RWBY: Shadows Over Remnant

RWBY: Shadows Over Remnant

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Introduction

This story, as it may be obvious, takes place in the universe of RWBY, with some fairly major alterations, due to the unfinished nature of the series.

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The biggest thing you should know is what the world looks like, which is something like this: Click Here
This world is called Remnant, home to humans, Faunus, and creatures of Grimm, of all kinds. You notice how there are two dragon-shaped pieces of land? Yeah, well, this is all the result of Monty Oum going to IHOP and swirling around some ketchup on a paper napkin. Seriously. Google the RWBY world map, and a picture of a napkin covered in ketchup should pop up.

So now you know what the universe looks like. But what about the places in it?
Well first, there're some major locations to know about.

Vale
This is the main location for the actual RWBY series, not where the story takes place. It, along with four other "kingdoms," is a safe haven from the creatures of Grimm, and therefore one of the safest places in Vytal. It's divided into multiple sectors, with an upper-class district, a commercial district, an industrial district, an agricultural district, and a residential district. There's also an island named "Patch," which is just west off the sea coast, though we don't legitimately know much about it yet. Vale also has a large port area where passenger and cargo ships can dock. The cargo docks include large-scale container handling facilities, which indicates that the city imports a large amount of goods. This is shown to include very large quantities of Dust, shipping in from overseas locations like Atlas. Vale also serves as a direct route to Beacon Academy, a sister school to Siren.

Atlas: Click Here
Atlas is unknown to be another city or kingdom in Vytal, but it is a separate location apart from Vale.

Xervia: Click here.
A major capital city in Vytal established in the last twenty years or so. It's not one of the "four safe havens" mentioned above, but it might as well be. Its structure is shaped into tiers—one for residency, one for business and industry functions, and one for the school of Siren Academy. You can read more about it towards the bottom of this page.


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Welcome new students, to Beacon Academy, the most prestigious combat school in Vytal. For the four years that will be the duration of your stay, you will be trained as Hunters. As Hunters your enemies are the Grimm, terrifying monsters of the night. As a school that is dedicated to to training Hunters, we will teach you how to combat these monsters. We will be teaching you everything you will need to know to fight the Grimm.
The story takes place in the world of Remnant, which is filled with supernatural forces and shadowy creatures known as the "Creatures of Grimm". Prior to the events of the series, mankind waged a battle of survival against the Grimm before discovering the power of a mysterious element called Dust, which allowed them to fight back against the monsters. In the present day, Dust is used to power magical abilities and weapons. Those who use these abilities to battle the Grimm are known as Huntsmen or Huntresses. The series focuses on four girls, each with her own unique weapon and powers. Together, they form a team at Beacon Academy in the city of Vale, where they are trained to become Huntresses alongside other similar teams. Mar has always wanted to be exceptional but because of who he is he has never had the chance. Discriminated by humans he turned to a career where humans would have to respect him, A Hunter. At Signal he showed that he was a great warrior and eventually was able to be one of the best, becoming ranked as the second best right behind Pyrrha Nikos he felt accomplished, yet that was not enough for everyone else. He was pressured into attending Beacon. Shortly before he is supposed to begin his days at Beacon he suddenly goes missing, his twin brother Marciel takes his place at Beacon in hopes of finding out what has happened to his brother, shortly after entering Beacon Marciel finds himself confront by his past and begins to carve a new future. Saving the member of Team RWBY as well as team JNPR, he is nearly killed. This earns him the trust of his peers as well as the affection of an unlikely comrade. Witness as Marciel searches for his brother and in the process becomes a hunter.




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Rules and Regulations

- There is to be no fighting outside of official classes
- Acts of damaging or defacing of school property will be severely punished
- Students are required to go to classes and will be punished if truant
- Weapons are to be stored in the locker rooms, NOT the dormitories
- All students must be present in class. No exceptions.
- Students are expected to be in their dormitories by midnight, with the exception of students on weekend break
- Uniforms are to be worn during school hours unless instructed otherwise
- No expendable resources for the purpose of combat, such as Dust or ammunition, can be brought from outside Beacon Academy. All Dust is provided by Beacon in easily-transported containers. Upon entrance to Beacon, students provide the specifications to any other resources they need, such as specialty ammunition, and the resources are manufactured and provided by the school.

