Post by Altimeda Fontine on Apr 28, 2016 2:03:17 GMT -6
PLAYED BY Ryees Thirty-seven (37) December (12) | Male Huntsman Human | |
Altimeda Fontine |
★ APPEARANCE
By no means a large man, Altimeda stands at barely 5'10", though his build belies his nature. He seems markedly stronger than someone of his build would normally be, but this is mostly due to his Aura, allowing him to keep his size down and his agility up.
Dark hair complimented by sparkling green eyes accentuate the newly-forming age lines on his soon-to-be-middle-aged face. The only of those lines that have any prominence are the ones made from many years of smiling. Indeed, Altimeda's face is fatherly and kind, a well-maintained beard and mustache forming a neat ring around his lips. His skin is tanned like a man who is used to skulking about in the forest under a dark cloak - that being that his skin is rather light, its only color coming from his heritage.
When he is not in his hunting garb, he is usually seen in a simple tunic of varying colors and dark pants. The only constant in his appearance is the midnight-green cloak that is always draped around his shoulders. When the cowl comes up in the forest, his ability to disappear is often eerie.
★ PERSONALITY
★ HISTORY
When asked of his past, Altimeda has little to say. His mother was out of his life before he graduated from Beacon, but aside from that bump in the road, his path had been smooth. Gaelyn Fontine, his father, divorced his mother during Altimeda's fourth year of schooling when she was convicted—not for the first time—on drug charges, choosing to conveniently forget to post her bail and move on without her. He took Altimeda and his two younger sisters—Aeenmae and Melanine—with him, and since then, none of them had seen or said a word to her.
The Fontine training program was intense, but Altimeda managed to find his groove and excel. The program was, in concept simple: Training began at age nine, an accredited private program that left a student recognized as graduating from a junior academy such as Signal. Next, that student would complete the fourth-year curriculum at each of those junior academies as an organized four-year program. Finally, one senior academy was chosen to attend for its full four-year curriculum, and Altimeda ultimately chose Beacon. He began pre-schooling at age nine, right on schedule, and finished the four-year accredited program out with flying colors. The transition to primary academies was a bit strange after four years of private tutoring, but his amicability and easygoing personality saw him fitting in well enough.
Some time into his career as a Hunter, a mission took Altimeda to a small town with a small church set into a small valley in a small mountain range. The town was already destroyed when he arrived. He cleared it of the straggling Grimm and set about searching, eventually ending in the church. The tower had been damaged by a Nevermore, the modestly sized bell hanging high in the tower falling to the chapel floor and ending in strangely pristine condition. With a strange feeling about the bell, he retrieved it, and, finding that it was a perfect resonator for his Semblance, took to the task of turning it into the weapon it was to become.
Having a great bell as a covert ops agent was perhaps the greatest irony in Altimeda's life. Early in his Hunter career, his overt nature became problematic, and so he spent several years perfecting the art of stealth and even crafting a cloak that lent to the art. The bell became a natural part of him, and blended in right along side him. He eventually fashioned a hidden blade inside it to use when he needed quietude in his actions, allowing him to use the bell as a sheath and generally use the sword as his main weapon. The bell was only wielded when it came time to chime the tolls of the ending of a life.
Now, Altimeda is on the forefront of Grimm research, using his field training and knowledge of Grimm tactics to constantly push the envelope on how much we know about the Grimm. He has made quite the name for himself as an academic of the Grimm, and has turned down numerous offers to teach at academies all around the world. He prefers his research more hands on, turning in his results oftentimes stained with blood and crumpled from his romp through combat.
By no means a large man, Altimeda stands at barely 5'10", though his build belies his nature. He seems markedly stronger than someone of his build would normally be, but this is mostly due to his Aura, allowing him to keep his size down and his agility up.
Dark hair complimented by sparkling green eyes accentuate the newly-forming age lines on his soon-to-be-middle-aged face. The only of those lines that have any prominence are the ones made from many years of smiling. Indeed, Altimeda's face is fatherly and kind, a well-maintained beard and mustache forming a neat ring around his lips. His skin is tanned like a man who is used to skulking about in the forest under a dark cloak - that being that his skin is rather light, its only color coming from his heritage.
