Post by Amber Sablier on Apr 17, 2016 21:59:19 GMT -6
PLAYED BY ENGRAM TWENTY-ONE (21) MAY (05) | FEMALE CIVILIAN HUMAN | |
AMBERLEIGH SABLIER |
★ APPEARANCE
Amberleigh is a young woman, standing approximately five feet and two inches tall (5' 2"), weighing in at roughly one hundred-five (105) pounds. She has a slender figure and pale skin, a trait shared by most women in her family. Much like her mother, Amberleigh's hair is violet in color, while her eyes are deep blue like her father. Her hair is very long, reaching almost to her feet while up in a ponytail (usually held together with a light blue ribbon), and her bangs fall just level with her eyes. She wears several different outfits depending on the occasion, however, the most common is a white and light blue dress.
★ PERSONALITY
In addition to the above, Amberleigh is also highly inquisitive, which can be either good or bad.
★ HISTORY
Amberleigh Mariamne Sablier was born in early May in the Kingdom of Rift. The daughter of Eisen Sablier III and Mariamne Vane-Sablier, the Kingdom’s current royal family, she is a direct descendant from Orrick von Eisenheim, one of the founders of Rift and first to manifest the Semblance now known as Eisenheim Arsenal. Born into a life of luxury and privilege, it is hard to argue that she has enjoyed the simpler things in life, free of the hardships and trials that many others are forced to face every day. However, to say her life has been worry free is anything but true.
Ever since she was a little girl, Amberleigh has wanted to do more with her life. Far too often she would see people of lower class treated poorly by her peers in the Kingdom’s upper echelon, and far too often she would find herself speaking up only to be scorned for it. “Know your place, m’lady” or “they aren’t like the rest of us” were many of the things she would be told as a result of her actions, and for a time she simply accepted that it was how things had to be. Over time, Amber began to study Remnant’s past, noticing many of the ill traits leading to the Great War showing among people in recent times.
As she grew, she grew smarter, and as a result she desired more knowledge. Amberleigh often toyed with a light bulb, created by her ancestors to bring light to an otherwise dark world. The Dust within allowed her to make herself nearly invisible through manipulating it using her Aura, opening a world of all kinds of possibilities she never knew existed. Often times she would play tricks on the palace’s workers, sometimes even her own parents. Other times, she would sneak out into the city in an effort to make friends. There were instances where she was reprimanded and returned home, but when she wasn’t, she enjoyed the world to its fullest.
It was during this brief time of rebellion that Amberleigh met Kalula Atrifloris, a Faunus girl, who over time grew to be the first friend Amber made on her own - outside of the Noble District of the city. It was a friendship she frequently insisted would endure any trials that it faced and, for the most part, it seemed she was correct. As far as Amberleigh was concerned, Kalula was her best friend, someone who enjoyed spending time and sharing experiences with her not because she had to, but because it was fun. However, as they grew older, Amberleigh’s responsibilities at home grew, and things began to change.
Heartbroken to have lost her only real friend to the mundane responsibilities appointed to her, Amberleigh’s behavior at home began to change. Her usual quiet and submissive demeanor was replaced by one more outspoken and uncooperative. Her desire to escape - to get away from her family, to learn the ways of Aura and see the world - grew. Though she was almost immediately forbidden from studying Aura because she “would never be a fighter”, this didn’t sway Amber in the slightest, and instead she took to studying in private. It was during one of these studies that she discovered she had inherited the family Semblance, Eisenheim Arsenal.
Lacking the formal training that made most Huntsman and Huntresses of the world as skilled with Aura as they were, Amberleigh’s skills in the use of Aura and her Semblance was sub-par at best. Still, she remained undeterred, and she continued to train herself in private. As the years passed, Amber became more adept in the use of her Aura than most civilians from the district, though her ability to harness her Semblance was incomparable, lacking in overall control and the combat training necessary to use the various weapons summoned. This drove her resolve even more, and with that, Amber grew determined to become a Huntress.
Amber now continues her training in private, dreaming of the perfect opportunity to slip out of Rift Palace and escape into the world. As the Kingdom of Rift prepares for the annual Festival of the Mount, she dreams of being reunited with her friend and, together, fighting to protect the world she holds so dearly to her heart. A far as Amberleigh is concerned, her story is just beginning. A long road lies ahead, one filled with all manner of danger and excitement, one she knows will be filled with a great deal of laughter and heartache. All she has to do is find the right time.
It is up to her to take the first step.
