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Building RWBY CYOA

Discussion in 'Play-by-Post' started by Master of Squirrel-fu, Apr 14, 2016.

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  1. Threadmarks: Intro
    Master of Squirrel-fu

    Master of Squirrel-fu *Smug Drone Noises* Moderator

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    RWBY CYOA:

    Welcome to the world of Remnant, where humanity fights for its survival against the creatures of Grimm and the machinations of their fellow man. But even as the darkness threatens to consume it there still shines a beacon of light. Standing defiant against this crushing force are the valiant few who serve as torches to light up the world and protect the precious spark of hope agains the ever encroaching tides of shadows. The Hunters, the swords who slay evil and the shields who guard humanity, these are the heroes who fight in defense of the world and beat back the ever hungering Grimm hordes and face down those villains who prey on men.

    A tenuous peace has settled upon Remnant thanks to their constant efforts but the tides of fate can shift in an instant and already change can be seen as groups prepare and plot in the shadows. While this world is not without it's guardians, any help offered is welcomed. The path is open to you to enter this world, the tools you need laid before you to choose from. As one who existed outside of this world it's destiny holds no hold on you, you're freedom absolute. The choice to help, or to harm, are yours to make.

    Do you accept this invitation?



    Excellent. Your journey is soon to start, brave Hunter; but every story must have a beginning, and with these tools you shall craft your origin. Ah, but what is a legend without challenge to face against? Select your tools wisely; with these 5 Points you will shape your own fate. Should you increase the challenge, so shall your options increase.
     
  2. Threadmarks: Select Your Start
    Master of Squirrel-fu

    Master of Squirrel-fu *Smug Drone Noises* Moderator

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    Arrival Point:
    The introduction is one of the most important parts of any tale. There are many methods used, each with their strengths and weaknesses. How do you wish to make your debut?

    A New Arrival: You simply appear one day, as if from the Aether, brought to this world by some unknown force. A mysterious traveler with no past, no obligations, and no ties. Anonymity is your blessing and your curse. Can't Take History Perks or Disadvantages.
    • Disadvantage: Rough Start: For those seeking a challenge your arrival is far from ideal, landing yourself in a dangerous situation immediately with consequences far reaching. Take these 2 Points and We shall make arrangements with the nearest undertaker, just in case.
    A Familiar Face: Your story begins long before the events that will propel you to greatness. Whether born again or awakening to your previous life you are a native to Remnant. You have lived a second life, making a name and connections for yourself.
    • Disadvantage: Troubled Past:. Not all your efforts turned out for the better, enemies, unsavory obligations, or deadly secrets just wait in the shadows to bring everything you’ve built crumbling down. Grants 2 and the regret for the terrible life choices that got you here.
    It Takes Jaune to Know Jaune: Your journey begins with much more humble origins. You are Jaune Arc, either reborn or awakened, an ordinary and talentless young man who seeks for something greater. A perfect Blank Slate to work off of. You can start with Crocea Mors.
    • Disadvantage: A Loser is You: Let's face it Jaune, you suck. hard. Not in anything specific, just general suckiness in life, love, and combat. Here’s 2 Points back to ease the pain. It won't help.
    A Ruby in the Rough: (Cost 2 Points) You find yourself living the life of the Heroine of Remnant’s current legend in the making, Miss Ruby Rose. Her destiny may have already been penned but a good story is one that surprises you… You can start with Ruby’s cannon Speed Semblance and Silver Eyes.
    • Disadvantage: (In)corruptible Pure Purity: Oh god you’re just too irresistibly cute and you don’t even know it! And that idealism and innocent trusting nature only makes everyone want to corrupt you more~ Be sure to watch out for shady men, handsy teammates, and overprotective older siblings. Grants 2 points and blissful ignorance regarding people's darker intentions.
    Bash Bros: (Costs 1 Point) Your story entwines with that of another character. From beginning to end, you and they are bound by the red string of fate. The nature of the relationship is irrelevant; be it siblings, cousins, friends, or rivals, you and they are tied together in fate. It is possible to take this option with the other origins.
    • Disadvantage: Dysfunction Junction: Your relationship isn’t quite healthy or at least not normal. Be it suffocating overprotectiveness, destructive fits of jealousy, inconsolable viewpoints or something more... taboo, things aren’t all roses and sunshine between you. This problems can be resolved, but it will take time and effort. Grants 2 plus an invitation to appear on The Sperry Jinger Show.
     
    Last edited: Apr 13, 2018
  3. Threadmarks: Character Creation
    Master of Squirrel-fu

    Master of Squirrel-fu *Smug Drone Noises* Moderator

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    A Legend Appeared...

    Character Creation: Your entrance selected the path ahead is still to be determined. It is time to begin weaving together the tale you wish to make for yourself. Who exactly is the hero of our little adventure and what works have you accomplished? Remember, a legend is an icon, someone who stands out, a beacon, someone who draws in others, and symbol, someone who has or can change the world. While in this world there exists no such thing as an “Ordinary Person” as the protagonist you are something special. Those reincarnated as Ruby or Jaune are Human and are born in Vale, keeping their cannon appearance.

