Farran Thanatos

"True strength cannot be measured by combat prowess but by your will to keep moving forward against all odds."

- Farran

Appearance
Farran wears a special long black hooded trench coat with his emblem sporting on his back. Alongside it he wears a simple gray shirt, gray pants and a pair of gray gloves and boots. According to Farran most of his clothing has Dust woven in to make it more resistant to the elements as well as more durable against the Grimm.

Personality
Farran was originally a shy and insecure person, unsure if would be able to live up to his family legacy. However after losing his teammates and living outside of civilization for two years he has gained a more serious, stoic and somewhat grim personality. To put it bluntly, Farran is a loner and has been that way since then. He rarely is around other people and makes an effort to distance himself from everyone else. He is a soft spoken person and tries to say only whats needed to make most conversations short.

In combat Farran has his family's ruthless and merciless edge, displaying the natural killer instinct they are known for. This bloodlust and aggression leads many people who meet him to experience fear and nervousness around him. This bloodlust is so potent that at times even lesser Grimm are apparently intimidated by it.

Farran is however not without any sort of sentimental emotions. Indeed despite his new dark and serious nature he retains his sense of compassion as he selflessly saves many innocent lives slaughtering Grimm when they attack. He can also be a very receptive and understanding person. Most of these emotion he holds close to himself because of memories of his mother and thus it is rarely seen by other people.

Background & History
Farran was born of House Thanatos, a respected family that had a long and bloody history as huntsmen, noted for having a natural killer instinct that rivaled the Grimm. However Farran was a black sheep among his family, as he was not a genius fighter and performed below their expectations during his training at home. During this time he received his weapon 'Nightbringer' but struggled to use the weapon properly. In addition his Semblance was apparently useless to him as he harmed himself more often than his target. Despite this however, Farran worked very hard to please his family and kept his spirits up with some urging from his mother. When he was accepted into Beacon he promised that when he returned he would be a strong huntsman.

During his years at Beacon he was became quickly depressed, being one of the lower ranked students at the time, with barely any control over his Semblance. He began to hate his Semblance finding little use in simply being able to push things away. It wasn't till later he realized that it was a more powerful ability than he originally believed. When he was placed as the leader of his team of four he doubted his position as a team leader and became of subject of bullying and ridicule from his classmates.

During a dangerous mission Farran sacrificed the objective to save his teammates. While the instructors approved of his decision of saving his teammates, the teammates themselves we're not. Rather than thanking him they reprimanded Farran despite having their lives saved. They told him that if they had a stronger leader that they could have completed the mission without having to retreat. In their recklessness Farran's team returned to the field without him or a veteran huntsman to back them up. As a result they we're all killed by Grimm. Farran's personality soured from that point. Despite the instructors claiming the incident was not Farran's fault many students regardless began to blame him for what happened to his team and began to harass and ridicule him more than ever.

At this time the 35th Vytal Festival Tournament was coming up, and without a team, he was effectively unable to participate. This alongside Farran's lackluster performance at Beacon led to his family to call him a failure and that Farran had brought shame upon the family name. His father prepared to take him out of Beacon and retrieve the heirloom scythe 'Nightbringer' but finally something snapped in Farran. He packed his things, left Beacon and mysteriously vanished into the wild. For several weeks his family searched for him at the urging of his mother, but due to the massive population of Grimm they we're unable to find any trace of Farran. After a month of searching the authorities gave up and he was presumed dead.

Two years later, Farran suddenly reappeared at the 36th Vytal Festival Tournament shocking both his family and former classmates, as they hardly recognized him. Upon his return he challenged a team of classmates that had bullied him in past. Showcasing his vastly improved skill he defeated all four of them wth relative ease and took their place in the tournament. Farran went on to face another team from Vacuo afterwords defeating them with the same amount of ease and a duo from Mistral after that. The singles challenger from Atlas does not fair any better, however in the end Farran surrendered, much to the shock of everyone.

Wanting nothing to do with the politics of the four kingdoms Farran prepared to leave the Festival. However three huntsmen from the three separate teams he had defeated during the tournament approached him. Initially thinking they wanted revenged Farran is surprised when the three of them all ask to follow him and become strong like he did. Although Farran is apathetic about it, he allows them to follow him but bluntly states he cannot guarantee their safety, nor shall he be responsible for their fates or what will happen to them after the journey. From that point Team FLAM (pronounced Flame) was born.

Abilities and Powers
"I spent two years alone fighting for my life against the Grimm. Huge, ferocious beasts. To survive I had to surpass my limits and become stronger."