Amberleigh is a young woman, standing approximately five feet and two inches tall (5' 2"), weighing in at roughly one hundred-five (105) pounds. She has a slender figure and pale skin, a trait shared by most women in her family. Much like her mother, Amberleigh's hair is violet in color, while her eyes are deep blue like her father. Her hair is very long, reaching almost to her feet while up in a ponytail (usually held together with a light blue ribbon), and her bangs fall just level with her eyes. She wears several different outfits depending on the occasion, however, the most common is a white and light blue dress.
★ PERSONALITY
POSITIVE - Cheerful - Kind - Energetic - Helpful - Empowering | NEGATIVE - Naive - Sheltered - Easily hurt (emotionally) - Becomes jealous easily - Doesn't accept "no" |
In addition to the above, Amberleigh is also highly inquisitive, which can be either good or bad.
★ HISTORY
Amberleigh Mariamne Sablier was born in early May in the Kingdom of Rift. The daughter of Eisen Sablier III and Mariamne Vane-Sablier, the Kingdom’s current royal family, she is a direct descendant from Orrick von Eisenheim, one of the founders of Rift and first to manifest the Semblance now known as Eisenheim Arsenal. Born into a life of luxury and privilege, it is hard to argue that she has enjoyed the simpler things in life, free of the hardships and trials that many others are forced to face every day. However, to say her life has been worry free is anything but true.
Ever since she was a little girl, Amberleigh has wanted to do more with her life. Far too often she would see people of lower class treated poorly by her peers in the Kingdom’s upper echelon, and far too often she would find herself speaking up only to be scorned for it. “Know your place, m’lady” or “they aren’t like the rest of us” were many of the things she would be told as a result of her actions, and for a time she simply accepted that it was how things had to be. Over time, Amber began to study Remnant’s past, noticing many of the ill traits leading to the Great War showing among people in recent times.
As she grew, she grew smarter, and as a result she desired more knowledge. Amberleigh often toyed with a light bulb, created by her ancestors to bring light to an otherwise dark world. The Dust within allowed her to make herself nearly invisible through manipulating it using her Aura, opening a world of all kinds of possibilities she never knew existed. Often times she would play tricks on the palace’s workers, sometimes even her own parents. Other times, she would sneak out into the city in an effort to make friends. There were instances where she was reprimanded and returned home, but when she wasn’t, she enjoyed the world to its fullest.
It was during this brief time of rebellion that Amberleigh met Kalula Atrifloris, a Faunus girl, who over time grew to be the first friend Amber made on her own - outside of the Noble District of the city. It was a friendship she frequently insisted would endure any trials that it faced and, for the most part, it seemed she was correct. As far as Amberleigh was concerned, Kalula was her best friend, someone who enjoyed spending time and sharing experiences with her not because she had to, but because it was fun. However, as they grew older, Amberleigh’s responsibilities at home grew, and things began to change.
Heartbroken to have lost her only real friend to the mundane responsibilities appointed to her, Amberleigh’s behavior at home began to change. Her usual quiet and submissive demeanor was replaced by one more outspoken and uncooperative. Her desire to escape - to get away from her family, to learn the ways of Aura and see the world - grew. Though she was almost immediately forbidden from studying Aura because she “would never be a fighter”, this didn’t sway Amber in the slightest, and instead she took to studying in private. It was during one of these studies that she discovered she had inherited the family Semblance, Eisenheim Arsenal.
Lacking the formal training that made most Huntsman and Huntresses of the world as skilled with Aura as they were, Amberleigh’s skills in the use of Aura and her Semblance was sub-par at best. Still, she remained undeterred, and she continued to train herself in private. As the years passed, Amber became more adept in the use of her Aura than most civilians from the district, though her ability to harness her Semblance was incomparable, lacking in overall control and the combat training necessary to use the various weapons summoned. This drove her resolve even more, and with that, Amber grew determined to become a Huntress.
Amber now continues her training in private, dreaming of the perfect opportunity to slip out of Rift Palace and escape into the world. As the Kingdom of Rift prepares for the annual Festival of the Mount, she dreams of being reunited with her friend and, together, fighting to protect the world she holds so dearly to her heart. A far as Amberleigh is concerned, her story is just beginning. A long road lies ahead, one filled with all manner of danger and excitement, one she knows will be filled with a great deal of laughter and heartache. All she has to do is find the right time.
It is up to her to take the first step.