Classes

As a first-year student to Beacon Academy, you have seven classes, most of which revolve around your future duties as a Hunter.

Hunting 101 - This is considered the 'general education' class at Beacon. You will learn (and graduates of Signal Academy will relearn) everything about your prey, the Grimm, and how to combat them. This class will include identification of the sub-species of Grimm, study of Grimm behavior, and basic combat, though the last is barely above the level required to pass the entrance task, as is more for the purpose of maintain fundamentals that are below the level of Advanced Combat. This class is taught by ______

Tracking and Trapping - This class, as all the rest, is more specialized than Hunting 101, and focuses more on being able to identify and follow the signs of a nearby Grimm, as well as contain said creature without resorting to lethal force. This is considered to be an important class, as many professional Hunters add to their profits by providing scientists with living specimens to be researched. This class is taught by ____

Dust and Aura Usage - This class simply focuses on the combat applications of one's Aura and optimal ways to incorporate Dust into one's fighting style. This class is taught by ______

History of Vytal - The joke class of the entire school, there is no practical knowledge for aspiring Hunters to be found here. It purpose of existence is due to the rather large grant given to the school to teach said class. Even the teacher does not take the class all too seriously, and excepts that it is a place for students to relax their muscles after Advanced Combat. This class is taught by Kei.

Synergy - To better help teams work together, as it was found slapping four youths together and expecting a well-functioning machine was quite stupid, this class was created. The entire purpose to Synergy is to help any teams that are experiencing internal tension sort everything out. For teams that are functioning well, it serves as a good time for the four members to come together and work out how to work more efficiently. This class is taught by Kristopher Walker.

Sparring - Another combat-oriented "class," Sparring is the time when all-out fighting between students is allowed, and even encouraged. There is little super-vision in this class, though you are expected to stay for the entire duration. This class is overseen by Edward Kuran.

Advanced Combat - This class was created for the purpose of bettering Hunters' combat skills, without augmenting their fighting styles with Dust. This is the class that will leave you with the most bruises and sore muscles. This class is taught by Shadow.

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Headmaster Daren

Headmaster Of Beacon Academy
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Taken by me| | FC: Gilbert Nightray From Pandora Hearts

Dust and Aura Usage Teacher
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OPEN | | FC: Death the Kid From Soul Eater

History of Vytal Teacher
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OPEN | | FC: Taiga Kagami From Kuroko No Basket

Sparring Teacher
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OPEN | | FC: Zenkichi Hitoyoshi From Medaka Box

Advanced Combat Teacher
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OPEN | | FC: Hatsuharu Sohma From Fruits Basket

Synergy Teacher
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OPEN | | FC: Totsuka Tatara From K Project




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All first-year students follow the same class schedule, and are allowed leave into the city of Vale, along with the fourth-year students. On weeks they are not allowed to leave, the second and third-year students leave for the weekend.


Monday: 9:00am - 12:00pm: Hunting 101 , 1:00pm - 4:00pm: Tracking and Trapping

Tuesday: 5:30am - 12:00pm: Advanced Combat , 2:00pm - 4:00pm: History of Vytal

Wednesday: 9:00am - 12:00pm: Hunting 101 , 1:30pm - 5:00pm: Sparring

Thursday: 5:30am - 12:00pm: Advanced Combat , 2:00pm - 6:00pm: Synergy

Friday: 9:00am - 12:00pm: Hunting 101 , 1:00pm - 4:00pm: Dust and Aura Usage




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Missions all go through the assignment office. After they have been processed, the missions are sorted into four tiers of difficulty. New teams are defaulted to the lowest tier. There is no public list of missions for students as all missions are assigned to teams by the assignment office. Advancement of tiers are not announced, but it will be noticeable on the assignment after promotion.


Living Quarters

All students of Beacon Academy live in the school dormitory. Each student lives with the three other members of their team. First year students live on the first floor, and the floors increase in year order, with the fourth-year students living on the top floor.


