05-24-2018, 09:58 AM
(This post was last modified: 05-26-2018, 02:34 AM by ElFailzalot.)
NPC PRIMES
NPC Name: Cerise Schwarzgrau
NPC Source: Original (Based in RWBY)
Character history: [spoiler]Cerise is a huntress (in training). Along with a prospective member of certain....other organizations. Before that, she was trained in a grueling, but effective, means by her sole living family: her uncle, Mikado. His tutelage is the source of most of her combat experience and other skills, as well as most of the scarring and wounds she sports. His influence also explains the presence of her eyepatch: Mikado was born blind in one eye, and wore an eyepatch to cover his useless eye. When her own eye was damaged, Cerise opted to do the same.
She has lead....a somewhat complicated and unfortunate life. Most of it is beyond her and out of memory, the worst events happening before she could be aware enough to remember or even be truly sorry or sad about them. Her parents were both lost when she was very young, and it was some time before Mikado could be tracked down and agreed to take her in. That was where the sad parts of her story ended, and the more troubling and complicated parts began instead.
It was while she was unconscious, hospitalized after being caught on the wrong side of an apparent terrorist bombing, that she was picked out by Omni to be brought to the Omniverse...[/spoiler]
Physical Description: [spoiler]
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![[Image: fbkxMl3.png]](https://i.imgur.com/fbkxMl3.png)
She typically wears a long black coat, reaching to ankle length and sporting long sleeves and a high collar. It almost seems just slightly too big for her. It is trimmed along every hem and edge in a dull brown-gold color. Under the coat, she wears simple, plain clothing in dark colors. Finishing the attire are a pair of white gloves, and knee-high boots. The interior of her coat contains numerous small pockets, pouches and holsters for storing her equipment and items. Over her right eye, she wears an eyepatch, completely covering it and obscuring not only the entire eye, but the entire eye socket as well. The band for it wraps around her head and is secured behind her head, though mostly kept out of sight under her hair, only visible around her face. At around her left temple, Cerise has a small hairpin in her hair, in the shape of a skull.
Cerise's outfit is designed to encourage perceiving her as frail and mostly harmless, and she cultivates matching body language and demeanor to go along with that, but underneath it all she sports a physique at odds with her small stature and apparently meek demanor. A surprising amount of scars and old wounds, mostly healed by time but still evident. And a well-toned frame, which suits her athletic and highly acrobatic form of combat, always on the move, quite well.[/spoiler]
Personality: [spoiler][float=right]
![[Image: jDOFRPz.jpg]](https://i.imgur.com/jDOFRPz.jpg)
![[Image: 4V5kcHx.jpg]](https://i.imgur.com/4V5kcHx.jpg)
Externally, she seems little more than a quiet, somewhat shy and nervous, and very withdrawn individual. Timid and meek, always seeming to have trouble finding her proper words or having trouble not stumbling or stuttering over them, and she seems hesitant to actually voice any strong opinions or sentiments disagreeing with most anyone. Not to say she never does, especially when directly asked for her actual thoughts, but she will rarely volunteer such of her own volition. She likewise puts forth a strong desire to be helpful, and to succeed at any task set to her, however minor or major it might be. And one facet of this external mask that actually holds true, she is actually...very easily frightened or surprised. And quite oblivious to what might call common social cues, taking much longer to pick up on things that most might consider obvious. But she does have some backbone and courage, even in this seemingly frail and one step away from breaking facade. Actual danger, threats to herself or especially those she actually cares about (as few and far between as that number genuinely is), will get her quite angry. And in such times, it can be hard to completely prevent this carefully-constructed mask from slipping off. Such an act as this is most often reserved for those she has to actually spend any significant amount of time with, or wants to set an impression of harmlessness.
