- Invitation Status
- Looking for partners
- Posting Speed
- One post per day
- Multiple posts per week
- 1-3 posts per week
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
Welcome to Beacon Academy, you are all here for one purpose. To learn from the best how to protect those who cannot protect themselves. You are the top one percent of all combat students in Vale; the best of the best. We'll make you better. Here at Beacon, you will receive the best training to combat the worst horrors of the Grimm.
We will begin exactly where Volume One did, on the airship beginning its descent into Beacon. All of our characters will be in the same class as the main characters of the series. Some sequences will be longer than they appeared in the series. Beacon staff, antagonists, and other NPC characters will be present, but the main story of teams RWBY and JNPR will not exist. We will be following our own story. Teams will be decided randomly by me.
My co-GM will be Kakumei.
Please follow this character skeleton for creation.
Standard Iwaku site rules apply
No godmodding, powerplay, metagaming, hijacking, ect.
Please be able to write 2+ quality paragraphs
Spelling and grammar issues are tolerated, but if it becomes excessive then there might be a problem.
There will be mature content in this roleplay. See blood, gore, violence, some nasty stuff, charred bodies, foul language, possibly a torture scene or two
Character relationships are fine, but if it drifts to a dirtier realm, fade to black.
Please give input, this is our RP after all.
If you have read and understand these rules, please include a food or beverage item your character carries.
I will ask players to play other roles as need be
Doubling will be allowed
Team CRMM (Cream)
Pairings:
Carmine-Michael
Rusty-Mizuki
Individual Characters:
Michael Chernya-ShatteredSkies
Mizuki Syrena -Kakumei
Rusty Burns-Xytheus
RWBY: Remnant in Flames
We will begin exactly where Volume One did, on the airship beginning its descent into Beacon. All of our characters will be in the same class as the main characters of the series. Some sequences will be longer than they appeared in the series. Beacon staff, antagonists, and other NPC characters will be present, but the main story of teams RWBY and JNPR will not exist. We will be following our own story. Teams will be decided randomly by me.
My co-GM will be Kakumei.
Please follow this character skeleton for creation.
Name: (Should follow Monty's naming rules)
Nickname: (If applicable)
Age:
Appearance: (A picture along with a description, please. Pictures can be real or anime. Please leave pictures in link form. Also include clothing, scars/tattoos ect. If applicable)
Weapon:
Semblence:
Strengths: (3+)
Weaknesses: (Keep these even)
Brief Biography
Other information
You are free to add information and sections as you see fit. If you need any help coming up with weapons, I will be more than happy to help.
Nickname: (If applicable)
Age:
Appearance: (A picture along with a description, please. Pictures can be real or anime. Please leave pictures in link form. Also include clothing, scars/tattoos ect. If applicable)
Weapon:
Semblence:
Strengths: (3+)
Weaknesses: (Keep these even)
Brief Biography
Other information
You are free to add information and sections as you see fit. If you need any help coming up with weapons, I will be more than happy to help.
Standard Iwaku site rules apply
No godmodding, powerplay, metagaming, hijacking, ect.
Please be able to write 2+ quality paragraphs
Spelling and grammar issues are tolerated, but if it becomes excessive then there might be a problem.
There will be mature content in this roleplay. See blood, gore, violence, some nasty stuff, charred bodies, foul language, possibly a torture scene or two
Character relationships are fine, but if it drifts to a dirtier realm, fade to black.
Please give input, this is our RP after all.
If you have read and understand these rules, please include a food or beverage item your character carries.
I will ask players to play other roles as need be
Doubling will be allowed
Team CRMM (Cream)
Pairings:
Carmine-Michael
Rusty-Mizuki
Individual Characters:
Michael Chernya-ShatteredSkies
Name: Michael Chernya
Nickname: N/A
Age: 18
Appearance:http://img2.wikia.nocookie.net/__cb20140114024851/halo/images/e/e9/Fred-104.png
6' of wiry, rugged muscle. Short black hair and dark eyes. He has a few facial scars, and several others all over his body from training. Slashes, gunshot wounds, the medals of hard training. Just below his collar on his neck is a tattooed barcode and serial number. He wears dark gray cargo pants, spitshined rubber-soled leather boots, a black tee, and a gray tactical vest.
