Post by Altimeda on Feb 19, 2019 15:45:17 GMT
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Altimeda stands at near-exactly 6'0", and while he is by no means a bulky man, he is built strong. His shoulders are broad, arms strong, chest deep, and frame balanced. That he is so agile is a testament to his all-around training, and his appearance shows it.
Dark hair complimented by the sparkling green eyes of his lineage accentuate the newly-forming age lines on his soon-to-be-middle-aged face. The only of those lines that have any significant prominence are the ones made from many years of smiling. Indeed, Altimeda's face is fatherly and kind, a well-maintained beard and mustache forming a neat ring around his lips. His skin is tanned like a man who is used to skulking about in the forest under a dark cloak—that is to say that it is rather light, its only color coming from his heritage.
When he is not in his hunting garb, he is usually seen in simple street clothes of varying styles and dark pants. The only constant in his appearance is the color-shifting, midnight-green cloak that is always draped around his shoulders. When the cowl comes up, his ability to disappear is often eerie.
Positive Traits: Educated — Adventurous — Empathetic — Perceptive — Wise — Nurturing
Negative Traits: Verbose — Detached — Desensitized — Imposing — Peremptory — Accredited
When asked of his past, Altimeda has little to say. His mother was out of his life before he graduated from Beacon, but aside from that bump in the road, his path had been smooth. Gaelyn Fontine, his father, divorced his mother during Altimeda's fourth year of schooling when she was convicted—not for the first time—on drug charges, choosing to conveniently forget to post her bail and move on without her. He took Altimeda and his two younger sisters—Aeenmae and Melanine—with him, and since then, none of them had seen or said a word to her.
The Fontine training program was intense, but Altimeda managed to find his groove and excel. The program was, in concept simple: Training began at age nine, an accredited private program that left a student recognized as graduating from a junior academy such as Signal. Next, that student would complete the fourth-year curriculum at each of those junior academies as an organized four-year program. Finally, one senior academy was chosen to attend for its full four-year curriculum, and Altimeda ultimately chose Beacon for its soaring towers of mysterious airs and headmaster of great renown. He began pre-schooling at age nine, right on schedule, and finished the four-year accredited program out with flying colors. The transition to primary academies was a bit strange after four years of private tutoring, but his amicability and easygoing personality saw him fitting in well enough.
During his time at Beacon, Altimeda was placed on a team with whom he never truly bonded. They worked well together, got along well enough, and individually all operated at a high level of competency, but never did they truly have a heartfelt moment where they came together as one. That moment came much later in Altimeda's life, upon the formation of team AGRO. Orolin Fiore, a man from the Fiore house, who worked closely with the Fontines; Runi Belmonstrazzi, an heiress-gone-missing who began her own network of trade without the watchful eyes of national regulation on her deals; and Grendel, a Grimm-attuned wanderer with a frightening power curve. The four of them were very close to a force of nature. There were no Grimm that could stand in the way of AGRO; their presence on the battlefield, heralded by the tolling of the bell tower, became widely known. For some, it brought comfort, knowing that help was on the way and that that help was nigh-impregnable. For some, it brought dread, knowing that, while help was on the way, that help was coming in the package of a hurricane.
AGRO's exploits were not numerous, despite their high-profile nature. Only national threat by the most monstrous of Grimm or the most tyrannical of forces warranted their presence. Grendel spent most of her time in parts unknown; Runi had a multi-national business to attend to; and Orolin had his own family life to manage, an exploit with which Altimeda was all too familiar. Each of them, though, kept a dedicated Scroll on their person at all times. It only contained three contacts, and its ringtone was the ominous tolling of a bell tower.
Some time into his career as a Huntsman and very early in his time with AGRO, a mission took Altimeda to a small town with a small church set into a small valley in a small mountain range. The town was already destroyed when he arrived. He cleared it of the straggling Grimm and set about searching, eventually ending in the church. The tower had been damaged by a Nevermore, the modestly sized bell hanging high in the tower falling to the chapel floor and ending in strangely pristine condition. With a strange feeling about the bell, he retrieved it, and, finding that it was a perfect resonator for his Semblance, took to the task of turning it into the weapon it was to become.
That great bell—Resolhorsen—became the symbol of his presence, his trademark. Its overt nature was sometimes problematic, and so he spent several years perfecting the art of stealth and even crafting a cloak that lent to the art. The bell became a natural part of him, and blended in right along side him. He eventually fashioned a hidden blade inside it to use when he needed quietude in his actions, allowing him to use the bell as a sheath and generally use the sword as his main weapon. The bell was only wielded when it came time to chime the tolls of the ending of a life.
Taking over as family head was never something Altimeda really intended to do, but Gaelyn had greater things in mind for Altimeda, and, as eldest child, the responsibility fell to him as it was. Grooming for the political aspects of that role started early, but came to a proper head just after Altimeda's graduation, before he began work as a Huntsman. Trips across the world; participation in trade negotiations; involvement in research expeditions; and oversight of all aspects of the family business, Altimeda took to the training more aptly than he had ever expected. A Huntsman by 20 and a trained negotiator and politician by 25, Altimeda took off into the world like a rocket, and was soon a household name alongside his father. No longer was it simply, "Gaelyn and the Fontine children." Altimeda had taken an identity of his own, and as year passed on, it became his name that was known almost more commonly than his father's.
Now, Altimeda is on the forefront of Grimm research, using his field training and knowledge of Grimm tactics to constantly push the envelope on how much we know about the Grimm. He has made quite the name for himself as an academic of the Grimm, and has turned down numerous offers of positions at academies all around the world. He prefers his research more hands on, turning in his results oftentimes stained with blood and crumpled from his romp through combat.
