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Fandom RWBY Red Desert Dawn CS

Main
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Lore
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Dmitri Tolenka

Sic Semper Tyrannis
Roleplay Availability
Roleplay Type(s)
PUBLIC SHEET

What everyone is going to see and stuff that can be found in your student/public records.

Name:

Appearance:

Appearance, extra description: Stuff like scars, alternate dress styles, tattoos, dominant hand, birthmarks, eye color changes, a limp, etc that may not be obvious from the picture.

Aura:

Age:

Public Bio: Only post things here what you would be able to find on the Remnant version of Facebook. Keep in mind that unlike our world bandwidth is prohibitively expensive outside of the main kingdoms, so sadly things like youtuber are not viable career paths.

Personality:

Semblance:

Weapon:

Aspirations: Tell everyone roughly where you want this character to go. If you just want fancy fights in a wonderous world, that’s perfectly acceptable. However, I’d prefer it if you think a little bigger. Do you want to find the man who murdered your father? Do you want to find the source of all Grimm? Do you want to have a haughty heiress learn the true value of friendship? Be ambitious, this is the broadest goal and expectation. Specifics can be put in the GM only section It’s so that other people can get a sense of what you want to do with your character and play off it for their own sheets.

THE GM ONLY SECTION


Send this part of the CS to me via PM. It’s the secret ingredients I will use to spice up the major plot for you lot.

Private Bio: Here is where you can tell me about the dark secrets from your character’s past that are not publicly known. It can be anything from that time Mistral kidnapped you for their secret super ninja programme to the embarrassing thing your dearly departed grandma always used to do when you came to visit. The more plot hooks the better.

Dreams: The more specific, and personal counterpart to the public aspirations section. What exactly is your character out for? Let me stress here, it’s perfectly fine to make a thrillseeker that chose to become a Hunts(wo)man because it’s a badass career and they’re a badass.

Beliefs and ideals: What does your character believe in? An example could be ‘an armed society is a polite society.’ or ‘Right makes might.’ or ‘Hard work beats talent every time.’ Pick at least two.

Enemies/antagonists: Your character doesn’t have to have a sworn rival or some clan out for your blood. Who however do they dislike? This can be as vague as ‘rich people’ or as specific as ‘that one guy who keeps cutting them off at the supermarket parking lot.’.

Fears: What scares your character in the dark?

Scene you want to see:What is one scene you really want to see for your character?

Scene you do NOT want to see:Look, it’s really annoying if there’s something going on that you just don’t want or care about. Pick one thing. Do note, ONE thing. While I cannot prevent everyone from setting up a certain uncomfortable situation, I can try and guide people away from these.
 













PUBLIC SHEET
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What everyone is going to see and stuff that can be found in your student/public records.

Name: Cedric Fenri

Appearance, extra description: A few minor scars on the legs and a major one on the back, dominant right hand.

Aura: Dark Grey

Age: 18


Public Bio:

Cedric's life was a tumultuous journey through treacherous waters. Born into a destitute family in the heart of a sprawling city, he learned early on that the world could be a harsh and unforgiving place. His childhood was marred by poverty and abandonment, as his parents struggled with their demons, leaving Cedric to fend for himself on the unforgiving streets.

In the labyrinth of alleyways and dimly lit corners, Cedric encountered betrayal at every turn. Friends turned foes, confidants became informants, and alliances proved to be fleeting. These experiences etched a bitter resolve in Cedric's heart, as he vowed never to trust easily again.

As he grew older, Cedric found himself drawn into the darker aspects of society. He became entangled with unsavoury characters, dabbling in crime as a means of survival. But each step deeper into the shadows only exposed him to more deceit and backstabbing. The dangerous games he played threatened to swallow him whole.

However, Cedric's life was about to take a turn. An unexpected encounter with a wise old mentor changed everything. This enigmatic figure, a retired professor from shade academy saw something special in Cedric – a flicker of potential that could be harnessed for good. The mentor took Cedric under his wing, guiding him on a path of self-discovery and inner strength.

Through rigorous training, both physically and mentally, Cedric honed his skills and cultivated a strong sense of self-discipline. He learned to trust his instincts while remaining vigilant against the wiles of deceitful individuals. Slowly but surely, the darkness that once enveloped him began to dissipate, replaced by a newfound clarity and purpose.

With his newfound wisdom and strength, Cedric sought to complete his journey and with a few words from his mentor, he decided to join the academy to further learn and prove himself.