Aura



Aura is the power of the soul. Aura is a very powerful element to the Hunter's strengths. All living creatures except for the Grimm have Aura. The power is unlocked through rigorous training or through another person's Aura. It manifests itself in ways that vary from person to person such as a colored glow to a burst of an element. Aura can be used to enhance one's physical abilities, deal powerful blows, or even create impenetrable protections. Aura is used in combination with Dust, by channeling one's Aura through the Dust to activate the Dust's latent properties.



Dust

In our world, there exist ten different types of dust. Each type is classified by it’s color.

Dust comes in two forms, Crystal and Powdered. The Crystal form is much less powerful, but much more stable. this is the type you seen used in dust’s everyday applications. The powdered form, while much more powerful, is equally unstable, and as such only sees use on the battlefield.

Each color of dust controls an element, as well as a principle of movement, which affects the user's fighting style while the dust is being used. Following is a description of the properties and uses of each type of Dust.

All Dust used by students of Beacon Academy is provided by the school, in easy-to-transport containers that last for fifteen minutes of continuous use.

Orange Dust controls the element of Wind, and the Principle of Motion "Flow." Using Orange Dust in combination with one's Aura will allow one to control the wind, as well as more fluidly move in time with combat, allowing them a much greater amount of grace in their fighting style.

Pink Dust controls the element of Temperature, and the Principle of Motion "Expansion." The use of Pink Dust can allow the user to control the temperature of objects they are in contact with, which has a variety of applications. The Principle of Motion "Expansion" is used for fighting styles where the user in in the thick of combat, and boosts the user's ability to fight in multiple directions simultaneously.

Red Dust controls the element of Fire, and the Principle of Motion "Propulsion." Red Dust allows the user control over fire, and the Principle of Motion "Propulsion" can be used to both cover large distances quickly, as well as add a large boost of power to single-direction attacks.

Violet Dust controls the element of Poison, and the Principle of Motion "Resistance." Violet Dust empowered attacks cause the victim's body to no longer recognize the effected area as it's own, literally turning the opponent's body against itself. The Principle of Motion "Resistance" causes the user's body to require more effort to move, so, while attacks using Violet Dust are quite devastating, prolonged use quickly wears out the user's body. However, Violet Dust is commonly employed for the purpose of resistance training.

Yellow Dust controls the element of Lightning, and the Principle of Motion "Speed." Yellow Dust allows the user to control electricity, which is commonly employed in an offensive fashion. The Principle of Motion "Speed" gives the user's body a great boost in speed, allowing them to deliver lightning-fast blows. This dust is commonly used by more agile fighters, to deliver many small strikes, while avoiding every attack.

Green Dust controls the element of Earth, and the Principle of Motion "Reversal." The use of Green Dust will render all but the strongest of people immobile, in return giving them unparalleled stability and strength. The Principle of Motion "Reversal" will allow the user to easily turn opponents' attacks back on themselves. Green Dust is very often employed by defensive fighters.

Blue Dust controls the element of Water, and the Principle of Motion "Repulsion." Blue dust can allow the user to control nearby water sources, which is not the most useful in combat (without the use of Light Blue Dust), can allow the user to stand and walk on water. The Principle of Motion "Repulsion" however, lets the user release waves of force from their weapon. The force is not strong enough to injure most people, but it can deflect most projectiles, as well as all but the strongest of attacks.

Light Blue Dust controls the element of Ice, and the Principle of Motion "Direction." The element allows users to freeze any nearby water, and can use the resulting ice to either attack or immobilize enemies. The Principle of Motion "Direction" allows the user to completely control the direction of their attacks, without losing any of the attacks momentum. This allows for the user to be an unpredictable fighter, as any attack of theirs can be made to change direction instantly, without losing any of it's strength.

