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Messages - Dr. Gustave

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841
Approved Characters / Re: Transfer Fortuna Altin
« on: September 13, 2016, 02:11:44 PM »
All good.

842
Approved Characters / Re: Tempest Floures Verdalia
« on: September 13, 2016, 02:09:06 PM »
All good.

843
Approved Characters / Re: transfer Rima Tempest
« on: September 13, 2016, 12:11:33 PM »
All good.

844
Approved Characters / Re: Transfer Tenne Byzant
« on: September 13, 2016, 12:08:15 PM »
All good here.

845
AMA Section / Re: AMAA about my characters or the White Fang
« on: September 13, 2016, 11:56:29 AM »

I̵̶̢ͯ̂͊͑̃ͨ͒́ ̨̌̇̅͑͋ͪ͆́ͫ̊ͤͮ̔̔̿ͥ̚͝͠͏d̷̴̨̛̊ͣ͊̔ͪ͑̅̓͂ơ̑̀̒͌͆̌̄͐͒ͧ͡ņ̧ͨ̄̾ͪ̏̒͘'͐̓͗͌͛̍ͬ̊͊ͩ̌ͣ̒̈͐̔͜͠҉̵͠t̴̵͂̎̊ͤ͛͆̎ͮ̆ͦͩ̃ ̵̧ͨ͂ͣ̀k̵̨ͤ͂̍̂̈́͗̀ͯ̍̽͘͢͞n̨̢̐̓ͧ̑ͧ̐̃̅ͧͥ̍̽͆ͭͫ́̐͘͝ǫ̵̸̧ͯ̄ͧͮͤ̓ͨ̒͋ͨ͗́̾͜w̧̔̾ͥ̆ͪͦ̊̀̅͊͒͒̈̽ͯ͆҉ ̵̧̛̐ͥ̋̾̓̓̿ͣ̆̅ͤͪ̏̑͟w̶̓̏̏̍͆ͣ̀͜hͭ̾̾̏ͩ̾̉͛ͫͤͧͭͯ̿ͦ̿̆͗̽͏aͧͭ̿͗ͪͩ́ť̵̇ͦͮͤ͑ͫͭ͝ ͬ͐̅̒͑̐ͦ̑ͨ͌ͧ̾ͥ̀͠͠҉y̢͛̄͂̇̾̅ͫͥͫ̋͒ͥ̒̔̊̀͟͟ő̵ͪ̾͋̿̿ͧ͂ͭ͋ͧͥͭͨ̇͆͞͞u̴ͤ̋͋͋̂̍̒́͢͠'̸̡ͥ́ͣ̀̚r̋̓̈ͩͯͯ̇͛ͨͯͨ͟͢͟e̓͗͆͑́ͦ̇͋ͭͩ̓͐̕͞͠ ̛̅̿̆̿͌͆̉̂̾̓̓ͣ͋ͣ͒͟t̢̄͊̿̑̃̚͜a͂ͦ̊ͯ̅̄̄͋̐͗̊̽ͭ͌̑ͩ̅́͘͜l̛ͮ̇͊̐͗̔ͣ͆̐͒̕k̛ͩ͒͋̾͂́̋̿̉̿ͯ̀͢͝ȋ̅̿͐ͨ͛̄͂̉͠ņ̧̧̓̑̒̎ͪ̿̊̆̌̑ͧ̈́̇̂͊ͯ̊̐ͥ͘g̵̡ͨ̈́ͩͧ̏́̀́ ͥ̌ͩͨ͋̈̏ͮ̒͡a̵ͭͧ̈́ͭ͐ͨ̐ͫ́͟b̸͂ͩ̃̐̏̄ͤͯ̄̉͞õ̷͛́ͦͩͣ̀͜͡͠ų̶̢̌ͬ̽̍̇̎͋͐͒̈́̑͛̂̚t̶ͬͩ̓ͫͮ͗ͦ̊́̐̀͢.̧̡̢̈́̓ͨ̎̎͂͗͆̆̐͐̂ͤͪ̏̋͛̓

-̶̢̧̤̱͓̹̬͕̥͇̭̹̣͔̗̰̩͙ ͏̬͚̭͚͙̠̜͖͉͔̫̼̤̳̰͉͚̣͓̕͡C̴̶҉̞̜̼̜̬̺͇̟ͅo̶̵̴̢̲͈͓̼̱̼̹̺͇̳̲͔͓͖̰̯̮͠ͅr҉҉̦̫̙̯͚̺͚̙̮͍͍̭̟̘̙̲ǹ̢̡̲͓̺͓͍̼̳̬̭̬̩̥̠̩͜͞i̷̵̡͓̩̣͚͜͞ͅx̶͈̗̘͘

846
AMA Section / Re: AMAA about my characters or the White Fang
« on: September 13, 2016, 01:34:09 AM »
"Well I suppose it would start all the way back when I was a student here. I was actually partner to Alban, the current headmaster, and two others that decided other kingdoms would be better for them. After we graduated, we were all out on a special assignment, each of us would travel to a different kingdom and learn of their ways and learn under their academies. Alban got sent to Atlas, I felt bad for him but I think he enjoyed it. Though he wasn't ever the same guy I knew back in year four. I, on the other hand, was sent to Mistral, and let me tell you, there is nothing worse than trekking through the swamps of Mistral and being ambushed by Grimm after Grimm only to make it to a Hunter safe house and for there to be no plumbing because someone accidentally ruptured the pipes on the way over.

Eventually, after several years, we all returned to Vale, well except for the one who was stationed in Vale, he was fast tracked for special hunts, and reported to the old headmaster. I guess he saw something in Alban and he had him become his apprentice to be the new headmaster when he retired. I, of course, stayed with him. I didn't know what I would do without my leader in the field. So I studied under the sparring instructor and, well, here I am.

847
AMA Section / Re: AMAA about my characters or the White Fang
« on: September 13, 2016, 12:57:58 AM »
T̴̨̡̑ͪ̓͗̏ͥͪͪ̆ͭ̀ͧ͂ͧ̃͐̚̚͢h̴̨ͣ̈́ͣ̌ͨͬ͂̀͌͋̂ͯ̾ͦͬ̐͌̆ͨ̀͝ē̄͒̉͆̀͗҉̡͡y̧͗͌ͭͩ̈̀̚͢ ̶̵̑ͩͦͯ̿̈́͂͗ͬ̑ͤͯ͛̀͢a͛̔ͣ̔̎̊̔̓͆̀͆̅̑̓̂҉̢͘̕r̸ͦ̓ͧ͐̈̃̃ͥ̀̕͢ę̸ͭͭ̂̈́͆ͧ̈́̾́̀́͠ ͦ̈̃̀̌̉ͭͮ̒́̋̽ͥ̈́̊̀̀͝͏͘s̸ͩ̎̈̎̊ͮͬ̈ͩͩ͆̇̚͝͏҉ǫ̔̋̆͆̿ͣ͊ͧ͂̏ͨͪ̆ͥ҉̡͟ ̛̋̍ͦ̄̈̃̓ͭͮ̑͘͢ç̢̨͛ͥ̓̋̌͛̊̋͌͐̋͜ų̴ͣͤͩ̽ͣ̉͐ͮ̊̃̑̉̓ͨ͐̚̕͜t̅͑̆ͬ̍̄̏͊ͪ͑ͥͫ̏̆͛̓̅̚͢e̢̎̈̔͗ͮͤ̋͂ͬͯ̇̽͛͏̸!̢ͧͣ̎͑̆ͩ̉̇͌͛ͧͨ̋͡ ̵̨̋͊̍͐̉̆͂͂͐ͪͧ͠

