Author: Thought I'd just do a rewrite of all of my OC's skills and abilities, Due to the fact that some little tweaks are happening here and there... mostly because I've become such a picky bitch haha.
Fenrir Lycidas:
Age: 16 (Post beacon) 17(Current)
Ethnicity: Atlesian
Blood type: O
Handedness: Ambidextrous, Left(Preferred)
Eye color: Gold (Glows when emotions heighten, and in the dark.)
Hair color: Light Grey
Height: 5'11
Aliases: Fen, The Grey, Hound of Adam, seventh fang of the wolf.
Skills: Expert martial artist, Expert marksman, Expert swordsman, explosives expert, espionage/infiltration, Hacking.
Semblance: Weight/Gravity manipulation (Fenrir is able to increase and decrease the amount of weight on himself or an object of his choosing, due to his semblances gravitational properties, he suffers no strain himself from carrying a large object, and becomes much faster the lighter he is, or much more denser the heavier he gets, the rule also applies to weaponry used.)
Aura usage: Med-high
Equipment:
Howl: Howl is a single edged great sword with five serrated teeth running down from the tip of the blade, with an engraving of a wolf running along each flat ends of the blade.
The handle holding the blade has been heavily modified with a twin barreled heavy shotgun attachment which has an eight shell capacity cartridge, and a switch trigger system, to fold the blade into the mechanism, allowing Fenrir fire the shotgun.
The blade itself is pale silver in color, created from a strong metal alloy infused with large amounts of raw dust, a dangerous craft for an untrained craftsman.
the mechanism is black in color, with silver joints, bolts and trim, the mechanism itself is molded around the handle to connect the blade, but due to its large size, it is considered unorthodox and unwieldy.
Throwing knifes: Black throwing knifes with a small dust infusion capsule in the middle of the blade, Fenrir's favourite dust types to use are incendiary and frost infusions.
F99 Atlesian prototype sidearm: A prize handgun Fenrir had taken from his first specialist kill, the handgun is a double barreled black hand gun, due to it only being a prototype, ammunition for it is rare and expensive to buy, being a concentrated dust particle round that is small in size and unstable to touch.
The handgun itself produces no sound, and is an ideal weapon for stealth.
Personality: Fenrir is a complicated individual, his emotions being warped by the multitude of different persona's and mission's he was tasked with, making his overall emotions severely limited, his moments of showing extreme emotions are rare, and only reserved to those he cares deeply for.
As 'The Grey' he is a cool and calculated individual that doesn't speak, his emotionless facade made even more menacing by his custom Grimm mask, an unfeeling zealot of the white fang.
Appearance: Fenrir is a fair skinned wolf faunus with a lean well built frame, soft jawline and narrowed eyes seeming to always be in a perpetual state of indifference, his pale grey hair reaches his shoulders in length being, with two long bangs reaching down to his chin framing his face.
Outfits
Casual: Fenrir's casual appearance consists of a black collared buttoned up shirt, a pair of light grey pants, and a pair of red sneakers.
'Fenrirs own outlook on the outfit was minimal, but tukson believed it'd make him feel normal.'
White fang: The outfit itself was the basic outfit for most fang operatives, yet with significant modifications, such as armoured silver plating around the chest, legs and forearms. multiple satchels on his left hip, containing explosives and ammunition, and a Grimm beowolf mask attached to his hood, the eye sockets left open.
'An armour he wore with pride In his days as a white fang member, the day he had to burn it was harder than he realized.'
Main gear: The attire consisted of a dark grey coat with a hoodie, the coat itself was left open to show the black buttoned up vest and red undershirt, he wears a pair of black pants with a blue wolf insignia running from top to bottom on the left leg that it is held up by a pair of red crossed belts with a large strap at the back to sheath his sword comfortably. for footwear he wore a pair of a basic pair of black combat boots.
'Tukson helped model this outfit for Fenrir, to make it practical and stylish, Fenrir was just happy he didn't have to pay for it.'
Bio
Fenrir was orphaned at an early stage of his life, his parents losing their lives during a peaceful rally amongst the white fang, in honour of his parents, he was raised among the white fang at a time where change was soon approaching, and the pacifistic and peaceful nature of the group was dying out. it was unsurprising that when he turned eleven, he was conscripted into the fangs newly formed combat ranks.
