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Complete Details

All information about this character

info

Overview

Name fingerprint

Arcene Albicant

Gender

Female

Age

Twenty

face

Looks

Weight

122 lbs

Height

5ʼ1"

Hair Color

Platinum-white

Hair Style

Hime-cut thigh-length hair, often ponytailed in combat and dangling just above her waist. Healthy, gorgeous, and smooth as silk.

Eye Color

Hazel-gold

Race

Equine Fanus; horse ears and tail

Linked Races
Skin Tone

Porcelain white, reddens than tans.

Body Type

Lithe, athletic with curves at the right places

Identifying Marks

Scarification Mark. Earned proof she had passed her Coming of Age Ceremony. To the Albicant Caravan, her mark means "Starfall Dark Piercer"

fingerprint

Nature

Mannerisms

Cracks her knuckles when hyped. Runs her fingers through her hair when irritated. Fidgets with a lock of her hair when in deep thought. Every now and then, Arcene takes out her necklace and toys with it, twisting it between her fingers and thumbing it. This is especially true when she's cooling down from a hard spar, exercise or after combat/mission. Arcene takes immense care for her hair, keeping it healthy, beautiful and silky and very much vain about it. Fidgety when flustered,
avoids looking at anyone's eyes to hide her embarrassment. She sleeps when she can, a light sleeper, and normally will keep training even during night. As she was taught and recognizes her weapon as an extension of herself, Arcene takes care of Promise and Resolute greatly, often giving it checks during downtimes when she's not training.

Rapid swiveling of her ears when in a state of alert; relaxed when turned out to the side and when pointed back, that means she's listening to what's behind her. Paws with her left leg when raging to go for some action. Stomps with her right foot when angry and frustrated. When her tail is flagged, Arcene is quite excited about something; when her tail is pressed down, that means she is nervous or anxious; finally, if her tail is rapidly swaying, another sign that she had reached the end of her patience. A smile that's too narrow, too sharp with a slight show of her teeth is a
prelude to something terrifying.

Motivations

To be a Huntress was a given since her birth as part of the Caravan. However, to strike on her own, to go against common tradition to stay with the Caravan and understand Remnant by seeing it with her own eyes and traveling with her own two feet. That's the life she yearned. But, that's not all that pushes Arcene to excellence. There's something far more simple why she strives her best: she wants to reach the pinnacle of archery and make the Vows of her ancestor a reality.

Flaws

Stubborn as a mule when she sets her mind to something, it's a great feat to dissuade Arcene once she makes a decision. She's quite blunt when it comes to expressing her opinions, not afraid to make enemies. Nor does she have any qualms in throwing herself through fire and brimstone if it means becoming better in the process. In fact, it won't be strange to say Arcene is a workaholic, extensively putting more hours in training than socializing and hobbies. Because, she fears the moment her skills hit a plateau, meaning she had reached the end of her potential. Thus, she doesn't mind set backs and being proven she's not the best at any given time. Thus, she's very much unbalanced: filled with a sense of loss in social situations and ready to take off when given the chance in situations that flusters her; dense and ignorant of many social cues and so forth.

Prejudices

Rather than a matter of race and origins, Arcene doesn't have the patience for people that lacked drive or ability as a Huntsman/Huntress. Nor does she show any restraint and compassion for criminals, ruthless in delivering judgement on them.

Talents

Arcene excels in tracking, scouting, and infiltration. She was also taught camping and outdoor skills such as foraging, fishing and dismantling her kills. Navigation comes easy for her after years of living with nomads, especially using the stars to chart her way. Traversing difficult terrains and extreme ones was something she picked up after leaving the safety of the Caravan. As a result of one nasty snow storm and being trapped in a cave, Arcene always brings a flask of strong-
punching vodka with her.

Hobbies

Woodcarving, Parkour and trying out the local cuisine, best sellers and food featured in magazines and traveling guides.