White Dust controls the element of Gravity, and the Principle of Motion "Impact." White Dust is one of the most widely used forms of Dust for combat, due to its enormous variety of uses. The elemental aspect of White Dust can be used to not only control the user's center of gravity, but also the direction gravity pulls them, allowing them to literally fall sideways or upward, or run along ceilings or walls. The user can also use the element to allow themselves to lift much heavier objects than normal, or make light objects weigh much more. The Principle of Motion is similarly useful, as the user can use it to lend each of their attacks more damage at the moment of impact. White Dust is commonly chosen by gun users, to lend each shot the maximum amount of damage possible.

Black Dust controls the element of Vacuum, and the Principle of Motion "Stasis." Black Dust is commonly regarded as the most difficult of Dusts to use. The use of the elemental aspect of Black Dust causes the user to leave a sort of void in their wake, pulling everything towards it. This is commonly used to control large groups of enemies, as it bundles them all together for easy pickings. The Principle of Motion "Stasis" can be used to hold things in place, allowing the user to float in place, or hold their enemies. This is another Dust commonly used for defensive purposes, as a trained user of Black Dust can stop an enemy's projectiles in place.














Grimm



As a Hunter, the Grimm are both your prey, and your biggest threat. The Grimm are creatures of destruction, and lack that which every other living being possesses - a soul. The Grimm first appeared a short time after humans came into existence, and have, for the entirety of human history, been attempting to wipe humans of the face of the planet.

Many times, it seemed that they had almost succeeded in doing just that, and left humanity teetering on the edge of destruction. However, that all changed when humans discovered how to control the power of Dust. They finally had a weapon that not only could be used to combat the Grimm, but also was fundamentally impossible for the Grimm to use, due to it's reliance on the unlocking powers of Aura, which came from the soul. Humanity took the fight to the Grimm, and won battle after battle, taking back what land had been lost, and with it, building four powerful kingdoms.

The war is not over, however, and there are still to this day Grimm terrorizing humanity. Grimm can be identified by their bone white masks marked with swirls of red, red eyes, and black coverings. The Grimm are known to dissolve shortly after death leaving no trace of their existence. Each sub-species come in various sizes, which seems to be an indicator of age. The known sub-species of Grimm are as found below, in order of rarity.

Beowolves - Pretty much Grimm that look like werewolves. They seem very large from a standard human being's height, but in truth, they stand on their hind legs, albeit with a slouch. They are very muscular and have dark black fur and red eyes. Their heads appear to be made out of bone and display skull-like features, with the traditional red markings any Grimm mask has. They appear to have protrusions seemingly made of bone along their back and arms. Beowolves can vary greatly in size, anywhere from two to six feet; the case for the Alpha Beowolf is different, in which it's usually much larger than its pack members, anywhere from seven to nine feet tall.

Ursa - Large bear-like Grimm that primarily live in forested areas. They appear much like the new Beowolves, with black fur and bony spikes on their backs and arms. They also have white, bonelike masks with red detailing, large and stocky. There are two types of Ursi—Ursa Minors, and Ursa Majors. The Minors are typically small, anywhere from three to six feet in height, while the Majors can grow as high as ten feet tall.


Boarbatusk - They're basically large boars armored with bones. It's a four-legged Grimm that resembles a real-world boar including cloven-feet, a line of hair sprouting from its spine, a snub snout, and tusks. The Boarbatusk seems to have four eyes, a series of plates along its back and on its thighs, and two sets of tusks. The underside is comparatively under-protected and vulnerable to any and all attacks.


King Taijitu - A large snake that can range anywhere from fifty to ninety feet long. The King Taijitu is commonly referred to as two snakes enjoined at their tails, like siamese twins, so to speak. It's divided into two versions—black and white.
The black half is primarily black in color, though it does contain a few speckles of white on its underbelly, as well as some isolated areas along its body. Its color scheme is very similar to the Beowolves and Ursa that have also been encountered in the Emerald Forest. It has large red eyes and a white bony covering with red markings on the top of its head.
The white half is essentially the inverse of the black half. It also has large red eyes; however, the bony covering on the top of its head is primarily gray with red markings. Also toward the end of its body, its scales appear to have of checkerboard design of gray and white, before turning black and white, then turning completely black as the other half begins.


