Hunter's Wisdom
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Unlocked at Elite 1 Lv. 1.
Bonus stats from trust in orange.
Unlocked at Elite 1 Lv. 1.
ATK +20%
Sniper
Trait
Attacks aerial enemies first
Siracusa
[Codename] Vermeil [Gender] Female [Combat Experience] 2 years [Place of Birth] Unknown [Date of Birth] June 25 [Race] Vulpo [Height] 153cm [Infection Status] Originium crystals visible on skin, confirmed Infected by medical examination.
[Physical Strength] Normal [Mobility] Standard [Physical Resilience] Normal [Tactical Acumen] Normal [Combat Skills] Standard [Originium Arts Assimilation] Standard
Vermeil's place of birth remains unknown. She was in the wilderness outside Siracusa prior to joining Rhodes Island. We speculate that she was a hunter. She demonstrates extraordinary skill in the fields of hunting, sniping, and guerrilla warfare. She currently serves Rhodes Island on a sniper team, providing force protection and sharpshooting assistance.
Requires [ Trust 25%]
Imaging tests reveal blurry outlines of this operator's internal organs, clouded with abnormal dark spots. Her circulatory system shows an abnormally high rate of Originium particulate matter, with other signs of Oripathy infection, we can confirm that the operator is indeed Infected. [Cell-Originium Assimilation] 5% Operator Vermeil's skin has begun to crystallize. [Blood Originium-Crystal Density] 0.3u/L Operator Vermeil's infection has been stabilized.
Requires [ Trust 50%]
Operator Vermeil's specific place of birth remains unknown. We know only that it is somewhere under the control of Siracusa and suffers rather few Catastrophes. It is difficult to produce a unified, competitive entity in the wilderness. These sorts of things tend to come out of settlements. Although settlements can see their loose alliances broken down by respective interests, they remain close to each other and keep a similar pace of life. Vermiel was for the most part a hunter. She hunted animals in the wilderness, collecting junk and other items along the way, to trade in settlements on the edge of the wilderness. She was willing to take all kinds of compensation, assuming the price was fair. Long before the nomadic cities kicked off the modern era, tribal disputes and resource competition spurred conflict in the wilderness for thousands of years, as different groups moved in, changed, merged, and disappeared. Vermeil's cloak was handmade, a special product of a settlement called Vermeil. The cloak bears the pattern insignia of the town. It helps block the sun and sand. Hand-crafted and finely woven with excellent craftsmanship from locally-grown materials, these cloaks are a local specialty often sold or given as gifts to guests of Vermeil.
Requires [ Trust 100%]
Vermeil does not shy away from the topic of losing her companions. According to her own account, the settlement she belonged to had a dispute with an Ursus mercenary group deep in the wilds of Siracusa. That dispute ultimately escalated to the use of force, resulting in the near extermination of the settlement. With the Siracusan government lacking control over (and interest in) the wilderness, the bloody affair was not recorded and soon forgotten. As Vermeil was still young at the time of the incident, the Ursus spared her, but she could not forgive the mercenaries. Over the next three years, Vermeil abandoned her name and began to prepare everything she would need to exact her revenge. But found herself seriously injured and knocked unconscious by a wild beast. Fortunately, she was rescued by an elderly hunter passing by. In order to save her life, she had no choice but to give up her wounded arm. When Vermeil awakened and realized the position she was in, she devoted herself to a quick recovery. She overcame her pain, and rapidly adapted to the use of her prosthetic. Vermeil continued to hunt her goal, down the path of revenge. The only one she spared was an elderly mercenary, long since retired, surrounded by children and grandchildren. She took only his left arm and a medal symbolizing his honor as a mercenary, sparing his life. At this point, Vermeil has suspended her retaliation against the Ursus.
Requires [ Trust 150%]
Like many who suffer from Oripathy, Vermeil has no knowledge of the disease or why she's afflicted with it. At first, her only knowledge of the disease came from certain individuals who had contact with the Infected, the veracity of their statements hard to determine. She decided to endure this intractable disease just as she endured the pain from losing her arm. The number of people suffering from Oripathy increase by the day, and talk about the Infected spreads to more and more people as well. It was only from this that Vermeil realized, the Infected were no longer seen in the same light. All kinds of rumors about Oripathy were spread around. Suspicion festered into ostracizing or even persecution, but Vermeil lost the ability to make further judgments about the situation. All she knew was that her pain was real. However, Vermeil does not bear any resentment towards her Oripathy - she merely sees it as an inevitable part of life. Even though she became Infected and was persecuted because of it, she did not come to hate anyone for it. If she met someone who did hate her, she would just stare back fiercely. If there's a way to find a cure, then go to receive treatment. If not, then carry on until you can't move anymore. Just like when she accepted the loss of her arm, Vermeil also accepted her identity as an Infected.