When he is not in his hunting garb, he is usually seen in a simple tunic of varying colors and dark pants. The only constant in his appearance is the midnight-green cloak that is always draped around his shoulders. When the cowl comes up in the forest, his ability to disappear is often eerie.
★ PERSONALITY
POSITIVE - Educated - Adventurous - Empathetic - Perceptive - Wise | NEGATIVE - Flippant - Impulsive - Audacious - Verbose - Garish |
★ HISTORY
When asked of his past, Altimeda has little to say. His mother was out of his life before he graduated from Beacon, but aside from that bump in the road, his path had been smooth. Gaelyn Fontine, his father, divorced his mother during Altimeda's fourth year of schooling when she was convicted—not for the first time—on drug charges, choosing to conveniently forget to post her bail and move on without her. He took Altimeda and his two younger sisters—Aeenmae and Melanine—with him, and since then, none of them had seen or said a word to her.
The Fontine training program was intense, but Altimeda managed to find his groove and excel. The program was, in concept simple: Training began at age nine, an accredited private program that left a student recognized as graduating from a junior academy such as Signal. Next, that student would complete the fourth-year curriculum at each of those junior academies as an organized four-year program. Finally, one senior academy was chosen to attend for its full four-year curriculum, and Altimeda ultimately chose Beacon. He began pre-schooling at age nine, right on schedule, and finished the four-year accredited program out with flying colors. The transition to primary academies was a bit strange after four years of private tutoring, but his amicability and easygoing personality saw him fitting in well enough.
Some time into his career as a Hunter, a mission took Altimeda to a small town with a small church set into a small valley in a small mountain range. The town was already destroyed when he arrived. He cleared it of the straggling Grimm and set about searching, eventually ending in the church. The tower had been damaged by a Nevermore, the modestly sized bell hanging high in the tower falling to the chapel floor and ending in strangely pristine condition. With a strange feeling about the bell, he retrieved it, and, finding that it was a perfect resonator for his Semblance, took to the task of turning it into the weapon it was to become.
Having a great bell as a covert ops agent was perhaps the greatest irony in Altimeda's life. Early in his Hunter career, his overt nature became problematic, and so he spent several years perfecting the art of stealth and even crafting a cloak that lent to the art. The bell became a natural part of him, and blended in right along side him. He eventually fashioned a hidden blade inside it to use when he needed quietude in his actions, allowing him to use the bell as a sheath and generally use the sword as his main weapon. The bell was only wielded when it came time to chime the tolls of the ending of a life.
Now, Altimeda is on the forefront of Grimm research, using his field training and knowledge of Grimm tactics to constantly push the envelope on how much we know about the Grimm. He has made quite the name for himself as an academic of the Grimm, and has turned down numerous offers to teach at academies all around the world. He prefers his research more hands on, turning in his results oftentimes stained with blood and crumpled from his romp through combat.
★ COMBAT NOTES
WEAPONS
Altimeda carries a great bell with him that he built over a great many years salvaging pieces and retrofitting misappropriated parts. A great number of properties are contained within Resolhorsen's resonant chamber. The fore end of the haft has a subtle control mechanism built in that rotates an internal dust chamber with technology "borrowed" from a weapons research lab in Legion. When activated, it charges the pendulum with the chosen dust as well as aerosolizing dust within the chamber. Because the dust is so dispersed, it becomes very volatile, and contained within the resonant chamber of the bell, even a stout kick to the bell would ring it sufficiently to ignite the dust. If the bell is swung with force, however, that ignition is much more powerful and channeled, projecting a great cone of dust energy out of the conical bell.
A hidden mechanism near the throat of the bell will unlock the pendulum inside, setting the pendulum rigid and allowing it to be drawn to reveal the blade hidden inside. If the pendulum was charged with dust, it retains those properties; no longer contained within a dome of aerosolized energy, it remains stable and binds to the blade for a reasonable period of time. Meanwhile, if the bell is charged again, without the pendulum in the way of the chamber, the bell simply becomes a cannon, firing off powerful bursts of dust at short to medium range.
MISC.
