Post by Robin Deshantis on Jun 7, 2016 20:20:27 GMT -6
PLAYED BY Dusty Thirty-Three (33) November 30 | MALE DUST Properties INSTRUCTOR HUMAN | |
ROBIN DESHANTIS |
★ APPEARANCE
Robin is a moderately tall man with blond hair that reaches down to brush against his shoulders. He typically keeps it tied out of his face with a bandanna, the color of which varies based on what he grabs out of a drawer that morning. His eyes are blue, and he carries a pair of reading glasses to help with his mild farsightedness, though he only puts them on when actively reading as he hates the feeling of things on his nose. His general body structure is average for a Huntsman; not heavily muscled, but well-toned; able to move quickly and hit hard. Robin's typical clothing consists of denim jeans and a grey or green shirt, underneath a beige canvas coat, within which he stores his ammunition.
★ PERSONALITY
★ HISTORY
Robin's parents ran a small Dust shop in the Kingdom of Legion, average in many ways within the business. They were the main provider of the substance for their mid-sized town, and Robin grew up with a healthy appreciation for the power of Nature's Wrath. Perhaps more importantly, Robin also grew up seeing a lot of Huntsmen and Huntresses, and, perhaps inevitably, the young child idolized the brave men and women who battled the forces of darkness. In fact, he wanted to be like them, so he trained, making sure he could meet the fitness requirements at Vytal Academy.
At age 17, the Huntsman-to-be enrolled in that prestigious school, having his Aura awakened when he did so. Like all aspiring Huntsman and Huntresses, he was assigned to a team, and, like most, that first year of trying to learn to work together was... interesting. His high energy, overbearing nature, and the cockiness that would take years for him to outgrow made him a difficult person to get along with. In fact, the only thing that made them all come together was the team's first mission together, where Robin awakened his Semblance in defense of his assigned partner, shoving a Graylich off a cliff with the booming expulsion of kinetic energy. This before collapsing of exhaustion himself, but it's the thought that counts, and the subsequent save by his partner helped Robin himself realize that he wasn't invincible, starting the long process of him trying to become a more personable human.
After the traditional four years of schooling, Robin graduated, moving off into the world as a full-fledged Huntsman, where he would spend several years on active duty, taking on assignments both alone and with the help of others. After a decade and change of active duty, Robin learned that the former Dust Properties professor was retiring. Volunteering the knowledge he'd gained through a combination of his education and his upbringing in a Dust shop, Robin applied for the post and secured it in the interview. Having just finished his first year as an instructor, Robin is finding the job to his liking, if rather more trying on his patience than he had expected.
Robin is a moderately tall man with blond hair that reaches down to brush against his shoulders. He typically keeps it tied out of his face with a bandanna, the color of which varies based on what he grabs out of a drawer that morning. His eyes are blue, and he carries a pair of reading glasses to help with his mild farsightedness, though he only puts them on when actively reading as he hates the feeling of things on his nose. His general body structure is average for a Huntsman; not heavily muscled, but well-toned; able to move quickly and hit hard. Robin's typical clothing consists of denim jeans and a grey or green shirt, underneath a beige canvas coat, within which he stores his ammunition.
★ PERSONALITY
POSITIVE - Patient - Protective - Intelligent - Understanding - Insightful | NEGATIVE - Trusting - Overbearing - Stubborn - Easily Distracted - Hyperactive |
★ HISTORY
Robin's parents ran a small Dust shop in the Kingdom of Legion, average in many ways within the business. They were the main provider of the substance for their mid-sized town, and Robin grew up with a healthy appreciation for the power of Nature's Wrath. Perhaps more importantly, Robin also grew up seeing a lot of Huntsmen and Huntresses, and, perhaps inevitably, the young child idolized the brave men and women who battled the forces of darkness. In fact, he wanted to be like them, so he trained, making sure he could meet the fitness requirements at Vytal Academy.
At age 17, the Huntsman-to-be enrolled in that prestigious school, having his Aura awakened when he did so. Like all aspiring Huntsman and Huntresses, he was assigned to a team, and, like most, that first year of trying to learn to work together was... interesting. His high energy, overbearing nature, and the cockiness that would take years for him to outgrow made him a difficult person to get along with. In fact, the only thing that made them all come together was the team's first mission together, where Robin awakened his Semblance in defense of his assigned partner, shoving a Graylich off a cliff with the booming expulsion of kinetic energy. This before collapsing of exhaustion himself, but it's the thought that counts, and the subsequent save by his partner helped Robin himself realize that he wasn't invincible, starting the long process of him trying to become a more personable human.
