
█ █ ╫ C O R E ╫
█ *NAME ▬ Renier Cross (RPC NAME)
█ *AGE ▬ 15
█ *FACTION ▬ (Independent "Formerly Atlas").
█ *ROLE ▬ (Student).
█ *SEX ▬ (Male)
█ *SPECIES ▬ (Human)
█ *CURRENT TEAM ▬
█ *PARTNER(S) ▬
█ NICKNAME(S) ▬ Ren
█ OCCUPATION ▬ Student
█ █ ╫ A F F E C T A T I O N ╫
█ HEIGHT ▬ 5'11"
█ WEIGHT ▬ 140lb
█ HAIR ▬ long blonde
█ CLOTHING ▬ dress coat, flashy, but designed to be functional and flexible for moving in. though it is white, it seems to have some otherworldly stain resistance.
█ ACCESSORIES ▬ white gloves made of a soft white leather, similarly stain resistant like his coat.
█ EYES ▬ aqua
█ BUILD ▬ lean, a bit on the scrawny side.
█ TATTOOS ▬none
█ SCARS ▬ none
█ MARKINGS ▬ none
█ █ ╫ A R C H E T Y P E ╫
█ SKILLS & TALENTS
█ Primary Talent ▬ Weapon Engineering: Due to his upbringing, Ren has the ability to repair and create weapons, so long as he has the proper tools and materials.
█ Other Talents ▬ Dust Processing: Ren understands the processing of collecting and refining dust into usable products. Along with his Talent in weapon engineering, this includes ammunition production.
Weapons Jack: While not a master of any weapon, Ren has the ability to comfortably use any weapon he can get his hands on, though he seems to have a preference for bows.
Creativity: Ren can find some... "unique" solutions to problems.
█ Strongest Skill ▬ Iron Will: Ren has an almost indomitable willpower and not only determined in tasks he wishes to accomplish, but also extremely resistant to mental and psyche based attacks/abilities/effects.
█ Weakest Skill ▬ Strength: Ren appears to be fairly thin for his height
█ LIKES
█ ▬ Tinkering
█ ▬ Money (More specifically, Being wealthy in Money and assets alike)
█ ▬ Boosting his ego
█ ▬ Wearing fancy Attire
█ ▬ EXPLOSIOOOOOOONS!!!
█ ▬ EXPLOSIOOOOOOOOOOOOOOONS!!!!!!
█ ▬ He has a surprising weakness for sweets and pastries.
█ DISLIKES
█ ▬ Cinnamon
█ ▬ Himself
█ ▬ Warm and/or humid weather. Seriously, you ever try wearing fancy dress in that? it's miserable.
█ ▬ Absolute silence, Ren gets an uneasy feeling when he can't hear anything.
█ ▬ Faunus: He knows he shouldn't, but it was how he was raised, while not openly racist, he will show his disdain if he has to work with or interact extensively with Faunus.
█ PERSONALITY TRAITS
█ Nature ▬ While seemingly calm and collected, Ren is somewhat of a mess on the inside, He harbors a massive inferiority complex and seems to never think his work is good enough, which has led him to redoing perfectly good things several times over trying to get them "just right". Despite his self-loathing, he does seem to show willingness to help others, as he revels in the external validation of those around him. While his actions are typically not harmful to him or his allies, he can make irrational decisions if tempting amounts of money or reward is involved.
█ Vernacular ▬ while sounding well educated and somewhat elegant in his speech, a tone of boredom can be typically heard in his voice, though when excited, his speech tends to show it and he talks somewhat faster.
█ Positive Traits ▬ Smart, Skillful, Determined, creative.
█ Negative Traits ▬ Greedy, Egotistical, Xenophobic, Inferiority complex.
█ █ ╫ H I S T O R Y ╫
█ BACKGROUND ▬ Ren was born into what could be typically considered the lap of luxury, His father was the owner of a major Weapons manufacturer and dust processing corporation and strongly desired who strongly desired a suitable heir to inherit his legacy. Unfortunately for Ren, this was not him and was instead his older brother Tallow Larinet who surpassed Ren in ways his father deemed superior. Ren was not a wanted son, in fact, his Father strongly desired daughters whom he could marry off to business associates and politicians in order to strengthen his own ties to power. Ren was not allowed to inherit his own family's surname and was instead given his mother's surname, a name which belonged to now extinct family and his mother was the only child and was more or less married off as a bargaining chip so her father could pass off his assets to Ren's father and live out the rest of his days comfortably.
Ren struggled every day to try and impress his father and earn his good graces, but no matter how much he learned or what he could do, it was never enough, though those who worked in the house seemed impressed with his creations.