-̵̸̝͍̪͔̰̖̙̖̱̜̺͖̪̯͖͜͝ ͡҉̡̼̤͇͎͙̩̼͘͜Ć̀́͏̼̜͉̤̹͖̙̮̫̺̠̠̩̯̯̠͔̀o̶̡̳̪̬̬͖̤̦̫͔̰̕ͅr̴̗̰̤̫͎͎̭̼̫͙̖͉̳̻̞͎͚͘n͜͡҉̬͚̖̱̙̥̠̠͍͙͓̳̥̮̻̙̠i̸̺̲͔̥̤̦̙͈̘̥̟̘̯̲̗͖͇͙͡ͅx̶̛̞̞̠̣̺̭̣͖͉͈̬͉̫̳̰̜̼͞ ̵̻̝̻̼̲͙̯̩̭̲̘͇̀͢͜͝ͅ

848
AMA Section / Re: AMAA about my characters or the White Fang
« on: September 13, 2016, 12:47:11 AM »
W̨̢͡o̴͟͞͞u͘͜l̶̵̛̀͢d̶̶͡ ̸̡͠͡͞à̛͞ ̴̷̧̢̢s͞h͝o̶̵̧p̶͜ ̴͏̴͜͡k̶̴̢̛͘è͜e̶̛ṕ̶͡͡e҉̴͠͞r͞͡ ̴̧̀b̕͢͏̢̡o̵m̸͢b̡ ̷̕͠a̡̛͢͟͝ ̸͡͏̷p̷̧̛o̸̢͞҉̵ļ̸͘͏̨i͢͡ć̨e̴̡̢ ̸̢͡͠ą̵̧͢͜c͝͞á̷̶͜d̕҉e҉̶m͡͝y̸̸ ͏̶̧͞͝b̶͟e͏̴c̢á̴̧͢u̷͜͠͡s͢é̕͜ ̛͘h̨͜͠͏e̴ ̢͞d̸̨͝í͟͏s̷͟a̸͘g̴͠҉̴̧r͟҉͟͡e͏ę́s̛͞ ̵̨w͏̨̛͢͡ì͏́͠t̀̕͜h̴ ̀͠s͠ó̡͝͝͠ḿ̷̶̷͞ę̵́ ͝͞ó̵̡͜͜f͡҉̶ ͢͠t̸̛h̡̨̡́͠e̡̛̕͢ ͏̴͢͡͠p̵͡͡͝e̴̸̸͠o̶̴̢̧̕p̢̛͢͡͞l̷͏e̴̢͝͞ ͞͏̨̛b̧́̀͢e̵͝i͜͜͡n͏̢̕ǵ͘҉ ̶̢̡͠t̡͜͝͞͏r̷̵̡a͘͝͏̶͡í̧ń̶̡́͞ę̕͜͡͡d̸͏͞?́ ̨͟҉Ņơ̧̕,̷̷͜͠͠ ̕͠y̸o̡͡u̢̡̕͜ ̡̛͜͡d̀͝͏҉o̸҉҉̴n͢͝҉'̷́́͠t̨̕͝ ̸́̕ḱ̕i̴̸l̷͜͢͡l̀͘ ̢o̢̢̡͘͢f̡̀̀͡f̕͡͝ ̸͟y͜͡ờ́u͠͏́͡r̢̢͟͟͞ ̷̨̀͢ṕ́͏͝ŗ͜͟o͘͡͡͠t͘͠͞͞è͘̕͡c̷̴t̴̢i̵͢͟o̢̢̕͟͏n̕͞ ̧͠e͏̨́͠͡s̶̀͜͟p̸͞͠e̵̢͠c̷̶͡i̵̢͢͠a҉́́͞l̷̢l̸͢͞͏ý͘ ̸̶n͝͠o҉͏͟҉t̸̴́͜ ̛̛̛f̀͘͜͡ŕo̸͢҉̸͡m̷̢̧ ̶̧̢͞G͠r̵̸̢̀ì̶̸͏m̴̷̡̨͟m̷̨̢̕.҉͢͟ ̀͜͠͞B̴̧͘͢͞ȩ̷͘͞a̶͝c̶̶̕͢o҉҉̵́͡n͠ ̶͝i͝s̵,̵̶͝ ͞͏̴̢͝f̛͞o͢r̸̴ ̨̕̕͝t́̀͟͠h́͢e͢҉͜ ̷̨f̨̧͢͟o͘ŕ̸͜͠e͘͢͞͝s̛̛͘ę̡̀é̕a͢b̢̢͡͏l̴͢e͡͞ ̷̸͢͠͞f̛͜͞͠͝u͟t̶͘ư̷͜͞r̡͘͟͡ȩ̶͢͜,̢͏ ̶̸̀͝s̨̛̀͜͝a̶̢f̸͝è͘.̸҉̀

-̧̢҉͏̢͔͍͎̘ ̴̩̙̣́́͞͞Ć͠͡͏̢͕̳͍͍̙̘̣̣̫̘̟̟̲͈͓̣̹͎o̧͓̺̥̻͖͍̖̗̙̘̙͚̮̰͜͞ͅr҉͞͞҉̯̟͎͎̖̫̮͔̝͚̮͕͖͙͍n̴̩̭̟͎͖̟͖̝͇͍̳͎̯̙̪͈͕͝í̵̵̜̯̻̞̮̩̰͉͕͕̻̯͈͞ͅͅx̛͕͓̙͇̦̻͝͝

849
AMA Section / AMAA about my characters or the White Fang
« on: September 13, 2016, 12:39:27 AM »
You can ask me anything about my characters, or you could ask me almost anything about the white fang, which I'm in charge of making more scary than in the show.