Personality type

"Impersonal, introvert, and determined" are the three terms people describe Arcene upon meeting her for the first time. She simply doesn't bother to make an affable impression, focused on providing her abilities more than anything else, and honing said abilities to the very limits. However, that doesn't mean she's completely anti-social. It's just a matter of Arcene getting to know someone and getting used to them. To those who came to be friends, or long-time acquaintances, with the equine archer, it's like day and night how Arcene treats friends and family against strangers: amiable, casual, and too playful with a penchant for physical displays of her
affection.

But, two qualities she often displays regardless of company is how she just takes everything in stride. That the world was something to be enjoyed no matter what hand fate dealt you with. No matter the affliction you suffer from birth. No matter how bleak the future may seem to be, although, that's precisely why it's better to make sure of your remaining time. While the other is her stinginess with money and frugality, doing anything she can just to save a little bit more Lien.

In combat, however, Arcene displays an unnerving calmness with a distinct mindset of finding the best way to kill her enemies, or incapacitate them if killing wasn't an option. Not one to back down from a challenge, no matter how the odds were stacked against her, Arcene determination shines through, like an arrow that pierces through the darkness. A fiery cold fierceness that's unexpected
from her short stature. Albeit, soaked a bit in battle joy.

Quality

Arcene is the sort of person who simply never gives up, regardless of how high the hurdle is
before her; a determinator.

groups

Social

Occupation

Huntress-in-training.

Favorite food

Coffee, Pies (Apple pies and berry pies are her favorites), and Cup Noodles.

Favorite possession

Her alcohol flask, a necklace, and dismantling knife. The flask was a gift from a dead friend of hers, losing her from the frostbite and blizzard. Her necklace was a parting gift from her parents while her knife was from her siblings.

Languages spoken
date_range

History

Birthday

14th of February

Education

"Home-tutored" by the veteran members of the Albicant Caravan and tempered by two years operating independently -sometimes temporarily teaming up with other Huntsmen and Huntresses as well- before heading to Beacon.

Background

The Albicant Caravan. A nomadic community of warriors, their supporters, and family that travels throughout the whole Sanus Continent. Once they were a band of mercenaries of varying backgrounds, all who worked together for good pay and prestige during the Great War. But, as they saw the horrors of the war, they had vowed to do better than the others. To be warriors that
protect those who cannot and go anywhere they can to help those in need. To hone their skills to the limits to prove their Vows weren't empty words, eager to learn and unearth new techniques. They were honor-bound Huntsman and Huntress that fought for the sake of Good.

And years later, they were only somewhat successful in their oath. The logistics of ferrying people numbering hundreds throughout all the continents was a nightmare to accomplish, leaving the Caravan only active within the confines of Sanus. However, whilst they weren't able to venture beyond their home continent, they made their name in Sanus, glory and prestige follow their wake.
Valiant warriors who carried their Vows unerringly, veterans that kept their skills honed through practice and combat, and and values highly an individual's ability, mettle and and heart.

That's the kind of environment Arcene was born into.

The equine faunus, however, didn't have the same drive as her fellow children. She wasn't sure what she wanted. Nothing just clicks with her and children, by tradition, were let to experience all sorts of crafts and weaponry workshops the Caravan can offer up. But, after months of seeing what works for her, Arcene found herself nothing. Empty. None of the sparks she can see lighting up with her friends and family. It wasn't just her birth parents who were worried but the entire
community; in the Caravan, it was after all normal for everyone to help out in raising the children. And it was worrisome. A child who cannot decide would have a choice made for them by the Elders and she only had until twelve to make her own choice.

Listless, depressed, the young Arcene wandered aimlessly and finding herself in amid the woods close to the prairies the Caravan had set up camp for the month. Yet, like any forests and lands beyond the walls mankind had cooped up, the verdant woodlands were home to danger. The
Creature of Grimm prowled and chased the young faunus, realizing she was easy prey. And Arcene? She may not have found her calling but she was still an Albicant: trained in the basics of self-defense at an early age. However, a sinking feeling told her her clock was ticked close to a stop. A foreboding realized when she understood she was being driven away from the camp. The beasts of darkness, mankind's enemies since the time of immemorial, was on her heels and tracked her down by the sweet intoxicating sense of her creeping terror.

