The broad setting is Vale, the year the show's protagonists enroll in Beacon. PCs will be relatively recent graduates from Beacon Academy, assigned on a team together initially to perform a dangerous mission for the Hunter Corps outside the walls of the capital city. I encourage PCs have histories with each other, but they are by no means necessary.
The tone will be more somewhat more serious than the show, so make characters accordingly. That does not, however, mean levity is not desired or forbidden, so feel free to indulge. Please remember that characters are meant to be fun for both the person controlling them and their fellow RPers, and try to keep things sensible and fun. Other than that, go nuts and have a good time. Make something memorable, and we'll have a great game.
Characters should be posted here in the OOC before being moved to the Characters tab, for review by me. Other than that, the OOC is for shooting the shit, having a good time, and discussing the game. Feel free to post questions or suggestions, I'm happy to hear them.
Name Age Country of Origin Family Relationships Affiliations (no pictures preferably) Appearance Broad Personality Ethics Goals/Aspirations History Non-Combat Skills/Interests
Combat Style Strengths and Weaknesses Semblance Weapon
"Ethics (also moral philosophy) is the branch of philosophy that involves systematizing, defending, and recommending concepts of right and wrong conduct."
I was going to moan about the pictures, but they match the rwby style perfectly, and they're at least comprehensive, so they'll be fine. Other than that, I give my tentative 5am approval. Id like to see more in 'out of combat skills'. I really intended it to be a broad category for putting outside-job interests and pursuits.
I'm really interested in this. I've always found the higher years and the staff to be far more interesting than the main two teams. I'll be making a character sheet soon.
"Ethics (also moral philosophy) is the branch of philosophy that involves systematizing, defending, and recommending concepts of right and wrong conduct."
I was going to moan about the pictures, but they match the rwby style perfectly, and they're at least comprehensive, so they'll be fine. Other than that, I give my tentative 5am approval. Id like to see more in 'out of combat skills'. I really intended it to be a broad category for putting outside-job interests and pursuits.
Alright I wasn't entirely sure what you were asking for in some things so thanks for clearing that up. I'll make the edits after I get some sleep. Night shift kills me lol
Tell me if there's anything that needs to be changed. I don't have an image of her since I can't find any image on the internet that fits my vision of Diana. But if you allow the use of avatar generators and the such, then I think I might be able to give the rough idea on how she looks like.
Name: Diana Brunswick Age: 22 Race: Lynx faunus
Country of Origin: Vale Family: Originally from the Peridot family but she never knew them. Relationships: tba Affiliations: Grimm {Formerly}; Beacon Academy and Vale Symbol: Diana’s symbol is fanged teeth clutching a silver arrow between them.
Appearance: Features: Diana has long, silky, black hair that she ties up in a loose french braid, with neon green highlights. She has brown skin, and dark brown eyes that resemble black in certain lighting. Diana has lynx ears, pointed with tufts of black hair on the tips. She also has short whiskers, and a short white tail that fades to black in the end. Diana isn’t very tall, standing at only five foot three. Her body built is lightly athletic, with toned muscles but a rather skinny body. She has several long scars, resembling whip marks, on her back and legs. Clothing: Diana’s clothing consists of a dark green sleeveless jacket with a black tuff, resembling a bowtie, tucked neatly underneath her neck. She wears a silver long-sleeved shirt underneath her clothes, paired with dark green open fingered gloves. She wears a two silver belts, decorated with small knives, that make a x-cross around her waist. Her shorts are dark green, with a hand-stitched image of a Nevermore in silver thread on one side, and black shoes. Casual Clothing: Diana’s casual clothing is a silver shirt with the image of a black bowtie, and a dark green knee-length shorts.
Broad Personality: Diana is reclusive and silent, preferring to sit back and observe people as they go on their daily lives. Despite having been reintegrated into society, Diana still finds herself becoming endlessly curious with the marvels the modern world has to offer. Despite her curiosity, Diana can easily frightened by people, always worried that they would hurt her. She is easily triggered by certain things, and would fight like a cornered animal to get out of a situation where she feels threatened. Diana is also protective to a fault. During her first few years in Vale, this protectiveness was directed towards the Grimm, but after the incident, she all but turned her back on them despite how painful it was. Diana is loving and warm when you get past all her layers of introversion and feral behavior. She likes to laze around and enjoy nature, surrounding herself with things she loves. If she decides that you are not to be trusted, prepare to be treated with hostility whenever you come face to face with her.