Weapon:
Asynchronous Linear Induction Sniper System (ALISS)
Form One: http://i.ytimg.com/vi/P8jUf-yTlCQ/maxresdefault.jpg
A high power railgun, effective to up to three miles. Devastating to soft and lightly armored targets. He carries the scope and rifle assembly on his back when using ALISS as a sword. The swords are the barrel of the weapon, conducting the electromagnetic current and launching the projectile. The weapon has a 5 round capacity, with magazine and battery having to be replaced at the same time. Due to the high weight of the batteries, Michael only carries three reloads.
Form Two: http://i.imgur.com/S5q9jOL.png
The barrel of ALISS ejects to become two longswords made from a dense, superconducting material.
Semblance:
Michael can disappear from view. His Semblance is not invisibility, per se, but simply an ability to be unnoticed.
Strengths:
One Shot, One Kill: Because of his proficiency with his weapons system, he can achieve quick kills over long range.
Field Commander: He can take control of a situation easily and direct his teammates to a quick victory, hasty retreat, or any maneuver as needed
Ranger: He has been trained to lead, and employ all the assets he has in order to win.
Weaknesses:
Emotionally Broken: Emotions not related to survival or combat are hard for him to grasp.
Brutally Honest: He is incapable of lying
Jumpy: When confronted with a situation he has never dealt with before, he will fall back on his training. A well meaning joke can end up a trip to the hospital.
Brief Biography: Michael was born in Atlas, and at age six was abducted by a scientist. She believed that the Atlas strategy to take humans off the battlefield and replace them with robots was misguided. So, she kidnapped several dozen children and put them through a brutal military indoctrination and training program. At thirteen, the program was discovered, and shut down. Authorities in Atlas could not let such an inhuman program come to light, so Michael and the other thirty six children were separated, underwent chemical treatment to clear their memories, then removed to the other kingdoms. Michael was dropped in Vale, and was homeless for a couple months before earning a spot in a combat school.
Other information: He carries an old picture of a snow covered farm, something he was given but never knew what it meant. He also carries a baggie of coffee beans, which he chews on for alertness. His last name means "black" in Russian.
Nickname: N/A
Age: 18
Appearance:http://img2.wikia.nocookie.net/__cb20140114024851/halo/images/e/e9/Fred-104.png
6' of wiry, rugged muscle. Short black hair and dark eyes. He has a few facial scars, and several others all over his body from training. Slashes, gunshot wounds, the medals of hard training. Just below his collar on his neck is a tattooed barcode and serial number. He wears dark gray cargo pants, spitshined rubber-soled leather boots, a black tee, and a gray tactical vest.
Weapon:
Asynchronous Linear Induction Sniper System (ALISS)
Form One: http://i.ytimg.com/vi/P8jUf-yTlCQ/maxresdefault.jpg
A high power railgun, effective to up to three miles. Devastating to soft and lightly armored targets. He carries the scope and rifle assembly on his back when using ALISS as a sword. The swords are the barrel of the weapon, conducting the electromagnetic current and launching the projectile. The weapon has a 5 round capacity, with magazine and battery having to be replaced at the same time. Due to the high weight of the batteries, Michael only carries three reloads.
Form Two: http://i.imgur.com/S5q9jOL.png
The barrel of ALISS ejects to become two longswords made from a dense, superconducting material.
Semblance:
Michael can disappear from view. His Semblance is not invisibility, per se, but simply an ability to be unnoticed.
Strengths:
One Shot, One Kill: Because of his proficiency with his weapons system, he can achieve quick kills over long range.