Requires [ Trust 200%]
Regarding Operator Vermeil's prosthetic limb, after a simple repair and inspection, it was found that the model did not match that of any known local dealer. Related to this, though I am not willing to delve too deeply on this subject matter, is the fact that she was brought to Rhodes Island by a member of the Laterano Notarial Hall who signed an agreement with Rhodes Island at a certain point in time and also served as an Operator. We continued asking around to gather the information necessary to perform maintenance on Vermeil's prosthetic limb. Unexpectedly, according to several different sources, the prosthetic was the work of a Laterano mechanic who saved Vermeil in the mountains of Siracusa whose name appeared on a prepaid check covering Vermeil's medical expenses. Vermeil always seemed to have little to say about the benefactor who saved her life, but from her attitude towards her past, she appears to hold a deep respect for him. Since she does not seem to want to talk about these experiences, it may be better to let this story remain buried deep within her heart.
Did you call me here for a new hunt? No? Gah…
This claw pendant? It's a symbol of revenge. The Ursus mercenaries who hurt my people treat these things as dogtags, so there's no mistaking them.
A beast took my left hand when I was hunting. Luckily, a mechanic gave me a prosthetic limb, so I can draw my bowstring again.
There was a time when I would've turned anyone who mocked my scars into a pincushion! But if you ask me now... Well, people like that aren't even worth the trouble.
Requires [ Elite 1 Lv. 1]
If you're ever facing a difficult decision, let your instincts decide for you. Your body won't lie—This is what I've learned after a lifetime of hunts.
Requires [ Elite 2 Lv. 1]
I've been living alone ever since my village was wiped out. So, I… I'm still getting used to being around people... But since you trust me and give me important work, I swear I'll return the favor.
Requires [ Trust 40%]
Ehh, a pebble got stuck in my prosthetic finger...? Darn it, I'm going to need a mechanic to fix it... N-No, I don't need you, I can handle this myself!
Requires [ Trust 100%]
You'll make sure I don't ever lose anyone else? Hmph. Big words. But I'll see for myself if you can back those up.
Requires [ Trust 200%]
The doctors here offered to get rid of my more recent scars, but I said no. I want to keep them. They're proof of my work here... You, you understand what I'm getting at?
You're sleeping? Looks like this one can fall asleep almost anywhere. Well, that's a trait we hunters share…
Vermeil, hunter. You won't regret giving me work.
Can I take another look at that?
Requires [ Elite 1 Lv. 1]
Thank you, but... are you sure it's okay to promote someone like me?
Requires [ Elite 2 Lv. 1]
I don't really care about stuff like Oripathy or 'the rest of my life.' Right now, the happiest thing I can imagine is fighting by your side.
I'm here.
You want me to be the captain? Am I... really cut out for the job?
The big game hunt is about to start!
You don't seem to understand your situation here. You've fallen into my trap.
I'll go ahead.
Give me the order.
I can smell the game on the wind.
I'll be waiting here.
You'd better start running, or there's only one way this ends.
Don't underestimate the people of the wilderness.
Watch where this arrow goes!
This arrow will find your throat!
Strong game is still just game.
Nice. If you were born in Siracusa, you would've been a great hunter.
The target got away. I'm going after it.
We can't let it end like this…
This place has walls and a roof… that's enough for me.
Wha?
...My plans for the day? Help you with missions. Shoot at enemies. Use up all my arrows. Finish the mission. Eat dinner, go to sleep. Simple enough.
Arknights.
Ah, it's you.
Requires [ Elite 2 Lv. 1][
Trust 50%]
Where should a feral child of the barrens make her home?
Requires [ Elite 2 Lv. 1]
Stride by stride, a girl wades through the mud, only lifting her head now and then to check the way forward, a series of silent footprints following right behind her. She could not say how long she's been on the way home, and only once the end is in sight does she finally decide to bid farewell. All of a sudden come strange sounds from around her, and she grasps her longbow tight. Now, nothing can get in her way, not to mention the companions who stand by her side. She passes through the curtain of rain, and never looks back.
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