Post by Opal Uran on Jun 2, 2016 23:31:44 GMT -6
PLAYED BY GORGOTH Seventeen (17) July (07) | Female Student Faunus (Bluejay) | |
NAME Opal Uran |
★ APPEARANCE
About 5’7”, and with a slim build, about 120 lbs, she is a bit lightweight for her size. Opal is a Bluejay Faunus. Her noticeable Faunus traits are that she has short blue fuzzy feathers in place of hair on her head, blue Tail-feathers, and her arms have long blue feathers on the back of them like wings,and more downy feathers cover the rest of her arms other than her hands. Her eyes are a pale green. Her bust is slightly below average, and her waist is thin. Unlike a lot of Faunus nowadays, she doesn’t hide her traits. It’s a bit uncomfortable to cover up her feathers anyways. She tends to wear a Sleeveless shirt and a skirt, specially made to let her tailfeathers out while still being decent. If it's cold enough, She’ll wear a heavy vest, and scarf, as well as thick stockings. However, she still doesn’t cover her arms, as the downy feathers are rather warm.
★ PERSONALITY
★ HISTORY
Opal was born in Setek to a couple of rich archaeologists. At some point during their travels they had discovered the ancient color-based naming scheme, and loved it so much, they gave their daughter a name based on that scheme. They were rich and famous, but the fact that they were faunus attracted the attention of more than a few ill meaning people. However, it was never really a problem, because their very fame basically protected them from those who did not appreciate this fact.
Some time after she was born, when she was about 5, her parents hired a tutor to teach her while they went on their expeditions. She quickly became very close with this tutor, by the name of Francisco Orialan and the tutor seemed to enjoy teaching her inquisitive young mind.
However, every rose has it’s thorns.
When she was 14, her parents finally deemed her old enough to travel with them. The tutor asked to come along, and her parents let him, as a bonus for the good work over the years. This was a mistake.
When they got to the site of the expedition, and started exploring, The tutor made his move. He brought the Roof of the old building down on top of them, before Luring in the Grimm. Opal wasn’t caught in the cave-in, but he didn’t think that was a problem, as she had yet to even unlock her Aura. She would die to the Grimm. Before he left, he pulled a classic villain move, revealing his motive and plan.
Apparently, he thought that a bunch of Faunus had no right to such riches and fame. So he became her tutor in a attempt to get close with the family and have a chance to take them out without anyone knowing, before claiming their fortune and the fame that would come from their most recent research.
When he left, and the Grimm started pouring in, Opal was left with nothing but rage and pain at the betrayal and possibility of losing her parents. With a screech of rage and pain, Her Aura and Semblance unlocked themselves. Causing a veritable storm of feathers, she slaughtered each and every Grimm that came. Finally, they stopped coming. A good thing too, because just after she passed out from exhaustion.
Upon her awakening, the tried to get to her parents. For a day she worked by herself to clear the rubble. And when she found them…
They were dead. Tears streaming down her eyes, she swore she would become strong, and take vengeance on that man, Francisco, for this betrayal, and her parents.
Practicing for 3 years, she got better at calling her aura and semblance at will, and even managed to learn Dustcasting from old books. She made a weapon of her own, which she dubbed ‘Bellonis’ after her dead mother. However, she never once came even close to again showing the awesome power she had displayed that day. Even so, she prepared to join the hunter’s Academy in Vytal as a student.
She would graduate. And then she would have vengeance. After that…. Well, people like her would need a protector, right?
About 5’7”, and with a slim build, about 120 lbs, she is a bit lightweight for her size. Opal is a Bluejay Faunus. Her noticeable Faunus traits are that she has short blue fuzzy feathers in place of hair on her head, blue Tail-feathers, and her arms have long blue feathers on the back of them like wings,and more downy feathers cover the rest of her arms other than her hands. Her eyes are a pale green. Her bust is slightly below average, and her waist is thin. Unlike a lot of Faunus nowadays, she doesn’t hide her traits. It’s a bit uncomfortable to cover up her feathers anyways. She tends to wear a Sleeveless shirt and a skirt, specially made to let her tailfeathers out while still being decent. If it's cold enough, She’ll wear a heavy vest, and scarf, as well as thick stockings. However, she still doesn’t cover her arms, as the downy feathers are rather warm.