And it was not long before she was cornered: wounded by the branches, tripping herself
numerous times and covered in dirt with her Aura down. Yet, she stared ahead, accepting her end but never showing the fear in her heart. But, the painful end of being rend and torn to pieces by the beowolves never came.

An arrow pierced the head of the first beowulf and in a rhythmical sound of a bowstring being plucked and the impact of arrows, the monsters were slain and Arcene was saved. But, the young equine Albicant was more focused, entranced, and captivated by the flight of arrows: curving and sewing through Grimm flesh, swiftly fired one after another and aimed truth as if all was predetermined.

That was the moment she felt the spark and ignited a conflagration in her soul.

Arcene practiced the bow with zeal, only resting when forced to. Every day and night spent in improving her marksmanship even if by a small increment. She honed her senses to the extremes to accompany her growing skills. She refined her stance and weapon handling to reach a point archery came easy as breathing. Mixed in footwork to handle close-ranged adversaries. Stealing techniques from her seniors and homecoming veterans as per tradition, made them her own, all of her hard work accumulated to a single point during her adolescence, her Semblance: Empyrean Archer.

While her Semblance can be outright cheating in the right scenario, Arcene didn't get conceit nor slacked off her training. This was further reinforced harshly during her Coming of Age Ceremony, a Rite of Passage for those aspiring warriors of the Albicant: a one-on-one duel against her bow instructor, the same man who saved her years ago. Her Rite of Passage was to beat him through a
gauntlet -that used a nearby forest valley from their camp- and kill the designated Creature of Grimms.

And it was a fight she won by the skin of her teeth even with her cards. But, even then, her
instructor didn't use his favored weapon which implied how far she still had to climb to the top. And Arcene didn't dream modestly, aiming the zenith of archery. Upon passing her trial, Arcene was given the Albicant name "Starfall Dark Piercer" based on her performance and effort to that point and engraved on her back by scarification just like those who came before her. There was no surprise that Arcene was going to hit the road rather than stay with the Caravan. Her intent to branch off on her own had been known to everyone for a year already. Exploring Remnant, crossing the seas to the other continents and helping people as a Huntress. That was her goal, what will lead her to the summit of greatness. And she was given the blessings of the Elders and her nomadic family upon succeeding in her Rite of Passage. She left to her journey upon receiving her second mark as an genuine Albicant warrior, a weapon tailored specifically for her made by the head blacksmith: Promise and Resolute.

And as fate had it, after two years of roaming around, the equine Albicant made her way to Beacon Academy at the recommendation of an alumni, a friend she made and she met in her journey. Filled with anticipation to hone herself further, Arcene made her way to Vale.

Kingdom of Origin

n/a but roughly in Sanus Continent

device_hub

Family

Family List

Mother: Sorrel Albicant
Father: Whey Albicant

Siblings: Tilileul Albicant, younger sister, and Hoary Albicant, younger brother.

folder_open

Stats

Constitution

Average

Strength

Above Average

Dexterity

Above Average

Aura

Average

Resilience

Below Average

Perception

Above Average

folder_open

Weapon

Description

Bow, shooting gloves, and quiver. Resolute and Promise were her second mark as a true Albicant Warrior, marked with scratches and worn from the numerous combat she had faced; nevertheless, it staved to be a dependable partner for Arcene.

Name

Promise (Composite-Bow-Dust-Gloves; CBDG) and Resolute (Augment-Module-Quiver-Case;
AMQC)

Primary Form

Colored in varying shades of black and greys, Promise is simple in appearance with little design flairs, putting emphasis on practicality than anything else. A composite bow, made out of acquired synthetic parts with metallic alloy fittings, and a pair of shooting gloves.

Whilst Resolute is a quiver which doubles as the bow's case. The quiver-case is large with the height of 145 cm, 50 cm in width and 20 cm in length, and coffin-like in shape. Beyond lugging her specialty arrows, Resolute has other functions such as arrow dispenser, dust crystal dispenser (for Promise's gloves) anchors to keep it nailed down and steady when placed on the ground, and modular augment to Promise.

