was maddening, often causing Argent to black out, especially when followed by smaller slashes on his arms or burns on other parts of his torso. All of this was done to "break" the boy of his empathy, letting him do what bandits did, but Argent fought it at every step. Near the end of the month, the boss got frustrated with the resistance, and untied Argent, deciding to give him a real beating to jumpstart things.
In a panic, Argent scrambled to grab the nearest thing, which ended up being a dropped ring with a small crystal of an odd, twisted black color that had popped out of its mounting. As the bandit boss went to strike down on the boy, a wisp of gray swirled around Argent, before forming into a mantle of Aura in the shape of a bestial visage, holding back the bandit's arm. Flustered and filled with dread, Argent did the very first thing that came to mind, which, in retrospect, stuck him as odd, and swallowed the small stone. In an instant, his panic became fury, his Aura becoming a swirling black mass that exuded the essence of primal fear, a sense of pure dread and death. The bandit boss backed away, a cold sweat starting on his brow, as Argent stood, eyes glowing a fiery red as he turned to face the massive man, a deep and unending rage emanating from his body. As Argent raised his arm, the Aura doing the same and revealing horrifying claws of primordial shadow that seemed to suck away the light and warmth around them, the bandit screamed out, his heart seizing in pure terror, before falling silent in death.
Multiple lower-ranked bandits rushed in upon hearing their leader's scream, only to see the shadow of death standing over the corpse of their fearless leader, and one of them stuttered in panic. 'Th-the b-boss...I've seen his behead an Ursa Major with his bare hands...and he's...d-dead? R-run! There's no way we're dealing with this!' And with that, the bandits scattered, leaving Argent to faint from the strain and the terror forced upon his mind by what had happened. A few hours later, he woke from his abrupt slumber to the sound of rummaging, and looked out to see a Huntress finishing off the remainder of a group of Grimm that had raided and killed many of the fleeing bandits. Awestruck, Argent ran out as the last Grimm fell, calling out to the Huntress. She raised her arm reflexively, before relaxing just slightly at seeing a young boy, before returning to her guard. 'Are you one of them, boy?'
Argent froze, before speaking much more meekly. 'Y-yeah...I mean, I was. Not by choice. They kinda dragged me in. But I'm done with that crap. I wanna go legit, and be a cool Grimm-slayer like you, lady!' The Huntress couldn't help be giggle a bit at the boy's gusto, though he seemed very shaken at the same time. 'How old are you, boy? And what's your name?' Argent paused, taking a moment to remember the details before he answered. 'I-it's been a long time, but...I'm Argent. Argent K. Beros, age fourteen.'
The Huntress laughed a bit, not sure what to make of the boy. 'Fourteen, huh? A year late, but if you've got nowhere else to go, I could bring you somewhere that you could learn to be a Huntsman. Vytal Academy. It'll be a few years before you get to the good stuff, though.' She walked over and patted the boy on the head, still wary of potential trickery. Argent simply smiled, excited despite the lingering fear from his experience. 'Yeah! That sounds awesome!'
So, the Huntress, named Aksha Carmine brought the boy to Vytal, and enrolled him in classes as a first-year student, despite being a year older. She had even opted to adopt the boy, not having any children of her own and being a bit lonely on her off days, an act of kindness much appreciated by Argent. He had a bit of difficulty adjusting to the structured lifestyle of a student, and had to unlearn a few of his old habits, but after a while, he settled into the student life, constructing his weapon under the tutelage of the academy and of Aksha, and getting prepared for his eventual entrance into the proper Hunter's curriculum.
Reference Image
Tall and lithe, Argent is well-built for combat, with thickly-toned muscle hidden under his clothing and belied by his slim build. Much of his body is riddled with small scars, mostly from burns or cuts, though a large mark covers most of his chest, comprised of many scars built onto each other. This aside, his face is mostly untouched, his fuchsia eyes shining in stark contrast to his grey-tinged black locks and his canine teeth sharp like fangs. Standing at just under six feet, Argent strikes an imposing figure, and his habit of snarling when irritated doesn't do anything for it. True to his Faunus heritage, Argent has a rather fluffy black wolf's tail sprouting from the base of his spine, which usually ends up partially wrapped around his left hip and pinned in place with a small clip, to keep it out of the way.