Ethics: Diana's understanding of what's morally right or wrong has been a rough ride during the past few years. When all her life she'd known that the only wrong thing one could do would be to harm another Grimm, she realized upon reintegration that the human world was far more complicated. She still makes mistakes, but mainly she still stands by what she's known in her heart ever since she could remember. The only wrong one could do would hurt their own. Whatever the cost, whatever she did, if it was to protect those she loved and cared for, then it was right.
Goals/Aspirations: Diana's goal is simple. She wants to find a way for human and Grimm to coexist peacefully. She knows it's nigh impossible, especially since she can't even look at a Grimm anymore without feeling blind hatred rise up inside her, but she still wants to try.
History:
Diana was born to a couple of fairly rich faunus folk who worked for the Schnee Dust Corporation. They weren’t too high up in the hierarchy, but they had a good enough place to ensure that their only daughter wouldn’t suffer from the discrimination most faunus encounter on a daily basis. At least, that was what they thought. When Diana was five years old, she was kidnapped. Diana’s parents did all they can to try and find her, but they ultimately failed.
Diana had been sent to a travelling circus where faunus were treated badly for entertainment. Even young Diana wasn’t free from this torture. In fact, she’d been one of those who were treated the worse because of her heritage. She lost all hope, soul destroyed at such an early age. When the White Fang rescued all the faunus kept by the circus, Diana didn’t feel like she was saved. The White Fang urged her to move, since the battle had begun to attract Grimm, but Diana refused to budge. She was left behind; a young seven year old left in the ruins of a battlefield and surrounded by Grimm. They thought she would have died then.
But she didn’t.
Something nigh unbelievable took place. The soulless girl was seen by the Grimm as one of their own, and they took her in. Beowolves, Boarbatusks, Nevermores… They became Diana’s new family. Memories of her old life grew dimmer by the day, and she quickly became something inhuman… Feral.
When she was eighteen years old, a professor from Beacon discovered her. They tried to help her, but she wouldn’t budge. It wasn’t until an old friend, a Beowolf that grew up together with Diana, pushed her to go with the humans that Diana understood that it was time to return to the world. Her savior had been an instructor at Beacon Academy, Lilium Xanthos, who offered her a spot in the school's roster. She agreed, and while it had been extremely hard for her to adjust, she strived to do her best. She was a special case, and Ozpin allowed her to not be a part of a team as to not shock her anymore than the sudden reintegration had. She was trained and lectured alongside the normal students, but was given a wide berth.
It took her a year more than normal to graduate.
Lilium had been with her every step of the way, and when she was announced to be a full-fledged Huntress, the instructor couldn't be any happier. Since she hadn't joined a team, Diana had to do missions on her lonesome for a while or acted as reinforcement for other teams. It wasn't a perfect engagement, but it suited her.
At least, until she was given the mission to act as Lilium's bodyguard. While she knew very well that Lilium could fend for herself, the instructor would be busy examining certain artifacts to keep a constant eye out for danger. That would be Diana's job.
She didn't expect for anything bad to happen, but it did. They found themselves cornered with a number of Grimm surrounding them. Diana recognized them! They were the same Grimm that were part of her family once - the Grimm that took her in as one of their own. The Grimm, on the other hand, did not recognize her. They attacked, shocking Diana senseless. Before she could recover, it was too late. She had failed Lilium.
She took up her arms again not as the Grimm feral child she once was, but as a human dead set on taking vengeance for the woman that had shown her true kindness and companionship. It was easier to kill the Grimm now that she felt disconnected to them, the hatred rising up whenever she thought of what they did, but Lilium's kind voice remained in her head asking her to see past the cloud of anger in her eyes.
She's trying. She really is.
Non-Combat Skills:
Good cook
Good with animals
Can play a flute
Combat Style: Diana uses her environment to her advantage, which means that when she’s in a forest that she knows extremely well, she can be almost unbeatable. She usually prefers to stay far away, using her bow and arrow to fight, but she is also skilled in melee combat. She is ruthless and will kill when she feels threatened.
Strengths: Night Vision – Like all faunus folk, Diana can see in the dark. Survivalist – Living in the forest for so long has allowed Diana to acquire skills that will help her survive no matter what the circumstance may be. Don’t worry about her. She can take care of herself. Sharp-shooter – Diana has extremely good aim. No matter what the distance is, she can hit it. Able to communicate with Grimm – This is a given since the Grimm are the ones who raised her. She can understand them, and they can understand her. After the incident, though, her understanding of the Grimm has lessened and they've grown unable to understand her. She can still understand them if she concentrates hard enough. Agile – Diana moves fast, trained by the Grimm to do so. This speed also increases when she’s in a forest, as she moves better there, and even more so in the Emerald Forest since she knows it like the back of her hand.