Field Commander: He can take control of a situation easily and direct his teammates to a quick victory, hasty retreat, or any maneuver as needed
Ranger: He has been trained to lead, and employ all the assets he has in order to win.
Weaknesses:
Emotionally Broken: Emotions not related to survival or combat are hard for him to grasp.
Brutally Honest: He is incapable of lying
Jumpy: When confronted with a situation he has never dealt with before, he will fall back on his training. A well meaning joke can end up a trip to the hospital.
Brief Biography: Michael was born in Atlas, and at age six was abducted by a scientist. She believed that the Atlas strategy to take humans off the battlefield and replace them with robots was misguided. So, she kidnapped several dozen children and put them through a brutal military indoctrination and training program. At thirteen, the program was discovered, and shut down. Authorities in Atlas could not let such an inhuman program come to light, so Michael and the other thirty six children were separated, underwent chemical treatment to clear their memories, then removed to the other kingdoms. Michael was dropped in Vale, and was homeless for a couple months before earning a spot in a combat school.
Other information: He carries an old picture of a snow covered farm, something he was given but never knew what it meant. He also carries a baggie of coffee beans, which he chews on for alertness. His last name means "black" in Russian.
https://www.iwakuroleplay.com/characters/mizuki-syrena.8230/
Name: Rusty Burns
Nickname: Sledge Hammer
Color: Red
Age: 19
Appearance: Comment #33 added by thereasonableperso at thereasonableperso's profile
Minus the sword and ornate designs on the armor. He also has a large straight scar down the left side of his face. (I experienced problems getting the link to work. It should work now. If it doesn't I don't know what to do.)
Weapon: His weapon, Double Down, is a heavy hitter. Its first form is a large black backpack with a machine concealed inside. It weighs around 130 pounds and he swings it at any foes that dare come close. The second form gets a little more deadly. The machine within the backpack unfolds into a double-barreled 40mm bofors anti-aircraft (or in this case anti-grimm) cannon, that he holds over his shoulder.
Semblence: Strength. He can lift around 1000 pounds.
Strengths: Incredibly strong, knowledgable on just about any weapon and master of many arts of war.
Weaknesses: Not very smart, rash, clumsy.
Brief Biography: Rusty was born in Vale but he grew up in a small settlement outside the city, you know, the ones that have a habit of disappearing. It was the rough life from day one. As soon as he was old enough to carry a weapon he was fighting grimm and hunting wildlife. He was 18 when the settlement was sieged by ancient and powerful grimm. He was the only survivor. Now on the day after his 19th birthday he starts his first day at Vale.
Other information: Rusty is a very warm hearted individual despite the recent tragedy he survived. He tries not to let negativity get to him. He also likes to carry a few sticks of gum with him
Carmine Viridian-AngelicFusion
Nickname: Sledge Hammer
Color: Red
Age: 19
Appearance: Comment #33 added by thereasonableperso at thereasonableperso's profile
Minus the sword and ornate designs on the armor. He also has a large straight scar down the left side of his face. (I experienced problems getting the link to work. It should work now. If it doesn't I don't know what to do.)
Weapon: His weapon, Double Down, is a heavy hitter. Its first form is a large black backpack with a machine concealed inside. It weighs around 130 pounds and he swings it at any foes that dare come close. The second form gets a little more deadly. The machine within the backpack unfolds into a double-barreled 40mm bofors anti-aircraft (or in this case anti-grimm) cannon, that he holds over his shoulder.
Semblence: Strength. He can lift around 1000 pounds.
Strengths: Incredibly strong, knowledgable on just about any weapon and master of many arts of war.
Weaknesses: Not very smart, rash, clumsy.
Brief Biography: Rusty was born in Vale but he grew up in a small settlement outside the city, you know, the ones that have a habit of disappearing. It was the rough life from day one. As soon as he was old enough to carry a weapon he was fighting grimm and hunting wildlife. He was 18 when the settlement was sieged by ancient and powerful grimm. He was the only survivor. Now on the day after his 19th birthday he starts his first day at Vale.