The signature cowl that sits about Altimeda's face and shoulders are made of a filtering cloth that allows breathing through thing like ash, gas, and other foreign aerosols, as well as insulated against heat, cold, and electric charge. He carries a handgun at all times, as well, a next line of defense should he need to use a weapon aside from Resolhorsen. Under his cloak, he wears a bandoleer with reinforced capsules; he has two full charges of every known Dust type contained within them. His use of Void dust is always a last resort, but he carries it nonetheless, ever aware that drastic measures can sometimes become necessary at a moment's notice. Aside from that, his pack contains the very basic kit for field survival such as rope, binoculars, dry-packed food, and other field gear.
The full function of his soul has always been strongly resonant for Altimeda. The comforting, fatherly tones it exudes have always helped him as a mentor, allowing him to more closely work with his students when they would otherwise be indifferent with him when he was a teacher. The blues and teals and greens it washes over him give the sensation of being rocked to sleep in the loving arms of one's parent. It also carries with it a peculiar resonance, something that can be felt and, sometimes, heard.
Over his many years in the field, Altimeda has mastered all of the general Aura abilities taught within Vytal Academy.
The Seven Bells
Altimeda's Semblance keys off of that subtle resonating sound and is further amplified by the great tones his weapon can create—though Resolhorsen is not necessary for use of the Bells, it draws them forth to their maximum effect. Seven tones resonate simultaneously within his Semblance, and when Altimeda reproduces them they have several unique effects. Because of the functionality of his Semblance, the tones reflecting back at him meet a reverse wave and are made scientifically zero, so he is not affected by the back draft of these effects.
Tone 1 - Song of Wilting Waking
Aura use: 10 units per ring
This tone sends out a strangely calming wave, dulling aggression and quieting emotions. At its base, it lowers the emotional activity of those affected by it by one "stage;" If one is in a berserk fury, it will break them of it; if they are furious, they will dull to irritated; if someone is perturbed, they will calm; and if they are calm, they will relax to the degree of sometimes falling asleep.
Tone 2 - Song of Rude Awakening
A dissonant, violent tone, this tone evokes the feelings of being awoken from deep sleep by an unpleasantly loud sound. The mind is jarred as if a sudden, tremendously loud blast of sound had just erupted directly next to their ears, causing similar symptoms to that of exploding head syndrome
Aura use: 15 units per ring
Tone 3 - Song of Sour Steps
This tone has a harsh edge and a narrow cone of effect, such that it can disrupt the stability of those in the field and cause them to lose their balance. Inducing a strong feeling of vertigo, equilibrium in those affected by this tone is nearly completely erased.
Aura use: 20 units per ring
Tone 4 - Song of Bitter Memories
The strange timbre of this tone hangs in the air, creating a short-duration persistent wedge of sound pressure that has the capability of deflecting projectiles.
Aura use: 15, 30, 45, 60, or 90 units per ring
Damage blocked: The value of the charge multiplied by 10
Tone 5 - Song of Tumultuous Cataclysm
This tone is loud and forthright, overt in its presence and dominant in its presence. This is the most physically powerful sound Altimeda can muster, creating a simple but powerful shock wave that travels forward at nigh incomprehensible speeds.
Aura use: 20, 40, 60, 80, or 100 units per ring, scaling in power
Aura damage: The value of the charge multiplied by 2
Tone 6 - Song of Reminiscent Dreams
Mournful and abhorrent is this tone, lamentatious of some forgotten part of history. This tone has an immensely small area of effect; it casts its wave only up to five feet out from the resonator used to manifest it. It gathers the vast majority of the Aura from the caster and injects it into another Aura-bearing creature within its field. If that creature has even the most minuscule spark of Aura within it, it can absorb all the Aura gathered from this tone and beings an enormously rapid healing process capable even of restoring the dead to life. It does not restore limbs; if the body is damaged beyond physical repair, nothing can be done. But so long as even the faintest glimmer of hope remains, so long as the tiniest spark of life is left within the body's soul, life can be restored.
Aura use: This ability sets Altimeda's Aura to a value of 10 and transfers the difference to the target.