Behind that mask, she's quite different. Still relatively quiet and soft-spoken, but with a much more clear, concise manner of speaking and acting. Far more steady and composed, and she has no trouble saying exactly what need be said. She is quite cold and short, in fact, and doesn't waste words or actions. She is also much more prone to actually smile or properly emote, when she doesn't have to put up her timid facade, even if it is in something of a mocking, insincere or false way -- the type of smile where it's not genuine, it never really follows all the way through. It's quite the load off her shoulders and a relief when she doesn't have to worry about maintaining such a delicate balance of how she acts, after all. It is a subtle change, marked mostly by tone and how she carries herself more than anything, but quite stark compared to her usual apparent demeanor. Around those she has little reason to care about, or who she actively despises or has need to deal with in a negative manner, she most often drops pretenses of her meek and feeble self to let a little venom out and speak how she truly feels. No holding back her thoughts or opinions, and she will openly voice contradicting thoughts or opinions. Her drive to succeed and be useful -- not only that, but to succeed at any cost and be the best possible -- is stronger than ever now, and rather than something as benign as 'trying her best', she will actively work to twist and contort things into her favor, even if it means seriously hurting the chances -- or well-being -- of others in her way.
....even with all that, though. She's not heartless. Cold, highly practical and ruthless when she has to be, most definitely. She is detached and distant, only feigning attachment or some semblance of a relationship most times to foster trust. All born of some combination of a ruthless attitude thoroughly trained into her from day one of her training and education -- everyone is, at some extent, expendable. Actual attachment makes it harder to treat them as such. Years of bitterness, spite and carefully-measured isolation have instilled a very specific outlook which she struggles to fully understand and follow through on. She doesn't like it, but her own inner drive to succeed and be accepted by the last real family she had lead her to ignore her own misgivings and embrace it anyway.
That said, however...she is still young. And it's hard to maintain such a cold and distant outlook, and she has let her focus slip and actually grow genuinely fond of and attached to certain people before. They're gone now, for the most part, and not actually here, and that lack of any actual ties has only worsened the bitterness and spite that helps foster this negative, cold attitude. It's made her even more withdrawn and prone to cracking the timid facade she normally bears. And also a profound sense of sadness. She is even more cold and withdrawn, keeping her actual feelings under lock and key to prevent any further attachment. Professional and arms-length is how she prefers to keep interaction, and does everything in her power to make it so.[/spoiler]
Other Character Notes: [spoiler]Just a few other character notes about Cerise which might come in handy for interacting with her:
-- Not readily apparent, but Cerise is cold-blooded. One reason for keeping so much of her body so thoroughly covered, on top of the extra space to keep her equipment safely concealed; her coat, especially, is well insulated and regulated to keep her temperature mostly normal. To such an end, bare-skin contact tends to feel unnaturally cold or cool, not at normal human body temperature.
-- Her right eye, under the eyepatch, has actually been replaced with a cybernetic. It accounts for most of her keen analytical ability when judging opponents or targets and their abilities. If her eyepatch were ever removed, the eye even glows faintly in sufficiently dim lighting.
-- She is always quite soft spoken and relatively quiet. What most would consider as not quite as low as a whisper, but certainly speaking very softly, tends to be her normal speaking voice; typical conversational volume is most often her raising her voice. Only when absolutely necessary, as when trying to be heard over the noise of a fight or when she is in genuine distress, does she ever do anything approaching shout.
-- She has a strange sense of humor, mostly reserved for when she stops her act of being a frail and timid little thing. Most often jokes made in this state are at the expense of her current conversational partner.
-- She is always looking around and observing her surroundings, always. Searching for things of note, ways to quickly evacuate an area, things to use against someone in a chase or fight, or places she could hide.
-- When in a fight, she will rarely stay in one place for long. Always moving, slipping into and out of cover and darting around. She will almost never confront an opponent directly, preferring to keep on the move and make quick attacks from hiding, striking from behind or in a blind spot. When forced into more direct combat, she prefers to use any tool at her disposal to make an opening to get away.
