One more until I have a full team. I'm rather excited to actually crank a team out. Feedback is always appreciated.
Name: Vermarine Dorian (Vermarine is a name for Green Quartz. Dorian is a musical scale that occurs when playing a major key from the second note in a scale.)
Inspiration: Bonnie (Bonnie & Clyde), Red (Transistor), Jill (VA11 HALL-A), Apollo.
Race: Fanus (Fennec Fox)
Age: 19, Born on the 30th day, 4th month.
Occupation: Singer, Mafia Heiress, Bartender, Student at Beacon
Bio: Riven was not the place you wanted to be in when visiting Menagerie. The city was ladled with criminals and syndicates on every corner, and no resident was marginally close to being a law abiding citizen. It was tough to find any form of respite, even if you were the adopted daughter of the man leading the largest crime organization in the city. Vermarine Dorian was adopted by Alistair Dorian, the Godfather of the Capellas, the de-facto syndicate that ran the entire city. Alistair was a ruthless leader, bending the city to his will and slaughtering any opposition should the chance arise. However, the reputation as a leader did not coincide with his reputation as a father. Always too busy to take care of Vermarine, Alistair chose to stow his daughter in his personal bar Arpeggio. As such Vermarine never bonded with her father, as she didn't know much about him, and instead bonded with music instead. A talented singer with a keen ear, she became a regular performer in only a couple years. She was surprised at how many patrons would flock to the bar, chatting amicably in a setting surprisingly different atmosphere in comparison to the rest of the city. Vermarine loved her job as a singer, but also didn't mind upholding the viciousness that the Capellas were notorious for. She carried out mass murders, black market deals, and drive-bys with the same precision and ferocity that her father was known for. Sadly, this was the only way Vermarine could spend time with her father. Alistair cared more about business than his daughter, and meetings were always formal. As such she regarded her father as a boss instead of an actual father, instead going to Arpeggio to relax and chat with the staff. This would change however, as Alistair called Vermarine to do one little job: attend Beacon. Puzzled about why on earth would her father - head of a notorious mafia - would want her daughter to attend one of Remnant's most prestigious academy, he simply said "business". He already explained that her entrance papers were covered, and she would be immediately sent to take the entrance exam, and with that Vermarine was shipped off to Beacon.
Appearance: Coming in at 5'9, Vermarine is very tall individual. Considering she wears heels all the time, that brings her to 6'1. Her everyday attire consists of a green polo, black suspenders and a business skirt. When preforming she retains her heels but replaces her outfit with a olive green dress. Vermarine prefers to keep her black hair over her shoulder, and her fox ears free. She has lilac eyes and a birthmark roughly to the right of her nose.
Personality: Naturally bossy and uptight due to her status, Vermarine is initially hard to talk to, let alone be with. But behind the prissy exterior lies a comfortable, classy attitude. Vermarine appreciates the finer things in life, good drinks, music, atmosphere, all of which she tries to uphold at all times with the people she cares about. She's a firm believer that music is the best form of therapy, and is not often heard humming her favorite tunes and singing in her room. An adept bartender (thanks to her lifetime spent in Arpeggio), she can also mix drinks should the occasion arise. Vermarine is very quick to anger however, especially if anyone insults her or her teammates. Willing to get her hands dirty just to make sure the offender never does it again.
Relations: Alistair Dorian - Sees her father as a "boss" more than an actual father. She never held anything negative towards him, Vermarine just prefers to spend more time at the bar.
Arpeggio Bar - Her true home, the staff at Arpeggio are therefore her true family. Always willing to listen to her and happy to help, she would never think of anywhere else to spend her free time. She also learnt how to make drinks thanks to the bartenders she so frequently talks to.
Abilities/Skills: Vermarine excels at crowd control, wether through copious amounts of bullets, her semblance, or both. She prefers casually gunning down opponents rather than actually getting into close quarter engagements. She can handle herself in melee combat, but she's rather inexperienced, often thanks to every hostile being dead within a good couple of feet around her. Vermarine also has a very noticeable aura of intimidation, unnerving anyone and everyone (surprisingly her team is used to this.) She often uses it to get the leverage before a fight, or just to get what she wants. Without a doubt the member with the shortest fuse, she can and will get angry if the right buttons are pressed. Thus she holds no regard until that individual is dead, often requiring her team to reign her in.
Weapon: Counterpoint Never seen without it, Counterpoint is primarily used as a LMG with a bipod. Holding a generous magazine of 50 high caliber rounds, it can easily mow down a large amount of enemies or focus down a large target. Vermarine also carries various magazines that hold dust rounds of varying elements to increase her flexibility in combat. The LMG has a reasonable amount of recoil, and she often fires in bursts, firing full auto either when she has a place where she can set up or forced to. Counterpoint's alternate form is actually her Microphone, the very same one she sings with at the bar. In this form the stock unfolds to reveal the mic head, while the barrel and bipod become the base. Surprisingly durable in this form, Vermarine uses it to bludgeon her opponents should they get past the flurry of bullets. It also comes with a built-in speaker, allowing her to distract or even stun enemies by the volume of the noise.
Semblance: Spotlight Vermarine can create spherical light sources of a light green hue. These can serve as lights, or can be thrown and shot to create a disorienting flash, similar to a flashbang. These spheres can be dispelled or will fade after 2 hours upon creation. She can only have a maximum of 2 light sources active.
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