Secondary Form

Arcene lovingly gave this form
-formally known as Resolute-Promise- the pet-name "Giant Killer" and where the "augment-module" from Resolute's designation comes in. Resolute transforms into a massive longbow, almost as tall as Arcene, by slamming Promise into a slot, a
groove on its front: the humongous quiver-case shifting into a sleek but large bow, Starfall Arrows unloaded and surrounds her. A set of concentric rings appears before the bow and envelops the arrow when the string is pulled taut. Resolute-Promise Form basically allows Arcene to unleash super-long range attacks and make full use of her Semblance.

Fighting Style

Quick on her feet with a flair of acrobatics when necessary, Arcene's fighting style -a derivation of the Albicant's combat style- centers in keeping a minimum distance of five feet from her enemies and aiming at weak points with intent to cause as much as damage as possible, making sure that each shot counts. With her uncanny bow skills, the equine archer is a highly versatile range fighter: ten arrows can be let loose within 4.5 seconds and three within 1.5 (without
Semblance) without sacrificing her accuracy on move with both hands; regardless if she's falling, jumping, firing three arrows simultaneously or doing acrobatics, Arcene remains swift and precise with her shots; curving the trajectories of her arrows; shooting down on flight projectiles (except
bullets) with ease and even catching an enemy arrow and shooting it back within the same second. Not even close-quarters can impede her in using her bow skills as long as the minimum distance between her and the enemy is met.

Her maximum range, without using her weapon's secondary form, Arcene can reach up to 250 meters. But, with her Giant Killer? The archer can reach up to 800 meters and as 1,100 meters, as long as she's using her Starfall arrows. However, using Resolute-Promise with Starfall leaves Arcene vulnerable while sniping nor can she rapidly fire her shots using the comically large bow,
unlike with Promise.

Dust Usage

Promise's shooting gloves are loaded with Hardlight and Gravity Dusts which is her primary ammunition. Hardlight to give the form and Gravity to increase the power of each arrow manifested as Arcene pulls back the bowstring. Each Hardlight arrow resembles a shooting star albeit of black in color from the Gravity dust.

Her secondary ammunition -first of the two speciality arrows- is an arrow made of reinforced steel, loaded with Wind and Gravity Dust that boasted a high penetrative ability against most armors: dubbed as Armor Piercers.

The third ammunition in her arsenal is specially made for Resolute-Promise. Mistaking these arrows for spears can be forgiven with their size and designed to have the arrowhead taking a fourth of its length- the arrowhead, in particular, would change their shape to meet Arcene's needs for either slashing, piercing, or bludgeoning. Wind, Gravity, Lightning and Hardlight loaded
into each Starfall: Wind to intensely decrease air resistance; Gravity, for the extra kinetic force; Lightning was necessary to resonate and synergized with Resolute-Promise's railgun function; finally, Hardlight to increase lethality by forming serrations and a Hardlight extension of the arrowhead. Because of their size, Arcene can only carry six Starfalls during missions.

Resolute-Promise uses Lightning Dust, in a railgun's acceleration fashion, to accelerate shots, while gravity Dust is applied to levitate the Starfall Arrows around her and decrease its weight.

folder_open

Semblance

Semblance

Empyrean Archer

Abilities

The Semblance enables Arcene to gain the ability to see from super-long distances as if she's standing five feet away. It comes with the added benefit of an increased relay of neurological impulses, improving stimulus-response time and surefootedness -being able to maintain her balance even on steep or treacherous terrain- when standing on a flat surface.

Type

Utility & Boost

Visual Effect

Upon activation Arcene's eyes glows cyber, a ghostly light that leaves wisps in their wake.

Aura Color

Cyber

Range

Self

Limitations

To use Empyrean Archer is to boost several senses to the fullest: Faster response time and ability to digest information within a heartbeat and the capability to see faraway distances without any ocular aids. These two strains Arcene, taxing her physically when used for too long. While the third aspect of her Semblance won't function unless it's a flat surface, lacking anything that can
harm her (rocks, glass and etc).

info

Overview

Details about this character's overview

Name fingerprint

Arcene Albicant

Gender

Female

Age

Twenty

face

Looks

Details about this character's looks

Weight

122 lbs

Height

5ʼ1"

Hair Color

Platinum-white

Hair Style

Hime-cut thigh-length hair, often ponytailed in combat and dangling just above her waist. Healthy, gorgeous, and smooth as silk.

