Elizabeth Ann Holstein

Appearance:
Elizabeth is a very large young woman, being almost 2 meters tall, with broad shoulders, even broader hips and a thick torso; though coupled with her hips and shoulders her relatively narrow waist still makes for a pronounced hourglass figure. She's also quite beefy, with thick arms and legs, but without having markedly defined musculature, and she's actually a little bit chubby. Notably, her breasts are huge, literally bigger than her head in fact, though this doesn't cause her any problems. Being a cow faunus she has a single animal trait, a pair of red furred cow ears visibly coming out the sides of her head. Her eyes are green and her moderately sun tanned skin is light and freckled. Her hair is red and wavy, kept at about lower back length. She used to keep most of her hair in a braid going from about halfway up her back down to her lower back, with the loose hair around her head covering her human ears. later on she she grew out her hair a bit more up top and shortened the braid to only cover her lower back, giving her hair a bit more volume.

Beth's outfit during her first 2 years at Beacon consisted of the following: Beth got a new hat after losing her original one in a mission during her second year, and took the opportunity to change up her outfit on her team's suggestion, this is also when she changed up her hairstyle. Her second and current outfit consists of the following: for her new outfit she changed her previous brown leather ammo belts for new milk white leather ones, and ditched the gloves.
 * a small-brimmed, milk white stetson with a dark green band and a small cow horns shaped ornament.
 * a milk white, cap sleeved wrap shirt that leaves some of her midriff exposed.
 * a pair of milk white daisy dukes, held by a dark green belt that has a round buckle with her emblem on it.
 * her secondary weapon, a set of armored brown leather chaps, originally only armored on the calves.
 * a pair of fingerless brown leather gauntlets.
 * a pair of brown leather cowboy boots, spurless with a 3cm heel.
 * a new wide-brimmed, milk white stetson with a brown band and her recovered cow horns ornament.
 * a red plaid button up shirt, worn tied up, somehow manages to only leave a very small part of her bra visible, which is always milk white. the shirt is long sleeved but she may roll up the sleeves to varying degrees depending on the situation, it's also tailored for a change, meaning she can actually button it up and it'll fit, though it's still tight on the chest. it also has pockets on the chest area.
 * a pair of light blue denim daisy dukes, a bit longer than the previous ones, held by a milk white leather belt with the same buckle as the previous one. they got pockets on the back.
 * her chaps, now further reinforced and partially armored on the thighs.
 * the same brown leather cowboy boots as before.

Personality:
Beth has a generally laid back and gentle, yet somewhat boisterous, personality. She is also, however, very hard working and can be quite stern when people neglect their responsibilities. She is also very strong willed and firmly sticks to whatever she decides, but always listens to reason, giving her a good argument is the only real way to change her mind about something; though it's worth noting that "it's for a friend" is often a valid argument. Beth is friendly towards pretty much anyone and tends to be very physical when showing affection, being prone to hugging, patting people on the back and giving headpats to children. She's also extremely reliable, always keeping her word and being capable of maintaining her composure in nearly any situation, regardless of how stressed and/or agitated she might be. Beth is a very caring and motherly person, always wanting to protect and care for her loved ones, friends and family alike. She's also honest to a fault, to the point it's sometimes detrimental. But she's still very much capable of keeping secrets if asked to and will take them to her grave if necessary, though never by lying. Last but not least, Beth is a devoutly religious and kind of a prude; though at the same time she has no problem with showing skin if it doesn't go too far and, so long as things don't get sexual, has little to no problem with nudity given the right circumstance, such as showers, saunas, hot springs or changing rooms, but this only fully applies to female nudity and only when no males are present.