-- She is not above using any trick in the book to turn things in her favor, if it comes down to it. Even dirty tricks. If it's effective, it doesn't matter. She doesn't have any qualms about doing whatever is necessary, even if that should happen to be amping up her pitiful, meek and timid persona. She's actually developed a talent for over-exaggerating injuries and pushing herself to the point of crying nigh instantly to facilitate such things. This even extends to things like using her own allies as a shield to avoid harm to herself.[/spoiler]
Fighting/Combat Notes: [spoiler]
-- Cerise is, if nothing else, a seasoned combatant. Her young age hampers her actual battle experience somewhat, but her profession and what she trained for in her home world still give her far from insignificant skill.
-- She is tactical when she must fight, making use of the environment as much as she can. Whether to hide or slip out of sight, set an ambush, trip or push an opponent off a ledge, knock something from higher up down onto them, and anything else to gain an advantage.
-- Her forte is as a ranged fighter, using her pistols as a primary weapon. They are well suited even to usage in nearly melee range, and even when pressed into close combat she won't abandon them right away.
-- When she does switch away from her guns, she employs anything she can. She doesn't favor any other option strongly over another, instead relying on what would be most effective.
-- She is actually a capable fighter employing martial arts and unarmed combat when she must. She uses her small size and flexibility to her advantage to slip in close and around opponents, and whenever possible tries to use their own strength against them, especially against larger foes.
-- When resorting to using the blade of her huntress brace, she typically uses the buckler form of her rune circle technique in combination with it, in a sword and shield method.
-- While far from a coward, she won't hesitate to retreat or flee from a losing battle, using her various poisons and means to stun or slow down a target to do so.
-- Cerise takes a slow, methodical approach to combat for the most part. She tends to open with a fierce attack, usually some kind of quick barrage from her pistols, trying to quickly disorient or distract her target and slip out of sight, simultaneously observing how they react to it. She continues in this manner, switching up and varying her attacks to build a profile of how her target fights and reacts before adapting her own means to counter them and moving in for the kill.
-- Cerise will not hesitate to go for a killing blow if an opportunity presents itself.
-- She tends to focus on placing her attacks with intent to do damage as well as cause maximum pain, intending to wear her targets down, knowing she doesn't have the brute force to resort to the overwhelming firepower to simply batter them down with brute force in short order.[/spoiler]
Stats: Stat Unlock I and II (3000 total)
ATK: 2
DEF: 1
SPD: 3
TEC: 6
Proficiencies: 3,600
-- Physical Strength (1,000)
-- Ranged (1,000)
-- Area Attack (600)
-- Debuff (1,000)
Powers: 8,000/8,000
-- Super Jumping (Basic) (300)
-- Master Acrobat (400)
-- Stealth (1,200)
-- Suppression (1,000)
-- Insight (1,600)
-- Foresight (1,500)
-- Fusion (Basic) (1,000)
-- Symbiosis (1,000)
Moves: 4,500
Enigma Lily -- 1,200 OM (Requires: Physical Strength, Ranged, Debuff) -- Approval
[spoiler]A pair of pistols that serve as Cerise's primary weapons. They feature a handful of hidden and secondary features in addition to being firearms. At their most basic, they serve as reliable firearms, with a 12-round capacity and a fire rate of two rounds per second. Thanks to stabilizers and silencers built into the weapon, there is virtually no recoil to interrupt accuracy for continual fire, and the weapon is nearly completely silent. They fire energy bolts rather than bullets, which hit with a sharp concussive and burning impact, akin to a very small explosion (roughly two inches in diameter), and are effective to a range of 45 meters. The guns do not need to be reloaded, but after expending their ammunition capacity each one takes four seconds to recharge before it can be fired again. In addition to this effect, at close range -- within six feet -- the guns eject a burst of fire similar in shape and effect to a shotgun burst; it does moderate damage on top of the bullet, and spreads out to an effective diameter of 3 feet at its furthest point, but its range is minimal.
Alternately, rather than the incendiary burst effect, the guns may be switched to an alt-fire mode. In this mode, the weapon's ammunition capacity is dropped to only 8 rounds, its fire rate to one round per second, its effective range to 30 meters, and its recharge time increase to 6 seconds when depleted. To compensate, the guns now fire concentrated beams of energy, roughly a foot long and two inches in diameter per shot. They hit with the same burning, mildly explosive impact as the bullets, but deliver far more impact and tend to bore and tear through or into targets before detonating in their small blast.