Eye Color

Hazel-gold

Race

Equine Fanus; horse ears and tail

Linked Races
Skin Tone

Porcelain white, reddens than tans.

Body Type

Lithe, athletic with curves at the right places

Identifying Marks

Scarification Mark. Earned proof she had passed her Coming of Age Ceremony. To the Albicant Caravan, her mark means "Starfall Dark Piercer"

fingerprint

Nature

Details about this character's nature

Mannerisms

Cracks her knuckles when hyped. Runs her fingers through her hair when irritated. Fidgets with a lock of her hair when in deep thought. Every now and then, Arcene takes out her necklace and toys with it, twisting it between her fingers and thumbing it. This is especially true when she's cooling down from a hard spar, exercise or after combat/mission. Arcene takes immense care for her hair, keeping it healthy, beautiful and silky and very much vain about it. Fidgety when flustered,
avoids looking at anyone's eyes to hide her embarrassment. She sleeps when she can, a light sleeper, and normally will keep training even during night. As she was taught and recognizes her weapon as an extension of herself, Arcene takes care of Promise and Resolute greatly, often giving it checks during downtimes when she's not training.

Rapid swiveling of her ears when in a state of alert; relaxed when turned out to the side and when pointed back, that means she's listening to what's behind her. Paws with her left leg when raging to go for some action. Stomps with her right foot when angry and frustrated. When her tail is flagged, Arcene is quite excited about something; when her tail is pressed down, that means she is nervous or anxious; finally, if her tail is rapidly swaying, another sign that she had reached the end of her patience. A smile that's too narrow, too sharp with a slight show of her teeth is a
prelude to something terrifying.

Motivations

To be a Huntress was a given since her birth as part of the Caravan. However, to strike on her own, to go against common tradition to stay with the Caravan and understand Remnant by seeing it with her own eyes and traveling with her own two feet. That's the life she yearned. But, that's not all that pushes Arcene to excellence. There's something far more simple why she strives her best: she wants to reach the pinnacle of archery and make the Vows of her ancestor a reality.

Flaws

Stubborn as a mule when she sets her mind to something, it's a great feat to dissuade Arcene once she makes a decision. She's quite blunt when it comes to expressing her opinions, not afraid to make enemies. Nor does she have any qualms in throwing herself through fire and brimstone if it means becoming better in the process. In fact, it won't be strange to say Arcene is a workaholic, extensively putting more hours in training than socializing and hobbies. Because, she fears the moment her skills hit a plateau, meaning she had reached the end of her potential. Thus, she doesn't mind set backs and being proven she's not the best at any given time. Thus, she's very much unbalanced: filled with a sense of loss in social situations and ready to take off when given the chance in situations that flusters her; dense and ignorant of many social cues and so forth.

Prejudices

Rather than a matter of race and origins, Arcene doesn't have the patience for people that lacked drive or ability as a Huntsman/Huntress. Nor does she show any restraint and compassion for criminals, ruthless in delivering judgement on them.

Talents

Arcene excels in tracking, scouting, and infiltration. She was also taught camping and outdoor skills such as foraging, fishing and dismantling her kills. Navigation comes easy for her after years of living with nomads, especially using the stars to chart her way. Traversing difficult terrains and extreme ones was something she picked up after leaving the safety of the Caravan. As a result of one nasty snow storm and being trapped in a cave, Arcene always brings a flask of strong-
punching vodka with her.

Hobbies

Woodcarving, Parkour and trying out the local cuisine, best sellers and food featured in magazines and traveling guides.

Personality type

"Impersonal, introvert, and determined" are the three terms people describe Arcene upon meeting her for the first time. She simply doesn't bother to make an affable impression, focused on providing her abilities more than anything else, and honing said abilities to the very limits. However, that doesn't mean she's completely anti-social. It's just a matter of Arcene getting to know someone and getting used to them. To those who came to be friends, or long-time acquaintances, with the equine archer, it's like day and night how Arcene treats friends and family against strangers: amiable, casual, and too playful with a penchant for physical displays of her
affection.

