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Quincunx

sludge of love
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#1
This code dump is likely to be abandoned in favor of creating a better-organized thread.

Character Sheet // Yuno

I literally don't care if you use these codes, credit me, etc. Butcher them to death if you like.
 
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Quincunx

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#2
CHARACTER SHEET // YUNO

- Switch the flex box divs if you want the pic bar on the other side
- Cute YouTube music button coming soon (maybe)
- I literally don't care if you use this code or whether you credit me, so butcher it to death if you like




Chara Name
(kanji/hanzi)

"quote or something or maybe a music button"

Basic Columns

  • Name Hidaka Yuno
    Age 15
    Species Template goddess
  • Strength
    Speed
    Spirit

    Drive
    Endurance
    Luck
    Agility
    Intellect

    Average
    5 ▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰*.・+★
    4 ▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰*.・+★
    4 ▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰▰*.・+★

    3 ▰▰▰▰▰▰▰▰▰▰▰▰*.・+★
    3 ▰▰▰▰▰▰▰▰▰▰▰▰*.・+★
    3 ▰▰▰▰▰▰▰▰▰▰▰▰*.・+★

    1 ▰▰▰▰*.・+★
    1 ▰▰▰▰*.・+★


    3 ▰▰▰▰▰▰▰▰▰▰▰▰*.・+★
 
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Quincunx

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#3
Arden Lewis


Age:
16
Height: 5'3''
Distinguishing features: Arden has distinctive two-tone hair that gains a purple tint when she's a magical girl. She usually wears a sweater, leggings, and lace-up boots, and has a C-shaped cluster of freckles on her neck (although her hair usually hides it).
Favorite things: Sausage pizza, alstroemeria, art class, amethysts, autumn
Dream: To be a renowned sculptor, with her work in museums and galleries
Why did the Makers contact you? Arden's strongest desire is that she wants to protect Misty, a dear friend of hers - that Misty never feels the need to risk herself by becoming a magical girl.

Personality:
Arden could best be described as a driven artist. When she's not with her friends, she's tirelessly working on a piece to express something she feels - an injustice in the world, her love for something, a feeling she's failing to communicate. Her sculptures are surreal, almost magical scenes rendered from household plastics. Hard-working and inventive, all of her tools and her heating rig are made from things one could buy at a grocery store.

Arden is the type to get lost in her projects and bite off more than she can chew. She pours every part of herself into any given endeavor, and the idea of doing or being interested in something casually is foreign to her. She's just as intense socially as she is in her work. She's outgoing and expressive, getting attached to people quickly, getting in their faces, being dramatic with her hands and voice, and sometimes talking too loud.

Finally, Arden is loyal, protective, and kindhearted. She tends to leap to the underdog's defense, and is prepared to sacrifice for her friends. Everything she loves is worthy of an impassioned crusade, and although she forms attachments quickly, Arden truly loving something or someone is a sight to behold.

Home life:
Arden lives in an apartment in a skyscraper in central Legrand, with her parents and eleven-year-old sister Anna. Her father is a construction worker who is open about what his job is like and which buildings he helped make, and he inspired Arden to pursue a career working with her hands. Her mother is a HR advisor who seems to favor Anna over Arden, for reasons Arden doesn't quite understand. In truth, Anna is more restrained than Arden, and her grades and social circle are more stable.

History:
Arden's childhood was free of traumatic events or major angst. Even then, it was rather chaotic - she was born out of wedlock, with her mother escaping her rather horrible ex-husband (Arden's biological father). While Arden's mother remarried while Arden was very young (Arden was always told her biological father was different than her mother's husband, but too dangerous a person to allow her to search for). Things didn't calm down in school, where Arden's circle of friends was ever-fluctuating (even for a young girl) and her grades were low. Arden was never made to feel worthless because of these things, but she did know they exhausted her mother.

When Arden was twelve, she met a bright-eyed girl named Misty at a wedding. The two took to each other instantly, talking about art and philosophy. Misty was also an artist, but her paintings featured dramatic depictions of Legrand's beauty and ugliness. It was also apparent that Misty's parents supported her art and were helping her make connections, something that never happened for Arden. Despite living far away, they stayed friends, and Misty remains Arden's closest and longest-held companion.

The night Arden became a magical girl was a night she was worried about Misty. That evening, the girls were at Misty's house, and Misty told Arden how worried she was about the rash of unsolved disappearances that was currently plaguing Legrand. Misty said that since the police weren't fixing the problem, there was no justice - so Misty would have to become justice, and seek out the Makers of urban legend to become a magical girl and protect people.

Arden knew about the Makers as well, and knew the urban legend stated that the work of a magical girl was high-stakes, even dangerous at times. She couldn't allow Misty to risk herself doing such a thing. So, she assured her that Legrand's unseen protectors would solve the problem soon. When she went home later that night, the Makers contacted her, and convinced her to become one of those protectors. It was like keeping a promise - Arden was beholden not to let her dearest friend take that risk.


  

Synthetic Emissary Arden


Magical theme: Plastic. Arden can control plastic, and it roils like waves with a flick of her fingers.
Magical weapon: A war scythe (vertical blade) made of white plastic. It can be used like a regular polearm, or stretched and curved using her plastic manipulation.

Named Attacks
Pliable Dream Wave

Arden spins, hands dancing, as she calls forth a massive wave of roiling black plastic at a dangerous, melting temperature. She calls the attack as she faces her target, and launches the wave forth with a shake of her wrists. It hardens shortly after it hits, but collapses easily. This attack can also be used as an AoE, although it's significantly weaker than its single-target version.
 
