Board Thread:Off Topic/@comment-30530552-20170831211428/@comment-27144409-20170910170023

1)Basic Info 2)Appearance: 3)Characteristics:
 * Name: Ferr Isati
 * CNR Explanation: Ferr means inferno (or hell) in Albanian, Isati means fire in Amharic
 * Species: Human
 * Age: 19
 * Gender: Male
 * Emblem: arcing missiles
 * Handedness: right
 * Occupation: Huntsman (in training)
 * Aura Color: Red
 * Height: 7'
 * Weight: 300lb
 * Eyes: Red
 * Skin Color:
 * Face Shape:
 * Hair: Short black
 * Physical Traits: callused hands
 * Physique: Very muscular (might wind up looking like Arny in his Mr. Universe days)
 * Outfit:
 * Gadgets: Combat Computer Defense Gauntlet
 * Background: Born in a village outside Atlas, Ferr lived a simple but comfortable life with his family. His parents ran combination machine shop and forge. The Isatis taught their eldest son the basics of their professions, and he looked forward to the future when he would follow in their footsteps.Unfortunately three terribly lean months for the mine that the community grew up around led to a great deal of negative feelings. Naturally, the Grimm attacked in force. While the first attack was held off, there were severe casualties. With a massive second attack forming, the decision was made to evacuate the village and turn it into a trap. While hundreds of Grimm were killed, the community was a lost cause. With no desire to suffer the same fate again while trying to rebuild, they inhabitants were moved into Atlas proper.

While the Isati family landed on its feet, and Ferr's family was again comfortable, Ferr missed his home and his friends. Some where just far away, others were beyond anyone's reach. Seeing his parents and people he knew just move on and accept their losses enraged him. As he grew more and more frustrated by the fact that people were confined to their four kingdoms if they wanted to make sure they were safe, he couldn't settle down. Life could be so much better if humans and Faunus didn't have to fight for every inch of territory beyond the kingdoms' borders. He decided that the best way he could help maintain and expand humanity's borders would be to fight on the front lines of the ongoing war against Grimm after hearing about how a group of Huntsmen and Specialists secured a location for a new village. He promptly began to work on convincing his parents to let him attend combat school and eventually Atlas itself. While his temper gave them pause, they eventually agreed. His brother came along because he was worried about his brother, and he knew that Ferr wouldn't be able to stop his crusade without help.

As FIRE developed as a team, Ferr found more and more opportunities to further his crusade. He is unsure whether he will be a specialist or a Huntsman, but he will decide based on which lets him make the biggest impact, preferrably by maximizing his kill-count of Grimm. His relentless drive has gotten him and his team in trouble multiple times.

He took the recent Fall of Beacon very poorly, and he has developed a resentment for anyone from Beacon for in his eyes they all failed. He feels that if they had been good Huntsmen and Huntresses (in training) Beacon couldn't have fallen. 4)Trivia Hunter Extension
 * Personality: smart, direct, ambitious, focused on success, driven, relentless, prone to anger
 * Likes: killing Grimm, seeing successful villages and settlements, working with tools and machines
 * Dislikes: any loss of ground to Grimm, Mountain Glenn, people who just accept setbacks and the status quo
 * Notable Relationships:
 * Skills: (Non-combat related activities the character has some degree of mastery over, such as Weiss’s singing and piano skills)
 * Allusion: Wrath
 * Notes: He still practices the skills his parents taught him.

Weapon B)Semblance C)Combat Info Civilian Extension
 * Name: Fire
 * Wielder: Ferr Isati
 * Maker/Smith: Ferr Isati
 * Classification: Rocket Assault Drill Pod
 * Weapon Derivation:
 * Form 1 Design: (Description of the weapon’s active and inactive form – no need to include the latter if the weapon does not transform when stored. Secondary features or hidden components which do not involve transforming, if applicable, also go here).
 * Form 1 Aesthetics: (Colors, patterns, decoration, and other cosmetic traits)
 * Form 2: (If applicable; no need to include inactive form unless the weapon transforms again in Form 2 or 3 when stored. If the weapon gains additional secondary features or hidden components in Forms 2 or 3, place them here).
 * Form 2 Aesthetics: (If applicable)
 * Form 3: (If applicable)
 * Form 3 Aesthetics: (If applicable)
 * Dust Usage: (Type, form, and function of Dust used in the weapon - Optional)
 * Ammunition: (Caliber, rounds per magazine, and element if applicable - Optional)
 * Planned/Possible Upgrades: (If applicable)
 * Notes: (Trivia, name meaning, etc.)
 * Name:
 * User: Name of the user. Ignore if you don't have any planned users.
 * Introduction: A small, non-detailed explanation of the Semblance, 3 lines long at most.
 * Description: Describe the Semblance's effect, in detail. Skip if the Introduction itself describes it more than enough.
 * Range: Personal if it only affects the user. Short means "everything the user touches". Medium means "around throwing range". Long means "Roughly as far as the eye can see, but nothing too ridiculous".
 * Type: The kind of Semblance it is: Aural (Adds properties to aura) ; Conjuration (Creating something, whether it be material like a Construct, or mental like Ilusions and Hallucinations) ; Conversion (transforms an element into aura or aura into an element) ; Physical (enhances/adds/alters physical capabilities) ; Psychic (enhances/adds/alters mental capabilities). If your Semblance appears from glyphs, they are a visual cue and not a type.
 * Purpose: Whether the effect is Offensive, Defensive, or a mix of both, by nature. If neither naturally offensive or defensive, it's Utility. (Note: This doesn't count improvised applications of the Semblance, like Ruby using her Speed to cause a tornado by spinning).
 * Visual Cue: Optional; some visual effect that appears, indicating the use of the Semblance. (Ex: Yang's eyes becoming red and flames appearing around her. Pyrrha glowing black very slightly). Every semblance requires either a visual or auditive cue, but both are not mandatory.
 * Auditive Cue: Optional; a sound effect that appears when the Semblance is used (Ex: That metallic sound that appears when Emerald causes hallucinations). Every semblance requires either a visual or auditive cue, but both are not mandatory.
 * Tier N: (Start at 1, add one for every tier. Ignore if it only has 1 tier. ) Describe specific details and limitations of the Semblance at the mentioned Tier. Treat each tier like a "stage"; Each higher tier = how the Semblance improved as the user's expertise with it increased over time.
 * General Limitations: Limitations of the Semblance present in at least most Tiers. "Costs Aura" doesn't count since it's an universal limitation.
 * Applications: Optional; How the user uses the Semblance, besides the obvious (Ex: If the Semblance creates a gale of wind, and the user uses it to fly, instead of just to create a gale of wind).
 * Dust Interaction: Optional; If the Semblance is combined with Dust, what changes does X element cause on the Semblance (Ex: Blake's shadow clones being replaced by exploding fire clones when using Fire Dust).
 * Notes: Anything else you might want to add, like trivia.
 * Reflection of Character:
 * Preferred Range: (close, mid, long)
 * Landing Strategy:
 * Fighting Style: (acrobatic, head on, sneak attacks, etc)

I) Day to Day Life
 * Expanded Occupation/Business Details: (What the business does, how successful it is, who it sells to)
 * Certifications: (certificates, doctorates, licenses or the like that the character has received)