★ COMBAT NOTES
WEAPON: The Hound
The weapon that once belonged to Sir Cullen Finn of the Royal Guard, the Hound is a weapon of considerable strength and renown. The sword is about forty-five inches in length, with the blade itself accounting for thirty-five inches of said length. Built into what was originally the guard of the sword is now a hinged firing mechanism which, when opened, reveals two chambers for Dust Rounds. These chambers can be filled with all manner of Dust types, allowing the user to “inject” elemental abilities directly into the blade.
Different Dust types yield the following results:
Fire: Infuses the blade of the Hound with the element of Fire, allowing Amberleigh to super heat the blade to cut through weaker metals and Grimm hides with ease. The most common used in the heat of combat.
Earth: When using Earth Dust, Amberleigh is able to drive the sword into the ground and “fire” a small quake at the intended target. This wave is strongest within five feet and loses effect beyond seven feet.
Ice: These rounds can be used to give the Hound a momentary buff in sharpness.
Lightning: By using Lightning Rounds, the Hound can throw arcs of energy from its blade. A useful skill in close-to-mid range combat.
Wind: A personal favorite of Amberleigh’s, use of Wind Dust bends air around the blade of the sword, removing the effects of drag on the weapon. Strikes with the sword become much more precise and even faster thanks to the reduced effects of air on the weapon.
Gravity: The newest addition to the Hound’s arsenal, Gravity Dust works in a similar way to Earth Dust. By driving the sword into the ground, a powerful blast of gravitational energy. This wave serves as a non-hostile way of incapacitating many opponents at once, and serves as Amberleigh’s trump card in team combat environments.
In addition, the Hound is capable of shifting forms to become either a glaive or a large war scythe. When in this form, Amber is still able to give the weapon the Dust-related abilities noted above. She carries four rounds of each Dust type on her person when in combat.
MISC.
Around Amberleigh's neck, she wears a peculiar contraption to those around her. A light bulb created by her family's earliest patriarch settling in the Kingdom of Rift that had been passed down over many generations, it appears to serve no function whatsoever. Amberleigh, however, has learned to harness the Energy Dust within, using it to bend light around her to become "invisible" to the naked eye. This is generally used as a means of escaping combat unscathed, thought she has used it in the past to cause mischief.
Amberleigh's Aura is very basic when compared to those who attend Beacon Academy. A soft blue in color, her Aura gives off a feeling of a tender embrace and the smell of the ocean. It is reminiscent of her desire to feel loved and cared for, something she feels she is missing at home, while also reflecting her desire to get out and see the world. Despite having no formal training, Amberleigh has taught herself to use her Aura, against her family's wishes, to create simple barriers should she ever have the need to do so.
EISENHEIM ARSENAL
The hereditary Semblance of the Sablier Family, Eisenheim Arsenal was first manifested in the family's first patriarch, Eisenheim Sablier. Over time, it has become much more refined, adding to the number of Aura-generated weapons the Semblance is capable of conjuring. eventually reaching its limit of four when passed to Amberleigh' father. Like the rest of the core family, Amberleigh also inherited the Semblance, though she was forbidden from practicing in its use.
By using small amounts of Aura, the user of Eisenheim Arsenal is able to manifest a set of four swords - each one serving a particular purpose in the midst of combat. One is designed for powerful slashes, another is modeled after great swords meant to defend the user, being capable of delivering heavy blows. A third sword is designed for impaling but is capable of being used to slash if needed. The fourth, and most recent, is based on the spear once used by Amberleigh's father to combat the creatures of Grimm. Regardless, each weapon can be used to its fullest potential if the user is properly trained in its use.
A side effect of using Eisenheim Arsenal is a phenomenon referred to as the "Eisenheim Jump". At the cost of extra Aura, the user is able to phase out of their current location and appear in the position any of the four weapons is sent to, allowing for a sort of teleportation. This allows the user to implement an array of tactics in the heat of battle, ranging from quick and deadly combos to fleeing from a relentless foe.
When used too much in succession, Eisenheim Arsenal will cause the user to experience a short period (five seconds) of extreme fatigue, something that has come to be known as "Arsenal Stasis". This overuse will build up over time, extending the period of exhaustion by five seconds each time it occurs in the same combat scenario.
The Details:
WEAPON: The Hound
The weapon that once belonged to Sir Cullen Finn of the Royal Guard, the Hound is a weapon of considerable strength and renown. The sword is about forty-five inches in length, with the blade itself accounting for thirty-five inches of said length. Built into what was originally the guard of the sword is now a hinged firing mechanism which, when opened, reveals two chambers for Dust Rounds. These chambers can be filled with all manner of Dust types, allowing the user to “inject” elemental abilities directly into the blade.