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Quincunx

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#4
RWBY: Colors Of Your Bloodline // character sheet

Notes
  1. Your character needs to feel like they're descended from their parent from canon, and connect to them somehow, without being a carbon copy.
  2. The posting expectation is Intermediate - good caps/grammar/punctuation, fleshed-out paragraphs, varied sentence structure. This applies to both IC posts and your character sheet.
  3. Feel free to add any stats you see necessary, and to use different bbcodes to make your character sheet prettier.
Character Name
Picture

ID Visage Combat Personal History


  • Name: Remember to include your canon parent's last name!
    Name relation to color: Self-explanatory
    Age: 16-18
    Race: Human or faunus?
    Immediate family members: Self-explanatory

  • Aura color: Self-explanatory
    Height: Self-explanatory
    Body type: Athletic? Skinny? Curvy?
    Faunus trait: if applicable

  • Weapon: Name and describe
    Semblance: Describe
    Fighting style: Self-explanatory
    Dust Options: You used Dust before it started making people sick. Some Huntsmen and Huntresses have discovered they can achieve its desired effects with different technology, while others continue to use it in small enough capacities to avoid significant illness. What do you do?

  • Why did you enroll at Beacon? Self-explanatory
    Personality: Self-explanatory
    Romance? If yes, what's their romantic orientation?

  • Parental history: What did their parent(s) do after defeating Salem? How did they meet?
    Personal history: How was life growing up? Was their family rich? Poor? What was their relationship with their parents?


Character Name
Picture
[tabs][tab=ID]
[B]Name:[/B] Remember to include your canon parent's last name!
[B]Name relation to color:[/B] Self-explanatory
[B]Age:[/B] 16-18
[B]Race:[/B] Human or faunus?
[B]Immediate family members:[/B] Self-explanatory
[/tab][tab=Visage]
[B]Aura color:[/B] Self-explanatory
[B]Height:[/B] Self-explanatory
[B]Body type:[/B] Athletic? Skinny? Curvy?
[B]Faunus trait:[/B] if applicable
[/tab][tab=Combat]
[B]Weapon:[/B] Name and describe
[B]Semblance:[/B] Describe
[B]Fighting style:[/B] Self-explanatory
[B]Dust Options:[/B] You used Dust before it started making people sick. Some Huntsmen and Huntresses have discovered they can achieve its desired effects with different technology, while others continue to use it in small enough capacities to avoid significant illness. What do you do?
[/tab][tab=Personal]
[B]Why did you enroll at Beacon?[/B] Self-explanatory
[B]Personality:[/B] Self-explanatory
[B]Romance?[/B] If yes, what's their romantic orientation?
[/tab][tab=History]
[B]Parental history:[/B] What did their parent(s) do after defeating Salem? How did they meet?
[B]Personal history:[/B] How was life growing up? Was their family rich? Poor? What was their relationship with their parents?
[/tab][/tabs]
 
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Quincunx

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#5
Looking for people to play a next-generation RWBY RP with me. I have an idea for a conflict (below), but I'm willing to brainstorm other conflicts - my goal here is just to find other people interested in the first sentence, and we can work out the details together.

What I'm hoping for OOC is a posting speed of 2-3 IC posts per week, and for people to write at least at the Intermediate level.


Looking for Huntsmen and Huntresses to enroll at the newly-reopened Beacon Academy, keep the spark of hope alive, and join this alternate future RWBY RP. I (Mollisol) am the GM.


RWBY: Dust to Dust

Timeline OOC Info To Join


  • Before you were born, Beacon Academy fell to the forces of darkness. Team RWBY and other heroes from Beacon worked with Haven to protect it from the same fate, and they won. Some time after that, they had you, and they brought you into a world at peace.

    That world would grow vibrant but chaotic. The citizens of Vale were determined to find a way forward - they made the city beautiful again, they brought the CCT back online, and they drove the Grimm out of the center of the city. Faunus grew even less accepted due to the actions of the White Fang. Technology advanced, and with that came new forms of dust, and materials and biotech based off of newly-discovered Grimm physiology. Beacon Academy was reopened by Glynda Goodwitch's sister Locasta. Your reasons for joining were your own, whether you saw it as taking up your parents' mantle, having adventures of your own, or just bringing light to the world.


    Advancement did not come without those who wished to tear it down. Charismatic leader Io Sugilite spoke against the use of aura, in favor of using biotechnology to augment humans and merge them with the Grimm living in outer Vale. Treating the Grimm like gods, her movement grew into a cult with members in all four kingdoms. This cult, the Yamiko Movement, developed a tense relationship with Remnant's combat schools.

    Then the unthinkable happened - dust started making people sick. Huntsmen and Huntresses developed terrible illnesses from using it. Grimm began to encroach upon humanity's footholds once again. As dust sales plummeted, the Yamiko Movement gained momentum, and Nature's Wrath became a much less viable combat aid. People had to use it in very limited quantities, or find technological replacements. The quest became to uncover the cause of this strange new disease, and procure the materials needed for a cure.

    You're attending Beacon in a world where dust, humanity's candle in the dark, is dangerous. Your world holds advancements and challenges your parents could never have foreseen. What future will you and your team carve out?


  • You play as a descendant of one of the show's heroes, attending Beacon Academy. There will be action and adventure, missions in a variety of settings, and the challenge of fighting dangerous enemies without Dust. Your characters will learn to work together, and if you're looking for it, perhaps romance will blossom as well. Your missions are handed down by scientists, who need Huntsmen and Huntresses to navigate perilous territory, fight Grimm, and clash with the Yamiko Movement in order to find a cure.

    The game will start before initiation, and jump to the second semester (which includes missions and a dance) after initiation ends.

    Have roleplay common sense - no godmodding, OP characters, etc. Your writing should be at least at the Intermediate level. Posting speed is 2-3 IC posts a week.

  • As for who your character's parent is, you can claim any character from RWBY, JN(P)R, or CFVY, plus Sun and Neptune, who isn't taken yet. You are also allowed to have two canon characters as your character's parents if you choose (for example, instead of Coco and an OC father, you could play the child of Coco and Fox, or someone Coco and Velvet adopted).