Nevermore - So far, the only flying type of Grimm we have seen. Nevermores are massive ravens that can range in height anywhere from seven to thirty feet tall. Like other creatures of Grimm, it has a mask-like, white and bony structure overlaying the upper front of its head. It also has four glowing red eyes, two on each side of its head. The headpiece includes a dorsal spine or fin, reminiscent of that on the heads of condors and some ancient Pterosaurs.


Deathstalker - Essentially, they're Grimm that look like giant scorpions. Much like the other creatures of Grimm, a Death Stalker has a basic black exoskeleton and white, bonelike plates upon its back with red detailing. One of the more prominent attributes is the glowing golden stinger on its tail. It also has a pair of large claws that it uses to corner its enemies in front of its stinger.


Baskerville - This giant dog-like Grimm stands over fifteen feet tall, and it's entire mass is covered with blood-red eyes. As a specialized hunter, the Baskerville has senses leaps and bounds beyond any other Grimm, making it nearly impossible to hide from. Thankfully, it is the rarest known sub-species of Grimm.

More Grimm will be added as they are discovered.













Terms to Know






Grimm - Creatures of the darkness that come with the intent of destroying the light. These are creatures that come in all shapes and sizes with only one physical characteristic shared throughout. All Grimm have masks made of a bone like substance marked by swirls of red. The Grimm are powerful creatures lacking souls.

Dust - The main form of energy in the world of RWBY. Dust can be used as a weapon by any human being. Dust is a natural resource, sometimes called "Nature's Wrath." Long ago, mankind was in a losing struggle with creatures of darkness known as Grimm. However, man's passion, resourcefulness, and ingenuity allowed them to discover and harness the power they titled Dust {implied to have been named after the force they rose from} in order to battle the monsters. It would appear that after mankind drove these beasts away and built civilizations, Dust became integrated into everyday life within Vytal. Dust can be sold in shops all over Vytal. It is available in different colors and various forms of matter, like crystal and powder. Crystals are apparently safe enough to leave out on display like common jewelry, but tubes lining the walls contain Dust in a powdered form. The only difference between the crystal and powder form of Dust is that the crystal form is weaker. Dust works as anything from batteries, to fuel, to personal energy.


Pillars of Light - These ancient creations protect major cities from the creatures of Grimm. The pillars ward off Grimm, but do not stop them from entering, continuing the necessity of Hunters near the borders.

Faunus - A race of humanoid-esque people in the world of RWBY. Faunus are similar to humans, except with few noticeable differences, in which they share certain traits with animals. Some have been shown to have animal ears, similar to those of rabbits or bears, while others have horns protruding from their heads. Faunus with animal ears also appear to have a set of human ears, as do those with horns. Faunus have had at least one major conflict with humans in recent history. In particular, the Faunus War was an attempt by Faunus to gain rights through violence. The war is said to have stemmed chiefly from humans' attempts to confine the Faunus to an area of Vytal known as Menagerie.Given that Faunus are seen living amongst humans in the present day, it can be discerned that the war was at least successful enough in preventing this confinement. In spite of any gains they made during the war, in the present, Faunus tend to be treated as animals or second-class citizens by some humans, still trying to gain equality. Children are allowed to attend at least some schools with people of other races, but may be at risk of bullying because of their non-Faunus peers. Faunus thus still seem to suffer from racism and discrimination. It has also been stated that many Faunus have remarkable night vision, a trait that they used to great effect in the Faunus War.


Lien - The currency used in the world of Vytal. It is transferred through swipe cards.


Airships - A mode of transportation, commonly used for transporting a large number of people from one location to another far away. While there are most likely other models of airships, passenger airships are very slow moving. Each ship has four huge moving 'wings' that most likely can't support aerodynamic lift by themselves. Instead, given the similarity of the motion of the wings to that of turtle flippers, they may be part of the propulsion system. When docking at a skyport, the airships' wings fold down, and it flies alongside the pier before slowly moving sideways until its exit ramp is aligned with the pier. There does not seem to be any visible mooring ropes or ground crews, implying the crew have a high degree of fine control over the vehicle's movements, comparable to that of a helicopter.