Argent's outfit fits his personality, comprised of simple black pants and rugged black leather boots with steel plates at the heels and steel toe-caps, with a red belt around his right thigh, connected to a matching belt by a matching red strap, with another strap hanging free on the left side. His torso is covered in multiple layers, the lowest being a long-sleeved white collared shirt, with a grey-striped zippered black vest over it, with yet another red belt, this one a fair bit larger, resting on his waist over the vest. When out and about, or on a mission, he adds an ornate silvery-white coat on top of everything, reaching to his mid-calves, with numerous straps and buckles, pale blue trim, and a pale blue belt around the waist that almost always remains unfastened. Finally, covering his hands are a pair of deerskin leather gloves, soft and supple but durable enough to withstand his fierce combat.
★ PERSONALITY
POSITIVE - streetwise - loyal - well-read - strategic - perceptive | NEGATIVE - opportunistic - defensive - selfish - loose morals - secretive |
★ HISTORY
In a small village not far outside the capital of Rift, in what could easily be considered a slum, a young couple, a human man and a Faunus woman, had a child. Unfortunately, however, they couldn't afford to raise the child, and it ended up being left in an orphanage like many of the other slum children. This child, a boy with a rather fluffy black tail, was raised here for only seven years, before his rough demeanor and disrespect of the (Admittedly corrupt and cruel) authority caused them to treat him horribly, and the boy ran away, living on the streets. At only seven, Argent was left to fend for himself, having to steal and scam to be able to afford enough food to survive. Before long, he'd picked up somewhat impressive skill with a knife, and had stepped up to full-blown mugging. After nearly another seven years of this cycle of stealing, getting beaten, and learning to be more successful at stealing, Argent ended up garnering the interest of a bandit gang that decided to drag him into their rank.
For the first month, Argent made pretty good as a bandit, bringing in a pretty good haul on most jobs, but showing a distinct aversion to the killing other members showed no qualms about. The boss of the bandits, a hulking behemoth of a Tibetan Mastiff Faunus with thick, furry arms, took note of this, and decided that he was going to "train" the boy to be a real bandit, and maybe even the next boss. So for the next month, the boss kept Argent tied to a chair in his personal quarters, every day applying a new slash across his chest with a three-bladed knife, the scars building more and more into a large mass of scar tissue over this time. The pain was maddening, often causing Argent to black out, especially when followed by smaller slashes on his arms or burns on other parts of his torso. All of this was done to "break" the boy of his empathy, letting him do what bandits did, but Argent fought it at every step. Near the end of the month, the boss got frustrated with the resistance, and untied Argent, deciding to give him a real beating to jumpstart things.
In a panic, Argent scrambled to grab the nearest thing, which ended up being a dropped ring with a small crystal of an odd, twisted black color that had popped out of its mounting. As the bandit boss went to strike down on the boy, a wisp of gray swirled around Argent, before forming into a mantle of Aura in the shape of a bestial visage, holding back the bandit's arm. Flustered and filled with dread, Argent did the very first thing that came to mind, which, in retrospect, stuck him as odd, and swallowed the small stone. In an instant, his panic became fury, his Aura becoming a swirling black mass that exuded the essence of primal fear, a sense of pure dread and death. The bandit boss backed away, a cold sweat starting on his brow, as Argent stood, eyes glowing a fiery red as he turned to face the massive man, a deep and unending rage emanating from his body. As Argent raised his arm, the Aura doing the same and revealing horrifying claws of primordial shadow that seemed to suck away the light and warmth around them, the bandit screamed out, his heart seizing in pure terror, before falling silent in death.