It wasn’t long after Ren was born that his mother had three more children, all daughters that were doted on and raised to be perfect ladies to be married off when the need arises. Ren was more or less ignored by his family, as his father was completely invested in raising his brother, and most of the houses employees were invested in raising the girls. Ren couldn't even gain the attention he so desired from his own mother, who seemed more like a blank doll to him than a person, she showed no interest in him and often simply shooed him away to go somewhere else.
What else was Ren to do, besides compulsory education, he was left to his own devices, so he simply studied and improved himself during his free time, all in an effort to gain approval and praise of his peers, though he wasn't allowed to be friends with them, as his father put it "How would it make the family look if you associated with the common street trash?" so Ren, obeyed his father in hopes of pleasing him.
this went on for years, until Ren simply couldn't take it anymore and had a mental break... or maybe breakthrough? He came to the conclusion that if he couldn't gain his family's approval, he would simply become a person whose power and influence they would have to acknowledge, and to Ren, money was power.
For the first time in his life, Ren had no plan and no clue what to expect, he left his home without a word with what little money he had managed to collect over the years, a "borrowed" toolkit from his father's company, and the clothes on his back. Ren set out for Vale to enroll at Beacon Academy.
It wasn’t long after Ren Left that the Grimm attacks occurred and Ren's plans seemed to be halted as his route to Vale had becomes many folds more tedious and treacherous, but in exchange for his services and skills with weapon maintenance and dust processing, Ren managed to more or less guarantee himself relatively safe (if not slow going) passage to Vale.
█ █ ╫ I N V E N T O R Y ╫
█ PRIMARY WEAPON
█ ▬ N/A
█ ▬ A simple wooden longbow, looks well made though. (24 arrows in back quiver)
█ Melee Form ▬ N/A
█ Ranged Form ▬ David Bowie
█ Other Form(s) ▬ well... it folds up at the handle for compact carrying, so i guess that counts.
█ Ammo Type ▬ Physical
█ ▬ Well... It's a plain old bow... kinda loses out in the wow factor compared to other weapons floating about.
█ OTHER WEAPONS
█ ▬ Fluted Short Sword: just a simple short sword
█ ▬ Survival Knife: a durable knife with a sharp edge.
█ ▬ Mini Grenades(12): Cheaper by the dozen!
█ ITEMS
█ ▬ High Quality Weapon Tool Kit: Compared to everything else he's carrying, this seems insanely expensive, Holds all tools typically needed for maintenance and repairing weapons, including a few small spare parts!
█ ▬
█ ▬
█ █ ╫ S E M B L A N C E ╫
█ *NAME ▬ Impulse
█ *AURA COLOR ▬ Purple+white
█ *DESCRIPTION Kinetothermal manipulation. The ability to charge, maintain, and release kinetic force and potential in oneself and objects within direct contact.
Ren can use this ability to augment his weapons, himself, or allies if need be. item's holding a kinetic charge will typically glow with the user's aura in the effected area. Due to the nature of this Ability drawing in potential kinetic energy(Eg, gravity, heat, wind, ETC...) visible distortions in enviroment will occur around Ren when building up large amounts of energy.(Floating Debris/rocks, ice particles forming in air and on objects, ETC) these events may not occur for lesser uses of the semblance skills.
The skill works on a stacking counter cooldown system, In a literal sense, if overused, Ren's body will cooldown and slow him, if used further, Ren may begin to physically freeze. on the opposite end, if Ren overcharges too much, he will begin to suffer from heatstroke like symptoms. each skill will have a semblance cost, though some lesser skills may not be given costs(minor things for RP or flavor purposes). See level info for max counters and cooldown rates. See below for list of skills. Consider base level as 0, overheat as negative value, and standard usage as postive counters.(Consider Level 3 as a initial value 0 for battle start, with a range of -12 to 24 for minimum and and max thermal counters.)
*Due to a RP character choice and flaws, Post counts for levels will be adjusted.
**NOTE: Just because Ren may have energy to use in his semblance chart, this does not mean he will have the stamina to actually use it. his semblance gauge is completely seperate from his actual remaining stamina.
**NOTE: Some things done may not be strictly on this skill list, nor is this skill list likely complete, just note that actions will have appropriate costs and most likely will be discussed with a Crew prior to use for permission of use.
█ ▬
█ *LEVEL 0 ▬ (100-199 posts) No Semblance Usage, Aura can be manifested in certain situations. no real semblance usage. can put a hell of a fright in someone though.
