Pitch Norfolk

Age: 18

Race: Human

Gender: Male

Appearance
Pitch is 5 feet and 6 inches tall. He has very dark, well kempt hair, with no additions to it for style. He has blue eyes, and a slightly tan skin tone. There is scarring on his hands, a bit below his fingers. He possesses a container for his weapons: a gilded case that has slots for 10 rings. Pitch’s vestments are a basic jacket and pair of pants, with their only unique feature being a stylish design of many arms reaching all the way down the suit, stitched in with dark hues.

Personality
Pitch is well articulated in his speech, very difficult to anger, and rarely strikes out against another human being unless in a friendly environment, or when highly desperate. When he has gained a large amount of knowledge about someone, he will become far more friendly and trusting of them, until that trust is betrayed. When Pitch sets his mind to something, he won’t stop his efforts to complete that goal until it kills him. Naturally, this makes him highly stubborn. Strangely, though, he will only act cockily when entering combat with Grimm. In any other scenario, he is calm, cool, and collected.

History
Born and raised in Mistral, most of Pitch’s life was uneventful up until a raid was enacted on his hometown. In the chaos, and during a confrontation with one of the raiding party, Pitch activated his semblance, thrusting a phantasmal fist through the unsuspecting opponent. Thankfully, the raid was fought off, but Pitch’s encounter with the raider left him both terrified and intrigued by his new power. After extensive testing of the ability, and an experiment involving a brick wall and a large bill for property damage, Pitch has acquired a fairly strong understanding, and basic control, of what he learned to call a semblance. Long after learning the strengths and weaknesses of the semblance, he came upon a family, living away from one of the main settlements, being attacked by several Grimm. After expertly dealing with a good few of them, he watched in horror as one lunged directly for one of the family’s children. In a moment of pure adrenaline, Pitch lunged in the way of the Grimm, shoving its jaws apart with his bare hands. A moment later, his semblance activated, tearing the Grimm apart from the jaw, and saving the child. Although the experience would leave him with scarring on his hands, it also inspired Pitch to become a huntsman, as he hoped he could save more people, and put his semblance to good use fighting the enemies of humanity. So, when he turned 18, Pitch applied for Haven academy...

Weapons
10 silver rings equipped with retractable spikes (one on each finger). Each band has a small dial on the side of its face which will, when turned, retract or extend the spikes. Said spike coils up from within the ring to generate itself, allowing it to be flat whenever Pitch isn’t in combat, or just wants to throw a normal punch. 5 of the 10 rings have a slot for pressure-activated dust to be placed in when they have fully coiled. This allows Pitch to slam his hands together to generate temporary dust effects (a bit like pine resins from Dark Souls). These dust effects do carry over to the semblance’s hands.

Semblance
Pitch’s semblance is to, whenever they decide, and whenever they throw a punch, or move any part of their arm or hand, project a dark, transparent extremity (that can’t make physical contact with anything, except for the end of the hand) that adapts to whatever weapon is being held by the character in that moment. For example, his weapon of choice, a ring with a retractable spike on each of his fingers, will make the hand adapt a claw on every finger that has one of the rings on it. The extremities, along with only being able to have two in existence at any given time, will have 3 times the strength of the user, and the user will feel a third of the energy of any impacts the arms make. The arms drain 5% of Pitch’s aura the moment they are manifested, but may only extend out 120 feet. With a bit of focus, and a slight bit more aura consumption, Pitch may solidify part or all of the extremity, allowing it to influence physical space, which drains an extra 1% of his aura per minute of combat, no matter how much of the extension is changed. Parts of the arms may solidify within objects, which can also affect anything it happens to be inside of when the solidification occurs. The semblance may also be utilized while moving.