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Vermell J. Macedonne - (RWBY) - Young Wizard

So, obviously, occasionally I make OC's from a fandom. RWBY is the most common one.
And, in typical OC fashion, the first OC is obviously related to a main character, because THAT'S not overused at all!
Also, since this character is different than other characters I use, the form is changed as such. Please observe and use the form for the fandom that's applicable. If there is no listed fandom, use the original form.
Bio:

Name: Vermell Macedonne
Age: 17-18
Gender: Male
Sexuality: Straight
Species: Human
Appearance: Vermell is 172 cm tall, with black hair cut short on the front and sides, but left to grow into a short ponytail at the back. His skin is a cream, originally white as snow, now given a slight tan by his time spent training in outdoor training fields and his build is a sleek, athletic fencer's build, aura making up for the lack of brute force he is capable of. He typically wears a cutaway coat with a red gear embroidered over his heart, with an analogue clock sewn into the left sleeve of the coat and a plain white handkerchief in his chest-height pocket. This is worn over a button-up white dress shirt and black military cargo pants, finished with black combat boots and two red leather gloves with white fingers.
Personality: Vermell is quite sure of himself, though tempers his arrogance with calculation and logic. As such, he is rarely overconfident, despite his occasional boasts and taunts. He is aware of human nature, which leads to a number of small emotional manipulations in order for him to achieve his aims. He may at times put up an impersonal facade, though is a caring person at heart. Nonetheless, he can be rather acerbic in the face of stupidity, often disobeying orders if he believes they are wrong or delivered by an idiot. Despite his more belligerent tendencies, Vermell is a good person at heart, dedicating his life as a huntsman to upholding what is right. Occasionally viewed as emotionless by those not close to him, this is indeed false. Truely, he feels the same as most others, he is simply better at pulling a stone face in the eyes of adversity.
Aura colour: Ocean blue
Semblance: Time Slip
Time Slip is an evolving semblance, though any change in it would take decades to unlock.
For the purposes of the foreseeable future, Time Slip allows Vermell to see into the past, though he can only observe the attacks carried out within a space. It then allows him to summon those attacks from the strings of time, affecting any caught within the area of it. He cannot, however, summon attacks from guns, aura or a projectile based semblance.
Weapon: Henlein, Gordinian, Alexandria and Grecieus.
Henlein is a rapier with a clockwork aesthetic that can mechashift into an auto-feed sniper rifle with a maximum clip size of 15 bullets, a three round burst firing mode and a steampunk-esque reload/propulsion mechanism that requires a tiny amount of aura to fire. (Little enough that he can use it while out of aura but substantial enough that to fire it, one must A: Have aura and B: Know the inner workings of the weapon enough to be able to put power in the exact right spot to power it.)
Gordinian, Alexandria and Grecieus are small pistol/knife hybrids, named after his forefathers. The pistol forms are designed with a red palette in mind, with a white stripe along the top of the slide, white grip and a white loop above the trigger. They are all able to fire from magazines of 18 regular bullets, or rounds filed with either ice, fire or electricity dust, though they can be swapped at any given time. The short sword forms are 27, 31 and 35 cm long respectively, with a red leather wrapping around the hilt and crimson stripe along the middle of the blade. Vermell usually wields Alexandria in his left hand and either of the remaining two in the other hand.
Faction: Beacon - Good
Alignment: Neutral Good
Crush: Open
Backstory:
Vermell is the second eldest of the youngest generation of the Macedonne family, a great clan of Vale long known to produce warriors of tactical mind and strange semblance. He has always been a curious contradiction between modern and old, with a sophisticated dialect and mindset, yet modern modern ideas and ideals, a marriage of the archaic nature of his family and the modern methods of his generation. His weapons of choice reflect this within him, as he uses a combination of skirmishing tactics and all-in brawl techniques. He has been trained in basic swordplay since he could hold one, chose his weapons at the age of 9 and has trained with them ever since. He only unlocked his semblance shortly before Beacon and thus is still not that well versed in it, leading to spotty usage of his semblance.
Other: Vermell is an oddity among huntsmen, not only wielding two different weapons that aren't a sword and shield, but four of them. Ironically, despite his ability to hide distress, once one is around him long enough, since his face when doing so is almost always the same, it becomes incredibly easy to see when he is distressed.

Scenarios:

1. Vale is a wonderful kingdom, Hey? Home to the prestigious Beacon Academy, it's a veritable paradise among the Grimm filled wasteland of Remnant. The heiress of the Schnee family even just finished visiting. Word around the block is that the heiress is going to be a huntress in training in 3 years, when she comes of age, similar to her sister before her. Of course, with that, now people are wondering if she will choose to attend Beacon. Of course, that's ridiculous, right? Atlas would make so much more sense, really. Maybe you should think of something else, though. After all, you're only thinking of stuff like that because you're trying to take your mind off the nerves that have emerged, since you're now waiting for the bullhead to start flying, the machine making a one way trip to Beacon itself! And as an aircraft privatised for use by staff and students only, that would make you one of their new students, just enrolling this year! Wait, no, now it's there and all the nerves are back! Damnit!
While you're stuck in your head dealing with the nerves, a boy strolls into the aircraft, seeming confident enough, with a dignified air. Judging by his bright clothes, he's a huntsman, alright. He takes a look around the bullhead, before walking to and sitting down beside you, a respectable distance that was far enough to not be awkward, yet close enough to not imply disgust. "Quite the day, hm?" He asked, looking at you with a small tilt of his lips upwards. (Before this scenario, I'd like for you to answer a question for it. Since this scenario obviously includes being a student of Beacon, that means teams. So, would you like to control two teammates each, you control three and I control one, the reverse of that, or the other two teammates have an unfortunate accident? I can be quite creative with the last one, it may prove interesting, honestly. Or, alternatively, they can end up on different teams, but then three other characters have to be made each, so... idk. Your choice!)

2. The Fall of Beacon. A single event, orchestrated by a single woman, leading to the death of thousands and the destruction of the CCT network. The aftermath was felt worldwide, but no place more than Vale. Of the few surviving Huntsmen of Vale and Beacon, even fewer have joined with Glynda Goodwitch, forming a militia of sorts for the remaining people of Vale, helping wherever they can. You, being a huntsman who survived the event, chose to remain in Vale and contribute to the efforts. A few weeks after the event, you are sent, along with three others, to search  the outskirts of Vale for anything of use or anyone who happened to be there. Your group went as close to Beacon as you could before you began to see Grimm, then fanned out, searching different areas in order to increase efficiency. During your search, you saw a great ruin, one that was surprisingly recognisable: the Amity colosseum. Realisation dawning on you, you increased your pace, running towards the destroyed marvel. You searched through the ruins, your movements careful, so as not to disturb anything or provoke negative emotions from yourself.
You were rewarded after half an hour, when you spotted a white shirt sleeve, unmoving in the rubble. Rushing towards it, you begin to try to uncover it the owner of the sleeve.
And then...

3. This is an empty template, kinda. 3 is reserved for a future version. If you wanna play with and as a fully trained, world hardened huntsman, say three. With that, though, I'll have to ask some questions. 1, While in 3 Vermell will always be a full huntsman, you have gotta day whether your character is, as well. I'd say yeah, but it's up to you. 2, Is this before, during or after the Fall of Beacon? 3, Where on Remnant is it? 4, Why are Vermell and your character known to each other? When you answer these, I can make a more specific version of Vermell's form, made for an older him and the scenario you envision.

4. If you have a scenario that isn't listed that you'd like, feel free to make it!

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