★ PERSONALITY
POSITIVE - Curious- Protective - Inquisitive - Analytical - Speculative | NEGATIVE - Prideful- Meddlesome - Untrusting - scrutinizing - Vengeful |
★ HISTORY
Opal was born in Setek to a couple of rich archaeologists. At some point during their travels they had discovered the ancient color-based naming scheme, and loved it so much, they gave their daughter a name based on that scheme. They were rich and famous, but the fact that they were faunus attracted the attention of more than a few ill meaning people. However, it was never really a problem, because their very fame basically protected them from those who did not appreciate this fact.
Some time after she was born, when she was about 5, her parents hired a tutor to teach her while they went on their expeditions. She quickly became very close with this tutor, by the name of Francisco Orialan and the tutor seemed to enjoy teaching her inquisitive young mind.
However, every rose has it’s thorns.
When she was 14, her parents finally deemed her old enough to travel with them. The tutor asked to come along, and her parents let him, as a bonus for the good work over the years. This was a mistake.
When they got to the site of the expedition, and started exploring, The tutor made his move. He brought the Roof of the old building down on top of them, before Luring in the Grimm. Opal wasn’t caught in the cave-in, but he didn’t think that was a problem, as she had yet to even unlock her Aura. She would die to the Grimm. Before he left, he pulled a classic villain move, revealing his motive and plan.
Apparently, he thought that a bunch of Faunus had no right to such riches and fame. So he became her tutor in a attempt to get close with the family and have a chance to take them out without anyone knowing, before claiming their fortune and the fame that would come from their most recent research.
When he left, and the Grimm started pouring in, Opal was left with nothing but rage and pain at the betrayal and possibility of losing her parents. With a screech of rage and pain, Her Aura and Semblance unlocked themselves. Causing a veritable storm of feathers, she slaughtered each and every Grimm that came. Finally, they stopped coming. A good thing too, because just after she passed out from exhaustion.
Upon her awakening, the tried to get to her parents. For a day she worked by herself to clear the rubble. And when she found them…
They were dead. Tears streaming down her eyes, she swore she would become strong, and take vengeance on that man, Francisco, for this betrayal, and her parents.
Practicing for 3 years, she got better at calling her aura and semblance at will, and even managed to learn Dustcasting from old books. She made a weapon of her own, which she dubbed ‘Bellonis’ after her dead mother. However, she never once came even close to again showing the awesome power she had displayed that day. Even so, she prepared to join the hunter’s Academy in Vytal as a student.
She would graduate. And then she would have vengeance. After that…. Well, people like her would need a protector, right?
★ COMBAT NOTES
WEAPONS
Bellonis: A hook-glaive that can fire off the hook and bring it back using a chain. Can double as a Grappling hook. The Chain is 25 feet in length. It has a small compartment near the bottom to put vials of Liquid Dust into. Different Dust Types Imbue it with different effects.
Fire: Makes the Hookblade and the chain Glowing Hot.
Earth: Makes Bellonis more durable, and the Hookblade sharper, without adding to the weight.
Water: Makes the chain able to stretch to 40 feet rather than 25.
Wind: Makes Bellonis able to be used as if it was half the weight, without losing any of its force.
Energy: Electrifies the Chain and Hookblade.
Dustcasting: She can manipulate dust with her Aura in such a way as to produce ‘spells’. Different Spells use different Dust Crystals and Aura amounts. She can get about 5 spells out of each dust crystal.
Fireball: A simple ball of fire, that explodes on impact. Uses Fire Dust, and 5 AP per cast.
Firewall: Causes a wall of fire in a shape of her choosing. Uses 1 fire dust ‘spell’ and 3 AP per 10 feet.
Quicksand: Makes a area of loose earth, acting similar to quicksand, in a small 5 foot area. Uses Earth dust, and 10 AP. She can spend more AP to make the area bigger, at a rate of 5 AP per extra foot
Energy Splash: Gives an ally a splash of extra AP. Cannot be used on herself. Gives 2 AP per point she spends. Uses Water Dust.