Backstory:
Elizabeth grew up on her family's farm, a dairy farm located in Vale's agricultural district that also raises aura-unlocked horses and produces some produce. She helped in the farm from an early age, learning how to tend to the animals, work the fields and so forth; other than the farm work her childhood was pretty normal, the same would also be true for all of her siblings later on. The birth of every single new sibling she got was always a happy moment for Beth, she was always happy to welcome new members to the family and have more little brothers and sister to play with and take care of. Being born a farm girl she'd also learn to ride at a young age, showing aptitude for it as early as 5 years old, and became a capable rider by the time she was 8, only getting better as time went on. As a kid little Betsy often listened to stories told by her parents, some true and some not, and she always showed particular interest in tales involving huntsmen. One tale in particular that inspired her to be a huntress choices was that of her great grandfather, the first and then only Holstein to be a huntsman and one of the very first group of people to graduate from Beacon academy, she decided she wanted to follow in his footsteps and become the second Holstein to graduate from Beacon. Beth's mare, Applejack, was born when she was 13, they bonded almost immediately and Beth would take of her from that point on. Applejack would quickly grow to be the biggest horse in the entire Holstein farm, much to everyone's surprise as she's a gypsy vanner cross.

Once she was old enough, Elizabeth started training to become a huntress. She convinced her parents to help her, with her father helping with physical training and her mother with her semblance. This started some time before she started attending combat school, so she was already a bit capable by then. After graduating from combat she immediately applied to Beacon and passed the entrance test. She ended up as part of team BAEJ (Beige) and would take on a "team mom" role in it despite not being the leader. She also initially had a bit of friction with the team's leader, Birch Bartlett, due to his unusual characteristics and generally smug and haughty attitude, as well as his markedly violent and sadistic streak, but quickly warmed up to him after getting to know him better. This taught her to never judge a book by it's cover no matter how strange, disconcerting and deranged it might seem; she already knew this, but it was something she hadn't fully committed to until that point. Team BAEJ didn't participate in the Vytal tournament and Beth was happy just watching it on TV or her scroll. Beth was at Beacon during the fall and at first tried to protect the school from the attack, However as soon as it became clear there was no saving Beacon she called in Jackie and helped get as many people to safety as she could, defending the exit routes and carrying the injured on her horse.

Nearly a year after the fall of Beacon, seeing as the school was still out of commission and the professors busy with it's recovery, Beth headed to Mistral to take the Huntress license exam. This was after hearing from Birch, who had gone some time before her and gotten his license already.

Weapons: Vera & Dust chaps

 * Vera (primary): Vera is Beth's main weapon and has 2 forms: shovel, and single barreled lever action shogun. The shovel form is rather large, it has a particularly flat and sharp spade shaped blade, and ends on a "D" handle. The shotgun form is 4 bore, lever action, single barrel, in "mare's leg" configuration with a full stock; the shovel's blade collapses and folds under the gun's tubular magazine, a simple iron sight unfolds, and the "D" handle becomes the butt of the stock. The gun portion of the weapon can be shot while in shovel form but has no sights in that form. Also, a large portion of the weapon is made of wood, allowing Beth to use her semblance with it.
 * Big Iron (secondary): Beth's secondary weapon is a set of thickly armored batwing chaps. While inactive the armor collapses on itself and only covers the outer side of the chaps. While active the armor deploys around Beth's calves and connects to her boots, forming greaves, with the thigh area remaining like chaps and the front of the boots taking the shape of cow hooves. Despite being little more than armor they greatly enhance Beth's kicks by adding weight, hardness and allowing her to hit with greater force with no repercussions. Additionally, they have a seed scattering mechanism that can only be used while in active form.

Other Equipment

 * Ammunition: Beth carries spare ammo in 3 places, a short 2 row belt wrapped around her left thigh carrying 40 shells, a large belt on her waist carrying 60, and a seemingly endless supply in her cleavage. the thigh belt is made to facilitate quad loading and the waist belt carries trick rounds exclusively, specifically Beth's seed slugs. she also carries fire dust slugs among the ammo in her cleavage, other than that she only carries normal rifled slugs.
 * Seed slugs: specialized ammo to be used with her semblance, simply slugs full of seeds. they can be used for a number of things but Elizabeth mostly uses them for tangling her foes in roots and vines.


 * Seed Pouch: a medium sized brown leather pouch full of seeds, basically a fanny pack clipped onto her belt (as in the one holding her pants, not the ammo belt). it has a large variety of seeds for various purposes, an extra pocked full of straw, and holds two medium sized Dust crystals, one earth and one water, to be used with Beth's semblance.
 * Lasso: a simple straw rope lasso, Beth always has one with her.

