CHARACTER
Name: Walter Escalus
Age:16
Gender:Male
Symbol: A minimalistic leaf. A Vertical Green line with 3 diagonal lines growing upwards on each side. This is his family's symbol and also the symbol of the Vale North Side Oaks, an Arenaball team (more on what that is in the notes below.)
Occupation: Previously a street fighter. Is now a full-time student at Beacon.
Appearance: Tall and muscular. He has a square face and green eyes along with auburn neck length hair that he keeps swept back with sports gel. While fighting, he wears a black nylon jersey with green trimming up the sides and the number 21 printed on the back and black nylon knee-length shorts, also with green trimming, however the short's trimming is much thinner. Under his jersey he wears under armor which is not only sweat resistant but is slightly resistant to the elements. He wears lightweight pads above his under armor at the shoulders, thighs, and knees. He wears simple flat bottomed shoes--also green and black.
History: Walter was born to the Escalus family; who were known for their honor, morality, and competitive spirit, as well as the founders of Arenaball, a sport for Huntsman wishing to challenge themselves against fellow Huntsman.
Like his ancestors before him, Walter was raised as a baller. Walter’s days were filled with morning jogs, 4 strictly balanced meals, intense weight lifting and exhibition games with future Arenaballers. By the time Walter graduated middle school, he had become the most muscular and strongest person in his class.
After his graduation, it was traditionally expected that Balmung Blitz would be passed down to Walter and he would attend Beacon in order to become a full-fledged Huntsman. However, Walter’s father became deathly-ill and now required 24/7 care and attention as well as several expensive medication and treatments. Needlessly said, Walter’s family now struggled to maintain his father’s health while making ends meet.
After assessing his family’s situation, Walter decided to do what he thought was right. He lied to his mother about his acceptance into Beacon and used the time he would have spent as a Huntsman in training to adapt the skills he was taught to the world of illegal street fighting.
Using his semblance to his advantage, Walter became a successful fighter. After each win, Walter would sneak to his parent’s home and leave the winnings in the mail slot along with a friendly note signed by a mysterious philanthropist. It didn’t take long for Walter’s mother to recognize his handwriting and once she confronted her son about his deception, he refused to stop fighting despite his mother’s requests and returned the unused Balmung Blitz to her.
Walter still refused even after his mother contacted Prof. Ozpin to convince her son to attend Beacon.
Weeks later, a horde of Grimm from Forever Fall attacked Vale and Walter’s home was in the middle of their warpath. Walter’s was fighting when his house was attacked by a Beowulf. When Walter learned about the attack, he forfeited the fight and ran home to discover his family being cornered by the Beowulf.
Without a second thought, Walter tackled the beast out of the window and a brawl with the beast ensued. Despite his strength, his punches had no effect on the beast. It wasn’t until his mother threw Balmung Blitz to him that Walter was able to defeat the beast with a power punch.
After the creatures of Grimm has been defeated, Walter sought out Ozpin and changed his mind about Beacon. Walter realized he didn’t want to spend the rest of his life fighting; he wanted to protect the ones he loved
Personality: A man of few words. He does not speak out of tuen. When he does speak it has a tone of purpose.
Strength: Walter was trained as a Arenaballer his entire life so he has excellent stamina, strength, coordination and synergy with his allies. He has developed his boxing style of fighting to target his opponents weak points therefore he is keen at breaking his opponents defenses.
Weakness: He is very weak in a fight against multiple opponents due to his habit of zoning in on a single opponent to analyze their fighting style. He isn't very agile and can be easily blindsided. He is slow unless he builds up momentum or uses his semblance.
Semblance: Walter's semblance is control of the air surrounding his aura. He is able to summon breezes and gusts to push him in various directions
WEAPON
Name: Balmung Blitz
Primary Form: A pair of High Impact Revolver Gauntlets (HIRGs). The right gauntlet is a pair of two cylinder wrapped around Walter's forearm and a glove with rounded knuckle guards. The cylinders can be loaded with dust canisters. The left is much simpler, lacking the large cylinder and in it's place has a tough latex stretching the length of Walter's Forearm but still maintaining the knuckle guards . Walter's symbol is printed on both gloves lengthwise along the forearms
Secondary Form: The cylinders begin to rotate and emit a sound like a jet engine being warmed up. Streams of air are sucked into the weapon and release a jet-stream of air that propels Walter at high-velocity speed.
Tertiary Form: N/A
History: Walter was given this weapon by his mother during the fight with the Beowulf. Previously, his father had used it as well as his grandfather.
Notes: Arenaball is a ball sport putting two teams of 4 huntsman each against each other. The premise of the game is to score points by one of two ways, carrying the ball into the opponents goal (2 points) or possessing the ball until the end of the round (1 point). Each round is 3 minutes long with a minute break in between each round. That is a total of 15 rounds and a time of 60 minutes. The Arena is a clear sphere with a field intersecting the middle of the sphere and a large smaller orb, or launcher, in the center and two opposing goals on the poles of the sphere. Play begins with each team member standing on their respective pads. After a countdown of 10 seconds, the ball will be launched to a random direction in the arena and play begins. Every minute the gravity inside the sphere will change. After 1 minute gravity will switch towards the x-axis and the field will disappear (players run along the east and west poles.) After 2 minutes, Gravity will be oriented on the y-axis (players run from north to south poles.) After three minutes the round ends. Players are blocked when they make physical contact with an opposing player. From the time of contact, a red ring will appear under the two players. The player being blocked must now knock the blocking player out of the ring in order to continue their drive. The use of weapons is allowed however semblances or auras can only be used once per round per player. These kinds of plays are refered to as wildcards.