The secondary effect of the weapons is the ability to transition to an alternate form. A flick of a catch on the weapon, and the barrel of the gun flips vertical with the grip, into a straight mass not unlike the hilt of a bladed weapon. After this, it projects a beam of energy which coils into a long cord, approximately twelve feet long, and functions as a whip. It is effective as a weapon and as a tool, for any purpose a regular whip of comparable length might serve, and strikes with a cutting/slashing impact and the same burning sensation as the gun's bullets. Transitioning to or from one form to another takes approximately two seconds -- per weapon, if she opts to change both of them.
The weapon's final feature is the ability to charge energy into its whip form, taking five seconds to build up requisite charge. This charge cannot be interrupted by losing focus or taking damage, as it requires simply holding down a trigger to gather and hold the charge, but if she is hit hard enough or disarmed then the charge can be lost. When sufficiently energized, the whip's next strike will deliver a serious jolt of electricity, inflicting much more damage than usual and leaving the target in question stunned and paralyzed for several seconds (10 seconds, minus one second for every point over Cerise's ATK her opponent has in DEF); the time of effect is divided in half, first being completely paralyzed then simply stunned and sluggish in movement. The charging effect does temporarily overload the weapon, meaning it cannot be charged again for approximately twenty seconds after use. It should be noted, the energy to overcharge the whip in such a manner has to come from somewhere -- in this instance, directly from her, making it have a noticeably tiring effect on her even with just one use, which only gets progressively worse. This limits the number of times it can be used, but also restricts it to being used with only one whip at a time; trying to use it with both would drain too much energy too quickly and weaken her grip, losing the charge in both.[/spoiler]
Huntress Brace -- 2,100 OM (Requires: Physical Strength, Ranged, Area Attack, Debuff) -- Approval
[spoiler]A weapon worn on Cerise's left wrist. It serves as an armored bracer, and her primary defensive implement for blocking attacks she cannot avoid. Beyond that, it features two weapons built into it: a blade and small crossbow. Both weapons are hidden and concealed within the bracer when not actively deployed and in use, making them hard to spot or notice at first glance and well-suited to surprise attacks against unwary foes. Only one may be in use at a time, and deploying either one, or concealing it again takes one second -- thus, switching from one to the other would take two seconds.
The blade is unremarkable, being fifteen inches in length when deployed. Suited well enough for slashing and thrusting attacks, it is sturdy enough to be used to block some attacks as well. It features a groove down the center, which can be used to contain poison. This poison, when in use, coats the blade in a liquid sheen which shimmers faintly purple, heralding its presence for anyone observant enough. When struck by this poison, it delivers no effects right away. The effects take five seconds to manifest, at which point they will be subjected to excruciating pain throughout their entire body, akin to having their blood on fire. The actual damage inflicted by this poison is minimal, but the effects can severely debilitate and hamper a struck target's combat performance. The effects last for fifteen seconds, with tougher targets able to shrug it off quicker (effects last one less second per point of DEF target has more than Cerise's ATK). The poison takes five seconds to properly apply, and only remains viable for fifteen seconds when applied before vaporizing; within that window, it is only good for one strike. The poison in question is actually venom, from Cerise's own fangs, and so her supply of it is technically limitless -- though she only carries two doses of it for quick application at any given time, and acquiring enough to coat the blade if those two are used would take nearly thirty seconds.
The blade also features a powerful mechanism allowing it to be driven out of its concealment with extreme force, enabling it to deliver an extremely powerful strike. Usually employed on heavily-armored or protected targets to crack through said defenses, or simply to deliver a heavy wound. It is unwieldy and requires precise lining up for optimal damage, limiting its use to circumstantial ones against paralyzed or incapacitated targets, or from stealth or surprise. It takes time to prepare and properly pressurize the blade for this shield-cracking strike, usually much more time than can be spared during the fray of combat, limiting it to one use per battle in most cases. If by some miracle she can find a suitable hiding place to work on it, it takes 45 seconds to properly pressurize and ready the blade for this strike.