Semblance: Sodbuster
Elizabeth's semblance allows her to control nearby plants. This includes making them move, hyper accelerating their growth up to near instantaneous, controlling how they grow, and manipulating their properties to an extent. She can freely choose what parts of a plant or object to affect with any combination of these effects; additionally all plant matter affected by Sodbuster becomes much stronger and more durable, this always affects the entire plant/object. Growing the plants still requires water and nutrients though, which are absorbed from either the environment or earth and water Dust used in conjunction with the semblance, this is also what allows Beth to alter a plant's properties. For example, by reducing the amount of water in a tree and altering the shape it grows in she can basically turn it into living dried lumber, making it much harder and tougher. Other examples could be altering a vine's internal moisture to make it more flexible and use it as a rope, or increasing the amount of oil in an eucalyptus to make it much more flammable. There's a limit to how much she can change a plant's properties though, and ultimately they will always be limited by whatever species they may be. It's also important to note Sodbuster can affect dead plant matter, but only so long as it keeps it's structural integrity and has plant cells; this means Beth can use her semblance on things like lumber and straw, but not on things like paper, rubber, vegetable fabrics, charcoal or sawdust. Furthermore, since dead plant matter can't naturally take nutrients from the environment Beth needs to use earth and water dust in order to make it grow.

Sodbuster has a limited range of influence and can only affect things in a 30m radius around the user, it's not necessary for them to be completely within that radius though, any part of the target being within range is enough for the semblance to affect them completely. The effects of Sodbuster are a mix of permanent and transitory. The growth is permanent by default but parts of living plants with their properties altered will either stay as they are, gradually revert to their original state, or wither and die depending on what the plant is naturally capable of handling. Alternately she can willingly revert any changes made to affected plants, but this can only be done if the target doesn't present any noticeable changes from the last affected state and it will not refund the resources spent on it, all excess matter will instead turn into faintly glowing green particles that swiftly disperse and vanish. Movement induced by the semblance will stop with it, but it won't automatically return the plants to their original position, so while dancing flowers will spring back into place, a bent tree will stay bent. The increased durability will gradually fade within a few seconds of the semblance stopping.

While the target of Sodbuster's effects must be within range for Beth to use it, this doesn't mean the effects necessarily stop once they're out of it, the duration of Sodbuster's effects depends entirely on how much aura was spent on the target, and can last for several hours, though larger targets will require more aura. This means the user can use it in two different ways. either she directly, continuously uses it on targets within range, meaning the effects would stop normally after the targets leave her effective range, or she "charges" the targets, making the effects linger even after they leave her semblance's reach. lingering effects will continue doing whatever it is they were last commanded to do, but can't be controlled while outside of Sodbuster's reach. Beth can also combine both forms of use, charging affected targets after affecting them for a while. She can also pre-charge targets so they do something after a certain time or on a certain trigger.

Combat Abilities:
Elizabeth is a highly effective unarmed combatant, in good part due to her fairly good and unorthodox technique, but largely simply because of her enormous strength. As far as technique goes, while her fighting style is largely self taught, it can be described as a mix of freestyle wrestling, old school catch wrestling, kickboxing and good ol' fisticuffs (that is, old school bare knuckle boxing); it mostly focuses on striking, with equal parts punching and kicking, and on quick grappling moves such as throws and "hook" type submissions. When it comes to weapons, she's pretty great with firearms in general, especially the more old school ones like long rifles, lever, bolt and pump action guns, shotguns, and old school pistols; basically anything that doesn't have a detachable magazine. She's much better with a revolver or volcanic pistol than she is with a semi-automatic, but where she truly excels is with rifles and shotguns. As far as melee weapons are concerned, she's good with hammers, great with axes, and is decently skilled with throwing axes. She's also particularly good at using farming tools as weapons, being capable of using nearly of them any as a weapon, with shovels and pitchforks being what she's best with. It's worth noting that she'll usually use kicks and sometimes grapples even when armed. She will also employ her lasso skills in combat, using them to bind, move, throw and even strike her opponents by slamming them on things.