    Taken characters include:
    Yang Xiao Long (Mollisol) (Daiyu Xiao Long)

    Lie Ren (S@lt)



 
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Quincunx

sludge of love
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#6
RWBY: Dust to Dust // NPCs

Locasta Goodwitch.jpg Locasta Goodwitch
Powers: Locasta carries around an ornamental fan, not loaded with dust, but used to channel her pyrokinetic powers in the same way Glynda uses her riding crop to channel her telekinesis.
Influences: As headmistress of Beacon Academy, Locasta has control over the faculty of Beacon Academy. She's not as directly in control of its students as the professors, but she does serve as a counselor and mediator.
Persona: Locasta is hopeful, devious, resourceful, and strict. She tends to employ strange solutions to problems, and her office has a Rube Goldberg-looking contraption in it to serve her coffee. She is also determined to leave behind the mistakes she believes Ozpin made.

Io Sugilite.jpg Io Sugilite
Powers: Io does not use aura, and so lacks a semblance and a lot of the powers Huntsmen and Huntresses use. To compensate, she tends to act through her people, and through technology. She has prosthetic arms, legs, and wings, and implants in her eyes and brain to enhance memory and merge with technological devices (all of these modifications are, of course, Grimm-inspired and of her own design).
Influences: While Io isn't famous for her bioengineering, the scientific community generally agrees that her professional work is respectable and can be separated from her wacknut cult. She is charismatic enough to make the Yamiko Movement attractive to those suffering misfortunes and looking for answers, and as the founder, her leadership shapes the smaller communities that make up the cult.
Persona: Compelling and strange, Io has a way of offering all the answers to those who have none, and appearing as simultaneously brilliantly intelligent and relatably ordinary. Far from the isolated mad scientist, she often appears publicly (accompanied by guards) to speak her truth, and visits Yamiko communities.
 
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Quincunx

sludge of love
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#7


Mars Rose

[fieldbox="ID, #A53853, solid"]Name: Mars Rose
Name relation to color: Mars is the red planet.
Age: 18
Race: Human
Parents: Ruby Rose, ???
[/fieldbox][fieldbox="Visage, #803B5E, solid"]Hair: Red-brown
Eyes: Red
Height: 5'2''
Body type: Lithe and petite, with toned arms
Faunus trait: N/A[/fieldbox][fieldbox="Combat, #685F73, solid"]Weapon name: Diamond Rose
Weapon description: A long spear with a diamond-shaped head that Dust can be loaded into to make long-range attacks. The shaft can split into sections connected by chains.
Semblance: Placeholder text
Aura color: Rouge
Strongest skills:
Placeholder text[/fieldbox][fieldbox="Personal, #CFB4C2, solid"]Relationship with parents: Placeholder text
Personality: Placeholder Text
Parental history:Placeholder text
Personal History: Placeholder Text[/fieldbox]
 
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Quincunx

sludge of love
DONATING MEMBER
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tba
Favorite Genres
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Genre You DON'T Like
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#8
陽小龍 岱輿 Daiyu Xiao Long


ID Visage Combat Personal History


  • Name Daiyu Xiao Long
    Name relation to color This writing of Daiyu means "black jade".
    Age 18
    Race Human
    Family Yang Xiao Long, absent father, Liadain Treasa

  • Height 5'6'' (168 cm)
    Body type Lithe and slender
    Faunus trait N/A
    Aura color Black

  • Weapon Hellebore Glamour are a pair of Dual-Range Chamber Claws (DRCC). Their short-range form punches and slashes foes, and their long-range form fires rounds from the knuckles. The finger-like tips allow for more precision than a gauntlet. They can also be loaded with dust rounds; Daiyu's favorites are gravity and ice dust.
    Semblance Daiyu can cause small explosions to occur (the blast radius is about a foot). She can infuse the blasts with dust, and with proportionately more aura, create larger explosions (up to a ten-foot blast radius, which consumes about a third of her maximum aura).
    Fighting style Daiyu's fighting style is best described as a wildfire - confounding and relentless. She has a huge amount of energy, zipping around the battlefield with ease and disrupting her opponents with explosions. Her greatest strengths are her relentless persistence and her ability to confine foes' movements. Her greatest weakness is a tendency to needlessly "fire the big gun", losing more aura than necessary and making herself vulnerable.
    Dust Options Enjoying the useful effects of dust-infused explosions, Daiyu can't bring herself to give up on dust completely. She considers the headaches and nosebleeds she gets worth the occasional use. She sometimes loads dust rounds into Hellebore Glamour, but her main use of dust is shaped crystals to add to her explosions.

  • Reason for enrollment "I like action. Chasing your dreams should be wild and thrilling, you know?"

    Personality Daiyu is cheerful and ready to party 24/7. Her resting expression looks playful, and she's always moving around. She is driven by the pursuit of thrills and achieving her dream of becoming a distinguished Huntress. She never seems to be without a friend to talk to, a Grimm to slay, or a puzzle in her quick hands. With a very a positive attitude, she tends to aggressively, uncritically pursue whatever desire she (or a friend) feels like acting on.

    Daiyu has her mom's temper. Revenge and lashing out are two of her impulses, and things that make her angry include people pointing out her small chest size, belittling the Battle of Beacon (or the then-students' actions), and making her repeat herself. She also particularly hates being alone and tends to lash out over it, but is that because she's angry or scared? Only her parents really have an idea.

    Romance Bisexual

  • Parental After the effort to defeat Salem's forces was finally complete, Yang went on to become a full-fledged Huntress and teach hand-to-hand combat at Signal. She developed a close friendship with Liadain "Lia" Treasa, a worker at the neighboring plant nursery.

    Yang did enter a serious relationship with a man in her twenties, but he left when he learned she was pregnant with his child. Lia and Taiyang both helped Yang through the tough time, and sometime after Daiyu was born, Lia confessed that she loved Yang, and wanted to raise Daiyu with her.