Air Slash: Makes a wave of Sharp wind fly out in the direction of her choosing, with a 30 foot range. Costs Air Dust and 5 AP
Vacuum: Makes The Air in a spot act like there is none, sucking in the surrounding air , as well as anything else unlucky enough to be there, as if trying to fill in a vacuum, before realising there is no vacuum and bursting outwards. Costs Air Dust and 10 AP
Overclock: Gives her target or herself a temporary boost of speed and reaction time. Costs Wind dust, and 3 AP per minute.
Thunderbird: Covers herself in crackling electricity. This electricity doesn’t harm her, but will leap out at foes in close range, electrocuting them. This field last for 1 minute per 3 AP Costs Energy Dust.
ShatterBird: Makes a Glass copy of herself, almost indistinguishable from the real thing, that shatters into many piercing shards of glass when struck, going after the one that struck it. Costs Glass Dust and 15 AP
Blizzard: Makes a 10 foot area experience a fierce, localised snowstorm. Costs Ice Dust and 20 AP
MISC.
5 Vials each of the following Dust types:
Fire Powder
Earth Powder
Air Powder
Energy Powder
Glass Powder
Ice Powder
Gravity Powder
Liquid Fire
Liquid Earth
Liquid Water
Liquid Air
Liquid Energy
Fire Crystal
Earth Crystal
Water Crystal
Air Crystal
Energy Crystal
Ice Crystal
Her Aura is a deep reddish color, almost like fire, and seems to waver in a way similar to fire. Looking at it gives a feeling of being below her, that she’s looking down on everything else, and nothing can get above. Her current Aura ability is Defensive Enhancement, costing 5 AP per use.
Feather Storm
Opal can produce Feathers made of Aura and Dust and control them Telekinetically. These Feathers act similar to very sharp Darts, and she can add varying types of dust to them for different effects. She can have feather’s with multiple different Dust effects out at once but each single feather can currently only have one dust effect. 5 feathers of a Dust element will use 1 container of Powder Dust of that element. One or two feathers use very little Aura, but the more she adds, the more expensive each new feather gets, and the upkeep gets more and more expensive per feather. All Feathers can be controlled freely up to 50 feet away. All feathers are destroyed after impact and their effect ending.
Normal: The default Feather type of Feather Storm. They are the same color blue that Opal’s own feathers are. These are basically glorified darts, albeit able to be controlled telepathically, and possessing a piercing power higher than a normal Dart would. Each one of these costs 1+(X) AP to produce, and cost 1+([0.1]X) AP per 5 seconds to maintain.
Fire: Adding Fire Dust to a feather will cause it to turn a glowing red color, and can cause burns when they strike. They also have a small chance to ignite the target on impact. Each of these costs ⅕ of a vial of Fire Dust Powder, 2X AP to produce, and 2([0.2]X) AP to maintain.
Earth: Adding Earth Dust to a feather will make it an earthy brown color, and it will turn into shrapnel on impact, making for a decent AoE attack. The pieces of shrapnel cannot be controlled, only the original feather can. Each of these costs ⅕ of a vial of Earth Dust Powder, and 10X AP to produce.
Air: Adding Wind Dust to a feather will make it transparent and hard to see, and it will cause a small concussive shockwave on impact. Each of these costs ⅕ of a vial of Wind Dust Powder, 3X AP to produce, and 2([0.2]X) AP to maintain
Energy: Adding Energy Dust to a feather will make it black with small sparks of electricity running over it. On impact they can give a electric shock strong enough to partially paralyze those hit. More powerful grim are less affected by this than others. Each of these costs ⅕ of a vial of Energy Dust Powder, 4X AP to produce, and 2([0.2]X) AP to maintain
Glass: Adding Glass Dust to a feather causes it to spawn in a Pair of two. They have a Transparent blue appearance. They work like Normal feathers until both have hit something and embedded into it. At this point they cause a Razor thin wire to run between them. This Wire is much stronger than its thickness would suggest. Each of Pair of these costs ⅕ of a vial of Glass Dust Powder, 4X AP to produce, and 3([0.2]X) AP to maintain After Impact they stay until cut or destroyed, or banished by her will. After impact it costs 1 AP per minute to maintain.