Altimeda Fontine
Character Application
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Appearance
Altimeda stands at near-exactly 6'0", and while he is by no means a bulky man, he is built strong. His shoulders are broad, arms strong, chest deep, and frame balanced. That he is so agile is a testament to his all-around training, and his appearance shows it.
Dark hair complimented by the sparkling green eyes of his lineage accentuate the newly-forming age lines on his soon-to-be-middle-aged face. The only of those lines that have any significant prominence are the ones made from many years of smiling. Indeed, Altimeda's face is fatherly and kind, a well-maintained beard and mustache forming a neat ring around his lips. His skin is tanned like a man who is used to skulking about in the forest under a dark cloak—that is to say that it is rather light, its only color coming from his heritage.
When he is not in his hunting garb, he is usually seen in simple street clothes of varying styles and dark pants. The only constant in his appearance is the color-shifting, midnight-green cloak that is always draped around his shoulders. When the cowl comes up, his ability to disappear is often eerie.
Personality
Positive Traits: Educated — Adventurous — Empathetic — Perceptive — Wise — Nurturing
Negative Traits: Verbose — Detached — Desensitized — Imposing — Peremptory — Accredited
History
When asked of his past, Altimeda has little to say. His mother was out of his life before he graduated from Beacon, but aside from that bump in the road, his path had been smooth. Gaelyn Fontine, his father, divorced his mother during Altimeda's fourth year of schooling when she was convicted—not for the first time—on drug charges, choosing to conveniently forget to post her bail and move on without her. He took Altimeda and his two younger sisters—Aeenmae and Melanine—with him, and since then, none of them had seen or said a word to her.
The Fontine training program was intense, but Altimeda managed to find his groove and excel. The program was, in concept simple: Training began at age nine, an accredited private program that left a student recognized as graduating from a junior academy such as Signal. Next, that student would complete the fourth-year curriculum at each of those junior academies as an organized four-year program. Finally, one senior academy was chosen to attend for its full four-year curriculum, and Altimeda ultimately chose Beacon for its soaring towers of mysterious airs and headmaster of great renown. He began pre-schooling at age nine, right on schedule, and finished the four-year accredited program out with flying colors. The transition to primary academies was a bit strange after four years of private tutoring, but his amicability and easygoing personality saw him fitting in well enough.
During his time at Beacon, Altimeda was placed on a team with whom he never truly bonded. They worked well together, got along well enough, and individually all operated at a high level of competency, but never did they truly have a heartfelt moment where they came together as one. That moment came much later in Altimeda's life, upon the formation of team AGRO. Orolin Fiore, a man from the Fiore house, who worked closely with the Fontines; Runi Belmonstrazzi, an heiress-gone-missing who began her own network of trade without the watchful eyes of national regulation on her deals; and Grendel, a Grimm-attuned wanderer with a frightening power curve. The four of them were very close to a force of nature. There were no Grimm that could stand in the way of AGRO; their presence on the battlefield, heralded by the tolling of the bell tower, became widely known. For some, it brought comfort, knowing that help was on the way and that that help was nigh-impregnable. For some, it brought dread, knowing that, while help was on the way, that help was coming in the package of a hurricane.
AGRO's exploits were not numerous, despite their high-profile nature. Only national threat by the most monstrous of Grimm or the most tyrannical of forces warranted their presence. Grendel spent most of her time in parts unknown; Runi had a multi-national business to attend to; and Orolin had his own family life to manage, an exploit with which Altimeda was all too familiar. Each of them, though, kept a dedicated Scroll on their person at all times. It only contained three contacts, and its ringtone was the ominous tolling of a bell tower.
Some time into his career as a Huntsman and very early in his time with AGRO, a mission took Altimeda to a small town with a small church set into a small valley in a small mountain range. The town was already destroyed when he arrived. He cleared it of the straggling Grimm and set about searching, eventually ending in the church. The tower had been damaged by a Nevermore, the modestly sized bell hanging high in the tower falling to the chapel floor and ending in strangely pristine condition. With a strange feeling about the bell, he retrieved it, and, finding that it was a perfect resonator for his Semblance, took to the task of turning it into the weapon it was to become.
That great bell—Resolhorsen—became the symbol of his presence, his trademark. Its overt nature was sometimes problematic, and so he spent several years perfecting the art of stealth and even crafting a cloak that lent to the art. The bell became a natural part of him, and blended in right along side him. He eventually fashioned a hidden blade inside it to use when he needed quietude in his actions, allowing him to use the bell as a sheath and generally use the sword as his main weapon. The bell was only wielded when it came time to chime the tolls of the ending of a life.
Taking over as family head was never something Altimeda really intended to do, but Gaelyn had greater things in mind for Altimeda, and, as eldest child, the responsibility fell to him as it was. Grooming for the political aspects of that role started early, but came to a proper head just after Altimeda's graduation, before he began work as a Huntsman. Trips across the world; participation in trade negotiations; involvement in research expeditions; and oversight of all aspects of the family business, Altimeda took to the training more aptly than he had ever expected. A Huntsman by 20 and a trained negotiator and politician by 25, Altimeda took off into the world like a rocket, and was soon a household name alongside his father. No longer was it simply, "Gaelyn and the Fontine children." Altimeda had taken an identity of his own, and as year passed on, it became his name that was known almost more commonly than his father's.
Now, Altimeda is on the forefront of Grimm research, using his field training and knowledge of Grimm tactics to constantly push the envelope on how much we know about the Grimm. He has made quite the name for himself as an academic of the Grimm, and has turned down numerous offers of positions at academies all around the world. He prefers his research more hands on, turning in his results oftentimes stained with blood and crumpled from his romp through combat.
Faceclaim
Bercouli Synthesis Onefrom Sword Art Online: Alicization
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