    Personal Yang returned Lia's feelings, and the two raised their daughter at Lia's house, on Patch. Although there wasn't a lot of luxury, there was always food on the table, and on rare occasions, doting from Grandpa Taiyang. Daiyu was raised with kindness and honesty. She learned to fight from Yang, and went to Signal Academy before she enrolled in Beacon.
 
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Quincunx

sludge of love
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#9
Ceridwen Paderau.jpg Dr. Ceridwen Paderau
Powers: Dr. Paderau is not capable of combat. Her main ability is making drugs that treat illness, through working with chemicals.
Influences: As a pharmacist searching for a cure for Dust Syndrome, and one who has already contributed to many pharmaceutical advances, Dr. Paderau is held in very high esteem in her field. She also has a team of assistants who do clerical work and minor tasks for her.
Persona: She has a clipped, quick way of speaking, and tends to isolate herself in her work. It's not uncommon for her to act through her assistants rather than working with people directly.

Irvine Blair.jpg Dr. Irvine Blair
Powers: Dr. Blair's area of expertise is neurology, particularly how the brain interacts with aura and the rest of the body. He is not capable of combat.
Influences: Before he started searching for answers to the Dust Syndrome crisis, Dr. Blair had laid the groundwork of how the substance of one's soul related to their brain chemistry and memories, in terms of semblance. Because of this, he is well-respected among neurologists.
Persona: Dr. Irvine seems to always be anxious about something, but it's apparent that he tries very hard to hide it. He works alone, and the walls of his workspace are covered in brain diagrams and various articles, connected by string, in a visual representation of his theories.
 
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Quincunx

sludge of love
DONATING MEMBER
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tba
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Furry, realism
#10
Timeline

This timeline will be updated with character birth dates and any other info that becomes relevant.

Year // Events
00 // Beacon falls. Most of team RWBY are 17.
02 // Salem is defeated.
04 // The first Grimm-inspired airship is released for purchase.
07 // Daiyu Xiao Long is born.
09 // The Oryx Dust Company is founded, selling newly-developed ink dust and shaped dust.
12 // The first Grimm-inspired eye implant is created.
16 // The first Grimm-inspired prosthetic is released for purchase. The Schnee Dust Company releases threaded dust for purchase.
19 // The Yamiko Movement is founded by Io Sugilite.
23 // People who use Dust start developing illnesses. The term "Dust Syndrome" is coined.
24 // Dust Replacement Technology (DRT) becomes established as a market.
25 // Our characters, aged 16-18, enroll in Beacon.
 
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Quincunx

sludge of love
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#11
RWBY: Dust to Dust // Information

Dust Replacement Technology (DRT)
"Avoid the headaches with CyanTech lightning DRT! Charge your blade, your bullets, and even yourself with electricity without the risk of Dust Syndrome, using our conductive wraps and suppressors." --Advertisement for CyanTech's replacement for Lightning Dust

Some Huntsmen and Huntresses have figured out how to use tech to replicate the desired effects of dust. Some examples of this include:
  • Plasma, explosives, and flammable materials in place of burn dust
  • Steam-powered propulsion in place of wind dust
  • Water and cooling chemicals in place of ice dust
  • Batteries, electrical circuits, and conductive materials in place of lightning dust
While Remnant's advanced tech is definitely more streamlined and efficient than Earth's, and might include inventions we've never dreamed of, DRT is always inferior to Dust in some way. The effects might be weaker or less precise than they would be with dust. Or the tech takes up more space than a cartridge of dust, so you can only get the effects of one dust type in the space that could hold three different dust cartridges.

Some uses, like earth dust's stone effects, don't have a non-dust analog - or at least, not one that the market feels is cost-effective to develop. Dust replacement technology also doesn't blend with semblances (like Blake's elemental dust shadows) as seamlessly as dust does. So, some Huntsmen and Huntresses opt to use dust in a limited capacity, rather than DRT.

Dust Syndrome
"It's imperative that we find a cure, so our walls will be protected again." --Dr. Ceridwen Paderau, pharmacist

A disease developed by Huntsmen and Huntresses who use Dust. The effects are less pronounced on younger warriors. It has varying symptoms for different levels of dust use.
  • Occasional use: occasional headaches, nausea and vomiting, nosebleeds. Symptoms go away in a few days. If they use small quantities of dust, this is the level of symptoms that most beginner Huntsmen and Huntresses have.
  • Moderate use: severe and/or chronic headaches, chronic digestive difficulty, limb stiffness, clotting difficulties. Symptoms persist for up to two weeks, and make traveling difficult and fighting risky. This is the usage level of the average full-fledged Huntsmen or Huntress, if they're using dust in small quantities but in frequent battles.
  • Heavy use: chronic migraines, chronic digestive difficulty, limb paralysis, clotting difficulty. Symptoms last many months (and sometimes, barring a cure, are thought to be permanent), and make it unsafe to fight. This is the usage level of career Huntsmen and Huntresses who rely on dust for their fighting styles.
Symptoms occur a few hours after the dust use. People usually don't get all of the symptoms at the same time - one Huntress might only get a headache and a nosebleed after a battle, and skip everything else. They also only occur when someone uses and "activates" dust, not merely on contact with it. This is why the problem isn't putting dust companies completely out of business.

Finding a cure for Dust Syndrome is a high priority for Remnant's medical and scientific communities. Vale's leading professionals researching this field are Dr. Ceridwen Paderau and Dr. Irvine Blair, a pharmacist and a biologist respectively.