But, two qualities she often displays regardless of company is how she just takes everything in stride. That the world was something to be enjoyed no matter what hand fate dealt you with. No matter the affliction you suffer from birth. No matter how bleak the future may seem to be, although, that's precisely why it's better to make sure of your remaining time. While the other is her stinginess with money and frugality, doing anything she can just to save a little bit more Lien.

In combat, however, Arcene displays an unnerving calmness with a distinct mindset of finding the best way to kill her enemies, or incapacitate them if killing wasn't an option. Not one to back down from a challenge, no matter how the odds were stacked against her, Arcene determination shines through, like an arrow that pierces through the darkness. A fiery cold fierceness that's unexpected
from her short stature. Albeit, soaked a bit in battle joy.

Quality

Arcene is the sort of person who simply never gives up, regardless of how high the hurdle is
before her; a determinator.

groups

Social

Details about this character's social

Occupation

Huntress-in-training.

Favorite food

Coffee, Pies (Apple pies and berry pies are her favorites), and Cup Noodles.

Favorite possession

Her alcohol flask, a necklace, and dismantling knife. The flask was a gift from a dead friend of hers, losing her from the frostbite and blizzard. Her necklace was a parting gift from her parents while her knife was from her siblings.

Languages spoken
date_range

History

Details about this character's history

Birthday

14th of February

Education

"Home-tutored" by the veteran members of the Albicant Caravan and tempered by two years operating independently -sometimes temporarily teaming up with other Huntsmen and Huntresses as well- before heading to Beacon.

Background

The Albicant Caravan. A nomadic community of warriors, their supporters, and family that travels throughout the whole Sanus Continent. Once they were a band of mercenaries of varying backgrounds, all who worked together for good pay and prestige during the Great War. But, as they saw the horrors of the war, they had vowed to do better than the others. To be warriors that
protect those who cannot and go anywhere they can to help those in need. To hone their skills to the limits to prove their Vows weren't empty words, eager to learn and unearth new techniques. They were honor-bound Huntsman and Huntress that fought for the sake of Good.

And years later, they were only somewhat successful in their oath. The logistics of ferrying people numbering hundreds throughout all the continents was a nightmare to accomplish, leaving the Caravan only active within the confines of Sanus. However, whilst they weren't able to venture beyond their home continent, they made their name in Sanus, glory and prestige follow their wake.
Valiant warriors who carried their Vows unerringly, veterans that kept their skills honed through practice and combat, and and values highly an individual's ability, mettle and and heart.

That's the kind of environment Arcene was born into.

The equine faunus, however, didn't have the same drive as her fellow children. She wasn't sure what she wanted. Nothing just clicks with her and children, by tradition, were let to experience all sorts of crafts and weaponry workshops the Caravan can offer up. But, after months of seeing what works for her, Arcene found herself nothing. Empty. None of the sparks she can see lighting up with her friends and family. It wasn't just her birth parents who were worried but the entire
community; in the Caravan, it was after all normal for everyone to help out in raising the children. And it was worrisome. A child who cannot decide would have a choice made for them by the Elders and she only had until twelve to make her own choice.

Listless, depressed, the young Arcene wandered aimlessly and finding herself in amid the woods close to the prairies the Caravan had set up camp for the month. Yet, like any forests and lands beyond the walls mankind had cooped up, the verdant woodlands were home to danger. The
Creature of Grimm prowled and chased the young faunus, realizing she was easy prey. And Arcene? She may not have found her calling but she was still an Albicant: trained in the basics of self-defense at an early age. However, a sinking feeling told her her clock was ticked close to a stop. A foreboding realized when she understood she was being driven away from the camp. The beasts of darkness, mankind's enemies since the time of immemorial, was on her heels and tracked her down by the sweet intoxicating sense of her creeping terror.

And it was not long before she was cornered: wounded by the branches, tripping herself
numerous times and covered in dirt with her Aura down. Yet, she stared ahead, accepting her end but never showing the fear in her heart. But, the painful end of being rend and torn to pieces by the beowolves never came.