B҉̨̻͎͓͕̣̥͚͚͕̥͎̮͜͜ú̡̨̘͈͔̤̭͉̘̠͍̞̘͚̜̤͢t̴̨͎̺̱̳̮̞͡ͅ ̧̢̪̝̲̩̗̲̖b̸͏̸͍̮͎̬́ę̘͈̥̝͈̼̝͙̭̞̲͖́͟ͅ ̴̴̩̗̫̪̦̲͈̖͖̮̖̻̺̖͙̱͖͡ć̸̩̬̼̹͎̩̜̜̼̻͍͖̭͢͠a̸̵̧̰̹͎͚͈̤̤̫͉̪̬͘͜r̴̶͉̬̙̼̳͇̝͓͉̝̼̣̕͞͝ͅe̥̠̤͔͖̠̠͓̣̠̖̩̭̖̗͢͞͡ͅf̴̡̛̜̮̪̟̼̪̹͙̱͖̖̥̱̘́͜ͅu͜҉͓̻̰͈͇̪̜̫͢͟ĺ̸̴̵̢͖̩͖̙ ͙̤̣̯̙̗͉͔̫̹͚̠̠̙͚̪̕͡͡w͔̗̞̺̕h̞̹̲̯̠͚̤̳̼̠̼͚̖͍͘͟͜͞a҉̘̰̺̙̝̹͙̖̯ţ̵̛̟̼̜͍̝̲͕͎̹͈͕̫͎̙̘̬̣͝ ̵̴͔͙̹̦͎̼͙̻͇̻̻͈͇̺͔͚͓̪̀̕͡ý̵̬̖̤̬̥͎̦͚͈̘͡͡o̷̬͇̥̯͙͉̱̣͖͕̝̥̲̝͖̕͜u҉̷̴̡̢̟͙̘̘͇̳͍̺̫̤̬̜̥̼ ҉͉̟͓͇̬͙̖͇̳̰̦͝ͅa̷̷̢̺͖̩̝͇̰͟s̤͇̖̱̯̱̹̦̻̠̝̼̣̼̫̯̺̠̱͘͢͡k̛̝̟̪̻͈̩͓̞͇̩̼̠̝̻͙̬̀͝ͅ ̛͇̫͚̱͇͜͡͝f҉̢̰̼͙͙̰̲̬o̴̶̺̖͔̬̝͠ṛ̨̢̫͈̣̦̭̤̻͉̰̣̖͚̦̜̲,̵̛̗͇͓̻̘̭̻̟̲͍̱͈̗͉͔̘ ̸͍̼͔̟͖̣̜͎̮̝̫͕̼͙͝ọ̷̬̳̗͚̗͕̞́͟ͅh̴͈̦̹͙̯͈͔̭̳́͡͝ ̞̮̥̗̗̥͔̖̺̲͈̪̱́̕h̴̛͔̠̹̦̮̜̬̺̞̪̤̯ù̴̖̭̞̳̘̬̫͠ń̸̯̯̻̮̗͍̲͚̪̺̟̦̯̙͙͘t̴̢͇̣̠͙̠͔̗̣̫͚͓̲͍̱̤̝͙͍͍͜è̲̜̺͈̘͜ŕ̶̤͈͕̝̯͍͈̮͍̙̞͔́͟ͅs̷̛͔̳̞͎̙͇ ̶̵҉͏͙̥͕̮͕̥̞̘͕͚̤̝̼͎̥͎̫̳a̧̭̝̮̠̫͖̦̻̘̻̻̤͘͘͞͡n̛̩͓̖̬̕͝d̨͠҉͏̯͍͙̹̖̜̗͕ ̸̺̩̬̯̟̺̤́ͅh̨̭͍̺̪̤͈̥̞͔͟u̴̵͎̟̤̞̖̪̗͍͔̘͎͕͖̠͈͚͘͞͞ͅn҉͎̯͙̰͔͈̻͟͞t̸̛̬͔̳̗̮͕̞̬̭̕͡r̶̛͎̰͈̯̮̖̯͎͚͓͟͜͠e̵͎̪͓̠s̶̮̭̬̞̻̘̞͈̠͇̲̥̻̙̫̘̀͠ͅs̨̡̩̤͙͓̪̪͇͍̥͙̹̳͘e̡̜͕̗̱̠̜͖̭̲̭̦͔̰s̛̝͎̜͍͖͉̪̳̻̺̺̳̠̪͙̖̣,͟͏̶̲̱̝̱̞͕̱̱̳ ̧͉̲̤́͝ͅy̧҉̗̬̤͇̖̙͇̬̩̰̟̺͈o̴̷͍̩̥̬̲̟̤̙͎̜̙̠̗͠ư͖̺̩̭͓̯̖̖̥̬̕͡ ̨̠̗͉̜͉̥̞̦̜̺͜m̛͎͙̬̩͓͕͙̟̣͖̙͘͜͝͠ͅi̸̶̗̗͍̫̹̗̥̱̘̮̼̩̭̤̪̦͙͖͝g̴͏̺̯̮̖̻̺̤̱̩̝̠̼̹͍͟h̛͔̙̰͕̠͇̱͓̀͜͠t҉͖̟̜͙͔̫ ̶̴̧͚̼̠̠͓̦̫̲͚̤͔͎̠͇̣̲̼͟ͅj͢͠҉̡̻̘͎̦̲̙̗̖͓͖͍̘̼̱ų̴̛̜̬͉̤̦̫͙̬̺̱͇͔̠̀͝s̴̨͙͎͕̳̟̳̰̘͜͟ͅt̷̢̝̘̟̜͜͠ ͓̥̝͈̮͈̬͕͉̭̤̯͎͇̘̫̕͜f̴̟̞͙͈͇̯̱͎̞̤́͠ì̸̡͚͇̺͉̲̘͙̤̳ņ̸̻̩̀ͅḑ̫̖̺̰̳̪̺͇͉̳̖͚̻̼͙͠ͅͅ ̯̜͈̲͕̺̪̘͜ỳ̵̖̮̩̲̻̥ò͍̣̱̰̻͉̟͟ù͏̡̢͎̩̮̣̞͖r̷̶̷̛̭̫̩͍̹̮s̞̲̥̩̠̠̼̀͢e̡̛҉̧̘̹̰̝̤l̴̸̢̢̩͕͎̘̺̞̰̭̝͖̖̫f̙̩̹͕̭̺̬͎̣̭͕͓͖͕͇͓̫̀͢͡ͅ ̵̢̡̼͕͕̦̱̙̱̗͓̬͍͙̺̦͇̭̠̮͘w̡̨͙͓̝̣̤͕̗̪̱̫͟͞ͅͅͅí̧̗̻̮̥̮͇̟̦̙̻̲̰̱͝ͅt͢͏̟̳̘͇̱̱͔h̴͝͏͈̝̝̝̦̰̮̰̪̙̰ ̧͕͙͇͕̱̟͙̱͎̠̣͙̭̀͡ͅá̴̛̫̤̲͖̤̠͖͕͓̲̞̯͔̱͈̠̹̯͟͠ń̸͔̱͔̥͉̼̩̼͓͖͢ş̨̩̞̬̲̩̳̬͉̘̣̲̗͕̻̹̤̗̜͜͢͠w̞̺̱͍̜͞e͔̬̥̳̤͕͎̗͖̩̱̮͜͟͞r̵̳̜̺̫͘͞s̮͔̜̰͢͡ͅ ̶̤̬̖̭̬͟ỳ̺͓̹̲̘̪̘͎̬̰͠o̷̶̖̪̯̳̭̣̳͞u̴̠̼̪̭̘̼̮͞͞ͅ ̶͝͞҉͔̪̤͇͟d̨̀҉̜̟̲̲̻̼͙̘̗̻͓̻͍͙̼ͅͅi̴̡̤̖̬̺̪̺̕ͅͅd̡̨̡̛̜̝͙͕̼̥̦̪̦͡ņ̺̰͇̻̻̬̮̖̱͔̱̠͜͜͡ͅͅ'̵̖̲͔̰̠̼̳̫̦͓̰͍̕͜͠ͅt̶͘͞҉̧̥̤̹̥̠̗̻̩̣͉͓͚̹͈̬͎ ̨̥̜͔̹̖̣̙͇̲͙̙̦̩͟͞w̛̛͈͕͕͓a̷̡̭͇̰̪͉̺̮̣̮̻̯̩̼̘̗̤̗̮̜͢ń̵̠̻̹͚̱̻̦̼̮͓̰̭̰ͅț̸̲̮̻̬̮̪̥͔̜͈̫̻̰͔̜̳̱͓ ̛̪͙̩͕̘̹͎̱̠͕̞̕͘ţ͡҉̱͍̼͈̙̻̫̮̳͝ờ̵̧͎͇̗̰͚̞̱̗͔͡ ̶̶̬̺͔̪̀͡͠k̶̛̥̳̗͈̫̼͢͜ͅn̢̡̨̦̣̯͖̭̞̜̺͙̺̺̰͖͜͝o̴̭͎̞͕̖̝̩ͅẁ̴̴̨̛̦͔̭̖̪͚̹̪̥͉.̷̢̡̛̙͕̩̭̰̗̕

-̥̣̥̘͚̤̜̹͟͠ ̴̴̠͖̻͖̼̞̭͝C̨̡͞͏͚̜̣͇͉o̴̖̟̜̞͔̳͉̺̼ͅr̴͖̖̻̲̝͈̭̜̜̝͈̪͖̗̞̖̕͠n̢̲͓̭̫̞̺͓͖̙̻̯̞̭̠͎̟̳̕͟͜͠í̵̛̛͏̝͔̞͎̟x̷̝͚̘̥͝

850
RPG Discussion / Vytal Festival and Tournament Discussion
« on: September 11, 2016, 09:17:34 PM »
Ask/discuss/suggest anything about the festival and the tourney here.

851
Plot Zone / What is this Place?
« on: September 11, 2016, 09:13:36 PM »
This is an out of character board which can be used to discuss and plan story ideas with other members. If you have a great idea for a story, start a thread and see if people want to join up!