█ *LEVEL 1▬ (200-399 posts) Awakening may occur when hidden conditions are met.(Narx knows conditions) Charge Threshold: 5 - Overcharge Limit: 10 - Exhaustion: 3 - Cooldown: 1 every post of nonusage / 2 for idle(non action/combat) posts. Access to Level 1 Skills/abilities)
█ *LEVEL 2▬ (200-399 posts) Charge limit: 8 - Overcharge Limit: 16 - Overheat Limit:8 - Exhaustion: 7 - Cooldown: 2 every 1 posts of nonusage / 3 for idle(non action/combat) posts. Access to Level 2 Skills(see list) and Overheat state(See: Overheat under State Explanations for info)
█ *LEVEL 3 ▬ (400-599 posts) Charge limit: 12 - Overcharge Limit: 24 - Overheat Limit:12 - Exhaustion: 12 - Cooldown: 3 every 1 posts of nonusage / 5 for idle(non action/combat) posts. Access to Level 3 Skills(see list)
█ *DRAWBACKS ▬ Risk of Self Damage, Exhausting to use, freezing can slow or halt cooldown.
State Explanations.
Overheat: The user has stored excess kinetic energy, causing their body to warm up and overheat, the user may appear to steam if overheat count is above 3. Overheat state causes the user to burn increased stamina to maintain and overheat charges can be lost if the character is affected by extreme cold. While in the overheat state, the character may not recover charges from nonusage/idle posts.
Overcharge: The user has overexpended their ability without proper cooldown and in response has begun pulling down their own internal temperature, slowing themselves. If Overcharge limit is reached, the user will be immobile and may possibly freeze themselves.
Exhaustion: If The character uses too high a skill cost total in a turn, they will enter an exhausted state, where they must take a moment (1 post, 2 in extreme cases) to recover, they cannot attack during this state and will not recover charges while exhausted. an extreme exhaustion state may be trigger if a character exceeds the exhaustion limit by more than 3.
Skill Denotations
TAG: A technique which can be used to aid another person in some way.
COMB: a skill that can be combined with other skills for extra usage/utility in the same post.
RP CHARACTER NAME: If a skill is tagged with an RP character's name, this indicates that it is a practiced character specific combo. Three theoretical examples will be listed below.
-- Level 1 Skills --
(COMB)Pulse Shot: Cost 1: User charges a projectile with additional kinetic potential, upon firing, the projectile will fly with significantly increased speed and impact with a greater force to match. Weapon recoil is also increased to match the increase in force.
(COMB)Pulse Charge: Cost 1: Much like Pulse shot, the user Infuses a projectile with kinetic charge, but maintains charge in the projectile instead of releasing it upon firing, while the projectile will not travel faster, this force can be used to add additional explosive impact damage. Usable with grenades/explosives for increased yield/effectiveness.
(COMB)Pulse Strike: Cost 1: The user charges energy into a held weapon and releases it upon impact with something, amplifying the strength of the weapon impact, especially useful with heavy blunt weapons.
(COMB)Flicker Pulse Strike/Shot: Cost 2-3: The user charge kinetic energy in their weapon or ammunition and releases it at a desired moment to to charge the trajectory of their attack to surprise their opponent. additional charge can be built up to grant a second trajectory shift to the attack.
(COMB)Burning Breaker: Cost 10: Charge Time 1 post: A last resort technique, The user charges a ludricous amount of kinetic energy in their hand and arm, to the point where it heats enough to have flames erupt off the surface of the skin and glow. when the user strike his opponent with this attack and releases it, not only will it cause the target to have a really bad day, but much of the surrounding terrain probably won't survive either. the recoil causes cosiderable damage to user, in the effect that it's enough force to completely shatter all the bones in the arm, not to mention the arm will also be covered in extensive burns. better hope this finishes the opponent, as you're not likely to be able to do much of anything for 5 posts of exhaustion afterwards, not to mention that arm...
Repulsion: Cost 5: the user expends a massive amount of kinetic energy in all directions in order to push back opponents, projectiles, and weapons. Can be resisted by strong opponents and may not work against super heavy/higher power projectiles. Use of this skill at level 1 will exhaust the character for one turn.(See: Exhaustion/Stagnation State)
(COMB)Pulse Step: Cost 1: User charges kinetic energy in their feet and releases it, explosively propelling them in a desired direction... though this ability grants no consideration on how the user will safely stop...
(TAG)Volley Vault: Cost 1: The character charges kinetic energy in their hands and waits for an ally to attempt a leg up manuever, when their foot lands in the characters hands, the character will quiickly transfer the stored energy into the other person's foot and release it, propelling the person at high speed in the desired direction, finding a safe method of landing/stopping is advised.
(TAG)Super Volley Vault: Cost 3: Like Volley Vault, the user performs a semblance enhanced leg up manuever with an ally, only this time, a lot more energy is applied to the launch, propeling the ally at dangerous speeds in a desired direction. Great for going extremely long distances quickly or adding some ludicrous momentum for a melee strike.