After the traditional four years of schooling, Robin graduated, moving off into the world as a full-fledged Huntsman, where he would spend several years on active duty, taking on assignments both alone and with the help of others. After a decade and change of active duty, Robin learned that the former Dust Properties professor was retiring. Volunteering the knowledge he'd gained through a combination of his education and his upbringing in a Dust shop, Robin applied for the post and secured it in the interview. Having just finished his first year as an instructor, Robin is finding the job to his liking, if rather more trying on his patience than he had expected.
★ COMBAT NOTES
WEAPONS
Walpurgisnacht is Robin's primary, and only, weapon. It takes the form of a greatsword coupled with a high-caliber sniper rifle running the length of the blade's spine. The weapon is massive, equaling Robin's not-unimpressive height when blade and hilt are measured together, while the blade tapers from eight inches across at the base to six near the tip, where it quickly narrows into the sword's point. The barrel runs along one side of the weapon, and the large amount of weight attached to its underside allows Robin to fire without having to compensate much for the recoil. The first six inches of the blade from the handle are unsharpened, allowing Robin to half-sword the massive weapon in close quarters as well as to support the massive weapon while utilizing it as a rifle.
To say the firearm's receiver is located in the crossguard is technically true, but specifically inaccurate, because the firearm's receiver is the blade's crossguard. The mechanism doesn't accept clips like most, instead working like a revolver; six chambers revolve around the center of the crossguard, and the trigger is on the underside of these chambers, so that the weapon is held parallel to the ground while being utilized as a rifle. The blade's handle is long enough to accept both of Robin's hands, and ends in a small stock to allow him to brace the weapon against his shoulder.
MISC.
As something of a Dust specialist, Robin carries many kinds of dust and often loads them into Walpurgisnacht's chambers in an alternating manner so as to assess the capabilities of a given opponent before switching out the ineffective rounds with effective ones. In particular, he carries all four of the basic Elemental types of dust in powder-fueled sniper ammunition form within his pockets, along with similarly prepared rounds of Glass and Gravity dust.
Fire rounds serve similarly to hollow-points, causing high damage to unarmored targets. Earth serves the purpose of armor-piercing ammunition, breaking the bone-like armor of Grimm and sometimes penetrating the lesser Grimm entirely but not delivering as much force, requiring greater precision to inflict damage instead. Water and Air are often used on non-Grimm targets, serving as nonlethal "dummy" ammunition; Water often knocks people down while Air knocks them back, an important distinction. The blunt force can be of use with aerial targets, interrupting their flight and forcing them to recover rather than strike.
Glass and Gravity are both far more expensive and thus more rarely used; Gravity rounds increase the force of gravity on their target, forcing airborne Grimm from the sky and pinning the ground-based ones to the ground, at least in theory. In practice, they often simply slow the movements of the target by forcing them to counteract the increased downward pull until the dust runs its course in a few seconds. Glass rounds serve as anti-materiel rounds; firing them into a living thing is wasteful as the Dust expands into dozens of glass spires, making it, when combined with the high penetration from the rifle's caliber, handy for destroying resilient objects, though the effects on Grimm are not to be understated. In dire straights, Robin will use Gravity rounds to slow an opponent before using Glass rounds to target joints and tendons, sabotaging an opponent's ability to move, but the high cost of the advanced Dust types prevents him from utilizing this in normal combat.
Robin typically carries eighteen rounds each of the four basic types, six each of the two advanced types, and two crystals of Divine Dust for emergency first aid.
Robin's aura is a deep red, similar in color and scent to the flowers of a rosebush. It gives off a feeling of confidence; while it used to be that of a youth that thought himself invincible, time has dulled the edges of his aura and left behind the calm, collected self-confidence of a man who knows what he is capable of, and is capable of quite a bit.
Robin is capable of utilizing his aura for both offensive and defensive purposes, as well as healing wounds and unlocking aura in others. That said, he has the most experience with defensive applications, utilizing that and his large reserve of Aura, grown from years of training and active duty, to defend his teammates from harm by virtue of being a practical monolith.
THUNDERSTORM AEGIS
Robin's Semblance takes the form of kinetic energy generation, which, in practice, means it serves as a heightened version of the two basic physical applications of Aura; offense and defense.Rather than converting Aura to physical strength or placing it between himself and attacks, Robin generates raw kinetic force in excess of that normally created by his movement, using this power for a variety of effects. The use of the ability generates a booming noise with every application, the result of the displaced air rapidly being replaced, which gives the Semblance its name.