When you create a Plot like this, you can consider tagging your threads(once you start the Roleplaying aspect of the story) with [Plot] or [Closed]. They both work the same, one just lets people know that it was planned at least somewhat.

Don't go overboard with your ideas. If your story involves a major terrorist attack at Beacon Academy, for example, you need to get it approved by the staff, because those kind of events can affect a large number of characters, and the world as a whole. Getting an event approved may also cause said event to be added to the timeline.

852
Approved Characters / Assistant Head Mistress Titania Printemps
« on: September 11, 2016, 09:11:15 PM »
CHARACTER

Name: Titania Printemps

Age: 59

Gender: Female

Species: Human

Symbol: A bouquet of solid green flowers in front of a white crescent moon.

Occupation: Sparring teacher for years 1-4 at Beacon Academy and assistant to the headmaster.

Appearance:  63  172 lbs. Titania has golden-blonde hair with streaks of grey in it, which reaches down slightly past her shoulders, and a set of dark amber eyes. She is commonly seen with a large pink and white flower in her hair on the right side of her head. She, being born in Northern Vale, has a milky-white skin tone. Her usual attire consists of a light-green dress accented by red highlights over a simple white dress. The neck of the dresses extends upward about halfway up her neck and is accented by the red ascot she wears. She also wears a small half-cape extending down to slightly past her hips. The outside of the cape is the same red as the highlights and ascot and the inside is a golden yellow color. Around her waist she wears a thin brown belt with a silver buckle and several pouches hung on the right side of her hip, filled with secure dust canisters, and her sword and scabbard on her left side of her hips.

Similar to this however with color changes.: ShowHide



History: Titania was born to the north of Vale, on the northern coast of Vytal. Due to being born outside of the Kingdom, she had to learn to fight at a very young age and was forced to help her mother and father defend her small village with very crude and primitive iron weapons. Thankfully for Titania, however, the pattern of fighting for her and her villages life, barely surviving, and trying to keep everyone happy led to both her upbeat personality and her discovering her semblance very early in her life. Unfortunately, good luck didnt last forever for Titania and during one of the Grimm attacks, the left defense fell, leaving the Grimm to flood into the rest of the village and kill all inside. While the rest of the village fell, Titanias father stayed behind to distract the Grimm while Titania and her mother escaped toward the beach. In his dying act, her father was able to send up the single emergency flare into the sky to alert any and all nearby humans or faunas to send help. As it happened, a first year team was shadowing a Hunter who was tasked with eliminating a large Grimm near the village. Upon seeing the flare, the group rushed to the source.

When they arrived, however, the village was deserted and all inhabitants had been killed, except for a pair of footprints leading away from the village. When they found the end of the footprints, they discovered young Titania, holding two iron swords, one large and the other small, sitting next to the corpse of her mother, who had bled out after fighting off an alpha Beowolf. The group took the girl and led her back to the City of Vale to be put into an orphanage for the next few years. Titania denied, however, and instead wished to be put into Signal Academy so that she may prevent what happened to her from happening to others. Throughout the years at signal, she was noted for having a surprisingly upbeat attitude and an air of friendliness about her. After graduating from Signal and being accepted into Beacon, she was placed on her team, all of whom would one day be professors at Beacon, and began her training immediately.

Through the years of pain, struggle, happiness, heartbreak, strange events, and triumphs, Titania kept her kind personality with her and be a beacon of friendship to everyone. She graduated near the top of her class, along with the rest of her team, and as such was awarded the honor of visiting each of the four Kingdoms. With a heartfelt goodbye, she left her teammates and moved to Mistral for many years. While in Mistral, she acquired something of a longing, not just for her teammates or for Vale, but for Beacon. During their fifth year apart, her old team met up in Vale as a reunion. They all made the decision to become teachers at the school  that had taught them so that they could train the next generation of protectors. And everything from then to now is, as they say, history.

Personality: Titania is, usually, a kind woman. She treats her students and others with the respect they deserve unless they do something that would take away that respect. She does enjoy being around and conversing with other people, teachers, students, humans and faunas all alike. In the classroom, she is much less kind, not strict or mean, but she does treat the classroom as a place of learning that must have a certain decorum present while in it. After years and years of training and becoming one of the longest lasting teachers in Beacon, she has learned to be patient with students and coworkers alike. One thing she does not tolerate is discrimination or hate among the students while in the classroom. While she views outside of the classroom as a place to be able to express your views freely, even hateful ones, she will punish any who try to insult another student before or after the match. Though she is kind to all of her coworkers on the outside, there are those among them whom she dislikes as well as some she likes more than most. Her original team, for example, she treats as close as family, especially Alban, who was her leader back in the day. Though she does try to act kind to those she dislikes, there are times when she needs to act stern with them and will if need be.

Combat Behavior:
- Agile in swordplay
- Quick Witted
- Extremely advanced dust manipulation
- Excellent Aura management
- Very strong Aura
- Able to use semblance to block concentrated Dust bullets
- Long Range
- No armor
- Does not have high endurance
- Cannot block highly long range or large caliber bullets
- Combat relies on her having a stronger Aura
- If Dust is taken away from her, she is almost as weak as a student.

Aura and Semblance: Dust Manipulation - Titania's semblance allows her aura to resonate so well with dust that she nearly has complete control over it. When she is a 30 meter range of any form of dust, her aura connects with it automatically and with little tax on her aura use. When presented with powder dust, she can cause it to float freely, controlled by the movement of aura, cause it to activate remotely, and even stop it from activating altogether. When presented with the crystal form of dust, she can only start a reaction and stop a reaction. When in the presence of one whose aura is weaker than her own, which is likely, she can control their own dust even if it is protected inside of containers of a weapon.

WEAPON

Name: Midsummer's Respite

Primary Form: Midsummer's Respite, or its shorthand name, "Summer", is a single form, one-handed sword. Starting from the bottom, the pommel of the hilt is actually a multi-dust chamber compartment. The pommel fold open and a small canister of dust is inserted into one of the six total slots inside the hilt and the pommel folds shut. Once inside, a mechanism in the hilt will puncture the top of one of the canisters and start to cycle the dust throughout the sword through canals in the metal, allowing it to exit through tiny pores on certain areas of the blade, this allows the blade to take on the element of the dust that was inserted (Examples: Fire Sword, Ice Sword, Lightning Sword).  Alternatively, Titania can use her semblance to control the dust flow and causing it to exit the pores without activating. This allows her to either weave the dust through the air and use it as a proximity weapon or discretely put it on opponents before activating it remotely. Titania can. likewise, fire dust missiles at a long range to achieve more versatility in battle. The exist pores are all located in areas of the blade that are colored such as the symmetrical set of bird wings on the base of the blade, the diamond shape at the center of the blade, and the tip of the blade which are all colored green. The hilt is a green colored metal adorned with golden V's that wrap around the hilt to help grip. The cross-guard is two symmetrical, green butterfly wings with golden highlights(similar to this).

The entire sword itself is somewhat similar to this design.: ShowHide



History: Titania had originally created a somewhat simple staff, Oberon's Regret, that similarly expelled dust for her to use her semblance on for combat. However, during a mission in her fourth year, the staff was snapped in two by a rogue hunter that her team had been tasked with taking down. Once the mission was complete, Titania spent days in the Beacon workshop creating this weapon and has used it faithfully ever since.

853
Character Editing / Zabar Aga
« on: September 11, 2016, 08:55:45 PM »
CHARACTER

Name: Zabar Aga

Age: 19 - Born Saule 10th, 62 AC

Species and Gender: Human male

Symbol: Etlu (Warrior)


Occupation: Second year student at Shade Academy, apprentice scavenger

Appearance: 61 212 lbs. Zabar was born with dark brown hair but the sun of the desert has since bleached it into the dirty blond scraggly mess that it is now. He has amber eyes and has a lean, muscular build born from the years of training and his first year of missions. His family was one of the original tribe members of ancient Vacuo and as a descendent of the tribe he has a darker skin than most Vacuans. Zabar usually has more bruises along his body and scars and cuts on his hands than most hunters due to his training without aura with his teammates.