Personality:
Cedric is a determined and ambitious individual with a driving desire to become the strongest. Growing up in a world where trust was scarce, he experienced betrayal and backstabbing firsthand, which left a lasting impact on his psyche.

Cedric is disciplined and focused, dedicating himself to rigorous training and constant self-improvement. He has an unwavering belief that by being the strongest, he can protect himself from the treacherous ways of others. To him, strength is not just about physical prowess but also mental fortitude and strategic thinking.

He is highly competitive, always seeking out challenges and opponents who can push him to his limits. His determination to become unbeatable drives him to overcome any obstacle in his path, no matter the cost. He is willing to make sacrifices and endure hardships to achieve his goal, never losing sight of his singular objective: to ensure no one can betray him again.

Though he may seem cold and calculating to some, Cedric's motivation stems from a place of vulnerability and past hurt. He strives to be self-reliant and refuses to be dependent on others. He believes that once he reaches the pinnacle of strength, he will finally gain the respect and fear necessary to deter potential backstabbers.


Semblance: Gravity Vortex- The user can generate swirling vortexes of gravity that draw in or repel nearby objects and enemies, effectively pulling them towards a central point or pushing them out depending on which version is used. This semblance can be used defensively to divert incoming attacks or offensively to trap opponents and create opportunities for follow-up attacks as well as a means of increasing mobility depending on its uses. How dust changes the semblance use varies from dust to dust but it can generally be categorized into running or closer categories. Dusts within the running category change how his semblance behaves while it is in use, while closers add an effect which happens when the semblance is used up or ended. For example, Gravity Dust increases the range and pull or push of the vortex, while Combustion would create an explosion upon closure of such a vortex the power of said explosion would vary depending on how much Aura remains in the vortex.


Weapon(s):Witch Brew
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Aspirations:
Cedric's main ambition is to become the strongest that ever was, for a simple goal. When one is the strongest people either fear you or respect you, but seldom do they stab you in the back, and I want to prevent that from happening again. While I'm at it I might as well enjoy my life to the most of it.




 
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Name: Mars Pallator

Appearance: A giant of a young man standing 7' 4 tall, built in the same manner that a tank is built, or perhaps a city wall.

Appearance, extra description: He wears a coat of scars all over his body, earned from a life of hard work and the perils of the wilderness.

Aura: Bright Orange-Red.

Age: 18

Public Bio: Mars was born to a family of Vacuoan oasis foresters- An occupation akin to gold-mining in status. Wood is impossibly precious in the desert. Every tree is carefully tended to, harvested for fruit over its long life, and eventually chopped down for wood with the greatest of care. Every scrap of sawdust, every branch, every sliver is used for all manner of produce. His family stuck to the simple, traditional way of life. No dust for them, no mechashift. They used weapons of simple make and honed their bodies to fend off Grimm. To attend Shade, he caught the eye of a huntsman who was passing through, and got their letter of recommendation. He decided to seize the opportunity for what it was.

Personality: Mars is a gruff, serious individual, who prefers the simpler things in life. He has little liking for frivolity, keeping a deadpan expression. He also prefers a simpler and lower-tech approach to life, though this is more out of inexperience with the modern world than anything else.

Semblance:
BURNING IRON
At the heart of Mars is the burning will to never surrender. Mars can infuse metal with his Aura, granting it fiery power. Smokeless flames lick across weapons, exuding an uncomfortable amount of heat, though Mars himself is not affected by this. Mars can then cause his attacks to unleash bursts of fire on impact, scorching his enemies. Alternatively, he can will the flames within an item to manipulate the item itself; such as making his swords attack of their own accord, or having an arrow become a ‘missile’ whose flames boost it like a rocket and causes it to explode on impact. However, this has multiple drawbacks. First, the more he uses this Semblance, the temperature of his aura increases. While his aura would normally protect him from heat, overuse of this semblance causes his aura itself to be a source of danger, possibly giving him heatstroke or even burning his body. Second, his weapons bear great strain when he unleashes this ability through them, causing them to be more easily damaged in combat.

Weapon:
BLAZING PANOPLY
Mars Pallatrix carries seven different simple swords, a massive steel bow with metal arrows, and a single massive warhammer. None of these items have mechashift technology or are designed to be used with dust. They are quite durable and quite deadly despite their seemingly primitive nature.