Vera:

 * Shovel form: Beth uses Vera's shovel form largely like a battle axe, swinging it around with chopping and slashing motions, but also uses the flat side of the blade and the D shaped handle for blunt attacks. She also uses the spade's point for thrusting, often grabbing the shovel by the D handle to add more force, which she always does for charging thrusts. While the gun portion of the weapon is functional in this form Beth rarely uses it, and only for short range shots or as double tapping after stabbing a foe. A particular feature of the weapon is that, due to it being made partially of wood, Beth can use her semblance with it. this allows her to grow wooden structures out of it, which she mainly uses to modify the blade, most commonly by making a large wooden mallet head around it for heavier blunt strikes, or a large pair of wooden horns for better stabbing. These extra wooden structures, while very strong, are not as sturdy as the rest of the weapon and may break under extreme force or when stuck in something, sometimes intentionally. One more thing Beth may do is throw Vera like a javelin, with an effective range of about 20 meters; but this is rarely done, often as a last resort, and only when she's completely sure she can recover her weapon after thrown.
 * Mare's leg form: Despite being a shotgun, Beth uses Vera's gun form more like a carbine, using it for short to mid range combat. she's quite the sharpshooter, being able to consistently headshot a man sized target at 25 meters without using the sights while wielding the gun one handed, even on horseback; 50 if using the sights one handed on foot, or two handed on horse back; and as dar as 150 meters if aiming carefully from a still position while wielding Vera with both hands. She'll also use this form for melee if the situation calls for it, hitting with both the stock and the barrel. Just like with the shovel form Beth can modify the weapon using her semblance, which she does to make it better for melee, usually by growing a triangular bayonet, or making a thick wedge along the barrel for striking. while the bayonet is likely to snap off if it gets stuck in something, the wedge is much sturdier and extremely unlikely to break as it is better supported by the weapon's structure.

Big Iron:

 * there's very little change in Beth's fighting style when using her chaps. the only notable differences are that her kicks are more forceful, and that she has to deal with more momentum as a result of the added weight and force, making her kicks slightly less frequent. Also worth noting is her use of the built in seed scatterers to spread seeds for her to use with her semblance if necessary, but this doesn't really affect her fighting style.

Other Abilities:

 * Elizabeth is monstrously strong, benching half a ton in heavy workouts, with her personal bench press record being twice that.
 * She is also very sturdy. This is actually more due to physical conditioning than due to aura, which also gives her enormous stamina, though she still has rather large reserves of aura.
 * Her hearing is excellent thanks to her cow ears.
 * She's an excellent rider, especially on horses, but can ride pretty much anything.
 * She's also incredibly skilled with a lasso, even without using her semblance to control one made of plant fibers, and can do a lot of tricks with them. this has won her quite a few competitions.
 * Beth is very capable in everything rodeo related, of particular note are her skills in steer wrestling, tie-down roping, bronc and bull riding, and hog tying . She's won competitions in all of them, most of all in steer wrestling and hog tying . These skills also translate to similar grimm, such as boarbatusks for example, and she also participates in and has won competitions with them.
 * She's a good "home-style" cook and makes some great pie, be them sweet or savory.
 * She's also very good at farm work, having grown up doing it.

Trivia:

 * CNR: Elizabeth relates to the Queen Elizabeth Rose, which is a kind of rose that has a distinctive light pink color; Ann relates to the Anna Apple, a kind of apple that's a red flushed green.
 * Beth's aura is apple green colored.
 * She speaks with a heavy southern drawl, and tends to use "cowboy slang".
 * Beth has a habit of chewing straw and you'll often find her with a stem in her mouth, usually wheat, which she also chews the grains from to get "farmer's gum".
 * Her horse, Applejack, has her Aura unlocked, and is fully capable of using it. She's even capable of using her semblance, which allows her to teleport to Beth by sprouting out of the ground whenever Beth calls her, regardless of where either might be.
 * Elizabeth has a benign form of hyperprolactinemia, meaning she lactates permanently, albeit in much lower volume than if she was pregnant. This also causes her to have reduced body hair.