    Appearance: While it is important to have a unique look it is portion with the least consequence on your journey. Aesthetics essentially, ...well literally. In short describe yourself in brief, looks, clothing, gender, and such. Should you choose you can keep your appearance, gender, and age in life or change them as you wish.

    Thema: Remnant is a world very much built around Legends. A realm crafted on symbolism. Those of interest often take inspiration from That Which Came Before, The Stories of Old, or even Nature itself. Their creation centering around, or at least featuring a central concept.

    Race: More than just humans call the Remnant their home, aside from the beasts of the earth there also exist other beings just as intelligent, either living peacefully with or competing for dominance against humanity.
    • Human: The dominant race of Remnant, the largest and most politically powerful by far. While driven and varied in appearance they lack the diversity in innate abilities present in other races. They have no glaring advantages nor disadvantages. Costs 0
    • Faunus: An oppressed offshoot of humanity whom exhibit beast-like traits. They have some physical advantages over humans but also take on certain quirks of their Animal Side, both mental and physical. Faunus only show a single distinguishing trait, usually ears, tail, or horns, of the animal they are related too. They are subject to much discrimination by humans and effectively are treated as Second Class citizens. You can only choose a single Animal and 1 minor trait (Claws, night-sight, flexability, etc) and an physical trait (ears, tail, horns, etc) related to that animal. Costs 1
    • Droids: There are a new brand robotic humanoids created by the Atlesian Army known as the CAST. While Battle-Droids are common in the Atlesian military they are generally limited in intelligence and function, created only for combat and sacrifice humanoid appearance for optimization. CASTs however are fully intelligent and self aware, and despite appearing much more humanoid they are still just as combat effective as their Mech predecessors. Though they lack Aura and thus semblances they can utilize advanced technology to mimic some of its functionality. Because of their Mechanical nature they can integrate tech into their body. Costs 2
    • Grimm: Grimm are the blight of the world or Remnant, soulless monstrosities that seek to devour the light of humanity. Almost entirely non-sapient you are born a unique existence, a humanoid self aware Grimm. As a grimm you are lacking a soul, at least as far as aura is concerned, but you have a nasty bag of tricks to employ and naturally evolve with age and conflict. You are capable of adapting a truly human appearance if needed. Costs 2


    Racial Perks: All cost 1
    Human:
    • History - Noble: You are part of a family of respectable age and prestige. A person of good breeding and class, money and power are non-issue thanks to your connections. Your name holds much weight in many circles.
    Faunus:
    • History - Freedom Fighter: You are well known as a civil rights activist and your actions have earned you the respect and loyalty of your fellow Faunus. You’ve saved lives and made great changes for your fellows, if you were to ask nearly any Faunus would follow you to hell and back. Having friends in low places has it’s benefits.
    • Ability - Plus Anima: While Faunus usually take on traits of their Animal Self there are legends of those capable of channeling their inner-beast, gaining physical abilities or skills to mimic them. The grace and claws of a wild cat, the strength and horns of a bull, the speed and tenacity of a wolf, the wings and ears of a bat, etc. It is said that those born with such abilities are marked from birth with a strange symbol.
    Droid:
    • History - The Prototype: You are a brand new type of CAST and have the full support and protection of the Atlesian Research and Military Science division while still maintaining a large degree of independence. To see just what you are capable of they will spare no expense and take any risk. Your own creator even sees you like their own child and only wishes for your happiness.
    • Ability - Singularity: Naturally you can maintain yourself but major repairs would normally require a mechanic be sent and the same could be said for upgrading yourself, which would be a hassle. You are now capable of tinkering with your own systems and adjusting or repairing your body as you wish. While you can integrate technology with your body it might come at the cost of another system to maintain efficiency.
    Grimm:
    • History - King of The Hill: You are the ruler of grim in your area, either through strength, cunning, or sheer will-power you have taken the absolute servitude of Grimm in your territory. These creatures of Grimm are moderately intelligent and capable of following simple open orders, and perhaps eventually they may gain sapience like you.
    • Ability - Voracious Eater: By consuming other Grimm you grow in power. Some small amount their strength adds onto your own and consuming enough can causes physical changes to take on the traits of your prey. You also heal upon consuming the flesh of your brethren, the cannibalism reinvigorating your body. If only it didn’t taste so terrible, like rotten fish fermented in feces. People taste much better, in fact this might just be the reason for your current existence...