Weaknesses: Post Traumatic Stress Disorder – The sounds of whips can be enough to trigger Diana to have a panic attack and lash out. Sometimes, even being in a crowd and hearing someone laugh could trigger her. Feral – Despite being trained to be civilized, Diana still mostly relies on her instincts. She’s still more of a Grimm than human, and that often becomes a problem. Distrusting – Trust is not something Diana easily gives, especially if you’re a Huntsman or Huntress. She regards every human, and faunus, like they are out to get her, and this adds to her antisocial behavior. Technologically Challenged - Diana isn't good with modern technology. She just can't seem to have a good grasp on it. This is why her weapon is basic in its design.
Semblance: Diana’s semblance is Teleportation. She can transport herself anywhere, as long as she can see where she’s going, no matter the distance. It’s risky to teleport to a place she can’t see, but she can do it. Teleporting someone or something with her is possible, but there are certain risks, like parts of who or what she’s carrying being left behind.
Weapon: Orion and Prokris (melee): Orion and Prokris are a pair of identical daggers. The blades of the daggers are curved near the tip, creating something similar to a hook. The blades themselves are extremely sharp and double edge. The hilts are dark green, with Orion having a scorpion carved on its hilt and Prokris with a hunting-dog on its hilt. Their sheaths are the same color as the hilt, and imbued with dust.
Orion and Prokris (ranged): Orion and Prokris can combined from the end of their hilts, the blades sheathed, to form a bow. The bow string comes from Orion’s sheath, and connects to Prokris to finish it off. Every bow on Diana’s quiver has been imbued with dust, giving them elemental properties. Diana’s quiver is a dark green, lined with silver, and with a carving of a woman with a bow and arrow underneath the moonlight.
Others: Diana also uses a number of small two inch daggers that are situated on her belts. These can be thrown towards an enemy.
So a few things about Diana. One is fairly general: I still want a little more from non-combat, but that is my fault. I'm just going to change the category to make it broader.
As for the whole 'raised by Grimm thing', I think I like it, but playing it without any sort of spin rubs me the wrong way, seeing as it goes really hard against canon. It does, however, give me opportunities to go bonkers with plot ideas, so if you're ok with me roping you into secretive plot goodness unbeknownst to your character, I'm good to go.
As for the teleportation, I think I'm going to want a range limit. Being able to move at the equivalent of thousands of miles per hour (by for example teleporting into the air and then shooting through the skies with aplomb.)
Other than that, looks good to me. I do think, however, that we have enough Faunus, seeing as iirc they are a very small minority of the population.
Still enough that there are enough to create a terrorist group, protest groups, and even be used as a noteworthy part of Schnee Dust Company's workforce, it seems.
I always assumed ~12 or so percent of the population in total. Maybe more. Since there is no evidence given by the show, I am thinking of the amount of black people in 1860s America, which was only 14%.
Even in the height of the civil rights movement African Americans only made up ~10% of the U.S. Population.
Edit: in other news, my university Internet is shitting the bed, so please excuse the previous and likely continuing poor posts, seeing as my iPhone is not charitable to my attempts to write intelligible things.
@Zugzwang Anyways, TGWP is almost certainly one of the longest and most enjoyable fanfics I've ever read due to the author making consistent daily updates since July of last year. Basically combines The Gamer and RWBY with Jaune's Semblance being the Gamer. Does a fair bit of great world building at times and can be found here. Links to every update are in the OP, and there are a LOT.
Yeah I found it, I do not think it's for me TBH, but good on the author for actually committing to something and finishing it [looking at you, Saruman of Many Devices]
God semi-sentient Grimm is sending me down frankly kojima-level plot twists. You're going to la-li-lu-le-lose your shit if I actually decide on one of them.
Zug, I am 1000 percent going to use that during my friends next gathering for a group play of metal gear.
So I'm going to go ahead and probe the group because I'm having trouble settling on a character. I'm inbetween a couple to be honest.
So do yall want a roman themed tank with a healing factor, a cowboy themed mid-close range fighter who I'd most closely refer to as a 'monk' sort class (( Not really a DPS not really a tank, but can pull off a little bit of both )), or a dancer themed character who could also fill a tank-ish sort of role?
Now, seeing as we just mentioned Metal Gear, and I am clearly a massive fan of kojima seeing as I have an mgs fan comic as my avatar image, I think you know what needs to be done with that cowboy.
An idea I had for an NPC was a badass top-tier hunter who is an old ass man, who hates all this transforming weapons nonsense. You would meet him and fight him at first before becoming grudging allies. His first words as he brandishes his strange-looking weapon would be
"This is the greatest handgun ever made. The colt single action army. 6 shots; more than enough to kill anything that moves. Now you'll see why they call me... Revolver"