Jericho Corey

Appearance
Jericho is a slender young man of slightly above average height. He has raven black hair about 3 inches long overall, a handsome face and distinct green eyes. He wears a smile nearly all the time and although it is often genuine you have to look at his eyes for any clues on his actual state of mind. He is deceptively strong and has a surprising amount of stamina and endurance for his age and body structure.

Jericho prefers to wear a combination of t-shirts, jackets and jeans in shades of blue, black and grey respectively. His armor consists of lightweight shin protectors and knee armour worn over his jeans, two heavy gauntlets and a lightweight cuirass with room at the armpits and shoulders to give him better maneuverability. He also wears a sturdy dark grey jacket reinforced with small metal strips on the shoulders and back to cover the gaps of his cuirass. All his armor appears steel grey, with silver patterns resembling insect wings on his gauntlets.

Jericho carries his weapons on his left hip; his revolver in a holster strapped to his thigh and his sword attached to his belt. He keeps them on his left because he is ambidextrous (although favouring his left) and uses his sword in his right hand and his revolver in his left hand. He also keeps additional supplies like Dust cartridges in two satchels on his right hip.

Personality
Jericho is a calm and respectable young man who is loyal to his comrades and treats even his adversariesrivals with a friendly respect (although that would not stop him from completing his mission). Behind his polite nature Jericho holds a beast locked up that is his ambition and his ruthlessness. He keeps a firm grip on his temper and ambitions and uses his deep wells of willpower to channel these stronger aspects of his personality in a proper course.

Jericho has an interest in dueling and before he went to Beacon he was part of his school's dueling club along with most of his friends. He loves to test his skill against other students even though he is not the best swordsman or marksman, just for the challenge. He also finds it easier to socialize with people he has sparred with because it gives him a measure of who they are without verbal conversation.

On a rare occasion, when Jericho finds himself in mortal danger, something shifts and he goes into a sort of survival mode. Drawing strength from his anger and his will to live he enters a tranquil fury, and becomes capable of anything to survive. The last time this happened he injured over a dozen people and nearly killed one when he was faced with a mob of angry and panicking Faunus riled up by White Fang agitators. Looking back it scares him what he was capable of, but he keeps those feelings as well as the beast locked away deep inside him, along with any other complications that would endanger his grasp on his own mind.

Weapons
Wintermaan: A Side-sword with a slender straight blade and a simple basket guard shaped like a thick band (based on Sword Art Online weapon Lambent Light). A fine lined, curving pattern is etched in the blade but the engraving appears to be only a fragment of the full design of a circular maze. When Jericho summons Wintermaan to his hand the pattern glows faintly blue. Jericho has modified the weapon to accept dust cartridges to apply their power to the blade. The mechanism to load these cartridges resembles a bolt action loading system for a rifle and accepts only one cartridge at a time.

Dageraad: A darkened steel and silver accented customized version of the Avalon Armory Mk. 6 Dust Revolver. It bears the same curving pattern as Wintermaan on the barrel and frame. Instead of firing bullets it fires simple bolts of elemental magic powered by a dust cartridge inserted into the cylinder. The cylinder has been modified to hold either a single large dust cartridge or one with 6 smaller cartridges, able to cycle through the different chambers to switch the Dust type used. Jericho built Dageraad to compliment his sword fighting with a one-handed ranged weapon.

Dust types: Jericho uses six types of Dust variations in his revolver Dageraad. The loadout of his custom cylinders from the top chamber in clockwise order:

1. Ice Shard: (a pure ice dust round) A fast ice projectile with good piercing damage against organic tissue and snap-freezing the impacted area. It can also supercool the blade of Wintermaan while keeping the blade strong.

2. Flame Jet: (a combination of mainly fire and wind dust) A brief, broad jet of fire for close range, acting like a short burst of a flamethrower. It can also be used to engulf the blade of wintermaan in fire for a short time.

3. Snow Mine: (a combination of mainly ice dust with some wind and lightning dust) An explosive projectile that erupts into a small blast of ice after a few deconds delay. It can trap or hinder targets caught in the blast. Up to five shots can be set and they will simultaneously detonate. Any cuts or scratches made by wintermaan when under the effect of this dust will cause a layer of ice crystals to form seconds later.

4. Fire Bolt: (a combination of almost pure fire dust with a bit of wind dust for the speed) A fast medium to long range firebolt that briefly packs a punch and intensely burns the target on impact. It also superheats the blade of Wintermaan without losing its strength.

5. Frost Breath: (a combination of mainly ice and wind dust) a quick spray of cold air and freezing water leaving a coating of ice to hinder or trap enemies. When applied to Wintermaan a layer of sharp jagged ice forms on the blade, adding more mass and cruder edges to the sword.

6. Flare Bomb: (a combination of mainly fire and some wind and ice dust) a delayed explosive projectile that detonates after a few seconds into a small but forceful explosion, up to five shots can be set to simultaneously detonate. When used on the blade it causes any cut or scratch to erupt in flames a few seconds later.

Each cartridge has enough charge for five shots before needing to be replaced; this can be done one cartridge at a time or with the entire cylinder at once. If used on the sword the effects last for a minute before fading.

Abilities
Semblance: "Recall"

Jericho's Semblance gives him the ability to teleport objects directly into his hand. For this to happen he has to spread his hand, imagine holding the object in his hand, after which a golden colored Glyph appears in his hand with a maze like design around the edge and a large empty space in the centre where the item will appear. Earlier experience helps speed up this process and for objects that he hasn't held yet it takes significantly longer and requires him to have the object in his sight. Jericho mostly uses this ability in combat to immediately take his weapons out without reaching for them. Because of how familiar he is with his weapons he can quickly Recall them without seeing them, especially his sword Wintermaan with which he has been training for almost 8 years now. This ability allows him to always be armed and near impossible to disarm. Outside combat he can use this ability to speed up some parts of his routine like cooking or finding lost keys, but he seldom uses it for such mundane purposes unless he's persuaded by his friends to show it off.