Other information: Rusty is a very warm hearted individual despite the recent tragedy he survived. He tries not to let negativity get to him. He also likes to carry a few sticks of gum with him
Carmine Viridian-AngelicFusion
Name: Carmine Viridian.
Team/occupation: Will Add
Species: Human
Age: 19
Sex: Female
Handedness: Ambidextrous but favors Left.
Aura/Effects:
During this activity the emblem emblazoned down her back will ignite any fabric on her body burning the clothes on her body. (She wears a special combat uniform.)
During times of strife or injury the fire will spread around her body.
Symbol:
Physical traits:
Scars on her wrists and one that looks like a slice mark on her shoulder.
Misc traits:
(May add as I think of them.)
Nickname(s): (You can decide. This is just an idea)
Infernal Siren
2) Appearence:
Height: 5'10"
Weight: 132
Eye color: Red and Blue
Skin tone: Caucasian
Hair: Blonde
Physique: Slender but fit
Combat Outfit:
(On the Left)
Casual Outfit:
3) Characteristics:
Background: To be discovered
Personality: Carmine can easily be described as an overly Fiery individual with a personality and emotional state to go along with it. She is an unpredictable as the element she adores so much. Outside of this she is an overly loyal individual who seems to be as easy going as they come. Although she appears giddy most of the time she can easily fall into horrible fits of depression hinting towards a possible mental issue.
Likes:
Cats (Loves Cats)
Extreme Heat
Nature
Suprisingly the Snow (Even if it can harm her.)
Card Games
Hot Drinks
Friendly People
Art
Drawing and picturesque scenes
Dislikes:
Dogs
The Cold
Loud People
Belligerent Individuals
Plasma (Shes terrified of it even if her claws are made of it.)
4) Weapon
See second picture.
Name: Talons of Horus
Maker/Smith: Carmine and Prussian
Type: Experimental
Weapon Derivation: A cat with claws.. ?
Holstered/Sheathed Appearance: Appears as a normal set of metallic gloves.
Form 1: Two large gauntlets consisting of clawed fingers. Although small and not far reaching it is capable of rendering most armor and flesh useless for defense. The speed at which it is swung and used greatly affects the durability and cutting edge of the weapons making it almost required to move fast.
Form 2:
This form of her weapon is especially deadly. Combining the durability of the Dust with her familys technology to create a Dust powered monstrosity. (This will come into play sporaticly) based off of a plasma concept.
Features/Capabilities: Dust infusion allows for a far stronger resonance once in Twin Sun's fighting stance. Outside of this the blades of the standard form are durable enough to block blows from a grim.
Planned/Possible Upgrades: To be seen.
Notes: (trivia, name meaning, etc)
5) Semblance:
Name: By Fire be Purged
Type: Elemental Stemming from Aura
General description: Allows for creation, Manipulation and destruction of flames within a thirty foot radius of her. Is equally as dangerous as her touch can melt metal if she wanted to. She can also use it to propel herself around in bursts of speed in directions around her
This can be divided into three parts. Red, Blue and the Currently unreached White heat.
(She doesn't know she can reach White.)
Each Step is a step up of the heat prodcued, controlled and manipulated by her.
Red: During Red flames the heat produced by her can heavily burn regular people and unarmored grim. Also have a tendency to burn grass and dry leaves under her feet.
Blue: Intensity tripled. Heat given out is capable of burning people standing nearby and can catch dry material on fire for five feet. The flames she wields are blue in color and burn through regular Armor.
White-
White heat's intensity is not measure. The heat given off on this can ignite trees within five feet of her and burn through almost any known armor. In this form her body seems consumed but her blows connect more often. (Think of a beserker rage.
Most often can be found singing while using her semblance.