Ice: Adding Glass Dust to a feather Makes it a snow white color. Impact causes them to make ice grow in a small area around them, totalling about 5 feet on the ground, and ½ foot anywhere else. Each of these costs ⅕ of a vial of Ice Dust Powder, 4X AP to produce, and 2([0.2]X) AP to maintain The Ice made from impact lasts for about a minute, less in super-hot conditions, and costs no Aura to maintain after impact.
Gravity: Adding Gravity Dust to a feather will make it a deep black color. Impact with the ground causes them to make a 5 foot area around the impact point have 3x increased gravity. This also affects a 10 foot pillar above the affected area. This field lasts for 30 seconds. Impact on anything other than the ground will cause the impacted object to loose connection to gravity, making them float into the air somewhat uncontrollably for about 5 seconds. Only affects objects of 250 lbs or less. Each of these costs ⅕ of a vial of Gravity Dust Powder, 6X AP to produce, and 4([0.5]X) AP to maintain. They no longer cost the maintenance after impact.
X = (The current number of feathers she is controlling) + 1
WEAPONS
Bellonis: A hook-glaive that can fire off the hook and bring it back using a chain. Can double as a Grappling hook. The Chain is 25 feet in length. It has a small compartment near the bottom to put vials of Liquid Dust into. Different Dust Types Imbue it with different effects.
Fire: Makes the Hookblade and the chain Glowing Hot.
Earth: Makes Bellonis more durable, and the Hookblade sharper, without adding to the weight.
Water: Makes the chain able to stretch to 40 feet rather than 25.
Wind: Makes Bellonis able to be used as if it was half the weight, without losing any of its force.
Energy: Electrifies the Chain and Hookblade.
Dustcasting: She can manipulate dust with her Aura in such a way as to produce ‘spells’. Different Spells use different Dust Crystals and Aura amounts. She can get about 5 spells out of each dust crystal.
Fireball: A simple ball of fire, that explodes on impact. Uses Fire Dust, and 5 AP per cast.
Firewall: Causes a wall of fire in a shape of her choosing. Uses 1 fire dust ‘spell’ and 3 AP per 10 feet.
Quicksand: Makes a area of loose earth, acting similar to quicksand, in a small 5 foot area. Uses Earth dust, and 10 AP. She can spend more AP to make the area bigger, at a rate of 5 AP per extra foot
Energy Splash: Gives an ally a splash of extra AP. Cannot be used on herself. Gives 2 AP per point she spends. Uses Water Dust.
Air Slash: Makes a wave of Sharp wind fly out in the direction of her choosing, with a 30 foot range. Costs Air Dust and 5 AP
Vacuum: Makes The Air in a spot act like there is none, sucking in the surrounding air , as well as anything else unlucky enough to be there, as if trying to fill in a vacuum, before realising there is no vacuum and bursting outwards. Costs Air Dust and 10 AP
Overclock: Gives her target or herself a temporary boost of speed and reaction time. Costs Wind dust, and 3 AP per minute.
Thunderbird: Covers herself in crackling electricity. This electricity doesn’t harm her, but will leap out at foes in close range, electrocuting them. This field last for 1 minute per 3 AP Costs Energy Dust.
ShatterBird: Makes a Glass copy of herself, almost indistinguishable from the real thing, that shatters into many piercing shards of glass when struck, going after the one that struck it. Costs Glass Dust and 15 AP
Blizzard: Makes a 10 foot area experience a fierce, localised snowstorm. Costs Ice Dust and 20 AP
MISC.