Aura - The manifestation of one's soul. Aura is an ability that all those with a soul can use, at least with enough practice. Because Aura is the manifestation of the soul, it can appear very differently depending on who is using it. For example, the color of Aura is different from person to person. Also, a person with a strong Aura may radiate brighter when using it. It is mentioned that anything with a soul has an Aura, but humans seem to be the only beings able to weaponize it for their own protection. Skilled users of Aura can create their own barriers or even increase their own abilities in some way. Weapons can also act as a conduit for Aura, allowing for an even wider range for any attacks. It has been shown that Aura strength degrades with continual use. This limits the applications of Aura in combat as, with time or heavy use, a person's Aura will decay to the point where they are left weakened or even incapacitated.

Bᴇᴀᴄᴏɴ Aᴄᴀᴅᴇᴍʏ - A facility for training teams of fighters to slay the various monsters that plague the world. Students with the aspiration to become Hunters, whose duty is to keep the peace within the world, strive to attend Beacon. In order to be accepted into Beacon, students must go to special schools in order to be trained in combat {like Signal Academy} or be invited to the school after showing exceptional skill. Once being accepted into Beacon, new students have to go through an initiation, where they will be placed into teams after its completion. The curriculum also appears to be rigorous and dangerous, as there is the possibility of death even during initiation.

Dᴜsᴛ - The main form of energy in the world of RWBY. Dust can be used as a weapon by any human being. Dust is a natural resource, sometimes called "Nature's Wrath." Long ago, mankind was in a losing struggle with creatures of darkness known as Grimm. However, man's passion, resourcefulness, and ingenuity allowed them to discover and harness the power they titled Dust {implied to have been named after the force they rose from} in order to battle the monsters. It would appear that after mankind drove these beasts away and built civilizations, Dust became integrated into everyday life within Vytal. Dust can be sold in shops all over Vytal. It is available in different colors and various forms of matter, like crystal and powder. Crystals are apparently safe enough to leave out on display like common jewelry, but tubes lining the walls contain Dust in a powdered form. The only difference between the crystal and powder form of Dust is that the crystal form is weaker. Dust works as anything from batteries, to fuel, to personal energy.

Fᴀᴜɴᴜs - A race of humanoid-esque people in the world of RWBY. Faunus are similar to humans, except with few noticeable differences, in which they share certain traits with animals. Some have been shown to have animal ears, similar to those of rabbits or bears, while others have horns protruding from their heads. Faunus with animal ears also appear to have a set of human ears, as do those with horns. Faunus have had at least one major conflict with humans in recent history. In particular, the Faunus War was an attempt by Faunus to gain rights through violence. The war is said to have stemmed chiefly from humans' attempts to confine the Faunus to an area of Vytal known as Menagerie.Given that Faunus are seen living amongst humans in the present day, it can be discerned that the war was at least successful enough in preventing this confinement. In spite of any gains they made during the war, in the present, Faunus tend to be treated as animals or second-class citizens by some humans, still trying to gain equality. Children are allowed to attend at least some schools with people of other races, but may be at risk of bullying because of their non-Faunus peers. Faunus thus still seem to suffer from racism and discrimination. It has also been stated that many Faunus have remarkable night vision, a trait that they used to great effect in the Faunus War.

Gʀɪᴍᴍ - Monsters described as "creatures of destruction" and lack a soul; hence they do not have and are unable to use Aura. The Grimm are said to have appeared soon after the dawn of mankind. They targeted humans, seeking to destroy them and all of their creations. For a while, it seemed as though they would succeed, as humans did not have the strength to fight them. However, humans discovered the power of Dust, and with it the Grimm were driven back.
For more information regarding the different types of Grimm, please click the link shown here: Types of Grimm

Hᴜɴᴛsᴍᴇɴ ᴀɴᴅ Hᴜɴᴛʀᴇssᴇs - Warriors who slay monsters, and whose duty is to "uphold the peace" of their world. Those who wish to become Huntsmen or Huntresses must first attend facilities like Signal Academy, which are designed to show new students the fundamentals of combat. After that, those that are selected can attend Beacon Academy—or in this case Siren Academy—schools designed to train Hunters.