Tone 7 - Song of Impetuous Languor
The highest bell rings on the church tower rings, and signals the end of a life; so too does this tone resonate with that eerie timbre. When a being without Aura is affected this tone, it signals the end of their life; they summarily die. Weak Grimm such as Barghest, Graylich, and Nightstalkers are in no way immune to this effect, and their unlife is stripped away, stolen by the ringing voice of death. More potent Grimm and beings with Aura that are affected this tone have their flesh or Aura flayed away like a sandstorm of diamond particles spread by a great plague god. The tone has a small range, requiring more fuel to cast it out further, but its effects are the same throughout the field. Buried within the depths of his soul, this tone requires a fair amount of preparation to manifest; the entirety of a particular verse of a particular song must be recited without interruption in order to summon the harbinger's voice.
Aura use: 200 units per ring, plus 5 units per yard of range (Base range: 0)
Aura damage: 500 per ring
Dirge of the Harbinger
Dream forth I'm ready now, sing here your plea
Show me the way you rest, dream then of me
Now then I seal thy soul, fast in my charge
Drift asleep, and you shan't ever wake
A night of gray restlessness forged from the sound
Of families slain in their, beds by the crown
Their agonized calls on Death's deaf ears did fall
For he left on the dark road he treads
General abilities
Attack enhancement: 2 units
Defense enhancement: 5 units
Aura unlocking: 25 units
Mending: 10 units
Illumination: 1 unit
WEAPONS
Altimeda carries a great bell with him that he built over a great many years salvaging pieces and retrofitting misappropriated parts. A great number of properties are contained within Resolhorsen's resonant chamber. The fore end of the haft has a subtle control mechanism built in that rotates an internal dust chamber with technology "borrowed" from a weapons research lab in Legion. When activated, it charges the pendulum with the chosen dust as well as aerosolizing dust within the chamber. Because the dust is so dispersed, it becomes very volatile, and contained within the resonant chamber of the bell, even a stout kick to the bell would ring it sufficiently to ignite the dust. If the bell is swung with force, however, that ignition is much more powerful and channeled, projecting a great cone of dust energy out of the conical bell.
A hidden mechanism near the throat of the bell will unlock the pendulum inside, setting the pendulum rigid and allowing it to be drawn to reveal the blade hidden inside. If the pendulum was charged with dust, it retains those properties; no longer contained within a dome of aerosolized energy, it remains stable and binds to the blade for a reasonable period of time. Meanwhile, if the bell is charged again, without the pendulum in the way of the chamber, the bell simply becomes a cannon, firing off powerful bursts of dust at short to medium range.
MISC.
The signature cowl that sits about Altimeda's face and shoulders are made of a filtering cloth that allows breathing through thing like ash, gas, and other foreign aerosols, as well as insulated against heat, cold, and electric charge. He carries a handgun at all times, as well, a next line of defense should he need to use a weapon aside from Resolhorsen. Under his cloak, he wears a bandoleer with reinforced capsules; he has two full charges of every known Dust type contained within them. His use of Void dust is always a last resort, but he carries it nonetheless, ever aware that drastic measures can sometimes become necessary at a moment's notice. Aside from that, his pack contains the very basic kit for field survival such as rope, binoculars, dry-packed food, and other field gear.
AURA
The full function of his soul has always been strongly resonant for Altimeda. The comforting, fatherly tones it exudes have always helped him as a mentor, allowing him to more closely work with his students when they would otherwise be indifferent with him when he was a teacher. The blues and teals and greens it washes over him give the sensation of being rocked to sleep in the loving arms of one's parent. It also carries with it a peculiar resonance, something that can be felt and, sometimes, heard.
Over his many years in the field, Altimeda has mastered all of the general Aura abilities taught within Vytal Academy.
SEMBLANCE
The Seven Bells
Altimeda's Semblance keys off of that subtle resonating sound and is further amplified by the great tones his weapon can create—though Resolhorsen is not necessary for use of the Bells, it draws them forth to their maximum effect. Seven tones resonate simultaneously within his Semblance, and when Altimeda reproduces them they have several unique effects. Because of the functionality of his Semblance, the tones reflecting back at him meet a reverse wave and are made scientifically zero, so he is not affected by the back draft of these effects.