Grimm-Inspired Technology
“The Grimm have always been a problem for most people, but they gave makers wings.” --Werknesh Mekuria, apprentice prosthetist

After Salem was defeated, Grimm did not disappear, but there was a push to find some way to study their physiology. Grimm were observed on the battlefield, and for short periods, in captivity in laboratories. Findings about their physiology helped Hunstmen and Huntresses fight them more effectively. It also gave manufacturers and scientists many ideas for new tech. Some examples include:
  • Aviation: Nevermore flight is similar to normal birds’, yet their wings carry them faster and support proportionally more weight. New tech that mimics their wing structures includes faster, higher-capacity airships, as well as full-flight mechanical wings for warriors and others who could use them. Medical scientists have also rolled out prototypes of prosthetic Nevermore-inspired wings.
  • Brainy Tech: The way a hungry Goliath chooses its targets while presenting minimal danger to itself was observed in the wild, and with a few (sadly brief) glimpses at its neurological structures, scientists were able to advance artificial brain function. This led to smarter androids (in terms of both battle and socialization), as well as “memory of a Goliath” implants that enabled photographic memory and better recall. The advances in androids also allowed for scrolls to be fit into eye implants.
  • Fabrics: The skin of sea Grimm doesn’t absorb water or other compounds, but allows the Grimm to swim fluidly and collect energy for attacks. Studying the chemical structures that allowed this have led to better fabric materials, including bandages, combat clothing, DRT, and even skin grafts and augmentations.
  • Prosthetics: Terrestrial Grimm are faster and more agile than normal animals, so with the help of Huntsmen and Huntresses, their movements and muscles were studied. This led to the development of prosthetic limbs that equal or exceed biological capabilities, although they look rather strange.

Most tech is expensive, and effectively restricted to wealthier citizens or recipients of charity. Tech designed for battle is used by Huntresses and Huntsmen, soldiers, and the occasional enthusiast.

New Dust Forms“Gravity propulsion? It’s so much quicker when it’s in your skin.” --Merle Dahlia, Haven Academy graduate

Dust was not left untouched by technological advances. Forms of dust now include:
  • Crystal: the purest form of dust. It can be fit into melee weapons easily, but if it’s used by hand, it’s less stable and requires the user to have discipline and control.
  • Powder: dust kept in vials or rounds. Out of the vials, it can be solidified into “cartridges” (like what Weiss gave Blake before her battle with Roman) that fit neatly into weapons. This form isn’t as powerful as crystal or threaded dust, but is much easier to control.
  • Ink: a new, more durable form of dust that presents some danger to the untrained user. To use dust with one’s body more efficiently than with crystals, ink dust is tattooed into the wearer’s skin, usually in elaborate designs. When activated, it escapes from the skin in a painful but powerful display, and leaves a scar. Less dust goes farther in this form, but it’s not for beginners. While dust tattoos don’t carry an increased risk of Dust Syndrome, the misconception that they do has caused their sales to drop as quickly as it came into the market.
  • Threaded: dust woven into clothing. While small crystals used to be beaded into clothing or used to make coarse thread, a new form has emerged that allows for threads as fine as that of normal fabric. Threaded dust tends to be used up quickly, and requires the highest degree of experience for use, but the effects are very precise.
  • Shaped: a new form of dust that is essentially crystals carved into shapes, simple or complex. Shaped dust isn't designed to feed into weapons, but to be used directly with the body. It's durable, and much easier to use than crystal dust as its shape aims and controls the effect, but expensive.

The Yamiko Movement
"Meditate on your prowess - what lies beneath this cover of soul, what unites you with them." --Io Sugilite, leader of the Yamiko Movement

A belief system, many would say a cult, led by a medical doctor named Io Sugilite. Its central tenet is that aura is a shackle holding man back from its ultimate destiny: to ascend into Grimm. Members' activities include worshiping effigies of Grimm, meditating on an aura-free existence, undergoing ritualistic surgeries to fit themselves with Grimm-inspired biotech, and, in incidents Sugilite won't comment on, attacking dust companies.

The Yamiko are widely regarded as a wacky fringe group, but their views are gaining traction among the downtrodden as Grimm become more of a threat. They have members in every kingdom (and outside), with a small but vocal presence. While they don't pose a huge threat in everyday life, Huntsmen and Huntresses stay out of the small pockets where their populations are high. The movement has a tense relationship with combat schools in particular.

The Yamiko Movement's label as a cult comes not only from its unpopular beliefs, but also how it treats its members. Entering is like a whirlwind relationship - new arrivals are informed of their potential and showered with attention. Members are discouraged from leaving, and encouraged to live in small Yamiko "communities" near perimeter walls or outside kingdoms. People who have done the Yamiko's meditations, surgeries, and other activities tend to fall into a pattern of thought and action - they're willing to make more aggressive attempts to change themselves, separating from and even acting against non-members.
 
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Quincunx

sludge of love
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#12
don't view don't view don't view



GM
Tags:
Location: Ballroom


A cloudy night shrouded Beacon Academy, and the spacious ballroom stretched before the entering students, in shades of gray and gold. This would be the reopened Beacon's tenth class - and the first to contain descendants of teams that had made history.

Daiyu Xiao Long
Interactions: Open
Location: Ballroom
 

Quincunx

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#13
[fieldbox=Wyldlilies, Plum, Solid, 10]
Wyldlily / plural Wyldlilies / possessive Wyldlily's

Individual names:
  • Given name: First. Something Greek-sounding that means a desirable trait or wish for the child.
  • Family name: Last. Nounverber name that refers to an ancestor's occupation.
Appearance:
  • Average Adult Height: 4'3''-5'6'' (130-168 cm)
  • Hair colors (most to least common): Lilac, pale blue, pink, blonde, mint, pastel brown, black
  • Eye colors (most to least common): Purple, pink, blue, yellow, green, brown, black
  • Body modification:
    • Tattoos: No standardized location, but style tends to be puffier and less detailed than the American traditional style. Religious wyldlilies only get one tattoo of their animal lich (see Religion); nonreligious wyldlilies tend to get tattoos of important things in their lives. Tattoos are almost never purely aesthetic.
    • Piercings: Taboo for religious wyldlilies. Nonreligious wyldlilies often get piercings on readily visible skin as displays of strength and rebellion.
    • Scarification: Same as piercings.
  • Unique traits: Hard, smooth, and nigh-unbreakable skin.
Social
[/fieldbox]
 
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Quincunx

sludge of love
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#14
[fieldbox=Character Sheet, pink, dashed, 10]
Shae Lively


♥Age♥ 17
♥Birthday♥ October 19
♥Height♥ 5'6''
♥Distinguishing features♥ Shae is usually seen with flowers, whether in her hair or her hands. She also has a distinctive style - she wears a lot of lace, neutrals, and pastels. Finally, she's often caught staring off into space, thinking intently about something.