General limitations: Although immune to almost all forms of heat she can be severely injured by exposure to the cold for to long. The more intense and heated the fire she makes the harder it is on her physical body.
Visual effect:
Passive ability(x): She is immune to most forms of heat. Can get very sick if in to cold of a room.
If entering a room with no lights she seems to give off a slight glow.
6) Combat info:
Position/Class: Sun Dancer
Landing strategy: Use flames to make herself hover for a period of time.
Fighting style: Sun Dancer
Strengths:
Dancer:
Carmine is able to adapt much of her dancing knowledge into a combat situation. That being said it takes the form of a hell bent dancer. She can be seen moving around an energy or dodging blows in ways that would make a man cringe in enormous pain.
Jerry-Rigger:
Throughout her life Carmine has had to develope things with the least amount of parts available to her just so her parents could check her progress. Due to this Carmine is very skilled at building useful objects out of randomlly found electronics, objects and even.. foliage.
Sun Dancer:
This strength alone is what makes Carmine a dangerous individual. Entirely immune to any type of fire, lava, heat or plasma she can wield her own weapons without having to worry about harming herself in any way. Considering her semblance this strength alone can prove to be a deadly one.. since she will never burn herself and can keep the field up until she passes out.
Weaknesses:
Common Sense:
Some call Carmine a Ditz and a moron due to the fact that she has trouble with the simplest of things. Having been raised around a formidable education she was never taught many of the basic aspects of life. She can't cook, she can't figure out basic math easily... such as Division.
Horrible curiosity:
Driven by a unknown force Carmine can be often found trying to get her nose into places it doesn't belong. Much like a cat... she predicts one day that this may be her large undoing.. but she cant stop as she wants to know more and is willing to sneak into places to get it.
The Cold:
The single most life threatening thing to her life. Carmine needs to stay warm no matter what. If she is out in temperatures below that which is common in the summer she may begin to get sick. If it is winter and she is not bundled up she could die within an hour. She needs to stay warm as her body can not handle the cold.
7) Trivia:
Known for having a band in the past. The band had risen in popularity before disbanding due to her going to Beacon.
Relationships: None yet
Team/occupation: Will Add
Species: Human
Age: 19
Sex: Female
Handedness: Ambidextrous but favors Left.
Aura/Effects:
During this activity the emblem emblazoned down her back will ignite any fabric on her body burning the clothes on her body. (She wears a special combat uniform.)
During times of strife or injury the fire will spread around her body.
Symbol:
Physical traits:
Scars on her wrists and one that looks like a slice mark on her shoulder.
Misc traits:
(May add as I think of them.)
Nickname(s): (You can decide. This is just an idea)
Infernal Siren
2) Appearence:
Height: 5'10"
Weight: 132
Eye color: Red and Blue
Skin tone: Caucasian
Hair: Blonde
Physique: Slender but fit
Combat Outfit:
(On the Left)
Casual Outfit:
3) Characteristics:
Background: To be discovered
Personality: Carmine can easily be described as an overly Fiery individual with a personality and emotional state to go along with it. She is an unpredictable as the element she adores so much. Outside of this she is an overly loyal individual who seems to be as easy going as they come. Although she appears giddy most of the time she can easily fall into horrible fits of depression hinting towards a possible mental issue.
Likes:
Cats (Loves Cats)
Extreme Heat
Nature
Suprisingly the Snow (Even if it can harm her.)
Card Games
Hot Drinks
Friendly People
Art
Drawing and picturesque scenes
Dislikes:
Dogs
The Cold
Loud People
Belligerent Individuals
Plasma (Shes terrified of it even if her claws are made of it.)
4) Weapon
See second picture.
Name: Talons of Horus
Maker/Smith: Carmine and Prussian
Type: Experimental
Weapon Derivation: A cat with claws.. ?
Holstered/Sheathed Appearance: Appears as a normal set of metallic gloves.
