RWBY: The RPG
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RWBY: The RPG

A role playing website based on Monty Oum's RWBY. Create your own character and weapon. Choose to protect the peace, or ruin it.
 
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 Alpheus Stavros

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Chando

Chando


Posts : 12
Join date : 2014-03-04

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PostSubject: Alpheus Stavros   Alpheus Stavros Icon_minitimeWed Mar 05, 2014 3:40 am

CHARACTER

Name: Alpheus "Alph" Stavros  

Age: 17

Gender: Male

Symbol:
Spoiler:

Occupation: Student, navigator

Appearance:
Spoiler:
Alph stands at just over 6 feet. He is very lean, but not underweight. In the sunlight, his dark hair is highlighted to reveal that it is actually a deep blue, similar to his eyes.
Alph has spent most of his life on a boat. As such, he has not only developed a smokin' hot bod but also a killer tan. His entire body is extremely toned from rigging, sailing, and swimming. His sole pale spot lies underneath his headband, which he rarely removes. His hands and feet are callused from deck work, and his hands sport many small scars from fishhooks and the like.
Alph's general attire consists of a lightweight green shirt that laces up the front of his chest. He wears a plain set of tan cargo shorts that reach to his knees. Normally, he can be seen walking around barefoot, but for extreme cases he has a pair of sandals that have straps up to the calf. His yellow headband is never absent from his forehead.
Having lived and worked on the sea for so much time, Alph sometimes has trouble adjusting his sea legs. He doesn't have the most surefooted gait, and will sometimes stumble into things far out of his way. He's not clumsy, just a little off-kilter. He has a strong, clear voice, excellent for calling out directions while on board a ship. He also has a booming laugh.

History: Alph's parents owned a small shipping company that specialized in overseas trade. Since they didn't want to leave Alph's upbringing to caretakers on the mainland, Alph was brought along on shipping voyages from the time he was born. He could swim almost as soon as he could walk, and from the moment he could speak he spoke of his love for the sea. He was a kid meant to be a mariner, and he knew it.
There was a lot to learn in order to be a useful crewman: maintaining the ship, moving and storing cargo, maneuvering the ship, negotiating purchase prices and shipping rates, and many more. Alph learned more about business as a child than many adults learn in a lifetime. However, there was always one thing that Alph was drawn towards more than any other: navigation. Sometimes, he'd walk in on his father and crew plotting their next course, and he'd become mesmerized by the beauty of the sea charts. Each island in its place, each weather pattern predicted, each individual riptide plotted. From then on, Alph spent his free time charting the sea.
Eventually, Alph rose to first mate on his father's main shipping vessel, even though he was half the age of most sailors. He had earned it, through years of toil and learning. But with a man's job came a man's responsibilities, and Alph soon learned that his parents' company was in danger from more than just bad weather and rival companies. The creatures of GRIMM were always there, sometimes raiding a supply line, sometimes taking down whole ships with them. There was nothing his parents could do; none of the sailors were combat-trained, and they couldn't afford to hire Huntsmen to guard their fleet. They were slowly but surely being dragged under by GRIMM. So Alph made a decision.
At the age of 14, he began attending Signal Academy so that he could be the Hunter that his parents needed. They needed a guardian, and Alph was going to give them one. He trained and trained, enjoying each day by the sea on Patch, but always mindful of the goal he had to accomplish. He built his weapon, trained his skills, and was eventually recruited to Beacon. Now, as he prepares to enter the world of Huntsmen, Alph knows that nothing can stand in his way.

Personality: Alph is a supporter. He knows that a ship can't run unless the whole crew is dedicated to running her, and that means that everyone has to do their jobs correctly. Alph is quick to help others who are struggling and will always come to the defense of his teammates and friends. He looks down on those who let others carry them along without contributing, and sabotage of one's own team is the worst crime in Alph's eyes.
Alph is an explorer. While he loves the sea and his charts, he also has an unquenchable thirst for discovery. As such, he enjoys long trips to new and exotic places where he can meet new people and see new lands.
Alph is outgoing. On a ship, you're stuck with the people around you for weeks at a time, and it's just plain boring if you don't open up to everyone. Alph believes that the best way to get people to know you is if everyone around you is aware of you. While other people might call it "obnoxious", Alph prefers to think of it as being "outwardly sociable." He doesn't accept introverted people's excuses for lack of socialization; he pushes forward until he gets a response.
Alph is ribald. Have you ever heard the phrase, "He swears like a sailor?" Well, that's Alph. To a t. While he does recognize that an academy of higher learning isn't the place to be running off his mouth, sometimes it slips through and he shows his colorful side. To his credit, he does get awfully embarrassed when he slips up.

Strength:

Combat Strengths
Excellent physical strength and speed
Well-versed in communicating orders to others
Good battlefield awareness and strategy

Character Strengths
Loyal and supportive to any teammate or friend
Very outgoing
Sexy as all get out


Weakness:

Combat Weaknesses
Lack of physical coordination (especially on foot)
Doesn't handle breakdown of plans well
Relies on teammates too much to cover weaknesses, exposes himself too much when fighting alone

Character Weaknesses
Overly competitive against rival teams
Unappreciative of people's individual social needs
Quick to anger if ignored or disrespected
Sexy as all get out (it's a curse).