5 Vials each of the following Dust types:
Fire Powder
Earth Powder
Air Powder
Energy Powder
Glass Powder
Ice Powder
Gravity Powder
Liquid Fire
Liquid Earth
Liquid Water
Liquid Air
Liquid Energy
Fire Crystal
Earth Crystal
Water Crystal
Air Crystal
Energy Crystal
Ice Crystal
AURA
Her Aura is a deep reddish color, almost like fire, and seems to waver in a way similar to fire. Looking at it gives a feeling of being below her, that she’s looking down on everything else, and nothing can get above. Her current Aura ability is Defensive Enhancement, costing 5 AP per use.
SEMBLANCE
Feather Storm
Opal can produce Feathers made of Aura and Dust and control them Telekinetically. These Feathers act similar to very sharp Darts, and she can add varying types of dust to them for different effects. She can have feather’s with multiple different Dust effects out at once but each single feather can currently only have one dust effect. 5 feathers of a Dust element will use 1 container of Powder Dust of that element. One or two feathers use very little Aura, but the more she adds, the more expensive each new feather gets, and the upkeep gets more and more expensive per feather. All Feathers can be controlled freely up to 50 feet away. All feathers are destroyed after impact and their effect ending.
Normal: The default Feather type of Feather Storm. They are the same color blue that Opal’s own feathers are. These are basically glorified darts, albeit able to be controlled telepathically, and possessing a piercing power higher than a normal Dart would. Each one of these costs 1+(X) AP to produce, and cost 1+([0.1]X) AP per 5 seconds to maintain.
Fire: Adding Fire Dust to a feather will cause it to turn a glowing red color, and can cause burns when they strike. They also have a small chance to ignite the target on impact. Each of these costs ⅕ of a vial of Fire Dust Powder, 2X AP to produce, and 2([0.2]X) AP to maintain.
Earth: Adding Earth Dust to a feather will make it an earthy brown color, and it will turn into shrapnel on impact, making for a decent AoE attack. The pieces of shrapnel cannot be controlled, only the original feather can. Each of these costs ⅕ of a vial of Earth Dust Powder, and 10X AP to produce.
Air: Adding Wind Dust to a feather will make it transparent and hard to see, and it will cause a small concussive shockwave on impact. Each of these costs ⅕ of a vial of Wind Dust Powder, 3X AP to produce, and 2([0.2]X) AP to maintain
Energy: Adding Energy Dust to a feather will make it black with small sparks of electricity running over it. On impact they can give a electric shock strong enough to partially paralyze those hit. More powerful grim are less affected by this than others. Each of these costs ⅕ of a vial of Energy Dust Powder, 4X AP to produce, and 2([0.2]X) AP to maintain
Glass: Adding Glass Dust to a feather causes it to spawn in a Pair of two. They have a Transparent blue appearance. They work like Normal feathers until both have hit something and embedded into it. At this point they cause a Razor thin wire to run between them. This Wire is much stronger than its thickness would suggest. Each of Pair of these costs ⅕ of a vial of Glass Dust Powder, 4X AP to produce, and 3([0.2]X) AP to maintain After Impact they stay until cut or destroyed, or banished by her will. After impact it costs 1 AP per minute to maintain.
Ice: Adding Glass Dust to a feather Makes it a snow white color. Impact causes them to make ice grow in a small area around them, totalling about 5 feet on the ground, and ½ foot anywhere else. Each of these costs ⅕ of a vial of Ice Dust Powder, 4X AP to produce, and 2([0.2]X) AP to maintain The Ice made from impact lasts for about a minute, less in super-hot conditions, and costs no Aura to maintain after impact.
Gravity: Adding Gravity Dust to a feather will make it a deep black color. Impact with the ground causes them to make a 5 foot area around the impact point have 3x increased gravity. This also affects a 10 foot pillar above the affected area. This field lasts for 30 seconds. Impact on anything other than the ground will cause the impacted object to loose connection to gravity, making them float into the air somewhat uncontrollably for about 5 seconds. Only affects objects of 250 lbs or less. Each of these costs ⅕ of a vial of Gravity Dust Powder, 6X AP to produce, and 4([0.5]X) AP to maintain. They no longer cost the maintenance after impact.
X = (The current number of feathers she is controlling) + 1
AURA POINTS: 100
ANIMANGA, canon as character name PLAYED BY OOC NAME
coded by electric of gangnam style