An arrow pierced the head of the first beowulf and in a rhythmical sound of a bowstring being plucked and the impact of arrows, the monsters were slain and Arcene was saved. But, the young equine Albicant was more focused, entranced, and captivated by the flight of arrows: curving and sewing through Grimm flesh, swiftly fired one after another and aimed truth as if all was predetermined.

That was the moment she felt the spark and ignited a conflagration in her soul.

Arcene practiced the bow with zeal, only resting when forced to. Every day and night spent in improving her marksmanship even if by a small increment. She honed her senses to the extremes to accompany her growing skills. She refined her stance and weapon handling to reach a point archery came easy as breathing. Mixed in footwork to handle close-ranged adversaries. Stealing techniques from her seniors and homecoming veterans as per tradition, made them her own, all of her hard work accumulated to a single point during her adolescence, her Semblance: Empyrean Archer.

While her Semblance can be outright cheating in the right scenario, Arcene didn't get conceit nor slacked off her training. This was further reinforced harshly during her Coming of Age Ceremony, a Rite of Passage for those aspiring warriors of the Albicant: a one-on-one duel against her bow instructor, the same man who saved her years ago. Her Rite of Passage was to beat him through a
gauntlet -that used a nearby forest valley from their camp- and kill the designated Creature of Grimms.

And it was a fight she won by the skin of her teeth even with her cards. But, even then, her
instructor didn't use his favored weapon which implied how far she still had to climb to the top. And Arcene didn't dream modestly, aiming the zenith of archery. Upon passing her trial, Arcene was given the Albicant name "Starfall Dark Piercer" based on her performance and effort to that point and engraved on her back by scarification just like those who came before her. There was no surprise that Arcene was going to hit the road rather than stay with the Caravan. Her intent to branch off on her own had been known to everyone for a year already. Exploring Remnant, crossing the seas to the other continents and helping people as a Huntress. That was her goal, what will lead her to the summit of greatness. And she was given the blessings of the Elders and her nomadic family upon succeeding in her Rite of Passage. She left to her journey upon receiving her second mark as an genuine Albicant warrior, a weapon tailored specifically for her made by the head blacksmith: Promise and Resolute.

And as fate had it, after two years of roaming around, the equine Albicant made her way to Beacon Academy at the recommendation of an alumni, a friend she made and she met in her journey. Filled with anticipation to hone herself further, Arcene made her way to Vale.

Kingdom of Origin

n/a but roughly in Sanus Continent

device_hub

Family

Details about this character's family

Family List

Mother: Sorrel Albicant
Father: Whey Albicant

Siblings: Tilileul Albicant, younger sister, and Hoary Albicant, younger brother.

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Inventory

Details about this character's inventory

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No inventory information yet

This section doesn't have any information filled in yet.

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Notes

Details about this character's notes

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No notes information yet

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Stats

Details about this character's stats

Constitution

Average

Strength

Above Average

Dexterity

Above Average

Aura

Average

Resilience

Below Average

Perception

Above Average

folder_open

Weapon

Details about this character's weapon

Description

Bow, shooting gloves, and quiver. Resolute and Promise were her second mark as a true Albicant Warrior, marked with scratches and worn from the numerous combat she had faced; nevertheless, it staved to be a dependable partner for Arcene.

Name

Promise (Composite-Bow-Dust-Gloves; CBDG) and Resolute (Augment-Module-Quiver-Case;
AMQC)

Primary Form

Colored in varying shades of black and greys, Promise is simple in appearance with little design flairs, putting emphasis on practicality than anything else. A composite bow, made out of acquired synthetic parts with metallic alloy fittings, and a pair of shooting gloves.

Whilst Resolute is a quiver which doubles as the bow's case. The quiver-case is large with the height of 145 cm, 50 cm in width and 20 cm in length, and coffin-like in shape. Beyond lugging her specialty arrows, Resolute has other functions such as arrow dispenser, dust crystal dispenser (for Promise's gloves) anchors to keep it nailed down and steady when placed on the ground, and modular augment to Promise.