Multiple lower-ranked bandits rushed in upon hearing their leader's scream, only to see the shadow of death standing over the corpse of their fearless leader, and one of them stuttered in panic. 'Th-the b-boss...I've seen his behead an Ursa Major with his bare hands...and he's...d-dead? R-run! There's no way we're dealing with this!' And with that, the bandits scattered, leaving Argent to faint from the strain and the terror forced upon his mind by what had happened. A few hours later, he woke from his abrupt slumber to the sound of rummaging, and looked out to see a Huntress finishing off the remainder of a group of Grimm that had raided and killed many of the fleeing bandits. Awestruck, Argent ran out as the last Grimm fell, calling out to the Huntress. She raised her arm reflexively, before relaxing just slightly at seeing a young boy, before returning to her guard. 'Are you one of them, boy?'
Argent froze, before speaking much more meekly. 'Y-yeah...I mean, I was. Not by choice. They kinda dragged me in. But I'm done with that crap. I wanna go legit, and be a cool Grimm-slayer like you, lady!' The Huntress couldn't help be giggle a bit at the boy's gusto, though he seemed very shaken at the same time. 'How old are you, boy? And what's your name?' Argent paused, taking a moment to remember the details before he answered. 'I-it's been a long time, but...I'm Argent. Argent K. Beros, age fourteen.'
The Huntress laughed a bit, not sure what to make of the boy. 'Fourteen, huh? A year late, but if you've got nowhere else to go, I could bring you somewhere that you could learn to be a Huntsman. Vytal Academy. It'll be a few years before you get to the good stuff, though.' She walked over and patted the boy on the head, still wary of potential trickery. Argent simply smiled, excited despite the lingering fear from his experience. 'Yeah! That sounds awesome!'
So, the Huntress, named Aksha Carmine brought the boy to Vytal, and enrolled him in classes as a first-year student, despite being a year older. She had even opted to adopt the boy, not having any children of her own and being a bit lonely on her off days, an act of kindness much appreciated by Argent. He had a bit of difficulty adjusting to the structured lifestyle of a student, and had to unlearn a few of his old habits, but after a while, he settled into the student life, constructing his weapon under the tutelage of the academy and of Aksha, and getting prepared for his eventual entrance into the proper Hunter's curriculum.
★ COMBAT NOTES
WEAPONS
Dusty Lupus: Argent's weapon, hand-crafted during his years at Vytal before becoming a Freshman, is quite unique in its design, even for a Huntsman's weapon. Perfectly suited to Argent, who prefers keeping a low profile due to his history, in its "Idle" state, the Dusty Lupus looks rather plain, even hobbled together. But its true purpose is as a multiform weapon suited perfectly to Argent's wild fighting style. In any of its forms, the orange fabric, woven with orange Dust threads, can be used like a flashbang, producing a quick flash of light to act as a distraction or diversion.
Idle; When not in use, the Dusty Lupus looks like an average arming sword, with a sheath wrapped in tattered orange fabric, with a decoration near the handle that looks like a chipped, damaged hatchet head. The handle of the sword looks equally misplaced, seeming to be the handlebar of a motorcycle, complete with brake lever. However, close inspection of the handle begins to unravel the hidden truth about the weapon, as it is actually purpose-built, with a handle wrapping of fine leather, embossed with patterns of running wolves, and an engraving of ornate curving tribal-like patterns on the brake lever, the pommel, and the rest of the metal parts.
First Gear; When the sword is drawn, the charade falls apart, as the handle blends perfectly into the expertly-crafted blade, a straight edge with a curved tip like a saber, but with a serrated back like a combat knife. Up both sides of the blade are engravings matching those on the handle, and a series of small holes in the dips of the serration paired against very thin slits up the edge. A small hatch on the back of the guard opens to reveal a compartment for holding small Dust canisters, which serve to fuel the function of the handle. When the handle is revved like a motorcycle's, small amounts of Dust are aerosolized into a hollow channel inside the blade, and when the lever is squeezed, the Dust is triggered, creating a burst of acceleration from the back of the blade, and releasing the element of the Dust through the frontal slits. The sheath of the sword, meanwhile, is unwrapped from the fabric, which now hangs at his hip, revealing the treated ebony wood, polished and carved with patterns matching the sword, the carvings inlaid with silver to create a flush surface. In the sword, the Dust lasts for either ten uses, or for a minute of sustained use.