Different Dust types yield the following results:
Fire: Infuses the blade of the Hound with the element of Fire, allowing Amberleigh to super heat the blade to cut through weaker metals and Grimm hides with ease. The most common used in the heat of combat.
Earth: When using Earth Dust, Amberleigh is able to drive the sword into the ground and “fire” a small quake at the intended target. This wave is strongest within five feet and loses effect beyond seven feet.
Ice: These rounds can be used to give the Hound a momentary buff in sharpness.
Lightning: By using Lightning Rounds, the Hound can throw arcs of energy from its blade. A useful skill in close-to-mid range combat.
Wind: A personal favorite of Amberleigh’s, use of Wind Dust bends air around the blade of the sword, removing the effects of drag on the weapon. Strikes with the sword become much more precise and even faster thanks to the reduced effects of air on the weapon.
Gravity: The newest addition to the Hound’s arsenal, Gravity Dust works in a similar way to Earth Dust. By driving the sword into the ground, a powerful blast of gravitational energy. This wave serves as a non-hostile way of incapacitating many opponents at once, and serves as Amberleigh’s trump card in team combat environments.
In addition, the Hound is capable of shifting forms to become either a glaive or a large war scythe. When in this form, Amber is still able to give the weapon the Dust-related abilities noted above. She carries four rounds of each Dust type on her person when in combat.
MISC.
Around Amberleigh's neck, she wears a peculiar contraption to those around her. A light bulb created by her family's earliest patriarch settling in the Kingdom of Rift that had been passed down over many generations, it appears to serve no function whatsoever. Amberleigh, however, has learned to harness the Energy Dust within, using it to bend light around her to become "invisible" to the naked eye. This is generally used as a means of escaping combat unscathed, thought she has used it in the past to cause mischief.
AURA
Amberleigh's Aura is very basic when compared to those who attend Beacon Academy. A soft blue in color, her Aura gives off a feeling of a tender embrace and the smell of the ocean. It is reminiscent of her desire to feel loved and cared for, something she feels she is missing at home, while also reflecting her desire to get out and see the world. Despite having no formal training, Amberleigh has taught herself to use her Aura, against her family's wishes, to create simple barriers should she ever have the need to do so.
SEMBLANCE
EISENHEIM ARSENAL
The hereditary Semblance of the Sablier Family, Eisenheim Arsenal was first manifested in the family's first patriarch, Eisenheim Sablier. Over time, it has become much more refined, adding to the number of Aura-generated weapons the Semblance is capable of conjuring. eventually reaching its limit of four when passed to Amberleigh' father. Like the rest of the core family, Amberleigh also inherited the Semblance, though she was forbidden from practicing in its use.
By using small amounts of Aura, the user of Eisenheim Arsenal is able to manifest a set of four swords - each one serving a particular purpose in the midst of combat. One is designed for powerful slashes, another is modeled after great swords meant to defend the user, being capable of delivering heavy blows. A third sword is designed for impaling but is capable of being used to slash if needed. The fourth, and most recent, is based on the spear once used by Amberleigh's father to combat the creatures of Grimm. Regardless, each weapon can be used to its fullest potential if the user is properly trained in its use.
A side effect of using Eisenheim Arsenal is a phenomenon referred to as the "Eisenheim Jump". At the cost of extra Aura, the user is able to phase out of their current location and appear in the position any of the four weapons is sent to, allowing for a sort of teleportation. This allows the user to implement an array of tactics in the heat of battle, ranging from quick and deadly combos to fleeing from a relentless foe.
When used too much in succession, Eisenheim Arsenal will cause the user to experience a short period (five seconds) of extreme fatigue, something that has come to be known as "Arsenal Stasis". This overuse will build up over time, extending the period of exhaustion by five seconds each time it occurs in the same combat scenario.
The Details:
- Eisenheim Arsenal Summoning: 5 Aura points
- Eisenheim Jump: 10 Aura points
- Arsenal Stasis Recovery: 5 Aura points, an additional 5 per occurance
- Aura Barrier: 5 Aura points
AURA POINTS: 225
NANANA'S BURIED TREASURE, Nanana Ryuugajou as Amberleigh Sablier PLAYED BY ENGRAM
coded by electric of gangnam style