♥Dream♥ To garden at an arboretum
♥Favorite things♥ Churros, peonies, science class, agates, spring

♥Personality♥
Shae is usually by herself - skipping class in a meadow, hiding among the bookshelves in the library, absorbed in gardening and floral arrangement. She seems to dislike talking to people, but can be brought out of her shell by someone who seems genuinely interested in her work in the gardens, or her "work" on her conspiracy theories (as long as those conspiracy theories don't implicate that person).

Behind her dreamy, introverted exterior lies a principled, protective center. Shae has a small group of people from various social circles that she cares for, believing (perhaps misguidedly) that they're victims of a greater evil. She studiously records things she overhears, watches the stars for clues, and sees patterns in the tiniest interactions. Her conspiracy theories encompass aliens, social circles, and cryptids. She firmly believes the people she values must be protected from them.

In the deepest parts of herself, Shae wishes someone cared about her the way she cares about the handful of people she watches over in her own strange way. But she has too little faith in people to really entertain that idea. It would take someone earning her trust and appealing to her strong morals to draw her out of her shell.

♥Home life♥
Shae lives in a suburban household with her parents and two younger brothers. While her brothers are in middle and elementary school, Shae still plays the part of the protective older sister. She teaches them to stand up for themselves and recognize toxic behaviors, hoping they learn to assert themselves rather than just fading into loneliness like she did.

Her parents are well-intentioned, but as with most teenagers, are distant from her life and feelings. They don't know much about Shae besides her participation in the gardening club and her decent grades.

♥History♥
The pictures in Shae's room include those of her family and younger brothers, as well as webs of internet printouts and newspaper clippings behind the curtains, but behind a large agate is a photo of her old friends - made up for the stage and with arms around each other.

Shae had been a lonely type for much of her childhood, but she made three friends in middle school that stayed with her for a while. They were theater buddies, and grew close together, into a close-knit quartet that spent all their time together. For several years, Shae was happy. People seemed to accept her for who she was. She was also making accomplishments in her classes, including getting lead roles in theater, and being her parents' golden child.

Things started to change in high school when her friends' toxic behaviors began to become apparent to Shae. The gossip, the criticism, the subtle emotional manipulation, the harsh judgement of anyone who wasn't like them. Shae would describe it in generalities because she doesn't like remembering how her friendship with them slowly started to feel like a factory, like something that drained her. One day, without confronting them, she simply cut them off and drifted off to be alone.

This was around the time her interest in her friends started being replaced by conspiracy theories. In truth, the stranger Shae got, the more worried she became that her friends would make her the target of their judgements. She never really made any more close friends; she just watched her acquaintances and wrote. And wrote. And wrote.

Torbey came to Shae sometime in her junior year and told her about Shuruga. Shae wasn't alarmed - she believed her theories were being vindicated and gladly took on the role of Harmony Papillon.


  
Harmony Papillon


♡Symbol♡
[IMG]https://s-media-cache-ak0.pinimg.com/originals/89/64/44/8964449942a5b93bce84aed191b63d13.gif[/IMG]
♡Magical Weapon♡ Riot Muscari, which looks like a baseball bat clear as glass (except the tip looks like the muscari flower [IMG]https://media.brides.com/photos/580ec275d5edd55e01ede0c4/master/w_854,c_limit/2013_bridescom-Editorial_Images-05-types-of-wedding-flowers-by-color-glossary-Large-wedding-flowers-by-color-wedding-flower-ideas-muscari.jpg[/IMG] ). The grip is bound with light blue ribbon.
♡Magical Power Theme♡ Butterflies

♡Attacks♡
"Sparkling Glasswing Halation!"
Papillon spins Riot Muscari and slings it over her shoulder, readying it to swing. Light collects in the top of Riot Muscari, until it forms a sphere the size of a basketball. When the attack is ready, Papillon swings the bat and calls the attack. The light ball is flung into the enemy, expanding as it flies, until it hits and explodes into glitter and fluttering glasswing butterflies.

♡Theme♡
[/fieldbox]
 
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Quincunx

sludge of love
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#15
Team FLXS (Flax)

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THE ROGUE

I'm guessing you're at an advantage / 'Cause you can blame me for everything






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ZILLAH COSMOS

A light to burn all the empires / So bright that the sun is ashamed
text here



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SUNNY VESPA

Why you looking for a harmony / There is harmony in everything
text here



template by astraea ∙ beware hidden scrolling


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LARK SPUR

Though it's the end of the world / Don't blame yourself
text here



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THE ROGUE

I'm guessing you're at an advantage / 'Cause you can blame me for everything






template by astraea ∙ beware hidden scrolling


Team LZSL (Lazuli)

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THE ROGUE

I'm guessing you're at an advantage / 'Cause you can blame me for everything






template by astraea ∙ beware hidden scrolling
 
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Quincunx

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#16
-
 
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Quincunx

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#17
Hi y'all! I'm building a modern fantasy world with ritual magic, and would like your questions and ideas.