**(TAG)(Ora) Demonhorn Cannon: Cost 5: Ren Launches Ora Straight towards a desired enemy at extemely dangerous speeds that would harm most people using so much of his semblance ability. Whatever is going to be on the receiving ends of her horns is going to be in for a very bad last few moments most likely.
**(TAG)(Zed) Hazard Shell: Cost 3: Ren charges one of Zed's hands with kinetic energy to augment his Fated Bullet Ability, which massively amplifies it and also works to reduce the recoil effect as well... though his hand might be a bit chilly afterwards.
**(TAG)(Allister) Paranormal Activity: Cost 1-8 Depnding on object size: Ren charges an object with kinetic energy. allowing Allister to manipulate the object and the energy contained with it. This will grant Allister more manipulation options, allowing him to make objects float, fly, shoot, explode, or move themselves as he desires, even if the movement is atypical of the object.
**Example RP Character Specific Skills. fun to dream though amirite?
narxfang
xLulie
Deadly_Tiger
Youroka Kage
Eddy_Soul5
[color=#800000]█[/color] [b]PRIMARY WEAPON[/b]
[color=#800000]█[/color] ▬ (Name) Ruthless Queen
[color=#800000]█[/color] ▬ (Description) A custom prototype weapon manufactured by Ren using patented Larinet Production techniques. while bulky, due to the unique metal and polymer blends this weapon is made from, it is both lighter than expected and extremely durable.
[color=#800000]█[/color] [b]Melee Form[/b] ▬ (Melee Form) Greatspear Revolver:
[color=#800000]█[/color] [b]Ranged Form[/b] ▬ (Ranged Form) Great Bladebow: A massive Bladebow which can fire entire Blast Arrows(aka: the whole damn Blast Cylinder) at opponents, while difficult to draw even with the bow mechanical aid, these arrows will fly far and ludicrously fast due to the massive bows ludicrous draw strength. while in range form, the user is not defenseless, as the arms of the bow are still blades that can cut through whatever opponent is foolish enough to try and attack.
[color=#800000]█[/color] [b]Other Form(s)[/b] ▬ (Additional Forms) Travel Form: the weapon folds up into a small shape which makes it easy and conventient to carry on a magnetic back holder.
[color=#800000]█[/color] [b]Ammo Type[/b] ▬ Blast Cylinders: A unique type of ammunition that can serve as either a 6 shot revolver shotgun cartridge, or as a massive explosive arrow fired from the weapons greatbow form. the cartridge locks into place via the central shaft which deploys from the cylinder, when depleted, the cartidge will auto eject from the weapon. when used as an arrow, the central shaft extends further into a full arrow length, and the locking fins deploy further to create the arrows fins. individual cells can be swapped out for dust input.
[color=#800000]█[/color] ▬ (Drawbacks) While extremely powerful, the bow does have a slow rate of fire and is strength intensive to draw. While light for it's size, the weapon is still massive and somewhat heavy, especially in spear form where the weight is more frontloaded.
[color=#800000]█[/color] ▬ (Name) Ruthless Queen
[color=#800000]█[/color] ▬ (Description) A custom prototype weapon manufactured by Ren using patented Larinet Production techniques. while bulky, due to the unique metal and polymer blends this weapon is made from, it is both lighter than expected and extremely durable.
[color=#800000]█[/color] [b]Melee Form[/b] ▬ (Melee Form) Greatspear Revolver:
[color=#800000]█[/color] [b]Ranged Form[/b] ▬ (Ranged Form) Great Bladebow: A massive Bladebow which can fire entire Blast Arrows(aka: the whole damn Blast Cylinder) at opponents, while difficult to draw even with the bow mechanical aid, these arrows will fly far and ludicrously fast due to the massive bows ludicrous draw strength. while in range form, the user is not defenseless, as the arms of the bow are still blades that can cut through whatever opponent is foolish enough to try and attack.
[color=#800000]█[/color] [b]Other Form(s)[/b] ▬ (Additional Forms) Travel Form: the weapon folds up into a small shape which makes it easy and conventient to carry on a magnetic back holder.
[color=#800000]█[/color] [b]Ammo Type[/b] ▬ Blast Cylinders: A unique type of ammunition that can serve as either a 6 shot revolver shotgun cartridge, or as a massive explosive arrow fired from the weapons greatbow form. the cartridge locks into place via the central shaft which deploys from the cylinder, when depleted, the cartidge will auto eject from the weapon. when used as an arrow, the central shaft extends further into a full arrow length, and the locking fins deploy further to create the arrows fins. individual cells can be swapped out for dust input.
[color=#800000]█[/color] ▬ (Drawbacks) While extremely powerful, the bow does have a slow rate of fire and is strength intensive to draw. While light for it's size, the weapon is still massive and somewhat heavy, especially in spear form where the weight is more frontloaded.