Robin utilizes his Semblance mainly to nullify blows from opponents; rather than allow a strike to impact on his aura or parry with Walpurgisnacht, Robin will remove a hand from the greatsword and backhand the incoming attack, repelling it with a massive sound and often opening the opponent to counterattack. He can also utilize his Semblance to fight without the use of the Greatsword, directing the energy into his opponent through unarmed strikes. By utilizing one of his Dust rounds as a catalyst, Robin can infuse these kinetic strikes with an element. Gravity Dust and, to a lesser extent, Earth Dust work as straight boosts to his power, the former by reorienting the gravity of the target and the latter by lending his strikes weight. Glass Dust forms crystalline structures on a target, with repeated blows able to connect limbs to inanimate objects. The other types of dust replace the straight force with their respective element.
THE DETAILS
Defense: 5, 10, or 15 AP, depending on the strength of the incoming blow. Using too few AP will dull, but not deflect, the hit.
Offense: 10-60 AP, with 10 being able to stagger the average human-sized opponent and 60 being able to do the same to a Tosen. Overpowering a strike will often send an opponent flying, while underpowering one will do little to nothing. Utilizing Gravity Dust causes the next five strikes to act as though 10 more AP was spent, allowing Robin to bypass the 60AP cap. Earth Dust works similarly, but only boosts the effects by 5AP. Fire Dust turns the next five strikes from kinetic blasts into waves of fire, Wind amplifies the knockback but not the damage by the same factor as Gravity dust, while Water serves little purpose but allows Robin to put out fires.
Glass Prison: Using a Glass round to catalyze his Semblance allows Robin to begin the creation of a Glass Prison, infusing his next ten strikes with Glass Dust which attempts to encase the opponent. However, Robin needs to land three strikes to encase one limb, five to encase two, eight to imprison three, and all ten to completely bind an opponent. Each strike also consumes 40 AP, putting the total for a full use of the technique at a staggering 400AP, half of Robin's not-inconsiderable reserves as of his taking a teaching position at Vytal Academy. The technique is less effective on the more monstrous Grimm, but can still bind their limbs to the ground at least temporarily. Rather than completely encasing a target, Robin can instead elect to direct the glass to meld to a solid surface that the opponent's limb is in contact with, Dust powder flowing into the tiniest of cracks and expanding to anchor itself within the solid material.
WEAPONS
Walpurgisnacht is Robin's primary, and only, weapon. It takes the form of a greatsword coupled with a high-caliber sniper rifle running the length of the blade's spine. The weapon is massive, equaling Robin's not-unimpressive height when blade and hilt are measured together, while the blade tapers from eight inches across at the base to six near the tip, where it quickly narrows into the sword's point. The barrel runs along one side of the weapon, and the large amount of weight attached to its underside allows Robin to fire without having to compensate much for the recoil. The first six inches of the blade from the handle are unsharpened, allowing Robin to half-sword the massive weapon in close quarters as well as to support the massive weapon while utilizing it as a rifle.
To say the firearm's receiver is located in the crossguard is technically true, but specifically inaccurate, because the firearm's receiver is the blade's crossguard. The mechanism doesn't accept clips like most, instead working like a revolver; six chambers revolve around the center of the crossguard, and the trigger is on the underside of these chambers, so that the weapon is held parallel to the ground while being utilized as a rifle. The blade's handle is long enough to accept both of Robin's hands, and ends in a small stock to allow him to brace the weapon against his shoulder.
MISC.
As something of a Dust specialist, Robin carries many kinds of dust and often loads them into Walpurgisnacht's chambers in an alternating manner so as to assess the capabilities of a given opponent before switching out the ineffective rounds with effective ones. In particular, he carries all four of the basic Elemental types of dust in powder-fueled sniper ammunition form within his pockets, along with similarly prepared rounds of Glass and Gravity dust.
Fire rounds serve similarly to hollow-points, causing high damage to unarmored targets. Earth serves the purpose of armor-piercing ammunition, breaking the bone-like armor of Grimm and sometimes penetrating the lesser Grimm entirely but not delivering as much force, requiring greater precision to inflict damage instead. Water and Air are often used on non-Grimm targets, serving as nonlethal "dummy" ammunition; Water often knocks people down while Air knocks them back, an important distinction. The blunt force can be of use with aerial targets, interrupting their flight and forcing them to recover rather than strike.
