Mistral Mods (
mistralmods) wrote2021-04-09 09:49 pm
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Character Specialties
A character's specialties define his or her role in the world of Remnant. Specialties are different than one's occupation, in that a specialty generally grants a character certain advantages, particularly in combat or in interactions with other characters. Each character may select up to two specialties to apply to their character, with no more than one rare specialty. For example, you could be a Hunter/Shifter, but not a Healer/Shifter or a Hunter/Negotiator/Summoner.
FAUNUS
The universal trait of the Faunus is that every single one of them has perfect night vision. Beyond that, their traits are dependent upon a particular animal. A dog Faunus, for example, might have a wagging tail or ears, and enhanced smell. A spider Faunus might have an additional pair of arms and the ability to shoot sticky webbing from their palms. The physical trait is up to the player and is generally limited to just one. Though Faunus have animal traits, they still look mostly human.
HUNTERS
Huntsmen and huntresses have received extensive training and knowledge in order to combat Grimm, and are almost always exceptional fighters. Rarely a Hunter is able to fight without being able to use an Aura or Semblance, but the majority of Hunters are adept at using both. Hunters typically own a signature weapon, usually crafted by the owner, and the best weapons have both melee and long range capabilities (particularly if they're able to make use of Dust ammunition cartridges). While not all Hunters are official, graduates of Beacon who have completed the four-year program are granted a license which allows them to take on jobs and missions for pay, which may not be available to unlicensed hunters.
ELEMENTALISTS
Those who are adept at using Dust and have ready access to an ample supply are often called Elementalists. The average person can only activate Dust through their Aura or by using Dust ammunition, but an Elementalist is far more versatile. Many weave Dust into their clothing for added protection (Fire Dust helps an Elementalist weather the cold, and Water Dust helps them weather the heat), or line the soles of their shoes with Gravity Dust to help them run up walls. An Elementalist may also fuse Dust with their own body, though this is risky even for expert Elementalists. The first method, and the safest, is to ingest Dust in powdered form, typically in a gel capsule. Once the Dust is absorbed into the bloodstream (the speed of which depends upon one's metabolism and the thickness of the capsule), the user may temporarily use Dust as if it were a natural power, such as throwing lightning-charged punches or breathing fire. These effects seldom last long, no more than an hour, and requires a great deal of trial, effort, and exact measurements in order to be used reliably. The second method is to stab raw crystals directly into one's skin. This method is extraordinarily painful, but it works instantaneously and has longer lasting effects than Dust ingestion. Caution must be exercised with either method, as Dust can be toxic or even lethal to a person in excess quantities.
HEALERS (RARE)
One of the rarest Semblances allows one person to heal another. Anyone with Aura is able to heal from wounds in time, but those who cannot access their Aura or have depleted their own supply are vulnerable to mortal injuries. A Healer can use their own Aura to suffuse another's body, willing injuries to fade. The more skilled a Healer is, the more extensive their healing capabilities are, with the best Healers able to expunge deadly toxins from other people as well as themselves. Healers typically have twice as much Aura as other people, if not more, and can also transfer their own supply to someone else who has run out. Healers need to be careful just the same, as it is all too easy to run out of Aura themselves if they don't receive proper rest.
SHIFTERS (RARE)
There are two types of shifters: Animal Shifters, and Identity Shifters. Both abilities are very rare, and the Shifter would be wise to keep this power a secret in order to be most effective. The ability to Shift requires Aura, and one who has run out of Aura is no longer able to shift. An Animal Shifter is able to instantaneously change one's shape into one specific animal. This shape is not up to the character, and may come as a complete surprise when they first exercise their powers. Just because they can assume the shape of an animal doesn't mean they also take on that animal's instincts, and they'll have to practice in order to move comfortably in that form. An Animal Shifter can do everything a normal animal could, as well as use their Aura and Semblance. An Identity Shifter has a secondary human or Faunus form instead, and even if they wear the same clothes and style of hair or wield a signature weapon, they are completely unrecognizable to anyone who doesn't know that person's secret. Identity Shifters often work as vigilantes or spies while masquerading as a completely normal person.
SUMMONERS (RARE)
Summoners have the unique ability to summon spectral versions of any Grimm they manage to personally defeat in combat. This ability does not work on slain humans, animals, or Faunus; only Grimm forms will answer a Summoner's call. Summoned Grimm do not resemble normal Grimm, and often carry a faint glow that matches the color of the Summoner's Aura. The Grimm may also have trivial physical characteristics that fall in line with the Summoner's personality or Semblance; for example, a Summoner with a hot temper might summon Grimm that are excessively restless or radiate heat and red light. The Summoner may adjust the size and quantity of their summoned Grimm, though bigger and more plentiful summons are more taxing upon the Summoner's strength and Aura. A Summoner might be able to conjure one very large Beowolf, or about a dozen regular-sized Beowolves. Only one type of Grimm may be summoned at a time, and must be either dismissed or destroyed before the Summoner can call upon a different species. Summoned Grimm can be temporarily destroyed, but once a Grimm is added to a Summoner's arsenal, they can forever call upon that Grimm as long as the Summoner lives.
TAMERS (RARE)
Considered to be a dark or evil power, a Tamer is able to manipulate living Grimm and direct their actions as the Tamer sees fit. In order to do so, a Tamer links his or her mind to that of a Grimm, and the process is extremely unpleasant for both. Tamers are exposed to the mindless hunger and raw appetite for destruction, and must coexist with those sensations for as long as they wish to influence the target Grimm. Attempting to dominate a Grimm with one's ego or willpower will almost certainly end tragically for the Tamer, as they're likely to be devoured by the very creature they're trying to control. Unlike most powers, Tamers do not need to rely on Aura, and Taming does not deplete their Aura either. Instead, Taming is taxing on one's sanity and sense of self. Most Tamers seldom live to see old age, and if they do, they're barely human by that point. While it's possible to Tame multiple Grimm of the same species if encountered in a pack, the disparity between two different species makes it almost impossible to control both without ripping the Tamer's mind in two.
NEGOTIATORS
A 'negotiator' is a broad OOC term to cover anyone of high standing and/or political power. This includes royalty, members of a government council, and soldiers with the authority to command. Negotiators are often able to influence other people to act on their orders, or they may be able to successfully persuade high-ranking individuals to listen to their advice. If your character hails from an extremely wealthy family or has royal blood, they're likely to be considered a 'Negotiator.' This is considered a specialty because Negotiators have numerous resources such as money, followers, and access to restricted locations.
ENGINEERS
The engineer is one who is exceptionally talented with machinery and/or computers. This person could be a hacker, or a roboticist, or a mechanic who can sabotage and/or repair complicated machines. Most engineers tend to hail from Atlas, though there are several who are naturally brilliant and able to create their own inventions thanks to their nimble fingers and mental prowess. As most characters on Remnant either don't have access to the proper supplies or have an opportunity to receive a highly technical education, the engineer is considered to be a specialty role.
NAVIGATORS
A navigator is a broad role which covers anyone who knows how to pilot aircrafts, large cargo ships, trains, and/or mechanical combat suits. Navigators not only know how to operate these crafts, but they also have access to at least one. They often take on jobs of shipping cargo or transporting passengers over long distances, which is an invaluable skill on Remnant where travel is both limited (due to a lack of roads and highways between cities) and dangerous (due to the Grimm). A navigator can perform simple repairs on their specialty craft, but likely could not build one or repair heavy damage without the help of an Engineer.
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