Semblance: Alph's semblance is Current. Alph can focus his aura into a physical stream of light blue, transparent energy. Anything within the borders of the current is subject to its effects. When the current is created, Alph designates "upstream" and "downstream." Anything moving through the current downstream gains a slight boost to both speed and power, while anything moving upstream takes a slight penalty. This effect diminishes with the strength of the force being applied (for example, a bullet won't be affected as strongly as a throwing knife), as well as the strength of any living thing moving through it (a very strong Grimm will be less affected than a weak one). The current does NOT cause any direct damage; it only affects the kinetic energy of the object. The current has a maximum length of 10 meters and a fixed height and width of 2 meters (for reference, 10 meters is roughly the length of the bridge from the RWBY episode "Players and Pieces"). This current can be maintained passively while Alph is nearby, but it costs both physical and mental energy to keep his focus on it. As well, Alph can expend a massive amount of energy to create a ripple through the current that is stronger than the normal force by a moderate factor (could be used as a launching pad for another fighter, or stop a relatively large piece of material from moving forwards). This expenditure requires Alph to be in contact with the current and will usually drain him of all energy reserves. The current cannot be moved after it is created without being dispelled and re-created. Alph can gain a maximum distance of 5 meters from the current before it begins to disintegrate, meaning that Alph is essentially rooted while channeling the current. This makes the ability well-suited to crowd control and battlefield manipulation, instead of directly enhancing the fighter's own abilities.

Theme Song:
Spoiler:


WEAPON

Name: Krasko Thalassa

Primary Form: Two twin cutlasses with oversized (roughly 1/2 meter in radius) guards. The swords are straight blades that are overly wide and long. The guards are large semicircles with wired casing that extends all the way back to cover the forearms. The blades retract into the guards with hook together into a blue sphere the size of an orange, which Alph carries on his belt.

Secondary Form: The guards join at the center and spiral outwards. The blades initially meet as one, and then turn outwards to a 45 degree angle, forming a V-shaped cross section. The hilts of the swords extend outwards and down, forming a tripod with the extension from the guards. This creates a standalone, railgun version of the M240 machine gun with gun shield, the blades forming the barrel of the gun, the hilts the tripod, and the guards the shield. The mini-turret is massively unwieldy and can only be used by a stationary operator.

Ammo: The ammo for the Krasko Thalassa is contained inside of the guards and hilts. Several large dust cartridges are housed in the hilts, while more smaller cartridges are housed in the guards. The total capacity for the M240 form of the weapon is 360 rounds (enough to sustain just under half a minute of continuous fire). Alph carries a spare ammo drum for the gun on his person at all times; it can be subbed in during combat.

History: Krasko Thalassa was initially conceived of as a multi-use on-deck weapon. The dual cutlasses allow for a wide area of coverage and defense while within a confined space like the deck of a ship. The turret allows for ranged harassment of foes in the water and provides a safe position from which Alph can manipulate his semblance. Alph initially wanted two separate ranged weapons to accommodate different enemy types, but his instructors convinced him that a melee weapon was essential to survival in any combat scenario. The forging of Krasko Thalassa was a deeply involved and tumultuous process for Alph, as the railgun transformation mechanics were very complex and required multiple reworkings to ensure their viability. Eventually, Alph realized that the whole design stemmed from the merging of the blades, and thus strove to make each form perfectly symmetrical. This essentially halved the work to be done mechanics-wise, and Alph was left with a finished weapon.


Last edited by Chando on Wed Mar 05, 2014 11:13 pm; edited 1 time in total
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SentientSnake
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SentientSnake


Posts : 1055
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Age : 32
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PostSubject: Re: Alpheus Stavros   Alpheus Stavros Icon_minitimeWed Mar 05, 2014 11:11 pm

*Clap clap clap* Well done! I like this character! One itty bitty issue here though!

Quote :
At the age of 14, he began attending Beacon Academy
Later in this paragraph you mention that he moved up to Beacon. Did you mean Sanctum, Signal, or another lower academy? The standard age for Beacon 1st years is 17.
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Chando

Chando


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Join date : 2014-03-04

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PostSubject: Re: Alpheus Stavros   Alpheus Stavros Icon_minitimeWed Mar 05, 2014 11:12 pm

Whoops, meant Signal! Lemme edit that for ya right quick.
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SentientSnake
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SentientSnake


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PostSubject: Re: Alpheus Stavros   Alpheus Stavros Icon_minitimeWed Mar 05, 2014 11:14 pm

Approved +1!
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Seiryuu24
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Seiryuu24


Posts : 653
Join date : 2013-09-12
Age : 40
Location : Washington

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PostSubject: Re: Alpheus Stavros   Alpheus Stavros Icon_minitimeWed Mar 05, 2014 11:29 pm

2/2 and moved.
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PostSubject: Re: Alpheus Stavros   Alpheus Stavros Icon_minitime

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