Glass and Gravity are both far more expensive and thus more rarely used; Gravity rounds increase the force of gravity on their target, forcing airborne Grimm from the sky and pinning the ground-based ones to the ground, at least in theory. In practice, they often simply slow the movements of the target by forcing them to counteract the increased downward pull until the dust runs its course in a few seconds. Glass rounds serve as anti-materiel rounds; firing them into a living thing is wasteful as the Dust expands into dozens of glass spires, making it, when combined with the high penetration from the rifle's caliber, handy for destroying resilient objects, though the effects on Grimm are not to be understated. In dire straights, Robin will use Gravity rounds to slow an opponent before using Glass rounds to target joints and tendons, sabotaging an opponent's ability to move, but the high cost of the advanced Dust types prevents him from utilizing this in normal combat.
Robin typically carries eighteen rounds each of the four basic types, six each of the two advanced types, and two crystals of Divine Dust for emergency first aid.
AURA
Robin's aura is a deep red, similar in color and scent to the flowers of a rosebush. It gives off a feeling of confidence; while it used to be that of a youth that thought himself invincible, time has dulled the edges of his aura and left behind the calm, collected self-confidence of a man who knows what he is capable of, and is capable of quite a bit.
Robin is capable of utilizing his aura for both offensive and defensive purposes, as well as healing wounds and unlocking aura in others. That said, he has the most experience with defensive applications, utilizing that and his large reserve of Aura, grown from years of training and active duty, to defend his teammates from harm by virtue of being a practical monolith.
SEMBLANCE
THUNDERSTORM AEGIS
Robin's Semblance takes the form of kinetic energy generation, which, in practice, means it serves as a heightened version of the two basic physical applications of Aura; offense and defense.Rather than converting Aura to physical strength or placing it between himself and attacks, Robin generates raw kinetic force in excess of that normally created by his movement, using this power for a variety of effects. The use of the ability generates a booming noise with every application, the result of the displaced air rapidly being replaced, which gives the Semblance its name.
Robin utilizes his Semblance mainly to nullify blows from opponents; rather than allow a strike to impact on his aura or parry with Walpurgisnacht, Robin will remove a hand from the greatsword and backhand the incoming attack, repelling it with a massive sound and often opening the opponent to counterattack. He can also utilize his Semblance to fight without the use of the Greatsword, directing the energy into his opponent through unarmed strikes. By utilizing one of his Dust rounds as a catalyst, Robin can infuse these kinetic strikes with an element. Gravity Dust and, to a lesser extent, Earth Dust work as straight boosts to his power, the former by reorienting the gravity of the target and the latter by lending his strikes weight. Glass Dust forms crystalline structures on a target, with repeated blows able to connect limbs to inanimate objects. The other types of dust replace the straight force with their respective element.
THE DETAILS
Defense: 5, 10, or 15 AP, depending on the strength of the incoming blow. Using too few AP will dull, but not deflect, the hit.
Offense: 10-60 AP, with 10 being able to stagger the average human-sized opponent and 60 being able to do the same to a Tosen. Overpowering a strike will often send an opponent flying, while underpowering one will do little to nothing. Utilizing Gravity Dust causes the next five strikes to act as though 10 more AP was spent, allowing Robin to bypass the 60AP cap. Earth Dust works similarly, but only boosts the effects by 5AP. Fire Dust turns the next five strikes from kinetic blasts into waves of fire, Wind amplifies the knockback but not the damage by the same factor as Gravity dust, while Water serves little purpose but allows Robin to put out fires.
Glass Prison: Using a Glass round to catalyze his Semblance allows Robin to begin the creation of a Glass Prison, infusing his next ten strikes with Glass Dust which attempts to encase the opponent. However, Robin needs to land three strikes to encase one limb, five to encase two, eight to imprison three, and all ten to completely bind an opponent. Each strike also consumes 40 AP, putting the total for a full use of the technique at a staggering 400AP, half of Robin's not-inconsiderable reserves as of his taking a teaching position at Vytal Academy. The technique is less effective on the more monstrous Grimm, but can still bind their limbs to the ground at least temporarily. Rather than completely encasing a target, Robin can instead elect to direct the glass to meld to a solid surface that the opponent's limb is in contact with, Dust powder flowing into the tiniest of cracks and expanding to anchor itself within the solid material.
AURA POINTS: 800
FINAL FANTASY XIII, Snow Villiers as Robin Deshantis PLAYED BY DUSTY
coded by electric of gangnam style