- Farran

Despite having a rough start as a huntsmen, even considering himself a failure, Farran's potential was acknowledged by several of his instructors. Ultimately he was a late-bloomer, becoming an extremely powerful  huntsmen. Considered abnormally powerful, Farran has been responsible of slaying hundreds of Grimm over the course of his career. Upon his return from his self-imposed exile he was powerful enough to fight and defeat an entire teams of students simultaneously while not even drawing out his weapon.

Aura & Physical Abilities
Farran always had a considerable amount of Aura even back in his early days at Beacon. Through the rigorous trial of surviving in the wilds alone for two years, Farran has obtained peak physical conditioning and combat prowess with enormous amounts of Aura and stamina reserves. He has also gained tremendous enough of speed enough to nearly vanish to the naked eye, and enough strength to choke an Ursa and smash it through a stone wall. Both feats done without using his Semblance. His grip strength alone is enough to even crush skulls.

Farran's specialty is close quarters combat and openly states that he is limited on ranged options without relying on his Semblance. However as majority of the Grimm usually come and get into melee with him, this hasn't been much of problem until facing other  huntsmen s. When faced with an opponent with ranged attacks he'll aim to close the distance rather than to try to fight at a distance, although he is perfectly capable of using his Semblance for medium ranged attacks and will do so if closing the distance becomes too much of a problem.

Even without a weapon Farran is a very potent hand to hand fighter, advanced enough that he can easily disable and defeat armed individuals with ease. He is skilled enough to utilize pressure points on humans and certain types of Grimm allowing him to easily stun and disable them with only a few well placed blows

Semblance Farran's ability is called “Repulsive Force” (Sekiryoku) It allows him to almost virtually push or repel anything he touches or is in close enough contact with. Depending on the amount of energy expended it is capable of sending anything flying great distances at tremendous speeds. The amount of force generated is also capable of crushing to outright shattering hard objects such as wood, bone, stone, and metal. Even non-physical and intangible materials such as air and fire are affected. The primary weakness is using the Semblance requires Farran to be able to physically brace himself almost as if he was trying to push it himself physically as anything he repels will have some form of resistance. Should he use too much force on an object to large or heavy for him to move the force generated by the resistance will recoil on himself. Similarly the ability can be countered with an equal or greater amount of opposing force. Long years of training and usage in the wilds has honed Farran's use of his Semblance to the point he can use it reflexively with minimal strain. He is capable of launching large and heavy objects such as trucks and even Grimm as large as an Ursa with careless effort. Farran's mastery has allowed him use his ability in variety of powerful abilities such as repelling the air as devastating ranged shockwave, even firing a air bullet from his fingertips, kicking off air as a pseudo form of flight, repelling the air around him in the form of a force barrier, repelling himself for increased speed that borders near instantaneous teleportation and focusing the repulsive force on a his limbs for increased brute force. Farran also has several Trump Card techniques with his Semblance which he only uses when absolutely necessary as they are his most dangerous techniques and put immense strain on his body and stamina.

Weapon
Farran's weapon of choice is the (SDES) Shapeshifting Double Exterminator Scythe “Nightbringer”. According to Farran the weapon is quite old and has been in his family for a long time. In the past it was once said to be a regular scythe, but has since been modified, upgraded and maintained over several generations. As it passed hands it's new owner would add something new to it. Farran's addition to the weapon is the inclusion of the secondary blade on the other end. Unusual for most weapons, there is no ranged feature of any sort. In fact according to family tradition, adding any sort of ranged weaponry is considered taboo. Farran states that despite wielding the weapon almost his entire life, he still does not know all the secrets it contains.

Initially having great difficulty with it while training at home, Farran would become a capable scythe wielder during his days at Beacon upon adding the second blade. Farran's skill with the weapon would improve even further during his two years of exile. During that time, he discovered its power to shapeshift allowing him to use it as a grappling hook, a spear, a pair of chained smaller scythes and a pair of curved wrist mounted blades.

Trivia
-Farran means "Iron Grey" and Thanatos is the Greek God of Death

-Farran's theme and color is based of one the Four Horsemen of the Apocalypse: Death, the Pale Horseman. He shares this theme with his Team.

-The double bladed scythe weapon was inspired by the Zer'atai Dark Templar from the Starcraft series.

-The weapon Nightbringer is named after Aza'gorod the Nightbringer, a Star God from Warhammer 40,000 that literally is the origin of the image of the Grim Reaper.

-The weapon's abilities and powers itself is a homage to the fighting styles of Death from Darksiders and Dante from Dante's Inferno (Dante had taken the Death's Scythe and killed him with it)