Since his first year at Shade, Zabar has ditched his poncho and hat. His new accessories are a pair of tinted desert goggles he keeps hung around his neck and the tan and black patterned bandana he wears over it.

During his time at Oasis Academy, Zabar was given a chance to design his own armor and weapon, he chose to design an outfit that would provide protection from the harsh heat of the desert and decent protection against attacks from enemies. In his year since creating his outfit, he has refit much of it and scaled back unnecessary parts while adding better ones.

His casual attire consists of a pair of broken in, worn out jeans, a black leather belt with a silver buckle that has his symbol emblazoned on it, a sleeveless under armor shirt, and a pair of brown boots with both a steel toe and steel heel.

When in school, out on a mission, or just out and about looking for something, usually a fight, Zabar will adorn his combat outfit, though really its just the addition of chest armor, knee pads and gauntlets.

A lightly armored chest piece, colored and styled to match his armored sleeves fits snugly around his torso, protecting both the front and back. On the back of the armor are a set of three fan powered vents. These vents can be opened or closed via a push and flip switch located the base of the armors right side. These fans, improved by the addition of wind and minimal ice dust power slots, allow for wonderfully cool circulation of air when in the hot Vacuan desert.

A pair of steel knee pads that can fit underneath Zabars jeans. Theyre, in all honesty, fairly thin and dont provide great protection without aura but they can usually nullify or dampen pain to Zabar when hitting someone with his knee while increasing pain for them.

Zabar still has his poncho and will wear it if hes going into a particularly sandy area of the desert and the same goes for his hat and particularly hot, sunny days but most of the time he leaves them in the dorm.

The poncho itself has its sleeves reaching down about halfway down Zabar's arms and the front and back tips reach down just below his belt. While the poncho is on, he cannot extend his weapons all the way up to the shoulder. Underneath the front of the poncho, there are several pockets and pouches that Zabar uses to store dust canisters or anything else he might need. If he isn't wearing the poncho, he has a pouch that clips onto the back of his waistband that he can store whatever he needs in.

When traveling too far north or too far south, Zabar has a heavy winter jacket to combat the cold since he isn't accustomed to colder climates. It is light tan in color and has a white fur lining inside. The coat itself is extra padded and is able to protect Zabar from even the more mild Atlesian winters. Some time after purchasing it, Zabar had his symbol stitched into the back of the coat in a bronze stitching. Because Zabar is a bad boy, he cut off the sleeves of the jacket so he could wear his weapons instead. Theyre better insulated anyway.

History: Zabar was born the fifth child to one of the old families of Vacuo on the 10th of Saule. His mother and father were both ex-hunters who had settled down into the teaching profession at Oasis. His grandfather, Uli, sat on the council of Vacuo. His two of his brothers and one of his two sisters had all gone out and started training to become hunters and huntresses, either already graduated or nearing graduation by the time he was born, while his remaining sister trained to become a professional scavenger. Because of all of this, Zabar had always dreamed of becoming a hunter or scavenger and hunting through the wastes and ruins of the Sunkissed Sands, fighting Grimm and discovering buried treasure. Unfortunately, he was an unruly and impatient child when he was young and went out into the wastes several times with his friends, none of whom had any way to protect the group. Zabar knew of a rarely guarded section of the wall near the northern edge of the city and led his friends out several times to visit the wastes beach, which had a few ruins, cleared out long ago by scavengers.

One day, while one of his friends was climbing to the top of one of the ruined towers, he spotted it across the wastes; the border between the desert and the jungles and forests to the north. They had all heard the stories of the north, dense jungles and forests jam packed with Grimm but they had also heard of the bundles of fruits and vegetables and beautiful flora that the green woods held. They all knew their parents would never let them try to cross the wastes, they wouldnt even allow them to be just outside of the wall, in the ruins. In spite of this, they all knew they wanted to go there, the chance to see something other than the orange sands and beating sun was too great to pass up, so they made a plan. Theyd leave in two days time, after getting some water to bring with them, and theyd cross the wastes.

At first, everything went fine. They got through the wall easily enough, and theyd gone past the ruins, the furthest theyd been before. But, of course, they were children, there was no way they could have made it across the desert, even a short trip from the north of Vacuo to the jungles above. They werent far past the ruins that they heard and felt the rumbling. At first, they assumed it was just the shifting of the sand under them and maybe the wind picking up. They were quickly disproved, however, as a Landshark, a large worm-like Grimm with many rows of teeth, shot out of the ground and started moving toward them. The children screamed, and ran, as children would be expected to do, and started to run back to the ruins for protection. As they ran, one of Zabars friends tripped and fell to the sands before quickly scrambling back up and dropping the water that was on his back.

Just as they were at they made it to the ruins, the Landshark swung around in front of them and blocked their path. It reared its jagged toothed mouth up to strike and shot downward toward Zabar and his friends, but before it could reach them, they heard a gun go off, and the Landshark fell to one side before shooting off toward where gun had been fired from, one of the ruined towers. Just then a hunter appeared next to them and told them to run back to the wall. They did. They ran faster than any of them had run before as the hunters behind them fought and killed the Grimm.

Back at the wall, a group of city police and two more hunters were waiting for them. They were all in a very large amount of trouble but were alive, and thats all their parents cared about. However, while he didnt know how his friends felt, Zabar had never felt so alive. From that moment on, he knew he had to make his dream of exploring the wastes and going to other lands a reality.

Once he got into Oasis Academy, he knew he was one step closer to achieving his dreams. Every day, he studied what the desert was like. He learned its history, its Grimm, its dangers, he learned first hand what one of the infamous elemental storms were like when one blew through the city, though thankfully his family could afford a retractable house and they were safe from the storms wrath. He learned out to perform combat in the desert, how to use it to his advantage. Every day, he dreamed of leaving the city and exploring the wastes, and he knew exactly how to achieve this. Oasis. They trained hunters and scavengers there, he knew they got to go out on missions to the wastes from his siblings, and at the end of his final year at Oasis, he was accepted into the Academy.

During his first Year at Shade, he was teamed up with team DAWN with the three other students Dustin, Weigela, and Narina. Together they steadily rose in the ranks of the first year's and were sent on several village protection missions while shadowing trained hunters.

Toward the end of their first year, Zabar was able to make it into the biannual Vytal Tournament with Weigela accompanying him as support. While there he met several of students from Vale which he would later fight in the tournament including Juno, a boy who would give him one of his tougher fights on his way to the championship and his inspiration for adding a grappling hook to his weapon.

He eventually did make it to the championship match and faced off against Nathan Eau, another boy from Vale. While it was a close match by all regards, Zabar pulled ahead in the last few moments of the fight. Like Juno, Zabar took inspiration from the other finalists semblance to add a booster to his weapon.

Almost immediately after the tourney was over, he returned to Vacuo to find that The Shiru, a massive and deadly Grimm, had attacked while he'd been away and was forced back by the remaining students and teachers. While classes weren't in session, the rest of the year's extra curricular activities were devoted to assisting in the rebuilding of surrounding villa and the increased defence of settlements in the desert.

Other than that the year, what was left of it at least, went smoothly and Team DAWN transitioned into their second year with flying colors.

At the start of his second year, Zabar started taking rookie scavenger classes at Shade partially because the trade actually interested him and partially because he wanted to get out more. Here he met Kris, a first year student who had recently come in as a refuge from a previous Shiru incident. Since then, she's taken to hanging around with DAWN outside of school more often.

His second year also marked the start of a new training regimen for DAWN in addition to the standard team training.