Aspirations:
Mars Pallatrix is a simple man, but the world is not a simple place. He (hopefully) will be an incomprehensibly deadly killing machine, but death and destruction do not solve all problems. What I want Mars Pallatrix to do is to be pushed to step outside his comfort zone, to consider questions of what is worth fighting for and who is worth fighting for, as he grows to possess incredible power even for a given Huntsman to fight and battle. To be given the enigmas and conundrums that come with power, and be forced to choose sides as conflicts turn from being men against Grimm to men against men. Ultimately, one day, Mars will not just be a Huntsman- He will be a symbol of an ideal, a living larger-than-life icon for a vision of the world. What ideal that will be has yet to be decided.

Also, giving him a fun poor-boy and rich-girl romance would be pretty fun. So do that if possible :P

tl;dr: local woodchopper becomes living God of War, politics are hard, smoochie the wealthy/aristocrat/etc girl.
 
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Name: Lilly-Belle Ringer

Appearance:

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Aura: Despite the fact that she may wish otherwise, Lilly's aura radiates an unmistakable pale blue color when used.

Age: 18 (late entrant)

Public Bio: "Howdy y'all, you've prob'ly already got an idea of the kinda girl you're dealing with. My parents were miners back in the north, but a life like that just didn't sit right with me. I've been riding the land, helpin' people out whether it's a Grimm or beast that needs slayin', or a caravan that needs guardin'. If I can do more good as a hunter, I gotta take that chance, right?"

Personality: Lilly presents as a friendly, helpful, often flirtatious person. She comforts others when they fail, but often pushes herself harder when what she does seems to be ineffective. Enjoys working outdoors, and tends to take on tasks that she can tackle with her own effort.

Semblance:
Aura Guardian:
Lilly's semblance allows her to project an orb of her aura that rapidly transforms into the form of an animal, the most common forms including an eagle, a hound, or a racehorse. This animal has the physique and capabilities of a strong member of the species, and Lilly is capable of receiving and understanding its sensory input. While the guardian resembles a typical animal when still or moving slowly, it blurs and trails blue flames when moving with any real exertion, making it generally poor for disguise. The guardian's auric form makes it resistant (but far from invulnerable) to physical attacks, but fully susceptible to energy-based attacks like fire or electricity. In any event, the guardian sustaining attacks can naturally deplete and weaken Lilly's aura as well.

Weapon:

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"Southern Comfort" is a lever-action rifle stolen from a certain wealthy family's wall, carefully restored and modified by Lilly for personal use. She keeps a bayonet mounted under the muzzle, and when the need arises the latter half of the barrel can be detached, shortening the gun and allowing the bayonet to be used as a short spear in close combat.


Aspirations:

Becoming a hunter is a means to an end for Lilly. Her main aspiration is to do anything she can improve the lives of settlers outside of the kingdoms, whether individually or on a larger scale. And starting with the fractious Vacuo comes quite naturally. One of her primary concerns is the increasing threat of corporate and national expansion, even more than the Grimm.
 
Name: Mare Orcinus
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Aura: Sea Green

Age: 18

Public Bio: A century ago Gaius Orcinus was the most infamous pirate lord to menace the seas of Remnant from bases hidden in coves along Vacuo's untamed coastline. The Orcinus pirates evaded capture for decades until Vacuo joined Vale's side in the Great War, seeing the threat of Atlas and Mistral's dominance Gaius joined his fleet with the kingdom as privateers in exchange for amnesty.

In the modern day Orcinus Shipping provides one of the most reliable sea travel and transport services in the world along with escort services protecting against seagoing threats.

As great-granddaughter of the legendary pirate Mare is the youngest heir to the seafaring family and spent much of her childhood travelling far and wide, meeting many huntsmen and huntresses she became enamoured with their lifestyle and after studying abroad for a few years she returned to Vacuo to attend Shade Academy.

Personality: More amiable than certain other heiresses Mare is well spoken and polite but quickly grows tired of excessive niceties much preferring to get the point and hopefully the action without getting bogged down in mindless small talk.

Rather than invoking her family name in order to get special treatment Mare will demand to be challenged in order to live up to it and insert herself into other people's business even when unwelcome.

Semblance: Weight Expectations - Mare is able to reduce or increase the apparent weight of any object she touches by up to three times their normal weight affecting up to four targets at a time, her weapon is almost always under this effect in combat with swift changes in lightness used to increase the speed it can be wielded and added weight for more force and inertia behind swings.

Weapon: Argo - A hefty sword capable of splitting in the middle to reveal a rifle barrel and deploying a scope from it's guard to function as a heavy sniper rifle. The hilt can also extend to allow it to be wielded as a spear or bident.

Aspirations: While her family has the fortune part covered legitmately Mare also aspires to the sailor ideals of freedom and adventure seeking out new horizons while also bringing that freedom to others by eliminating threats both human and grimm.
 
Name: Flavian Conway

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Appearance, extra description: Ambidextrous with numerous small scars on his hands and arms

Aura: Electric Yellow

Age: 18

Public Bio: Mistralian by birth, Flavian spent much of his early life being trained by his huntsman of a father. All through this time he made friends out of anyone he could, expanding his social circle as much as he could. Once old enough he decided that he wanted to go to a proper combat school, choosing to go to Obscuro academy in Vacuo. This decision shocked many, only his father understanding it and even encouraging it. It was at Obscuro that Flavian finally nailed down his fighting style, creating Cyclone and setting his path forward within Vacuo in stone.

Personality: Erattic and carefree, Flavian is a generally happy person, often having trouble staying focused on a single topic and commonly jumping between several at a time. He has a propensity for extravagant yet muted clothes.

Semblance: Voltage - Flavian can activate a brief electric field around himself that lasts a few seconds, just long enough to give something a solid shock.

Weapon: Cyclone - A pair of Chakram which are attached to a line which Flavian holds, allowing him to spin them around himself in the style of their namesake. He also carries a backup pair of pistols, although he rarely uses them.

Aspirations: Flavian wants to do his father proud and make a name for himself throught the kingdoms, to become one of the greats written about within legend.
 
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Name: Noire Harlequinn but highly prefers to be called Harlequinn

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Appearance, extra description: She has cat-like pupils and her eyes are Golden.

Here's her outfit, But it's Green and Black.
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Aura: Green

Age: 16

Public Bio: Lives in Vacuo as she is an orphaned faunus who lived with other orphans stealing whatever they could.and often much getting caught at times. Harlequin.


Personality: Harlequinn is someone who is very mischievous and loves to create pranks and deal them out, Just for the laughs. At first glance when you meet her, She seemed very modest and polite often at times being mindful of her manners but it is used a cover to her mischievous nature, as Harlequinn loves to tease someone and enjoy the thrills in life including pulling off crazy schemes and escapades just for the fun. But Harlequinn does have an serious side of herself often stopping whatever bad is happening and has slight trust issues due to disliking people who lie to her as she will confront them about it.

Semblance: Flashbang- Harlequinn's Aura Ignites and emits a bright flash of light as it is followed by a smokescreen used to disorient her target and is quite useful for escaping or using sneak attacks.

Weapon:

Via Encore- Via Encore is an Electric-Dust-Staff-Rapier(EDSR) which works on close range against an enemy or use it's electric composition to stun her targets. It's also a good friend for knocking the daylight out of people who irritates her.

Aspirations: She wants revenge against an old friend who betrayed her.
 
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Name:
Alba Winterbourne

Appearance:
Alba stands at 5'8" with an athletic build, her tanned skin contrasting the white of her eyes and the white hair cascading down her back in two loose ponytails. Her attire is a mix of precision and practicality, reflecting her upbringing in the icy regions of Mantle. She wears a white dress adorned with the emblem of the Winterbourne family, a symbol resembling an icy mountain emblazoned across her back. Alba wears gloves for mobility and grip, white leggings, and short boots designed for grip. Across her back, she carries her weapon, a sleek and intimidating sniper rifle with silver and blue accents, known as the "Glacial Peaks” and wears a wrist-mounted bracer called “Frostfield”. She has her left eye hidden behind an eye patch.

Aura:
Very light blue mixed with White

Age:
18

Public Bio:
Alba Winterborne originates from the kingdom of Atlas, a hub of advanced technology and well-known weapon shops. Her family, the Winterbournes, are esteemed proprietors of the well-regarded "Winterbourne Armory," specializing in crafting top-tier high-tech weapons for both citizens and Huntsmen based on Mantle. Growing up within the Winterbourne lineage immersed Alba in the artistry of weaponry and the intricacies of craftsmanship. Alba's parents, Elena and Adrian Winterbourne, hold esteemed reputations for their weapon-smithing prowess, contributing to Atlas's status as a technological marvel. Alba's upbringing was profoundly influenced by the values of dedication, discipline, and mastery passed down by her parents. Her formative years were dedicated to mastering the delicate craft of forging, customization, and the manipulation of dust.

Alba's inspiration to become a Huntress was ignited by her elder sibling, Frost, who harbored dreams of emulating the heroic Huntsmen of legends. The Winterbourne siblings undertook countless escapades together, venturing into the untamed perimeters of Mantle and embracing audacious quests. However, a harrowing incident during one of these ventures left Frost severely wounded, forever altering Alba's course. This tragedy served as the catalyst propelling her toward the path of a Huntress, driven by a solemn pledge to honor her brother's sacrifice and safeguard others from the relentless Grimm menace.

Personality:
Alba's character carries the profound weight of guilt and self-reproach, an emotional burden stemming from the tragic incident involving her brother, Frost. She firmly believes that her own choices and actions were responsible for his grievous injury, creating an unrelenting sense of duty and determination to make amends for what she perceives as her own failings. This internal struggle has molded her into a person of exceptional discipline and introspection, constantly scrutinizing her decisions to evade repeating past missteps. Although she may outwardly project a composed facade, beneath this veneer rages a storm of emotions. Alba's self-imposed obligation to shield others fuels her propensity to shoulder excessive responsibilities, as she is unwilling to let anyone else suffer due to her past "mistake."

Alba's unwavering commitment is both her greatest strength and her Achilles' heel. Her guilt is a burden she carries like a heavy chain, making it difficult for her to forge emotional bonds with others. Trust is something she finds challenging to bestow, as she fears that exposing her vulnerabilities could result in further harm. In spite of these inner conflicts, Alba's innate compassion and empathy remain intact. She becomes a comforting presence in times of crisis for those fortunate enough to break through her emotional barriers. Her genuine concern for the well-being of her friends and comrades makes her a steadfast pillar of support, offering encouragement when it is needed most. Her love for adventure and exploration is rooted in her determination to honor her brother's aspirations and ensure that others are shielded from the perils of the world.

In essence, Alba's character is a character with threads of remorse, responsibility, and an unwavering commitment to protect others. While her past experiences have left her emotionally guarded, she remains a kind-hearted and empathetic confidante to those who earn her trust. Her odyssey as a Huntress is fueled by her quest to make amends for her perceived past wrongs and to fulfill her brother's dreams.

Semblance:
Alba's Semblance, known as "Frost Glide," bestows upon her the ability to effortlessly traverse any surface, akin to gliding on ice. By activating it, she generates a subtle icy underlayer beneath her feet, significantly reducing friction and granting her remarkable swiftness and agility. In mid-air, her Semblance allows her to create ephemeral airborne ice platforms, facilitating a double jump. In combat, Alba utilizes "Frost Glide" for nimble and graceful evasive maneuvers, enabling her to elegantly evade attacks with precision. Furthermore, this Semblance amplifies her proficiency in ranged combat by swiftly relocating her to advantageous positions.

Weapon:
Primary Weapon:
Glacial Peaks
Glacial Peaks is a sleek and intimidating sniper rifle with silver and blue accents. Customized with advanced technology and specialized dust chambers, Alba can take precise long-range shots with incredible accuracy. The rifle's rounds can also utilize various types of dust for different effects, such as ice, fire, or electricity. It has a powerful kick and can knock foes off balance with its high-velocity shots.

Secondary Weapon:
Frostfield
Frostfield is a versatile wrist-mounted energy projector device resembling a bracer. When activated, the device creates a shimmering, semi-transparent energy shield made out of hard-light dust that can protect her and her allies from incoming attacks. The shield can be adjusted in size and shape, making it suitable for individual or group defense. However, it comes with limitations. If Alba uses the shield to protect her entire team, it nearly depletes the shield's power. Using it in such a manner twice in a short time means it's now out of power, leaving Alba and her team without a shield for the rest of that time. Additionally, while Frostfield can be used to deliver melee strikes, its edge, despite being made out of dust, is blunted, preventing it from slicing through enemies. It's more suitable for blunt force impact rather than cutting attacks. Frostfield can be enhanced with dust to give it various elemental effects to allow it to be better used as a melee weapon and block elemental attacks more easily.

Aspirations:
  1. Protect Innocence: Alba is determined to shield the innocent and vulnerable from the threats of Grimm and other dangers. Her aspiration is to create a safer world where people can live without fear.​
  2. Becoming a Skilled Huntress: Alba's primary aspiration is to become a skilled and accomplished Huntress. She strives to reach a level of expertise where she can protect the people of Remnant effectively and prevent others from experiencing the same tragedies she has endured.​
  3. Preserving Her Family's Legacy: Alba wishes to carry on her family's legacy as skilled weapon crafters. She dreams of one day contributing to the Winterbourne Armory's reputation and ensuring that their traditions continue.​
  4. Exploring Remnant's History: Alongside her love for adventure, Alba dreams of delving into the rich history of Remnant. She aspires to uncover forgotten lore, ancient relics, and mysteries that have long remained hidden.​
 
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