Due to his quiet nature, and lack of social interaction with others as a child, Fenrir was a highly focused individual, learning new things so quickly that his trainers were running out of things to teach, due to their own knowledge of combat being limited.
Until she came...
Sienna khan had taken him from his carer as soon as he turned fourteen, placing him under the tutelage of Adam Taurus, another individual similar to himself. Fenrir had learnt quickly that these two were the real deal, and that his real training had only just begun.
Unfortunately as time went on, intentions had changed, ambitions born from a need for something more, a dream that he had finally retained, Fenrir felt that the cause he fought for was no longer something he was committed too, not as if it was his choice to begin with, a twisted sense of obligation that once binded him.
Not anymore...
Aura
Now just something I wanted to clear up before I carried on, for how aura operates in my story, aura is a vestige of power still granted to those of remnant, its main source and birth completely unknown, aura can be different to every individual, some may have a small amount, most have a reasonable amount, but it's considered an anomaly for some to have a large amount.
The amount of aura a user holds can be increased through utilizing and honing the the abilities aura grants.
Aura shield: Aura shield is a basic ability used by all huntsman, it is highly recommended that all users apply as much of their aura towards shielding, due to the extreme dangers present within the world, the strength of the shielding is dependent on the user.
Slip ups in concentration or applying too much of your aura can cause detrimental problems for the user, such as, Aura depletion, weaker shielding, Aura burns.
Aura sense: An ability to sense around the users current vicinity, unfortunately the ability cannot sense Grimm and can only sense others with an aura signature.
Overuse in the ability can cause severe hallucinations, and blindness to the untrained.
More experienced huntsman use the ability constantly alongside their shielding, without any detrimental effects.
Aura cloak: An ability most commonly used by assassin's, the ability itself isn't wildly used by huntsman as Grimm can still sense you.
The ability conceals the user completely melding them into the shadows almost perfectly, unfortunately the user is left vulnerable since the ability cannot be used in tandem with aura shielding, hence the abilities uselessness against Grimm.
Aura recharge: An ability that is a must for all users, once you're aura depletes you are only left with the strength and skills your current self possesses, if you are reliant on aura for combat, this ability is a necessity, how it works is quite complicated as it requires a small amount of the users current aura to duplicate and refill what was lost.
More skilled users are able to recharge unconsciously even during combat, to be this skilled the user must be highly perceptive of how much he/she is using during combat for a the other abilities at their disposal.
Aura arnament/projectiles: The aura armament ability difficult, yet well rounded, used more efficiently with melee type weaponry, the ability itself coats the weapon entirely in a coat of the users aura, making a blade or arrow sharper, or a hammer or mace's impact more deadly.
A sub-class to arnament most commonly used by Qrow branwen would be the Aura slash, which condenses the aura around the blade until the edge is coated in it, before releasing the energy built up into a devastating wave attack, it is not commonly used due to its difficulty for most novice huntsman, leading most to stick to the basics.
Semblance: A users semblance is heavily reliant on the users aura, some semblances require an extraordinary amount of aura to power them, limiting their other abilities in the process, whilst others can be powered easily, but are less effective unless more aura is applied.
Aura runs in the individual similar to how blood flows through our veins, it works similarly to how stamina works, once the user is completely drained, it takes quite a bit of time before they are able to recharge, and give the dangers they face, a depleted aura on the field is a death sentence, hence the reason most initiates travel in teams of four.
(This is just the basics, theirs a tonne of different abilities aura is capable of, but it's honestly just my take on how I'd like aura to operate in my story.)
Info log end
Incrilix: Looking back on how I wrote stuff when I started out... yeah it wasn't pretty, you start to notice your own failures after reading others people's successes.
I honestly want to get better and strive to actually write a semi-decent story atleast, I'm still working on both stories, but Jesus! I need to train more.
Just wanted to apologize to you all of you still sticking around and thank you all for bearing with me.
Alright! now back to it, it's 2am here and I'm on leave so I got some more writing to do.