With Dustin, Zabar would train with his gauntlets and no aura against his suit of armor while Zabar helped him learn to think on his feet. With Weigela, he would train in weapon less hand to hand and no aura, partially training himself and teaching Wei how to fight hand to hand more effectively as well as helping Wei train her semblance by shielding him while he takes constant damage from his other teammates, seeing how long she can keep him shielded. With Narina, he would train his semblance and mid-range combat while helping her aim better at a close-to-mid ranged opponent who moves quickly. Admittedly, he was the worst at the last of the training sessions.

Personality: Zabar is before everything else, determined. This may not be readily apparent from his every day demeanor which is closer to someone who would rather not get involved with something that doesn't affect him, but once he has his mind set on a goal, he will relentlessly pursue that goal. While this is respectable, it is also one of his largest faults. He will often put himself in harm's way to accomplish a goal, even if the ends aren't worth the means, and it has landed him in very painful positions in the past and will continue to get him in trouble in the future.

His family is one of the more wealthy in the Kingdom, but he has made a point to avoid talking about it or taking part in the benefits that come with it. He doesn't concern himself with thinking about whether or not this is a good or bad thing.

It is very rare to see him angry, at least visually, as he is usually either rather upbeat, though he can be frustrated with enough prodding or the occasional Atlesian.

While he was originally intending on becoming a hunter in order to explore the world and be able to leave the city, he's been grappling with whether or not he truly wants to leave after dealing with the aftermath of The Shiru first hand.

Hes rather pragmatic for a boy his age and is willing to ask almost anyone for help if they can he useful, another trait that has put him in rough spots before by becoming indebted to those who helped him.

While he is laid back and a somewhat slow talker in normal circumstances, he is excellent with dealing with situations under pressure and will be one of the last to lose their focus on the task at hand. Unfortunately this sometimes comes at the cost of losing focus on the periphery and not noticing little details. Because of this, he isn't a great team player, favoring to fight alone in fights or at most with others simply supporting him. This isn't to say he doesn't like working with others, he just has a hard time coordinating with others in a fight and often causes more harm than good but accidentally bumping into others are trying to attack at the same time as someone else.

Zabar, like many other hunters, is happy to accept challenges, and usually even happier if he loses, seeing it as a chance to learn and grow as a Hunter. This ties in with his fault of determination, he will relentlessly seek challenges that put him or others in harms way if it means he can test himself.

Aura and Semblance: Reversal Shield
Zabars aura comes out a bronze color. It was unlocked in Oasis Academy along with his semblance.

Zabar has the ability to create shimmering shield of aura in front of his hands, each half as wide as his upper body and as tall as waist to head. These shields have the ability to catch and store projectiles fired or launched into them.

With one hand, he is able to stop a bullet from anything smaller than an average sniper rifle, with two hands he can stop anything up to a vehicle mounted military machine gun. The shields have a maximum uptime of 40 seconds, though that uptime is rarely if ever hit in combat due to the shields also having a mass and velocity limit.

The shields are able to store up to 30lbs of mass breaking and dropping all stored projectiles. Similarly, if several high velocity rounds or a round from a rail gun, we're to hit the shield it would puncture straight through.

If the shield doesn't break, Zabar is able to use his aura to fire the stored projectiles back to wherever he's pointing. Since it's dependent on the aura he pumps in and not the energy of the bullets fired, if a bunch of small pistol bullets and a sniper round were in the shield and he fired them off, they'd all go the same distance but if only a single pistol bullet was in the shield he could fire it extremely far.

Additionally, the more projectiles stored in a shield the more scattershot the launch will be when the projectiles are fired, similar to a buckshot from a shotgun. Inversely, with only one projectile in the shield it can be fired exactly to where the shield is pointing. Unfortunately due to having a hard time aiming a shield exactly where you want it, Zabar is no crackshot and anything past midrange has a low chance of hitting its target.

While the shields may start mostly translucent save for shimmering and wavering in the air, the close to the mass or velocity limit the shields get the more opaque with Zabar's aura color they get before becoming completely opaque just before breaking. If the shields break from stress, it takes 12 seconds (arbitrarily equivalent to 3 posts) to be able to reform that shield. If projectiles are fired from the shield, it takes 6 seconds (arbitrarily 1 post) to be able to reform that shield. If Zabar cancels the shield on his own and drops whatever was stored, the shield can be restored immediately.

The shields feel like thick, viscous air to the touch and do not affect melee weapons however they do affect pure dust attacks and thrown weapons. If a weapon is thrown into the shield, it will get caught and reorient to have the sharpest end pointed forward and/or orient to be the most aerodynamic. This also applies to bullets fired into the shield, they similarly reorient to point forward.

Dust attacks are slightly more complicated for the shield to parse than normal attacks. If the attack is something like fire, the shield will suck it up into a ball and when fired back it will explode on impact, the same is true for pure lightning attacks though the explosion is electrical based. If the attack consists of solid dust attacks, such as ice spikes, they will act as thrown or shot projectiles and fired back accordingly. For other dust effects or weird dust attacks, like a pure gravity attack, the effect is dependant on the situation and what form the attack takes.

Despite attempts in training, the shields are not able to stop pure aura based attacks. When an aura projectile makes contact with his shield, both the projectile and shield cancel out and disappear, the counts as breaking under stress.

It should be noted that since he has two shield, if one goes down he can still use the other unless they were brought down will combined into one.

Combat Behavior: Zabar's fighting style could be described as a bit self destructive. He is extremely focused on hand to hand combat and will do whatever possible to stay within his range. While he does have the ability to fight at mid range, he very much prefers fighting up close and personal. That would all be fine on its own but due to Zabar's weapons of choice, a pair of heavy armored sleeves, he chooses to drop the aura around his arms and rely on his weapons for defense. He also takes advantage of this by using his gauntlets to directly grapple enemy weapons, assuming they aren't moving with too much force. While this is great for keeping more aura for the rest of his body, it opens his arms up for serious, if not permanent, damage. This doesn't mean he can't bring his aura back up around his arms easy to defend against a potentially damaging attack, but he can't do it quickly on the fly. Additionally, this causes constant and growing damage on his gauntlets, making them more likely to break in a fight due to a particularly heavy hit if not covered by aura.

His actual hand to hand fighting style could be described as a mixture of MMA fighting and taijutsu. He does his best to take enemy movements and attacks and work with them, turning them against the opponent, but he doesn't keep up the action with quick fluid movements. Instead, he focuses on getting his opponents into a compromised position and then landing exceptionally heavy hits with either his kinetic dust enhanced punches or dust-thrower stream. When he wants to throw an extremely heavy punch or lift something or someone very heavy, he needs to coat his arm in aura once more to assist in his strength, opening it up for attack to drain his aura.

He isnt the fastest on his feet but thanks to his gauntlets and kinetic dust, he is able to evade in quick bursts or cover large distances quicker than most on their feet. This is limited by kinetic dust, however, which is why he usually has mostly kinetic dust loaded with his gauntlets.

Unfortunately due to the cost of using his heavier hits with his right gauntlet, he has to choose between being able to evade during a fight or one very, very heavy hit.

Thanks to Zabar's training with his teammates with no aura, he has slowly but steadily increased his pain tolerance
Nothing spectacular, of course, but above average. Although the actual effectiveness of his semblance hasn't increased, he remains skilled at utilizing it in combat.

Zabars weaknesses come out when his opponents are faster than him, purely long range, can outclassed him in hand to hand or, as he learned with his teammate, can fly. If his opponents are faster than him, he may not be able to keep up and wear himself out or he may not be able to block fast enough. With someone who is purely long range, he will be able to utilize his semblance to attack back, but only for so long and if he cant get close to them, he wont be able to do any serious damage. Additionally, he is extremely poorly suited to long range fights and many more hits will miss than will hit.

Inversely, if someone is purely close range, he will be in his element, but he wont be able to utilize his semblance. If someone outclassed him in hand to hand, he doesn't have too many tricks up his sleeve he can use to beat them other than spamming dust, which could only work so long.


