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Dinah Isurus [Team ZHDW Redesign]
Age/Attributes: 25 yo/ 6’5” 200 lbs Faunus (Shark Teeth)
Semblance: Blood Scent
Dinah’s Aura is highly sensitive to blood, granting increased strength and endurance when blood is in the air. The strength of this buff increases exponentially if the blood belongs to Dinah’s allies or to someone Dinah believes is innocent and/or meek. However, this can cause Dinah to tunnel vision on protecting others - disregarding any prior orders and her own sense of self-preservation.
Weapon: Trauma Response
A heavy, full-auto 12-gauge shotgun / wireless defibrillation device. In ranged combat, it can be loaded with explosive Frag rounds and/or low-power, electrical Defib slugs as both a nonlethal stun option and as a way to assist downed allies from a distance. Additionally, it comes equipped with a heartbeat sensor that can help Dinah monitor the physical health of any individual within a short radius.
Background:
Born to a pair of Faunus extremists in the far-flung, wild fringes of Menagerie alongside many siblings, Dinah was raised to hate Humanity and to kill anything that moves with guns, teeth and clubs. Dinah was an… unreliable… student. Despite being bigger and stronger than her kin, she often spaced out during lessons and was easily distracted by any moderate noise, unusual shape or strange smell. While she could catch and kill most wild animals with her bare hands, she would much rather befriend them - only taking her training seriously when the lives of her family were at risk.
When Sienna Khan ascended to High Leader of the White Fang, Dinah’s parents were pardoned from their lifelong exile from the organization and swiftly reinstated to their positions as Spec Ops commanders. Likewise, the Isurus kids were moved and integrated into the White Fang’s unofficial Combat School program.
There the Isurus brood gained a tenuous reputation of brutishness and savagery. They were all lumbering, shark-blooded monstrosities who preferred to solve every problem with tooth and fist. However, Dinah was different. While she was the biggest and strongest of her kin, she was also a chatterbox and eager to befriend her new comrades-in-arms - to the point of standing up to her own siblings to protect them. Her unusual friendliness was seen as endearing by her peers in spite of her strange ramblings and incoherent tangents. Paired with her skills in CQC and gaining the self-control to focus when necessary, Dinah was seen as a guardian and leader by her allies.
Upon graduating the White Fang’s Combat Program, Dinah was naturally placed in Special Forces under the command of parents, gravitating toward Search and Rescue. For the next few years, she spearheaded operations in Vale, freeing prisoners and rescuing recon elements from Grimm and Huntsmen ambushes with bravery and distinction. However, she also developed a concerning amount of sympathy for enemy combatants. In her eyes, the humans and their Faunus allies were not nearly as wicked as she was led to believe. While there were mean ones, she noticed many Huntsmen put themselves in danger to protect others, regardless of their races.
Her comrades simply dismissed her observations as part of her crazed ramblings, but a fellow officer, Adam Taurus, took notice of this small treason. Since childhood, Adam had despised Dinah for being “weak” in mind, believing that she had only reached her rank and popularity through nepotism. Being a shrewd operator, Adam knew that he couldn’t outright kill her himself without incurring the wrath of their peers and her parents. Instead, he would turn her into a martyr for the cause.
Days before Dinah launched a routine mission to extract an undercover asset in Atlas, the Atlesian Military would receive an anonymous tip from a “concerned citizen” leaking the entire operation with time tables, locations and even exact force counts. Immediately surrounded by Atlesian Black Ops and regular army forces, Dinah did her best to protect her men against overwhelming odds. In one final act of heroism, she would use herself as a diversion to buy her remaining forces enough time to escape
For the next two years, Dinah would be tortured in an Atlesian Blacksite deep in the Frozen Wastes of Solitas. In that frozen hellscape, she would silently endure, refusing to utter a single word to her captors.
One day, the muted sounds of suppressed gunfire would echo across the blacksite and Dinah would barely react when masked Operatives would break into her cell and sedate her. Her new captors would nurse her back to health, providing just enough gruel and rest for Dinah to recover. However, once she did, she found herself being forced to fight in countless battles without rhyme or reason, armed only with rubber bullets and training weapons against an unquantifiable force with live munitions.
After weeks of constant warfare and Dinah being at her wit’s end from sheer social isolation, her survival and performance would attract the attention of an unseen benefactor. The Director would pluck Dinah from her current assignment for her own machinations. Subjecting Dinah to psychological torment and suffering far worse than any pain she had suffered so far, the Director would achieve partial success in brainwashing the Faunus commando before placing her on Team ZHDW.
Psychological Report:
Despite the Director’s best efforts, Dinah is one of the most unpredictable members of Team ZHDW, willing and able to resist orders at some capacity, albeit in non-disruptive ways. She has retained much of her identity and personality over the years, bouncing back with unyielding resilience and positivity. Overall, her mental conditioning was still successful in getting Dinah to agree with the Director’s agenda and to be programmed with a few activation phrases.
Among her new Team, Dinah was overtly excited and eager to have friends again, showing immense (almost delusional levels of) respect and going above and beyond to impress them. Her and Whitney are “scar buddies” who enjoy sparring together. Fei is the “nicest human” she’s ever met and enjoys her passionate rants about justice and order. And Hallie is so wise and cunning, almost as wise as the Director herself… in Dinah’s damaged perspective.
In the field, Dinah is often kept in reserve to react to any shifts that may occur on a mission. Her skillset and instincts make her ideal for getting her Team out of tough spots, as well as rescuing civilians and HVTs along the way. Meanwhile, her weaponry and physical build make her a fearsome opponent against any foe, from CQC brawling to clearing waves of chaff. However, her heroic instincts can be a double-edged sword during operations, as Dinah will deviate from any plan in order to protect nearby civilians and will hesitate before shooting unarmed/surrendering combatants. The rest of Team ZH_W often plan around this, as moving to stop Dinah would cause way more problems for the Team.