The magic system (inspired by internet and urban witchcraft)
  • Magic involves special rituals that even the "common folk" can do with the requisite knowledge, ingredients, and time. "Flashy" short-term powers like sorcerers flinging fire are the result of a ritual before.
    • Most rituals are short term (providing magical effects that last no longer than a few hours), but a few are long term (causing effects that last years, with ritual elements like scarification).
    • Rituals that affect a wide area, large-scale event, or many people require proportionately more effort and ingredients. One might even need several people to perform the ritual with. Because of this, using magic to affect the course of nations is unheard of.
    • Example rituals might include:
      • Table Banishing: for getting a table in a crowded coffee shop. Draw a sigil on a napkin, charge by placing caffeinated coffee over the sigil, and wait for tables to empty.
      • Necromancy: for bringing back the dead. Arrange a live rare herb and a triangle of fresh blood around the body of the deceased. Charge the circle with moonlight, say an incantation, and watch for the body to start moving.
      • Water Sorcery: for getting the power to manipulate water, long-term. Scarify a sigil for water into a bare back, and surround the sigil by a circle of ink for control. Take appropriate hygiene measures, and enjoy your new powers.
  • There are a lot of different rituals, and a huge variety of different applications for magic. However, some things require such too much time, too many ingredients ingredients, or too elaborate a ritual to be practical. For example, resurrection is a highly specialized ritual that requires blood and an expensive herb, so death is generally considered permanent outside of special circumstances.
    • We get "classes" of magic users like necromancers, sorcerers, and other mages due to them specializing in their rituals of choice. Due to their knowledge and dedication, they can use rituals for applications others would find impractical.
    • It's easier to be an amateur mage than ever before due to mass communication, but just as mass communication is imperfect, so is the information you find over it. (Can't believe everything you hear on holonet.)
  • Technology impacts magic - some functions of magic became obsolete due to mundane advances, but they blended together harmoniously in some ways:
    • Spell rituals that are "charged" by having larger numbers of people involved in them can be cast over the internet
    • Transportation technology and trade have made many ingredients easier to get to
    • New inventions became new sources of ingredients - for present-day examples, sunglasses are used for scrying as well as mirrors, and caffeine from coffee can charge a spell
    • Sigils and charms can be applied to basically anything, including new technology, just as early humans applied charms to hunting tools and other primitive technology to make them work better
My concerns:

  1. If I use this in a roleplay, does the current setup let me set limits (to prevent people from quickly solving every possible problem with the right ritual)? What I was thinking is, if I think a magical solution is too easy, I can say, "This ritual requires you to procure/do something that requires time and effort." Is that enough?
  2. How much freedom should players have to design rituals? I don't want to create a wiki of every possible ritual and application, that'd be ridiculous, but would it be a good idea to create outlines of a few general effects and the rituals that produce them?
There are four basic types of ritual: influencing outcomes, scrying, and gaining powers.

Note: No ritual can control the actions of human beings. A spell that causes a loud noise might influence someone to run, but you can't directly move someone's feet.
  • Influencing Outcomes: the catch-all ritual category. If it doesn't do one of the other things, it's this one.
    • Examples: necromancy, bringing health, bringing ill fortune
    • Ingredients required: a
  • Scrying: rituals that gather information.
    • Examples: finding an event in a specific person's future, seeing a faraway place, knowing who's been here
    • Ingredients required: a flat, reflective surface to look into.
  • Gaining Powers: rituals that give the user some superhuman power.
    • Examples: fire-slinging, immunity to lightning, deriving strength from cold
 
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Quincunx

sludge of love
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#18
tags: 18+ only, adult characters, epic quest, female partners only, femalexfemale, group roleplayer, post-apocalyptic, posting expectations: advanced, posting expectations: adept, posting speed: semiweekly, posting speed: weekly, realistic physics, redstar roleplayer, sci-fi, vanilla


ADAMANT MUSE
a pastel post-apocalyptic quest quartet



Four young women - a seer, a siren, a warrior, and a witch - set out across pearlescent post-apocalyptic sci-fi wilds in search of a legend. Standing in their way are ruin-rough terrain, ruthless raiders, and many monsters. And of course, the vortex is ally and enemy. There's also potential for romance. Inspired by Vincent Baker's "Apocalypse World", but is fairly divergent and not a tabletop game.

World Overview [FONT=Jacques Francois]Our heroines are traveling Xhorun, a world of many climates that used to be covered in pastel shimmering skyscrapers, trade routes, and war machines. Everything changed when the vortex descended - intangible, invisible, sickly, soundless, shrieking - and began flickering at the edges of everyone's perception. Extreme weather ebbed and flowed, destroying roads and tech. Monsters, many more than the war machines could fight, were stirred from the forests and seas. People died. Empires fell.

It's been fifty years since the fall. The great nations of Xhorun are structural jumbles of pearlescent brick, mages shouting spells from the dark, war-bands who protect the stronghold at the cliff's edge. A stronghold that could be doomed by a big enough swarm of monsters. Some people have gone mad from the vortex, but others can tap into it and produce incredible effects. Some don't gain any cost or benefit at all. Who interacts with the vortex, and how, depends on their mental fortitude (and in the heroines' case, their power set).

It's rumored that there is a place with secret answers - the epicenter of the vortex's descent, a memory of the moment between. It's a ruin on a green continent, an ancient artist's home merged with the trees and sprawling underground. When the vortex came, people say the land shook, monsters surrounded the walls, and something new fell inside. This palace is called Adamant Muse, and our heroines are searching for it.[/FONT]

Power Sets Overview [FONT=Jacques Francois]Your character's power set determines how they use the vortex. It doesn't determine their personality, or any other details.

[B][I]The Seer[/I][/B] has a second set of eyes in the vortex, opened with a whisper. She can project her senses to faraway places, glimpse into the future, and see people's secret vulnerabilities.

[B][I]The Siren's[/I][/B] songs tantalize individuals, and stir crowds to action, frenzy, or unity. They can also grant a second wind to the her allies, or even alter the landscape around her.