+ Has a strong aura and can take a lot of punishment
+ Heavy hitting
+ Excellent at close quarters combat
+ Able to grab enemy weapons with gauntlets
+ Fast
+ Specifically skilled with aura to strengthen arms
+Skilled with semblance
+ Above average pain tolerance
- Long Range fighters can outlast his semblance
- Speedsters can out speed him and avoid attacks
- Can be outclassed by skilled CCQ-only fighters
- Is too self focused to be great use in team fights
- Not good at paying attention to smaller details on his periphery


WEAPONS

Names: Zumani (Zu=Flesh, Ma=And, Ni=Aura)

Primary Forms: Zumani is a pair of nearly identical, silver gauntlets that can extend from Zabars hands all the way up to his shoulders ending in double layered shoulder pauldrons, protecting his both arms and are split between right (Zu) and left (Ni) and just like his pants, they are scratched, battered, and worn. While the gauntlets are almost always fully connected and extended, Zabar can retract the armor around his hands to allow him to perform more dexterous activities. The fingertips are usually rounded but can be activated to reveal pointed, sharp tips at the end to allow Zabar to use them to cut others or stab into the ground to halt momentum. At the top of his right bicep on Zu, and extending up to the shoulder as well as around the arm, Zabar had bronze implemented into it in the shape of his symbol, a hawk.

Due to their use with dust affects, the gauntlets have been insulated and reinforced to prevent Zabar from freezing, burning, or shocking himself. This also prevents him from being shocked or burned from external sources through the gauntlets.

Zu (Right Gauntlet): Zu is designated as the punchy gauntlet as Zabar is right handed, though he can pretty much use either hand equally in a fight. Zu has a small dust vent extending from the elbow piece that can be loaded with kinetic dust. This dust vent activates automatically by Zabar clenching his fist and punching as hard as he can, causing the dust to be vented make his punch hit significantly harder than usual. The propulsion of the punches uses all currently loaded dust in one burst, making it an extremely hard hitting and risky attack. If it connects, Zabar will be able to dish out serious damage but takes some himself from his aura working to defend against the kinetic force. If it doesn't connect, he is thrown very off balance is essentially open for a free hit.

Ni (Left Gauntlet): Ni is designated as the zappy gauntlet and is used more often to utilize dust attacks. On the underside of the forearm, Ni has a grappling hook launcher with a range of 40ft and a non-traditional hook. The hook itself is a flat disk that could comfortably fit in someone's palm and is coated with a layer of gravity dust. When launched, the hook shoots out and activates the dust upon first contact, causing a gravity well that traps the hook to whatever it hit. This gravity well lasts for 10 seconds before shutting off. Once spent, the small disk falls from the wire and the wire quickly retracts to the gauntlet to attach a new disk out of the six he has loaded at a time.

The wire is made of a strong kevlar rope wrapped around a small silver thread that opens up on both ends. This makes the line both hard to cut and hard to snap.

Dust Functions: Along the arms of Zumani, there are slots to insert dust canisters into. These canisters let the dust flow through the arm to the palm of the hand where there is an outlet, that lets it act as a short range dust-thrower reaching 4 meters outward. The gauntlets have a maximum of two canisters in Zu and four in Ni.

Fire Dust - The gauntlets act as a flamethrower.
Ice Dust - The gauntlets shoot out ice dust particles that activate after coming into contact with something, causing it to freeze over.
Lightning Dust - The gauntlets can shoot out bolts of electricity.
Kinetic Dust - The gauntlets can shoot out bursts of propulsion dust so that Zabar can dash to avoid and attack.
Gravity Dust - The gauntlets will act as gravity wells, allowing Zabar to do things like scale walls or hold onto someone or something better
Water Dust - The gauntlets act as a commercial water hose. Great for cooling off on a hot day or dosing your opponent in water and shocking them. Best not to drink it though.

Some of these functions can also be applied passively to the gauntlet and, by extension, the arm. With fire Dust, the gauntlets become scalding hot and with electric Dust they becoming electrified. He can also insert as many different types of Dust as he wants at once and cycle through them in combat. If he runs out of dust mid fight, it can be a bit tricky to reload the gauntlets while dodging attacks.

Zabar also has the ability use his semblance and gauntlets in unison as a jury rigged Semblance Catalyst Focus. When using his semblance and collecting projectiles, he can use his gauntlets to coat the projectiles in the dust of his choice, causing them to have an element effect upon contact.

While his semblance is active, he can also feed his dust-thrower into it to build up strong dust attacks, however these can be disrupted and blow up in his face if a projectile is fired into a shield with a dust attack charged up.

On Ni, there is an insert point below the forearm for the six gravity dust disks.

Each gauntlet has a toggleable cooling setting where a minimal amount of ice dust will flow through the innermost sections of the armor, keeping the skin within from becoming sweaty.

History: Zumani was made at Oasis Academy and modified at Shade.

854
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855
Worldbuilding / Worldbuilding "Rules" & Information
« on: September 11, 2016, 08:35:55 PM »
Welcome to the NEW Worldbuilding Section! Posts not yet approved are marked with a thumbs down symbol. Posts that have been approved are marked with a thumbs up symbol. Worldbuilds that have yet to be approved exist in name only. That is, you can have a character from there, and they can say they're from there, but there can't be any plots or story relevance for the place.

This is not a definitive list of rules. In the end, the WB staff are here to tell you "Yeah, that works." or "No, that doesn't work, change it or convince me otherwise." You have mostly free reign.

Are you interested in building up the world your characters interact in? More specifically; do you have an idea for a business or corporation that exists on Remnant? A place of ruins on the outskirts of Forever Fall? A locale outside of the four Kingdoms? A landmark to discover, or one that is a remnant of the past for those to find their way home? Along with a plethora of other ideas that may come to mind-- this section is for covering the creativity of developing Remnant beyond what the show supplies us!

Worldbuilding helps us develop the locales and ideas of RWBY that either haven't been introduced to us, or explain reasoning of things behind the curtains of the show so that we may convert our ideas into text. It's what helps separate from and grow along side the developments of the show at times, and add longevity to the stories and ideas here as a whole. You will not find a template here-- this section is free-form considering the weight of your ideas. We are entrusting you to form something from the ground up with your creation, so feel free to create a strong backbone for the ideas you have. Before you get too wild, however, we do have some rules and guidelines for you to follow below:

Section A: General Rules for Worldbuilding Creations

I. Worldbuilding Projects may not be Kingdoms, and may not surpass the power or size of a Kingdom.
    While we like to give everyone unrestricted access to create sprawling utopia's free of Grimm, it would be trumped and run into developing issues as new ideas are presented by the show over time. We are considered a fanon-level site, which means we still have respect to the canon of the show, but add additional explanations and features that may or may not be apparent for role playing reasons. Your Worldbuild project will not annex a Kingdom for itself, take over a canon Kingdom and reign over them, have an army or size vastly superior to a canon Kingdom stamp them off the map. On the same hand, Kingdoms have plenty of means of staying on the front-end of technology, and are economically well off to be considered the superpowers of Remnant. These areas have withstood the test of time in canon, so to trump them would just serve as a future disservice to the show or any developments that may happen with them.

II. No landmass creation.
    Remnant is very, very big. There is plenty of landmass to develop your Worldbuilding location on-- so much that we do not need any created space to accommodate new locales for the time being. Utilize the space we have now. The moderation team holds authority on the development of landmass in the future, if there is not enough space to accommodate projects.

III. No micromanagement or macro-management playing.
    After much deliberation of the systems involved with Worldbuilding in regards to population size, military size, Lien values, and other numerical values that may require a system to promote balance, we have decided to take a stance that numerical values should be kept as vague as possible when it comes to describing certain aspects of your locale. We also are taking this stance early to address the potential of a powercreep between Worldbuilding locations, as newer creations will always have an upper hand versus older locales in terms of developing higher and higher population, military, and economical caps.

    An acceptable example: The population of Vale is considered to be in the millions, per a recent census report. Millions is intentionally vague for a role-play aspect and perfectly acceptable for a description-- considering population shifts and migration to new locales, plus any other deep thinking some users can muster up, a vague term allows us some floating room in terms of specifics.

    A not acceptable example: The population of Vale is 2.8 million. 2.8 million is incredibly direct, and now forces you plus everyone else to keep track of population size when it comes to say a baby boom era, or catastrophic event. This now places an unnecessary system on those involved, and adds more chaos when a new locale is created with more population, and you want to now match this new numerical threat to your zone.

IV. Worldbuilding location threads need to be posted in the correct continent sub-forum, when acceptable, and must be tagged appropriately.
    Pretty self explanatory: if you make a location in Vale, your threads must be posted in the Vale sub-forum. If you make a location on the Vale continent, your threads must be posted in the Vale sub-forum with a tag denoting it belongs to your Worldbuild; like "Mr. Port's Wild Ride [Vale]". The availability of sub-forums for Worldbuild projects is not guaranteed for everyone; moderation reserves the right to designate a sub-forum as they see fit. Do not request a sub-forum.

V. You must have the creators permission to utilize a Worldbuilding creation, unless stated it is free use in the created content.
    Common courtesy here; someone poured a lot of effort into hatching an idea, putting it to text, and going through the approval process to have something come to fruition. You should ask the creator of an area if it is okay to create a character from it, or use it's location in a thread either for setting or as a mention, to make sure you don't do anything that may contradict the created zone.

VI. Before you get to work on your project, PM a Moderator at some point and let them know of your intentions. Make a note in your submission of the Moderator you contacted at the top.
    This is a very important guideline and rule. In the past, there have been attempts to have people contact a moderator before creating something. It wasn't strictly enforced, and led to a lot of overlay and conflicts in terms of creations and placement. In the weeks leading to Reboot, we've gotten the impression to expect a few re-submissions and whole lot of new submissions. This rule will now be strictly enforced the day Reboot goes live and until further notice. Our policy is one unique Moderator contact per submission-- example, you are submitting a Vale location and a Worldbuilding location, you must contact two separate Moderators.

    Worldbuilding Locations -- you must contact either someone on the Worldbuilding team -or- you must contact someone in charge of that Kingdom with an intention of creating a locale. This allows everyone the team to know of something to expect, and information can be relayed ahead of time if there is any conflict of interest with the submission, a plot or plan in progress with the intended area, or the go ahead to post the submission to the sub-forum. It is up to the moderators digression to provide assistance, review, or offer suggestions to a project -- do NOT expect all moderators to walk you through the creation process!

    Failure to make contact with a Moderator may result in the denial of the Worldbuild creation indefinitely.

Section B: Worldbuilding Expectations

Before you begin, make sure you have a clear idea of what you want out of your project. The Worldbuilding section exists to extend and breath life into the setting of RWBY as a way of creating a believable, bustling Kingdom through the creations of businesses, parks, stores, and corporations-- to the areas far beyond the borders of Vale, where other stories untold by the surface of the show exist to be explored. While there is nothing wrong with creating something for yourself, keep in mind that there is an expectation for your creation to interact with it's surroundings. This is Worldbuilding after all; you are adding something to the world that everyone here interacts with everyday. If you feel like your project is in benefit for only yourself-- for example: creating a location to have your own 'exotic' character attending Beacon, creating a large conglomerate in your characters family name for an affluent background, creating a business that only your character seems to know of it's existence-- please reconsider going back to the drawing board, or collaborating with an existing or new project to explore your needs.

With that out of the way-- the second expectation of you: "How?" Ask yourself this all the time; 'how did this business come together?', 'how long has this team of Hunter-turned-lawyer been together?', 'how did the origins of my area start?', 'how did my Worldbuild reach this level of technology?'. Your submissions will probably be asked a plethora of questions over it's existence, so having answers either available in description or ready to go as the questions come will be immensely helpful in making a believable culture and existence on Remnant.

On the subject of details: detail! We love detail here! We really love very important details! While images and charts are wonderful, visual creations that can say a thousand words-- we rather you take the time and effort of spelling everything out for us! This IS a role-playing site after all! Your creation must be able to clearly and coherently express an idea, thought, concept, culture, locale in text! Anything that can describe your culture, business, building-- we want to know it! Do your people only eat certain dishes? Are the employees treated fairly? Is the bar doubling as a smuggling site? How has your culture survived as long as it has? To give an analogy-- think of your project as an iceberg! On the surface, things may look small, but below the surface is miles of ice reaching into the oceans, vastly bigger than it's outward appearance!

There are some new requirements, depending on your projects submission and the steps you take after:

  • If you (the author of the project) are submitting a character from your region...
    Your Worldbuilding project must be approved first before the submission of your character. Your project must now contain a 'Character Creation' post that details things like features and traits that make this character different from those that would come from one of the four Kingdoms-- you may use what you need from the Character Creation template for creating a sheet, and you must have some kind of guide to the creation process. This is where details such as naming schemes, areas of influence, or physical features should be mentioned (or mentioned again) so the Worldbuilding team has a clear idea of what the populace looks like. This section should also provide enough information to the Character Approval team for accepting future characters from this region.

  • If you (the author of the project) are submitting technology seen as 'exclusive to' or 'created by' your region...
    Your Worldbuilding project must be approved first before the usage of technology in any form or mention of roleplay. Your project must have a detailed 'Technology' guide that explains things like 'how?', 'why?', and 'what?' the technology is-- if you write this as exclusive to your Worldbuild, you -must- have a very convincing argument on how the four Kingdoms are unable to obtain or simply replicate the technology available to you. We are pretty much in the age of 'MechWarrior' in the show; means of acquiring or staying on the front of technology seem to be readily accessible to everyone on Remnant through either contracts, trade, or a spread of knowledge. Detailed guides help the Worldbuilding team understand and gain knowledge how your technology came to exist and operates on Remnant. This guide will also provide enough information in case the Character Approval team must check with a project for a character using this technology.

  • If someone else makes a Character submission that uses your creation...
    This character now requires three approvals; the typical two-person approval from the Character Creation staff, plus your approval as author of the Worldbuild. In your approval, if changes need to be made or you have questions of a change request from someone on Character Creation staff, please make sure your requests are detailed in your posts on the characters page so there is a reference for future submissions. While it is immensely easy to contact some members over mediums like IRC, Steam, and Skype to discuss changes and expectations, there is a level of detail that is also required by the Character Creation staff in order to have an understanding of your project. Having a paper trail of these discussions will allow more accurate ideals for these characters and faster approvals in the future due to having some references.


And last but not least, activity and presentation. This is an outside influence in our decision-- you are given a lot of responsibility when your Worldbuild is approved, which is why things may come across as being critical or daunting when it comes to this section. Characters are much simpler in process to write out or have fade away in the event of a disappearance or abandonment. Worldbuilding is not. That's why at times we may become choosy on what gets approved-- we have factors to consider such as quality level or writing, level of activity on the site itself, or the ability to reach you in the event of questions needed.

If you are quite new to the site, you may be able to get a few locales created for Kingdoms, but Worldbuilding an empire in the frigid Atlas tundra might be out of the question until you've gained some staying power. Are you are known to erratically disappear, or have some chain-of-command we need to go through to make contact with you? We might be hesitant in allowing your creations to exist if we are going to have to clean up your toys in a few weeks after your stay. We are holding the expectation that you and the creations you make will be maintained and active in some way after it's approval; abandoning projects may lead to us assigning someone else to the location, or re-purposing ideas left to us in a way of salvaging what you are leaving behind.

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