Rᴇᴍɴᴀɴᴛ - Remnant is the name given to the entire world of RWBY. It's a planet with five primary land masses, two of which are shaped like dragons. darkness used to cover all the land. According to the legend, mankind was born from dust and had to battle against creatures of darkness, known as the Grimm. Darkness at first was intent on wiping out mankind's brief existence, but man discovered a power that would help them combat the forces of darkness. Man named their new weapon Dust, after that which they were formed from. Armed with Dust, described as "Nature's Wrath," mankind managed to force the darkness away. In the absence of darkness, man was able to create civilization and spread throughout the world. Currently, the world is in a state of peace, but the Grimm may return any day. To fend off the Grimm, and any other threat to peace, academies such as Signal and Beacon were created to train people to become Huntsmen and Huntresses. Despite the discovery of Dust, Remnant remains a dangerous world. Most things in the wild zones outside the territory of the Four Kingdoms—Vytal, Atlas, Mistral, and Vacuo—would be likely to react to a human by trying to tear them to pieces. It emphasizes that Remnant is not a particularly welcoming world to Humans.

Sᴇᴍʙʟᴀɴᴄᴇ - That special gift unique to an individual. A Semblance is the manifestation of one's innate and person power, which varies greatly from one person to another and reflects an aspect of their character. Those that have semblance are capable of manipulating certain physical phenomena according to the nature of their power. Some people, such as Weiss Schnee, are able to use their Semblance to create glyphs (or runes) that generate some desired effect, such as temporary gravitational pulls or momentary standing platforms. Again, the Semblance depends on the person; for example, Ruby Rose can move at incredible speeds, Blake Belladonna can create shadow clones of herself, and Yang Xiao Long can emit fire. Semblances can sometimes have side effects, such as the eyes changing color, or the draining of physical/mental energy, which requires a recharge period. Not everyone has a Semblance, though.

Sɪʀᴇɴ Aᴄᴀᴅᴇᴍʏ - An elitist school located on the opposite side of the world from Beacon Academy. Siren Academy is an institution designed to train hunters-in-training with the highest potential, to mold them into amazing figures that will be written down in history as heroes. The academic curriculum at Siren is much more rigorous than that of Beach Academy, and requires immense dedication to be able to receive a passing grade in any and all classes.
The application process is just as hard, if not more than difficult, and takes place in two steps. The first step is a written application, with information such as race, birth place, ethnicity, blood type, genetic heritage, disorders, noted achievements in the community, criminal records, and anything of the sort. Based on the information given, the application will be either thoroughly examined and accepted, or immediately rejected, should anything negative facing the applicant be discovered. The second step is a physical exam. The applicant must arrive at a judging field at a certain place and time, and be evaluated by three people, preferably Siren Academy staff; sometimes the Headmaster himself will judge, but rarely ever does. The applicant is scored based on their physical performance, and their capabilities in regards to taking on dangerous situations, such as slaying Grimm dummies, navigating an unstable cliff/bridge, or assisting passerby dummies throughout the course. If their score is high enough, they will be accepted, and transferred into Siren Academy when the academic year begins.

Wᴇᴀᴘᴏɴs - Used to fight enemies and monsters throughout Vytal. They are based on real weapons, but given some kind of transformable twist or added feature to make them more versatile in battle. It's familiar to view weapons as non-transformable - only possessing a single form to fight with. Occasionally, these weapons are seen in the series, but the majority of weapons shown in RWBY are usually designed to be transformable, using the concept of a "foldable frame"—an integrated modular framework capable of shifting, moving, and/or folding various sections of an equipped object from one pre-designed form to another without compromising the integrity, stability, and/or primary functionality of the object itself. Weapons with a foldable frame possess two or more selected forms, or states, with wielder capable of freely swapping between each weapon state depending on his/her choice or need.
Traditionally, such weapons have both a melee-centric state {for close-quarters and physical types of combat} and a firearm-centric state {for ranged types of combat}, but are not necessarily limited to those specific types of attacks while in each state: several weapon states focused on physical fighting force are still able to utilize its specific firearm's ballistic force even after transforming out of its firearm form. However, its common practice to have the firearm form be better suited for maximizing its ballistic potential, while having its melee form be better suited for maximizing its physical potential. Weapons can also have an inactive state, called a standard or "sheathed" form, locking and securing the weapon while outside of combat, similar to the safety catch of a firearm.
For further speculation of weapons, and examples of such, please refer to the link below: Weapons