Tone 1 - Song of Wilting Waking
Aura use: 10 units per ring
This tone sends out a strangely calming wave, dulling aggression and quieting emotions. At its base, it lowers the emotional activity of those affected by it by one "stage;" If one is in a berserk fury, it will break them of it; if they are furious, they will dull to irritated; if someone is perturbed, they will calm; and if they are calm, they will relax to the degree of sometimes falling asleep.
Tone 2 - Song of Rude Awakening
A dissonant, violent tone, this tone evokes the feelings of being awoken from deep sleep by an unpleasantly loud sound. The mind is jarred as if a sudden, tremendously loud blast of sound had just erupted directly next to their ears, causing similar symptoms to that of exploding head syndrome
Aura use: 15 units per ring
Tone 3 - Song of Sour Steps
This tone has a harsh edge and a narrow cone of effect, such that it can disrupt the stability of those in the field and cause them to lose their balance. Inducing a strong feeling of vertigo, equilibrium in those affected by this tone is nearly completely erased.
Aura use: 20 units per ring
Tone 4 - Song of Bitter Memories
The strange timbre of this tone hangs in the air, creating a short-duration persistent wedge of sound pressure that has the capability of deflecting projectiles.
Aura use: 15, 30, 45, 60, or 90 units per ring
Damage blocked: The value of the charge multiplied by 10
Tone 5 - Song of Tumultuous Cataclysm
This tone is loud and forthright, overt in its presence and dominant in its presence. This is the most physically powerful sound Altimeda can muster, creating a simple but powerful shock wave that travels forward at nigh incomprehensible speeds.
Aura use: 20, 40, 60, 80, or 100 units per ring, scaling in power
Aura damage: The value of the charge multiplied by 2
Tone 6 - Song of Reminiscent Dreams
Mournful and abhorrent is this tone, lamentatious of some forgotten part of history. This tone has an immensely small area of effect; it casts its wave only up to five feet out from the resonator used to manifest it. It gathers the vast majority of the Aura from the caster and injects it into another Aura-bearing creature within its field. If that creature has even the most minuscule spark of Aura within it, it can absorb all the Aura gathered from this tone and beings an enormously rapid healing process capable even of restoring the dead to life. It does not restore limbs; if the body is damaged beyond physical repair, nothing can be done. But so long as even the faintest glimmer of hope remains, so long as the tiniest spark of life is left within the body's soul, life can be restored.
Aura use: This ability sets Altimeda's Aura to a value of 10 and transfers the difference to the target.
Tone 7 - Song of Impetuous Languor
The highest bell rings on the church tower rings, and signals the end of a life; so too does this tone resonate with that eerie timbre. When a being without Aura is affected this tone, it signals the end of their life; they summarily die. Weak Grimm such as Barghest, Graylich, and Nightstalkers are in no way immune to this effect, and their unlife is stripped away, stolen by the ringing voice of death. More potent Grimm and beings with Aura that are affected this tone have their flesh or Aura flayed away like a sandstorm of diamond particles spread by a great plague god. The tone has a small range, requiring more fuel to cast it out further, but its effects are the same throughout the field. Buried within the depths of his soul, this tone requires a fair amount of preparation to manifest; the entirety of a particular verse of a particular song must be recited without interruption in order to summon the harbinger's voice.
Aura use: 200 units per ring, plus 5 units per yard of range (Base range: 0)
Aura damage: 500 per ring
Dirge of the Harbinger
Dream forth I'm ready now, sing here your plea
Show me the way you rest, dream then of me
Now then I seal thy soul, fast in my charge
Drift asleep, and you shan't ever wake
A night of gray restlessness forged from the sound
Of families slain in their, beds by the crown
Their agonized calls on Death's deaf ears did fall
For he left on the dark road he treads
General abilities
Attack enhancement: 2 units
Defense enhancement: 5 units
Aura unlocking: 25 units
Mending: 10 units
Illumination: 1 unit
AURA POINTS: 1350
Fullmetal Alchemist, canon as Altimeda Fontine PLAYED BY RYEES
coded by electric of gangnam style