Second Gear; Second Gear is almost identical to First, except for the sheath. The cloth separates entirely, remaining on Argent's hip as the sheath shorten to become the handle for a hatchet, the chips in the blade revealed to be Dust ports functioning identically to those of the sword, a Dust canister concealed in the tip of the sheath, now the butt of the handle. Unlike the sword, the hatchet uses a single trigger, hidden behind the hatchet head, to trigger the Dust. Because of the Fourth Gear, the hatchet is actually much heavier than it appears, being a bit tricky to use in the off hand, but packing a significant punch. In the hatchet, the Dust can last for ten uses.
Third Gear; The ranged form of the Dusty Lupus, Third Gear has Argent sheathe the sword, but with the word backward, edge against the top and the lever opposite of the hatchet head. Once the sword is entirely sheathed, the handle swivels into a forty-five degree angle, and the end of the sheath opens to reveal the barrel of the firearm, which can function as a flamethrower, spewing whichever element is produced by the Dust currently in use, or by revving the handle and squeezing the lever once, fire a small, contained "slug" of the element, somewhat like a slug gun. The Dust canisters can last for seven slug shots, or roughly a minute of sustained fire.
Fourth Gear; The final form of the weapon, formed by sliding the sword into the butt end of the sheath. Once the sword is inserted, the hatchet head seems to crack, expanding and spreading into a large, single-bladed battleaxe, with a blade that appears to be cracked and almost magmatic, Dust channels clearly visible throughout. This axe is far from Argent's favorite weapon, but the power and intimidation factor make it rather useful to have as a backup plan, and the size makes it capable as a makeshift shield. However, the real reason for this form is that this style of axe is what Argent is most skilled with, having used it on a daily basis while a bandit, and he can use it quite deftly. The Dust triggers identically to the sword form, and can last for five uses per canister.
MISC.
Dust Canisters; Argent keeps spare canisters of liquid-form Dust on his outermost red belt, in red, blue, green, brown, white, yellow, purple, and black varieties, with six of each that fit in any of his equipment, and open easily enough for him to ingest for his Semblance. He also keeps five small glass vials of powdered orange Dust, for use as emergency flashbombs.
Vermeil; A sidearm usually kept stored on the left thigh, Vermeil is a silver six-chamber revolver, fitted with liquid Dust canisters in place of bullets, firing off bursts of elements. The colors used are red, white, yellow, brown, purple, and black, and the canisters each hold ten shots.
Grapple; A mechanism mounted on Argent's left forearm, comprised of a small canister of green Dust, a spool of steel braided-wire cable, and a small clasp hook. Rather than for locomotion, the grapple is mostly used for throwing the hatchet and retrieving it, or for pulling other people or Grimm towards him. The mechanism contains enough Dust for fifteen uses, though is more difficult to refill and thus can't be refilled in combat.
Blood and iron, wild and untamed, Argent's Aura reflects his past and personality, glowing in a dull, sharp silver color tinged with red, and often taking the form of a dull glow around his tail, shaping into glowing lupine ears, and tinging the tips of his canine teeth red. Smelling of blood, steel, and gunpowder, it instills strong survival instinct into those around him, reinforcing their drive to keep themselves alive no matter what. By burning out four points of Aura, Argent can channel his Aura into his attacks, giving him an Offensive Enhancement to boost damage, though this tends to sting his hands a bit.