The crossbow on the weapon is fairly unremarkable, save for its ability to hold more than one bolt at a time. It holds up to six bolts in a revolver-esque cylinder within the armored bracing, and the cylinder can be rotated to select a specific bolt to fire. When fully loaded, it is capable of firing one bolt per second, and can be fully loaded again at a rate of four seconds per bolt, though only requires one bolt to be loaded in order to fire. It is a completely silent weapon, and while its effective range is only 20 meters, it can be equipped to fire a range of different types of ammunition for specialized effects:
-- Standard bolts, typical of a crossbow. They inflict moderate damage, but have no special effects. Cerise carries 18 such bolts at any given time.
-- Smoke bolts, which release a cloud of thick, obscuring smoke on impact. Smoke cloud bursts into a three-meter radius area, restricting sight to just a few feet at best. The cloud will begin to disperse after roughly ten seconds, and be gone entirely by fifteen seconds. Cerise carries only 3 such bolts at any given time.
-- Explosive bolts, which explode in a powerful blast two meters in radius. It is purely concussive in nature, and features minimal shrapnel or debris save for what is blown apart by the explosion itself, but does serve to hurl targets in its range away, and inflict a painful ringing in the ears of those too near to the blast. With a direct hit, the target can be knocked flying up to three meters, that distance diminishing rapidly as they near the edge of the explosive effect. Cerise carries only one such bolt at a time.-- Grapple bolts, which feature a sturdy cord attached to the bolt, and a clawed head which latches onto whatever the bolt hits; the claws are sturdy and powerful enough to dig into even stone and secure a hold. Once attached, it can be used to try and pull a target off balance, off a cliff, or to tie them up. Of course...it could also be used to pull Cerise around by a stronger foe. It has other uses, such as anything a regular grappling hook might be used for, and helping her scale walls, traverse wide gaps or save herself from a long fall. Cerise carries 6 of these bolts at a time.[/spoiler]
Rune Circle -- 600 OM -- Approval
[spoiler]Cerise quickly traces a small circle in the air, which glows purple and solidifies into a ring of runic symbols, roughly a foot in diameter, which slowly spins. When formed, it settles into place on the back of her left wrist, much like a buckler shield might, and can be used as such, with the interior of the circle being solid to anything save for Cerise and her own weapons. The shield takes two seconds to form up, and will last indefinitely until dismissed, taking no energy to maintain it once summoned, though the initial summoning does have a mild energy drain. It cannot be disarmed or removed from her person, unlike a normal shield, though can be broken with a powerful enough strike, or repeated blows; it is more suited to warding off and deflecting or parrying attacks than outright blocking them.
Alternately, she can quick-summon the shield in a fraction of a second, doing so in a flash of purple light. When done in such a manner, the shield only lasts for two seconds, hovering a few inches from her outstretched fingertips before fading. The energy cost is somewhat higher than the normal usage, but serves as a good snap-defense to take some bite out of sudden attacks.[/spoiler]
Snakebite -- 300 OM (Requires: Physical Strength, Debuff) -- Approval
[spoiler]Being a snake faunus, Cerise possesses a set of fangs in her mouth, perfectly suited to biting and piercing any unfortunate targets she can manage to get ahold of. She is also, as it turns out, a venomous snake. The same venom is used to coat the blade in her Huntress Brace, though when delivered by a bite it is much more potent, as it is fresh from the source. Preparing to deliver a bite takes two seconds to ready her fangs and get the venom ready to flow before she can strike and make the bite attempt. Should she manage to successfully bite a target, the poison is injected and takes effect nearly immediately. Initially there will pain, as associated with a bite, then over two seconds, during which Cerise must maintain the bite to fully inject the venom, it will rapidly start to burn and agonizing pain will spread and radiate from the bite wound, and within three further seconds it will spread throughout a foe's body. Thereafter, for the next twenty seconds, the target will be subjected to immense, crippling pain and agony; the more pure, potent venom will even do actual damage to their body, though the amount of pain makes it seem like much more damage than it actually is. For all its virulence and potency, however, the venom runs its course quickly, and for every point of DEF the target has greater than Cerise's ATK, it will subtract two seconds from the duration of the poisoning. Owing to a multitude of factors -- the time it takes to build up the venom (nearly two minutes between bites), her small size and the difficulty it imposes of actually biting a, let alone one who is aware of the venom -- it is only easily usable once in a battle.[/spoiler]
