Board Thread:Off Topic/@comment-33816423-20180101001645/@comment-14138255-20180112230509

Core Info

1)Basic Info
 * Name: Enver Sharar
 * CNR Explanation: Enver means "brighter, more luminous" (derived from the Arabic 'Anwar').
 * Species: Faunus (goat)
 * Age: 21
 * Gender: Male
 * Emblem: A snake coiled around a sword sticking down.
 * Handedness: Right
 * Nicknames: Shar
 * Occupation: Huntsman

2)Appearance:
 * Aura Colour: Gold
 * Height: 6'0
 * Weight: 200lbs (without armor).
 * Eyes: Red
 * Skin Colour: White
 * Face Shape: Triangular
 * Hair: Black, mullet
 * Physical Traits: Goat horns, somewhat medium sized and curved backward.
 * Physique: Muscular and 'V' shaped in terms of silhouette.
 * Outfit:
 * Huntsman Outfit: Full-plate armor trimmed gold (boots/legs, chest, gauntlets), brown cargo pants (plate boots worn over it), normal shirt under armor. Belt with cloth banner attached to the hip.
 * Accessories: The aforementioned cloth banner, similar to the Titan's banner from Destiny.

3)Characteristics:
 * Background:
 * Personality:
 * Misc Traits: (a verbal tick or personality quirk)
 * Likes:
 * Dislikes:
 * Dislikes:

4)Trivia


 * Notable Relationships:
 * Skills: (Non-combat related activities the character has some degree of mastery over, such as Weiss’s singing and piano skills)
 * Class Allusion:
 * Notes:

Hunter Extension

Weapon
 * Name: (Include translation if applicable)
 * Wielder:
 * Maker/Smith:
 * Classification: (Weapon classification and four letter abbreviation, such as High Caliber Sniper Scythe or HCSS)
 * Weapon Derivation: (What inspired the weapon)
 * 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.)

B)Semblance
 * 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:

C)Combat Info
 * Preferred Range: (close, mid, long)
 * Landing Strategy:
 * Fighting Style: (acrobatic, head on, sneak attacks, etc)

Civilian Extension

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)