[B][I]The Warrior[/I][/B] has little interaction with the vortex, except for her uncanny battlefield instincts. She wields weapons with graceful ease, and calls tactics with great wisdom.

[B][I]The Witch[/I] [/B]can channel the vortex's screams into destructive power - blades of darkness, tongues of flame, fingers of thunder - with a shout of her own.

Some people have powers similar to these. Also, many people and professions don't interact with the vortex, but those aren't our heroines.[/FONT]

Tech and Resources Overview [FONT=Jacques Francois]The tech level is futuristic, including laser weapons, antigravity material, fuel cells, and robots. While these things are available, it should be noted that hi-tech items are scarce and expensive.

Breathable air is abundant, but water needs to be purified. Meat is hard to come by and animals are only farmed by the rich; plants are a steady source of food, although in dry times they can't sustain everyone. Shelter against the elements and the monsters is an important concern.[/FONT]


Posting expectations: Adept or Advanced
Posting speed: Once per seven days
Other
: Third person, past tense
 
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Quincunx

sludge of love
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#19
RULES
  • OOC, Mollisol moderates. She decides whether a chara is accepted, what fits into the world, etc.
  • Important things from the tags:
    • Post at least at the Adept level
    • Post at least once every seven days
    • Use realistic physics
  • Write in third person and past tense.
  • This RP is like a tortoise - slow and steady. If you sign up, be in it for the long haul.


  

CHARACTER CREATION

There will only be four people in this group, but it's not first-come first-serve. If we have more than four character sheets posted by [xx date], I'll choose who's accepted based on writing quality and what I think would make the most interesting dynamics.

Please read the lore before you sign up, so you know what technology you're allowed to have, what the power sets mean, and other important details about the setting.

This fieldbox the minimum info you need in your CS. Feel free to rearrange it, add other stats, use bbcode, or leave it as is.


[fieldbox=Character Information Skeleton, #D67360, solid, 10]Description of appearance/clothing (you can add a picture if you want)
Full Name
Power set (Seer, Siren, Warrior, or Witch)
Age (keep it 18-22)
Equipment she carries (weapons and not)
Personality
Reason for the journey (it'd be easier and safer to spend her life in a stronghold - why does she think finding Adamant Muse is worth it?)
History (be as brief or detailed as you wish)
Current or last source of income (income can mean oddments, room and board, etc.)[/fieldbox]
 
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Quincunx

sludge of love
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#20
POWER SETS AND PROFESSIONS

The Seer The Siren The Warrior The Witch


  • The Seer invokes her powers by whispering a short, otherworldly incantation. Her powers revolve around information and secrets. They include:

    -Projecting her senses to other places, to see and experience them without physically being there. She goes into a vulnerable state while she projects, unable to interact with the world physically surrounding her, and is out of it for a few minutes after projecting.
    -Glancing the future, witnessing a few seconds and a cryptic portent of what's to come. She needs blood, time, and a circle of crystals charged by the moon in order to do this.
    -Reading people's secret weaknesses, such as their hidden pains, lowest moments, and mind and soul's vulnerabilities, from their brains. This requires time alone with the person being read, and physical closeness. The person will also feel a foreign presence in their brain when being read.

    The Seer might make her money by serving a stronghold as interrogator or soothsayer, using her powers to extort or blackmail someone, telling fortunes, otherwise using her psychic gifts for someone who pays, or a trade.

  • The Siren invokes her powers by singing. Any words or sounds she chooses can use the vortex, and her audience won't know unless they're familiar with vortex magic. All she needs to do is intend an effect. Her powers revolve around guile and beautiful music. They include:

    -Tempting individuals. Her song can put an individual "under her spell", which they can only break by protecting her, giving her things, being her eyes and ears, or doing something she tells them to. She must have time alone with the person being tempted, and they must willfully listen to her song.
    -Stirring crowds. Her song can stir a crowd to act as a family or a hunting pack, or have them fall into the uninhibited emotion of her choice (sharing, fighting, celebrating, lamenting, etc.). She needs to be the center of the crowd's attention and have uninterrupted time to sing when she stirs the crowd.
    -Supporting allies. Her song can grant courage or a second wind to people fighting alongside her. To be supported by her, people need to hear her song clearly.
    -Altering the landscape. Her song can cause the ground to shake, or for natural phenomena to entice, imprison, or destroy something. She needs protection and uninterrupted time to alter the landscape.

    The Siren might make her money by performing for a public audience, performing for a private audience, beguiling individuals into giving her expensive things, otherwise using her musical gifts to her benefit, or a trade.


  • The Warrior invokes her powers anytime she trusts her instincts on the battlefield. Her powers revolve around command and familiar strength. They include:

    -Being the most badass at using weapons, period - even weapons that are new to her are wielded with fluid grace and deadly precision.
    -Making solid, effective tactical decisions quickly, even against unpredictable enemies.
    -Exuding a commanding aura over allied NPCs when in battle.

    The Warrior might make her money by serving as a bodyguard, serving as a hired gun, training others, otherwise using her combat prowess for her benefit, or a trade.


  • The Witch invokes her powers by shouting or screaming a short word, from a swear to a name to nonsense. Her powers revolve around volatile and unfamiliar energies, and include:

    -Conjuring fire, lightning, or dark energy, in varying shapes and sizes (but always dangerous). Her conjuration normally appears as a short, engulfing blast; making it more precise or intense requires a strain on her body. This can entail headaches, bleeding, temporary sensory loss, or fainting, depending on how great the effect was.

    The Witch might make her money by serving as a bodyguard, serving as a hired gun, extorting or robbing people, otherwise using her terrifying powers to her benefit, or a trade.


Other professions people have, not necessarily involving the vortex, include: leading a stronghold, crafting and fixing useful things, making art, delivering mail and other items, leading raider gangs, guarding people or places, healing others, running establishments that take the edge off, leading organized religion, serving someone else with psychic powers, doing manual labor. This is not an exhaustive list.
 
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