Form 1: Two large gauntlets consisting of clawed fingers. Although small and not far reaching it is capable of rendering most armor and flesh useless for defense. The speed at which it is swung and used greatly affects the durability and cutting edge of the weapons making it almost required to move fast.
Form 2:
This form of her weapon is especially deadly. Combining the durability of the Dust with her familys technology to create a Dust powered monstrosity. (This will come into play sporaticly) based off of a plasma concept.
Features/Capabilities: Dust infusion allows for a far stronger resonance once in Twin Sun's fighting stance. Outside of this the blades of the standard form are durable enough to block blows from a grim.
Planned/Possible Upgrades: To be seen.
Notes: (trivia, name meaning, etc)
5) Semblance:
Name: By Fire be Purged
Type: Elemental Stemming from Aura
General description: Allows for creation, Manipulation and destruction of flames within a thirty foot radius of her. Is equally as dangerous as her touch can melt metal if she wanted to. She can also use it to propel herself around in bursts of speed in directions around her
This can be divided into three parts. Red, Blue and the Currently unreached White heat.
(She doesn't know she can reach White.)
Each Step is a step up of the heat prodcued, controlled and manipulated by her.
Red: During Red flames the heat produced by her can heavily burn regular people and unarmored grim. Also have a tendency to burn grass and dry leaves under her feet.
Blue: Intensity tripled. Heat given out is capable of burning people standing nearby and can catch dry material on fire for five feet. The flames she wields are blue in color and burn through regular Armor.
White-
White heat's intensity is not measure. The heat given off on this can ignite trees within five feet of her and burn through almost any known armor. In this form her body seems consumed but her blows connect more often. (Think of a beserker rage.
Most often can be found singing while using her semblance.
General limitations: Although immune to almost all forms of heat she can be severely injured by exposure to the cold for to long. The more intense and heated the fire she makes the harder it is on her physical body.
Visual effect:
Passive ability(x): She is immune to most forms of heat. Can get very sick if in to cold of a room.
If entering a room with no lights she seems to give off a slight glow.
6) Combat info:
Position/Class: Sun Dancer
Landing strategy: Use flames to make herself hover for a period of time.
Fighting style: Sun Dancer
Strengths:
Dancer:
Carmine is able to adapt much of her dancing knowledge into a combat situation. That being said it takes the form of a hell bent dancer. She can be seen moving around an energy or dodging blows in ways that would make a man cringe in enormous pain.
Jerry-Rigger:
Throughout her life Carmine has had to develope things with the least amount of parts available to her just so her parents could check her progress. Due to this Carmine is very skilled at building useful objects out of randomlly found electronics, objects and even.. foliage.
Sun Dancer:
This strength alone is what makes Carmine a dangerous individual. Entirely immune to any type of fire, lava, heat or plasma she can wield her own weapons without having to worry about harming herself in any way. Considering her semblance this strength alone can prove to be a deadly one.. since she will never burn herself and can keep the field up until she passes out.
Weaknesses:
Common Sense:
Some call Carmine a Ditz and a moron due to the fact that she has trouble with the simplest of things. Having been raised around a formidable education she was never taught many of the basic aspects of life. She can't cook, she can't figure out basic math easily... such as Division.
Horrible curiosity:
Driven by a unknown force Carmine can be often found trying to get her nose into places it doesn't belong. Much like a cat... she predicts one day that this may be her large undoing.. but she cant stop as she wants to know more and is willing to sneak into places to get it.
The Cold:
The single most life threatening thing to her life. Carmine needs to stay warm no matter what. If she is out in temperatures below that which is common in the summer she may begin to get sick. If it is winter and she is not bundled up she could die within an hour. She needs to stay warm as her body can not handle the cold.
7) Trivia:
Known for having a band in the past. The band had risen in popularity before disbanding due to her going to Beacon.
Relationships: None yet
RWBY: Remnant in Flames
Last edited by a moderator: