- Invitation Status
- Posting Speed
- Speed of Light
- Multiple posts per day
- One post per day
- Writing Levels
- Give-No-Fucks
- Intermediate
- Adept
- Advanced
- Prestige
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Female
- Genres
- Fantasy, Psychological Horror, Scifi, Magical, Romance, Supernatural
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Disclaimer: Though this is much like the series, this will not function exactly as it did. Some Beacon functions will be altered and antagonists will be those of my creation. Though I can ensure that any alterations I make is for everyone to be able to enjoy the same rp and the same thing.
Hello everyone and welcome to my RWBY rp thread! This rp has no relation to the canon story, but the mechanics are all the similar!
Something strange is happening within Remnant; the Grimm aren't just getting more powerful, but they are also becoming a thing to be feared; Intelligent. Not only are they learning from their hiccups, but they also are beginning to show actual intelligence, such as teamwork strategies.
The worst part? A new organization named the Grimm Reapers appears to be the reason why the Grimm are beginning to exhibit this behavior.
The citizens of Remnant are restless, the authorities doing all they can to buff the power of the Huntsmen, but it just isn't enough...
Will the new students of Beacon even survive the initiation?
This rp WILL follow the color rule. It's as simple as a google search of "Names Associated With Color", so it's not hard.
LOCATIONS IN VYTAL
Vale
Signal Academy
Signal Academy is a facility for training warriors, located on the island of Patch, just off the coast of Vale. At Signal, all students are required to craft their own weapons.
Beacon Academy
Beacon Academy is a facility located in the kingdom of Vale for training teams of huntsmen and huntresses to slay the various monsters that plague Remnant. The academy is currently run by Headmaster Denvurr.
Students with the aspiration to become Huntsmen, whose duty is to keep the peace within the world, strive to attend Beacon.
Students
Beacon Academy is a residential/boarding-type school, with its students residing in dormitories on the campus. The school seems to provide all living facilities, including hygiene, food, and laundry. However, students are not restricted to the campus outside lessons, and frequently spend their weekends in Vale.
In order to be accepted into Beacon, students typically go to combat schools, such as Signal Academy, in order to prepare for the Academy's rigorous entrance exam.
However, attending previous combat schools does not seem to be a prerequisite, as some entrants are talented enough to pass the exam without them. Students are generally admitted at around age 17, though it is possible for there to be exceptions.
In the lead-up to the Vytal Festival, Beacon also participates in an exchange program with the academies of the other three kingdoms of Atlas(Atlas Academy), Vacuo (Shade Academy), and Mistral (Haven Academy). Exchange students may participate in some activities, such as sparring matches, and attend events such as the Beacon Dance.
Dress Code
Examples of the male and female uniforms
Beacon has a uniform that students may wear. The males wear black suits lined with gold, accompanied by a blue vest and a white shirt with a red tie. The females wear long stockings as an optional component, a red plaid skirt, and a brown jacket with a tan vest and white shirt with a red ribbon tied at the collar.
Students are given the freedom to customize their attire. The dress code doesn't seem to be upheld very strictly, as students are often seen in casual attire during classes, assemblies, and field trips. Students tend to avoid wearing their uniforms during combat practice.
Curriculum
Students attend lectures on a variety of topics
The very first words mentioned before the entrance exam is that teams will be formed and kept for four years. This strongly suggests that this is the length of the education at the academy.
After being accepted into Beacon, new students have to go through an initiation, after which they are placed into teams.
Students attend lectures, given by staff members on various topics intended to prepare them for their jobs, such as the different kinds of monsters they may encounter.
Practical exercises appear to be a significant part of the courses; of these, some are held in the Emerald Forest. Other out-of-campus activities include field trips to locations such as Forever Fall.
In addition, the curriculum includes sparring matches that pit students' skills against each other in a controlled environment.
Students are also sent on missions as part of their time at the academy. First-year students are generally limited to lower-risk missions, such as accompanying detectives into the city, and must be accompanied by a professional Huntsman or Huntress on their first mission. Upperclassmen are known to go on higher-risk missions.
Location
Roman's map of Vale with Beacon circled and labeled
Beacon lies along the east edge of the city of Vale, and has a wide river that runs through part of it. Airships are used to transport new students to the academy.
A port is seen at the bottom of the cliffs next to Beacon Academy, implying that naval transportation is also possible.
Beacon's boundaries appear to extend rather far, including the large Emerald Forest and some surrounding terrain, such as the Beacon Cliffs. The academy also holds field trips in areas such as the Forever Fall forest.
Campus
Cliffside
The cliffside, showing the docking area
Beacon is situated just before an impressive cliff's edge that overlooks the city across the sound. At the top edge of the cliffside are several large, circular aerial docking bays, where airships and Bullheads can dock and allow their passengers to disembark. At the base of the cliffs, a docking bay is also available for water-going surface vessels, and a path from there leads upwards to the top of the cliff.
Main Avenue
The main avenue
After arrival, new Huntsmen and Huntress cadets are deposited on a long, wide avenue leading up to what appears to be the main academy buildings and their large, impressive main doorway, which opens up to a large amphitheater. The avenue is marked with trees and flag-draped light-poles, as well as a number of impressive aqueduct-like features and archways.
In front of the entrance to the main amphitheater is a large statue and fountain of a Huntsman and Huntress standing atop a rock, beneath which a Beowolf cowers. There's also a large circular pond feature surrounded by a pathway and a garden of red trees. The main avenue is also referred to as the courtyard.
Beacon Tower
The Beacon Tower
The most prominent part of the academy buildings is a large tower. The tower is surmounted by a number of green spheres or lights (possibly the beacon after which the academy was named), as well as an intricate clockwork mechanism consisting of many interlocking cogs and gears. Situated immediately below this is the Headmaster's office, which sits high above the clouds and affords an impressive view of the surrounding area.
Cross Continental Transmit System
The CCT at Beacon
Forming the base of Beacon Tower, the CCT allows for seamless communication between locations within the other kingdoms outside of Vale. It is very tall, with an elevator in place to take visitors to a level of their choosing.
The interior of the communications room has several video terminals where a holographic AI operator will patch users to the location where they wish to send their messages.
Beacon Academy Statue
The campus of Beacon Academy includes a large statue featuring two figures, one a male and the other a younger-looking female, standing on a rock outcropping. They are both dressed in a robe with hoods over their heads.
The male has a sword in his right hand, raised in a seemingly triumphant gesture. The younger female has a double-edged battle-ax in her left hand and looks off to the side into the distance. Below the two figures is a Beowolf looking in the same direction as the male figure.
The Amphitheater
Students gathered in the amphitheater
The assembly area takes the form of a glass-domed amphitheater with raised bleachers arranged in a circle around a circular stage that has a tall, ornate (possibly wooden) backdrop with blue lights. There is also a large, open area in front of the stage where students can stand.
As well as being used for meetings of the student body, the assembly area can be used for dueling practice, with the raised stage serving as the fighting area. The lighting in this area can be carefully controlled, making it impossible to see the rest of the area, thus giving duelists the illusion of being entirely on their own.
This also appears to be the location from which missions are assigned to students. The missions are displayed three at a time on numerous screens, listing the type of mission, location, and mission start time, among other extra details. Teams assign themselves to missions by selecting one and then entering their team name.
Lecture Hall
A Lecture Hall
Beacon Academy has at least one lecture hall not unlike those found in universities.
This hall has sufficient space for practical demonstrations in front of the students' desks: The front of the lecture area may be used for combat training. One of the classes takes place in a lecture hall rigged for a history lesson; the Remnant world, map overlaid by a complex pattern of notes linked with strings, is displayed on the wall behind the lecturer.
Dorms
All the dorms at Beacon appear to be co-ed dorms, with males and females sleeping in the same room. This allows all members of a team share the same living area, regardless of differing genders. The students note that these rooms are somewhat cramped. However, more organized teams generally find that there is sufficient room to meet all of their needs.
The doors to the dorm rooms are secured using an electronic lock, which can be disengaged using a student's Scroll. It is possible to get locked out if the door closes and a student does not have their Scroll with them.
Dining Hall
The Dining Hall
The Academy includes a large, formal dining room running down the length of a cloister-like hall. The dining room features four long tables running the length of the hall with benches to either side and walking areas located in between. Students are able to sit not only with their teams, but other groups.
Like all parts of the academy buildings, the dining hall is somewhat gothic in appearance. The walls are marked with the academy's crossed-ax logo.
It is established that students are allowed to eat in their dormitories.
Library
The Library
The library is a repository of books and other sources of archived information within the Academy. It is generally meant to be a quiet place for students to read and study, though students often use the area as a gathering place, playing board games and socializing instead.
It can also make transcontinental calls to areas outside of the kingdom of Vale, like the CCT can. The library also has access to several holographic computer terminals, which can be freely accessed by the students.
Ballroom
There is also a ballroom that is used in the Beacon Dance. The ballroom also doubles as a living area that new students may sleep in until they are assigned proper quarters.
Locker Room
A unisex locker room with washroom facilities is also present. After the initiation, to store weapons and extra armor, each student is assigned a rocket-propelled locker that can be sent to a custom location based on a six-digit code.
Emerald Forest
Beacon Academy uses the Emerald Forest as the location for its initiation. The forest is filled with dangerous wildlife. Students are catapulted into the forest from Beacon Cliffs, on purpose-built launch pads emblazoned with the academy's insignia.
Vytal Festival Fairgrounds
The Vytal Festival fairgrounds
During the Vytal Festival, a large fairgrounds consisting of many temporary buildings and tents are set up at the Beacon campus, where visitors from all the kingdoms can congregate and intermingle. There are shops and stalls set up to get food, one of which is run by the Shopkeep, as well as tables and chairs for people to sit.
The fairgrounds are surrounded by a lightly wooded area, but it is not known where it is situated in relation to other Beacon buildings.
The Vault
The Vault
Located deep beneath Beacon Academy tower and accessible by an elevator, the Vault is where Amber, the current Fall Maiden, is kept on life support. The Vault appears to be a very closely guarded secret.
Forever Fall
Emerald Forest
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Rules to keep in mind
1. What your character does affects both their development and the story entirely. If your character is forced into a spot they cannot possibly escape alive or unwounded, like being surrounded by Ursai, without a weapon, no way of contact, etc. DO NOT EXPECT THEM TO SURVIVE. Real life is the same way and i'm sticking with it as to give more of a connection with the characters.
2. This rp is intermediate, so be able to type at least a paragraph for a post.
3. No one liners. They're difficult to reply to and lack the detail needed. You're all great writers so show it off!
4. Post every 2-3 days. I want this rp to remain active, so if you're even leaving for a week, TELL A GM BEFOREHAND. It's a double decker rude act to both leave people hanging and to not even warn people that you'll be gone.
5. Respect is a must. Above all rules, this is the most important. If you even act like a toxic person or push 18+ content at people, both IC and OOC, I will hand your ass to you, bleeding and smothered in fire.
Character Rules
1. Make sure your character's name follows the RWBY color rule! The entire name doesn't have to be based on a color, but some part of it has to work.
2. Your character's Semblance is not going to automatically be very strong in the beginning. So if it's telekinesis, your character isn't going to be able to move an entire room of tables. There are things it has to be weak with as well, such as Ruby being unable to carry a heavy load when using her speed.
3. Please, no Mary-Gary sues. We're all great writers right? This is literally the number one rule in making characters.
4. Your character cannot be any younger than 13, or any older than 17. Beacon does have exceptions but they wouldn't allow 8 year olds to train to become Huntswo/men.
5. You're allowed up to 4 characters.
6. A single team cannot consist of two or more of one person's character. It's unfair to any new members.
7. You may make a Faunus/Hybrid.
8. You are not allowed to make a specialized character without permission.
Note: I will not be accepting any specialized members as of yet. I want to see how everyone RPs and such first, especially use of Semblance. Specialized members are lone characters who are more powerful and skilled than the average Huntsman and in some conditions, heavily watched.
IC RULES
1. Students are allowed to leave the school grounds when classes are not in session.
2. Students are not to fight each other unless in the dueling chambers.
3. Students are not to consciously bring back any living/ living piece of a Grimm. They will be suspected as being a member of the terrorist group and brought into custody immediately.
4. Students have a curfew of 1 AM. If not checked into their dorms by this time and not having permissions to be past curfew, they will be brought into custody.
5. Students are warned that it is possible to die in the field.
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Team ---
{Leader}
[Name]
[Weapon]
[Color]
[Semblance]
[Name]
[Weapon]
[Color]
[Semblance]
[Name]
[Weapon]
[Color]
[Semblance]
[Name]
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Specialized
[Name]
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CS
-Appearance-
Name:
Gender:
Age (And date of birth):
Race:
Color:
Weapon:
Semblance:
Detailed appearance -A description if the picture didn't explain exactly what you meant-:
Dream:
History:
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