BEAST WITHIN, BEAST WITHOUT
Devour, overpower, and survive. This Semblance embodies these ideas, allowing Argent to overflow his Aura into a much larger, more tangible form, titled Beast Without, wrapping around Argent in the shape of a large, faintly glowing werewolf, referred to as the "Beast". Normally, this simply increases his endurance and defense, reducing most damage by roughly four or five points, but the true fun begins when Argent ingests a small amount of Dust in any form. Once the Dust is swallowed, the element surges through him, merging with his Aura and altering the shape to suit. This adds the element to all of his attacks, increasing damage by a few points and adding secondary effects derived from the element, such as setting fire with red Dust, or numbing points of impact with yellow, or altering his own weight with black. While this gives him increased power, it comes with a hefty Aura cost, 30 points for fifteen minutes, and overuse can cause the Dust to oversurge and damage his body.
The truest form of this Semblance, however, is when Argent truly unleashes his wild side. By absorbing the "Beast" into himself and rebuilding his usual Aura with it, in a form called "Beast Within", he infuses his body with the elemental fury, bolstering his reflexes, speed, and offensive power at the cost of reducing the defensive attributes of his Aura, allowing more damage to pass through while his Aura is more focused on output. At a cost of 35 Aura points for ten minutes, this form is a significant drain on Argent, and holds a higher risk of self-inflicted damage, but allows for intense destructive force.
WEAPONS
Dusty Lupus: Argent's weapon, hand-crafted during his years at Vytal before becoming a Freshman, is quite unique in its design, even for a Huntsman's weapon. Perfectly suited to Argent, who prefers keeping a low profile due to his history, in its "Idle" state, the Dusty Lupus looks rather plain, even hobbled together. But its true purpose is as a multiform weapon suited perfectly to Argent's wild fighting style. In any of its forms, the orange fabric, woven with orange Dust threads, can be used like a flashbang, producing a quick flash of light to act as a distraction or diversion.
Idle; When not in use, the Dusty Lupus looks like an average arming sword, with a sheath wrapped in tattered orange fabric, with a decoration near the handle that looks like a chipped, damaged hatchet head. The handle of the sword looks equally misplaced, seeming to be the handlebar of a motorcycle, complete with brake lever. However, close inspection of the handle begins to unravel the hidden truth about the weapon, as it is actually purpose-built, with a handle wrapping of fine leather, embossed with patterns of running wolves, and an engraving of ornate curving tribal-like patterns on the brake lever, the pommel, and the rest of the metal parts.
First Gear; When the sword is drawn, the charade falls apart, as the handle blends perfectly into the expertly-crafted blade, a straight edge with a curved tip like a saber, but with a serrated back like a combat knife. Up both sides of the blade are engravings matching those on the handle, and a series of small holes in the dips of the serration paired against very thin slits up the edge. A small hatch on the back of the guard opens to reveal a compartment for holding small Dust canisters, which serve to fuel the function of the handle. When the handle is revved like a motorcycle's, small amounts of Dust are aerosolized into a hollow channel inside the blade, and when the lever is squeezed, the Dust is triggered, creating a burst of acceleration from the back of the blade, and releasing the element of the Dust through the frontal slits. The sheath of the sword, meanwhile, is unwrapped from the fabric, which now hangs at his hip, revealing the treated ebony wood, polished and carved with patterns matching the sword, the carvings inlaid with silver to create a flush surface. In the sword, the Dust lasts for either ten uses, or for a minute of sustained use.
Second Gear; Second Gear is almost identical to First, except for the sheath. The cloth separates entirely, remaining on Argent's hip as the sheath shorten to become the handle for a hatchet, the chips in the blade revealed to be Dust ports functioning identically to those of the sword, a Dust canister concealed in the tip of the sheath, now the butt of the handle. Unlike the sword, the hatchet uses a single trigger, hidden behind the hatchet head, to trigger the Dust. Because of the Fourth Gear, the hatchet is actually much heavier than it appears, being a bit tricky to use in the off hand, but packing a significant punch. In the hatchet, the Dust can last for ten uses.
Third Gear; The ranged form of the Dusty Lupus, Third Gear has Argent sheathe the sword, but with the word backward, edge against the top and the lever opposite of the hatchet head. Once the sword is entirely sheathed, the handle swivels into a forty-five degree angle, and the end of the sheath opens to reveal the barrel of the firearm, which can function as a flamethrower, spewing whichever element is produced by the Dust currently in use, or by revving the handle and squeezing the lever once, fire a small, contained "slug" of the element, somewhat like a slug gun. The Dust canisters can last for seven slug shots, or roughly a minute of sustained fire.
Fourth Gear; The final form of the weapon, formed by sliding the sword into the butt end of the sheath. Once the sword is inserted, the hatchet head seems to crack, expanding and spreading into a large, single-bladed battleaxe, with a blade that appears to be cracked and almost magmatic, Dust channels clearly visible throughout. This axe is far from Argent's favorite weapon, but the power and intimidation factor make it rather useful to have as a backup plan, and the size makes it capable as a makeshift shield. However, the real reason for this form is that this style of axe is what Argent is most skilled with, having used it on a daily basis while a bandit, and he can use it quite deftly. The Dust triggers identically to the sword form, and can last for five uses per canister.
MISC.
Dust Canisters; Argent keeps spare canisters of liquid-form Dust on his outermost red belt, in red, blue, green, brown, white, yellow, purple, and black varieties, with six of each that fit in any of his equipment, and open easily enough for him to ingest for his Semblance. He also keeps five small glass vials of powdered orange Dust, for use as emergency flashbombs.
Vermeil; A sidearm usually kept stored on the left thigh, Vermeil is a silver six-chamber revolver, fitted with liquid Dust canisters in place of bullets, firing off bursts of elements. The colors used are red, white, yellow, brown, purple, and black, and the canisters each hold ten shots.
Grapple; A mechanism mounted on Argent's left forearm, comprised of a small canister of green Dust, a spool of steel braided-wire cable, and a small clasp hook. Rather than for locomotion, the grapple is mostly used for throwing the hatchet and retrieving it, or for pulling other people or Grimm towards him. The mechanism contains enough Dust for fifteen uses, though is more difficult to refill and thus can't be refilled in combat.
AURA
Blood and iron, wild and untamed, Argent's Aura reflects his past and personality, glowing in a dull, sharp silver color tinged with red, and often taking the form of a dull glow around his tail, shaping into glowing lupine ears, and tinging the tips of his canine teeth red. Smelling of blood, steel, and gunpowder, it instills strong survival instinct into those around him, reinforcing their drive to keep themselves alive no matter what. By burning out four points of Aura, Argent can channel his Aura into his attacks, giving him an Offensive Enhancement to boost damage, though this tends to sting his hands a bit.
SEMBLANCE
BEAST WITHIN, BEAST WITHOUT
Devour, overpower, and survive. This Semblance embodies these ideas, allowing Argent to overflow his Aura into a much larger, more tangible form, titled Beast Without, wrapping around Argent in the shape of a large, faintly glowing werewolf, referred to as the "Beast". Normally, this simply increases his endurance and defense, reducing most damage by roughly four or five points, but the true fun begins when Argent ingests a small amount of Dust in any form. Once the Dust is swallowed, the element surges through him, merging with his Aura and altering the shape to suit. This adds the element to all of his attacks, increasing damage by a few points and adding secondary effects derived from the element, such as setting fire with red Dust, or numbing points of impact with yellow, or altering his own weight with black. While this gives him increased power, it comes with a hefty Aura cost, 30 points for fifteen minutes, and overuse can cause the Dust to oversurge and damage his body.
The truest form of this Semblance, however, is when Argent truly unleashes his wild side. By absorbing the "Beast" into himself and rebuilding his usual Aura with it, in a form called "Beast Within", he infuses his body with the elemental fury, bolstering his reflexes, speed, and offensive power at the cost of reducing the defensive attributes of his Aura, allowing more damage to pass through while his Aura is more focused on output. At a cost of 35 Aura points for ten minutes, this form is a significant drain on Argent, and holds a higher risk of self-inflicted damage, but allows for intense destructive force.
AURA POINTS: 100
LEGEND OF HEROES: TRAILS OF COLD STEEL, rean schwarzer as argent k. beros PLAYED BY SHAYDE
coded by electric of gangnam style