    Racial Disadvantages: Grants 1 each.
    Human:
    • History - Doomed Hometown: Those closest to you have almost all died when your town was taken by Grimm. In the span of hours you witness more violent death and tragedy than most people can fathom. You have not only the trauma of watching your family and friends eaten in front of you but the hatred of all Grimm that overrides your better judgement.
    Faunus:
    • History - One man’s freedom fighter...: You were a member of a certain terrorist organization. You may have left it behind but your face is out there, and you've made plenty of enemies. The Whitefang, the Schnee, and perhaps even a some other organizations would be quite pleased to see you dead, a few might have even taken steps to that effect.
    • Ability - Inner Animal: You are a bit too in tune with your more beastial side, you share many of your chosen animals weaknesses, habits, and distastes. You act more wild and occasionally have a hard time understanding certain human concepts, preferring a more “natural” and direct approach. Prepare to also have to suffer your fellow Faunus telling you not to be such a stereotype.
    Droid:
    • History - Turing Tested: You are more than aware of your nature and want more than anything to be assured you are a real person. Most people who are aware treat you like a machine or a curiosity which only compounds the issue. You do not sleep, you do not dream, you have seen your own naked coding. Can a mass of ones and zeroes, pre-plotted programming, behind a screen really contain a Soul?
    • Ability - Beta Phase: Your hardware and software are still not fully tested so there are bound to be issues popping up, both minor and major. As your systems are still new and untested few technologies mesh well with your body, requiring specialized equipment and adaptors.
    Grimm:
    • History - Beta Male: You are a lower level member of another stronger Grimm's pack. It probably isn't going to take well to any perceived threat by you. It is terrifyingly intelligent, and should you flee it will hunt you down. By your own nature you are compelled to be subservient to the one who can best you, though loyal you will remain to your Alpha.
    • Ability - Hatred: All Living Things: Grimm harbor an innate hatred for humanity, an intense disgust for positive emotions, and an animalistic hunger for human flesh. despite your unique existence you are still bound by your nature. You crave to kill any human you meet and feast on them and are weakened by large amounts of joy and love. While you may be able to control yourself, no matter your own personal feelings or wishes, you cannot help these impulses.

    Nation: Despite it’s size and the vast expanses of unclaimed land Remnant is host to only a handful of Kingdoms, each powerful enough to manage to carve themselves a place into the world in spite of The Creatures of Grimm that constantly work to tear it down around them. Besides the major Cities, the capitals of their respective nations, civilization is scarce. Small Towns exist, isolated to a degree, but they are a rarity, only becoming more so as more fall to the Grimm that surround them.

    • Vale: The Nation that lies in the center of Remnant, and among the most colonized. Thanks to its location it is a great hub for trading, earning it much political and economic power. Vale has become a melting pot of many of Remnant’s cultures as many travel through or settled down in the nation’s borders. It is very egalitarian compared to other nations, at least in regards to humans. It’s home to Beacon Academy, and the nation where most of the recent events are focused. Perhaps you might run across some of the important players even before the story officially starts.
    • Vacuo: The nation that lies to the West. It is a very harsh environment that is largely dominated by savana and desert. It lacks in many resources and living anywhere other than the city is a struggle. Still it is a powerful nation despite its disadvantages, the terrain providing many natural defenses against Grimm and other nations. The people value freedom and individuality highly, though due to how isolated the villages can be they tend to be fairly insular. It is home to Shade Academy. Make a name for yourself on the wild frontiers, a land filled with dangers and monsters in need of some order to be beaten into it.
    • Atlas: formerly known as Mantle, is a kingdom located in the far northern continent of Remnant. The nation is known for it’s large military and technology that far exceeds that of the other nations. The Huntsman academy of Atlas is known as Atlas Academy. Unlike most kingdoms, the Kingdom's government, military, and the Academy function as a single entity. Because of the large governmental influence and control the populace if largely Nationalistic, jingoism being a common flaw. Live a life of opulence and comfort the envy of the world over, but try not to step too far out of line, Big Brother is always watching...
    • Mistral: Towards the East lies the Mistral, the Kingdom of The Dawn, and the nation with the the largest population. A land of many rivers, marshes, and fertile soil, the natural geography and fauna lead it to be quite picturesque. It is the most economically powerful of the kingdoms thanks to its large amount of unspoiled land and natural resources. The culture is split, the many small villages being close to Mediterranean while the city itself being very conformative and more similar to Japan or China. It hosts Haven Academy and the combat school Sanctum. Despite it’s peaceful appearance it is a land of mystique and wonder, steeped in mythology and tradition.
    • Menagerie: A continent to the southeast. It was once supposed to be the forced home of faunus before their revolution. In current times it is very much isolated from the world, lacking a CCTS connection, and is home mostly to the Faunus unlucky enough to have been deported prior to their uprising and their decedents. Little is known about it as those who enter never return. The Faunus Homeland, and the Faunus prison, perfectly isolated you do not know what you may find here.
    • The Back Continent: The landmass north of Vacuo, also known as The Dragon Lands. It is mostly uninhabited and hosts no kingdom or central government. Human civilization is sparse and limited to small villages on the beaches, none existing further inland. It is a land overrun with Grimm, inhabited by many more powerful species. Thanks to the lack of humanity though it has many ancient and powerful species. It is rumored to be the Birthplace of all Grimm. The land where legends still roam, not only do nightmarish beasts still walk the land but the heroes of times gone by are born again here to coral them so they may never escape on an unprepared Remnant.
    • The Migrant Fleet: Not a nation but the name given to the constantly moving caravans of Faunus, bandits, wanderers, and other undesirables that journey across the world. There is no singular path or group, but many collectives that occasionally cross paths. A path of adventure and relative safety, witness strange lands across the globe and leave your mark in all four corners.
     
    Last edited: Apr 13, 2018
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