Places of Interest

The City of Vale - One of the major cities of Vytal protected by a Pillar of Light. It is separated into five districts; commercial, residential, industrial, agricultural, and the upper-class.

Beacon Academy - A place where Hunters are further trained to combat the Grimm. Education lasts four years and many of the students are graduates of the sister academy Signal.

Emerald Forest - The training grounds for Beacon Academy. While still filled with Grimm it is the safest way to train Hunters as the Grimm population is lower than in Forever Fall.

Patch Island - The island off the coast of Vale which houses Signal Academy.

Signal Academy - The place where many Hunters start. The students of Signal train and learn for years with their weapons designed and forged by their own hands.

Pioneer's Labyrinth - One of the many grounds for the initiation to Beacon, Pioneer's Labyrinth is a maze filled with traps, Grimm, dead ends, and shifting mechanisms. All of these are set up in a way that each exit can only be used twice, before closing off permanently.

Forever Fall - The general name for the areas not protected by Pillars of Light. These areas are teeming full of Grimm. Travel is difficult and unsafe through these areas. The safest ways of travel are by airship or train with a Hunter escort.

Volume 1 Plot

Dust.

All were born of Dust, and all will one day return Dust to the land that had breathed life into them. However, not all were made the same - monstrous beings known as Grimm ruled the world, until people began to use the Dust around them, as well as their own unique abilities to fend them back. Thus, the system of Hunters and Huntresses were born; defenders of the world, policemen of justice, and helper to humankind.

Flash forward a couple hundred or thousands of years, in the City of Vale, one of the most prestigious academy's looms over this fair city: Beacon Academy, the training grounds of future Hunters and Huntresses. Every year, a new generation exits this school and travels the world, take on requests and help better the world.

Every once in a while, however, one generation stands up above the rest - in terns of quality, spirit, and drive. Could this year be one of those special ones?

Not everything is right in the City of Vale, however. Dust stores have been robbed left and right for weeks. While the shopkeepers grimaced, many are left wondering just who took the dust, and for what purpose.

The only thing left at the crime scenes was a card, a regular 2.5 x 3.5 inch. What stood out, apart from the cards overall white background, three red small slash marks running down the center of the card.

What could this mean?

Who are these people?

May this new generation find solace in one another and may they solve this conundrum of a mystery.

The Introduction

Legends, stories scattered through time. Mankind has grown quite fond of recounting the exploits of heroes and villains, forgetting so easily that we are merely remnants, by products of a forgotten past. man, born from dust was strong wise and resourceful. But he was born into an unforgiving world. An inevitable darkness, creatures of destruction. The creatures of Grimm set their sights on man and all of his creations. These forces clashed, and it seemed this darkness was intent on returning man's brief existence to the void. However, even the smallest spark of hope is enough to ignite change. And in time, man's passion, resourcefulness, and ingenuity led them to the tools that would help even the odds. This power was appropriately named dust. Nature's wraith in hand, mankind lit their way through the darkness. And in the shadow's absence came strength, civilization, and most importantly, life. But even the most brilliant lights eventually flicker and die. And when they are gone, darkness will return.

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Re: RWBY: Shadows Over Remnant

Same here, keep me in the know!

Re: RWBY: Shadows Over Remnant

Please tell me when you finish making the details of this RP! I would love to join it! :3

Re: RWBY: Shadows Over Remnant

If at all possible, I would like to help you make this? I'm pretty good with formatting and coding so I can help easily with this, if you want.

RWBY: Shadows Over Remnant

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