Secondary Form

Arcene lovingly gave this form
-formally known as Resolute-Promise- the pet-name "Giant Killer" and where the "augment-module" from Resolute's designation comes in. Resolute transforms into a massive longbow, almost as tall as Arcene, by slamming Promise into a slot, a
groove on its front: the humongous quiver-case shifting into a sleek but large bow, Starfall Arrows unloaded and surrounds her. A set of concentric rings appears before the bow and envelops the arrow when the string is pulled taut. Resolute-Promise Form basically allows Arcene to unleash super-long range attacks and make full use of her Semblance.

Fighting Style

Quick on her feet with a flair of acrobatics when necessary, Arcene's fighting style -a derivation of the Albicant's combat style- centers in keeping a minimum distance of five feet from her enemies and aiming at weak points with intent to cause as much as damage as possible, making sure that each shot counts. With her uncanny bow skills, the equine archer is a highly versatile range fighter: ten arrows can be let loose within 4.5 seconds and three within 1.5 (without
Semblance) without sacrificing her accuracy on move with both hands; regardless if she's falling, jumping, firing three arrows simultaneously or doing acrobatics, Arcene remains swift and precise with her shots; curving the trajectories of her arrows; shooting down on flight projectiles (except
bullets) with ease and even catching an enemy arrow and shooting it back within the same second. Not even close-quarters can impede her in using her bow skills as long as the minimum distance between her and the enemy is met.

Her maximum range, without using her weapon's secondary form, Arcene can reach up to 250 meters. But, with her Giant Killer? The archer can reach up to 800 meters and as 1,100 meters, as long as she's using her Starfall arrows. However, using Resolute-Promise with Starfall leaves Arcene vulnerable while sniping nor can she rapidly fire her shots using the comically large bow,
unlike with Promise.

Dust Usage

Promise's shooting gloves are loaded with Hardlight and Gravity Dusts which is her primary ammunition. Hardlight to give the form and Gravity to increase the power of each arrow manifested as Arcene pulls back the bowstring. Each Hardlight arrow resembles a shooting star albeit of black in color from the Gravity dust.

Her secondary ammunition -first of the two speciality arrows- is an arrow made of reinforced steel, loaded with Wind and Gravity Dust that boasted a high penetrative ability against most armors: dubbed as Armor Piercers.

The third ammunition in her arsenal is specially made for Resolute-Promise. Mistaking these arrows for spears can be forgiven with their size and designed to have the arrowhead taking a fourth of its length- the arrowhead, in particular, would change their shape to meet Arcene's needs for either slashing, piercing, or bludgeoning. Wind, Gravity, Lightning and Hardlight loaded
into each Starfall: Wind to intensely decrease air resistance; Gravity, for the extra kinetic force; Lightning was necessary to resonate and synergized with Resolute-Promise's railgun function; finally, Hardlight to increase lethality by forming serrations and a Hardlight extension of the arrowhead. Because of their size, Arcene can only carry six Starfalls during missions.

Resolute-Promise uses Lightning Dust, in a railgun's acceleration fashion, to accelerate shots, while gravity Dust is applied to levitate the Starfall Arrows around her and decrease its weight.

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Semblance

Details about this character's semblance

Semblance

Empyrean Archer

Abilities

The Semblance enables Arcene to gain the ability to see from super-long distances as if she's standing five feet away. It comes with the added benefit of an increased relay of neurological impulses, improving stimulus-response time and surefootedness -being able to maintain her balance even on steep or treacherous terrain- when standing on a flat surface.

Type

Utility & Boost

Visual Effect

Upon activation Arcene's eyes glows cyber, a ghostly light that leaves wisps in their wake.

Aura Color

Cyber

Range

Self

Limitations

To use Empyrean Archer is to boost several senses to the fullest: Faster response time and ability to digest information within a heartbeat and the capability to see faraway distances without any ocular aids. These two strains Arcene, taxing her physically when used for too long. While the third aspect of her Semblance won't function unless it's a flat surface, lacking anything that can
harm her (rocks, glass and etc).

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