Poison Spit -- 300 (Requires: Ranged, Debuff) -- Approval
[spoiler]A trick Cerise developed as a surprise attack. Rather than biting to inject her venom, she can opt to spit it at a target. The preparatory period remains similar as for an actual bite; three seconds to ready her fangs and dispense the venom into a suitable mouthful for spitting. While less effective at crippling them, it is much easier to use effectively, and uses less of the venom at once. A suitable amount can be gathered and spat every 30 seconds; it can reach up to 20 feet, at about the speed of a high-pressure water pistol, or about half the speed of an arrow, before spreading into a (relatively) harmless mist and losing effectiveness. Within that range, it will be as if getting splashed with acid or something else highly caustic. It will cause immense pain, and temporary blindness if it strikes the eyes. These effects last for five seconds upon exposure, minus one second for each point of DEF a target has more than Cerise's ATK.[/spoiler]
Transformations: 1000
T1 Power Up: Flower Shroud -- 1000 OM -- Approval
[spoiler]Visually marked at first by the image of a flower taking shape over the small skull pendant Cerise has pinned in her hair. It glimmers and sparkles in hues of deep purple and lighter flecks of pink, like some sort of crystal. Moments after it appears, thick curtains of shadow, tinged with an edged in brightly glowing purple and shot through with patches of pale blue and white, spring up around her, sweeping around in obscuring patterns from her knee level down. Careful observation may spot the occasional form of flower petals in the shifting curtains of shadow. It marks an increased expenditure of energy for a matching increase in power, improving her strength and movement abilities markedly, and the dense output of energy serving as a mild cushion and shield to protect her at the same time.
ATK: +2
DEF: +1
SPD: +2
TEC: +0[/spoiler]
Super Moves: 1200
T1 Super Attack: Black Hunt -- 600 OM (Requires: Ranged, Area Attack) -- Approval
[spoiler]Cerise holds up her left arm, focusing and gathering energy into it. As she does so, the same crystalline flower marking and curtains of dark energy from Flower Shroud spring up around her. The required energy takes three seconds to gather, into a mostly transparent orb hovering several inches over her upraised palm. The orb in question pulses with shades of the same deep purple and pale blue as the aura around her, and distorts air and light around it. When gathered, she then throws the orb of energy at her target, which results in a backwash of energy that blows away the aura around her and makes a deep, reverberating bass rumble. The orb will zip across ground toward its target, moving at speeds comparable to a bullet. Upon reaching its destination, traveling up to 100 meters, or on impact with anything, it explodes in a blast 10 meters in diameter, with a dull rumble that deafens as much as it destroys anything caught within its range and leaves only a perfectly smooth, glassy crater in its wake. It is a powerful attack, certainly, though a heavily draining (SP cost) and fairly linear one.[/spoiler]
T1 Super Defense: Lore Wall -- 600 OM -- Approval
[spoiler]A more powerful variation on Rune Circle, Cerise traces a ring in the air, approximately two feet in diameter, which glows faintly with a pale pink hue. After a second, it solidifies into a spinning circle of runic symbols, which hovers six inches from her fingertips, centered on her hand. The center of the circle acts as a powerful vacuum-like effect, drawing attacks in and nullifying them. It is capable of absorbing any number of weaker attacks, or one powerful attack, before the power used to create it runs out. It can be held for up to 30 seconds, or until it has absorbed enough punishment to collapse.[/spoiler]
Items: 200
-- Communicator (200)
Spent OM: 21,800
Level: 5