Aura

Although Jericho is not as fast or as skilled as others he has deep wells of endurance when it comes to his aura. He can keep up his protective skin of aura for long periods of time and take a lot of punishment before it fails. He uses this to supplement his physical armor and tank most of the damage his foe would inflict on him. Although he can hold out for longer stretches of time than others his protective skin isn't that much stronger and it still puts a drain on his reserves, it just takes longer before his defenses fail completely.

Normally Jericho's aura manifests with a silver color, however if he enters his 'survival mode' or if he has expended nearly his entire aura (about 20% left) it becomes almost golden. (This also links to his color connection to moonlight which can also change to a more golden or reddish color while it is closer to the horizon) Combat

In terms of combat Jericho is a jack of all stats, with only his aura being of note. He fights centralized, keeping the action focused on him, rather than on his target. He doesn’t move around the battlefield as fast as others, but is still agile enough to traverse the battlefield at his own pace.

Although at first he practiced a traditional style of sword fighting, Jericho has developed his own style to make use of his semblance in combat. Because of his semblance Jericho can always make a surprise strike, not having to draw his sword and telegraph his first attack. After his opening move, he keeps his distance and tries to get a defensible position and let his enemy come to him. Should they keep their distance as well then Jericho will distract them with his 'Packard Feint' (throwing his sword away from the fight to distract the target) allowing him to quickly draw his gun and fire a few shots with both hands for accuracy.

Naturally Jericho has his weaknesses; he tends to focus on one opponent at a time and has trouble dealing with multiple threats, his moves are also predictable if the opponent knows of his semblance and the limitations of it.

Combat Stats
Melee: 7.5/10 Melee combat is Jericho's best offensive skill, he has more experience fighting with his sword Wintermaan and it synergizes well with his semblance.

Ranged: 7/10 In mid to close range Jericho can be very dangerous with Dageraad. With precise strikes or rapid volleys and a variety of spells he can overwhelm targets with his firepower.

Armor: 6.5/10 Wearing light physical armor on his arms, shins and chest allows Jericho to take more risks in combat and last longer in the heat of battle. Along with his strong aura protection this allows him to stay in the fight longer.

Dust: 7/10 Using a firearm that relies solely on dust requires Jericho to have a good understanding of Dust-munitions and -weapon principles and he has applied this to create a dangerous arsenal of different spells.

Aura: 8.5/10 With large reserves Jericho can project his aura for longer periods of time and endure more punishment.

Speed: 5.5/10 Although he isn't slow, there are many students who would out speed Jericho, still, he is agile at his own pace and can make his way through a battle.

Background
These days Jericho hardly even recognizes the boy he was when he started his journey to become a huntsman; brash, stubborn, arrogant and filled with romanticized views of becoming a huntsman of legend. Of course when he started his career at Flare academy it did not take long for him to be shot down by reality. Jericho had to face the fact that there were many students better than him and although Jericho had a talent with swords he knew far less than he thought about being a huntsman. The first years were not easy for him, with his stubbornness and pride making sure he didn’t fit in with the other students. Only in the last months of his first year did he find a place at Flare; standing across from the star swordsman of Flare in The Circle.

Jericho had always been a prideful young man and wasn’t shy about voicing his opinions, this sometimes would get into trouble but that did not mean much to him. But one day after Jericho had made a snide remark about Eric Bernstein behind his back Eric felt that he needed to teach Jericho a lesson. Eric was one of the top swordsmen in Flare at the time and especially skilled in a one on one duel. He had wanted to knock some sense into Jericho and challenged the younger student to a duel. Jericho did not even last a minute against Eric.

After the humiliating defeat Jericho would train and try to beat Eric in a rematch, only to be defeated again. It became a small routine at Flare where every few weeks Jericho would demand another rematch and Eric would comply, beating Jericho with little effort. However during this strange ritual for vengeance Jericho started to notice he cared less and less about his honour or pride and more about the duel itself, with every rematch he would last longer and learn better to defend against Eric’s style. At some point -and Jericho still can’t decide just when this happened- he realized that he and Eric had become friends. The following years Jericho would greatly improve both his social and his combat skills. With the Circle he managed to find friends and grow out of the prideful and petty child he was when he arrived at Flare.

However it was not all sunshine and happiness after that. Two years ago, in his third year at Flare, Jericho and some other students were caught in a riot when returning from the city. A group of White Fang agitators had gotten some dust weapons in the Faunus rights protest and after they had started shooting the riot police intervened, causing panic and more violence. Jericho and the other students became cornered by a part of the mob and had to defend themselves. Jericho was the first into the fray and held his ground long enough for the other students to either get away or join him in holding their ground. The Faunus mob was quickly dispersed after the students stood their ground, but not without many injured on both sides, only Jericho seemed to come out of it untouched. After the incident rumours spread of a ruthless huntsman cutting down the unarmed Faunus protestors with his sword, but the details varied wildly and none of the students of Haven involved in the incident would mention such a huntsman fighting in the mob.

Now Jericho has left the familiar halls of Flare behind him as he has been accepted at Beacon Academy to continue his training to become a Huntsman.

Trivia

 * Jericho is based primarily on Corwin of the Chronicles of Amber series by Roger Zelazny, Corwin also went by the alias Carl Corey
 * Jericho is also based on major Thalric, a Wasp empire spy master and assassin from the Shadows of the Apt series by Adrian Tchaikovsky
 * The city name Jericho may be based to the Hebrew word yareach which means Moon
 * The weapons company Avalon Armory is a reference to the second book of the Amber series, "The Guns of Avalon"