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[RWBY] RWBY Shorts

The Weight of a Name New
The Weight of a Name

Ruby had always known her mother was special.

Summer Rose wasn't just a Huntress — she was the Huntress. The one who smiled through impossible odds, who had made everyone around her feel like they could be heroes too. Ruby had spent years trying to live up to that legacy, chasing the same silver-eyed dream.

But lately, pieces of the puzzle were starting to shift in ways that made her stomach twist.

It started during a quiet evening in the Xiao Long-Rose household during a weekend home. Taiyang was in the kitchen, Qrow was three drinks in and unusually talkative, and Ruby was helping fold laundry when the subject of old missions came up.

"Your mom and Ozpin went way back," Qrow had said, swirling the last of his whiskey. "Closer than most people knew. He trusted her with things he didn't trust anyone else with. Hell, sometimes I wondered if—"

He'd cut himself off with a cough, suddenly very interested in the bottom of his glass.

Ruby had laughed it off at the time. "What, like they were secret best friends or something?"

Qrow had just grunted. "Something like that, kid."

But the seed had been planted.

Then came the old mission logs she found in Ozpin's office while helping with paperwork. Summer's name appeared again and again — always in the most dangerous assignments, always with personal notes from Ozpin himself. "Summer, be careful." "Summer, I need your eyes on this." "Summer… thank you."

And then there was the photo.

A faded picture tucked between two reports: Summer and Ozpin standing side-by-side after some long-forgotten victory. They weren't touching, but the way they looked at each other — the quiet understanding, the soft smile on Summer's face, the rare warmth in Ozpin's eyes — made something cold settle in Ruby's chest.

They were very close.

The thought wouldn't leave her alone.

It all came to a head one rainy afternoon when Qrow was visiting again. Ruby had been helping him clean his weapons when she finally cracked.

"Uncle Qrow?" she asked, voice small. "You said Mom and Ozpin were close. Like… how close?"

Qrow froze, cloth halfway across Harbinger's blade. He didn't look at her.

"Kid…"

"Was he… was he more than just her boss?" Ruby's hands twisted in her cloak. "Because the way people talk, and the logs, and that picture… it's like they were—"

"Ruby." Qrow's voice was rough. He finally turned to face her, and for once he looked completely sober. "Your mom loved your dad. Tai was her world.

You and Yang were her world. Don't go digging up ghosts that aren't there."

But the damage was done.

That night, Ruby lay awake in her bed at Beacon, staring at the ceiling while her mind spiraled.

What if Ozpin is my real father?

It would explain so much. The silver eyes. The way Ozpin sometimes looked at her like he was seeing a ghost. The way he trusted her with things no student should know. The tension between Ozpin and her dad...

Ruby's hands clenched in her sheets.

What if everything I thought I knew about my family is a lie?

She thought about Taiyang — the man who raised her, who taught her to fight, who still called her "pumpkin" even though she was a leader now. The idea of him not being her real dad made her chest ache.

Ruby rolled over and buried her face in her pillow, fighting back tears.

She didn't want this.

She just wanted to be Ruby Rose.

But the doubt was there now, whispering in the dark like a Grimm that refused to die.

And for the first time in a long while, Ruby wasn't sure if she had the strength to face what might be waiting for her.
 
Whiter Rose: The Weight of Truth New
The Weight of Truth

The Schnee Mansion felt strangely quiet that evening. Most of the staff had been dismissed for the night, and the massive halls echoed with a kind of fragile peace. Ruby Rose sat curled up on a plush couch in one of the smaller sitting rooms, her cloak draped over her shoulders like a security blanket. Whitley Schnee sat beside her, close enough that their knees touched, his usual rigid posture softened in her presence.

They had only recently rekindled things. It was tentative, careful... but real. And in that fragile new beginning, Ruby had started turning to him for more than just comfort.

Telling him everything that had happened had felt like draining poison from a wound. Everything.

So by the end of it, she was drained, and staring up at him with her pale face.

"So... Um... What do you think?" She whispered softly.

Whitley watched her for a moment before speaking, his voice calm and measured.

"Ruby… we need to talk to General Ironwood."

Ruby tensed slightly, but she didn't pull away. "I know. I just… after Lionheart, I don't know if I can trust him. What if he's hiding something too?"

Whitley nodded. He reached over and gently took her hand.

"I understand why you're hesitant. Lionheart's betrayal shook all of us. But we have to look at the logic here." He leaned forward slightly, eyes steady. "Ironwood's entire current strategy is built around a massive conventional military strike against Salem. If he already knows she's effectively indestructible, then he's deliberately wasting Atlas's entire military strength and resources on a plan he knows cannot succeed. That would make him a saboteur on an unimaginable scale."

He gave her hand a light squeeze.

"But if he doesn't know… then withholding this information means we're letting him pour everything into a doomed attack. We lose time, resources, and momentum we can't afford to lose. The smart play is to tell him. We can keep the Relic as insurance. If he reacts poorly or tries to seize it, we'll know exactly where he stands. But if he's truly on our side, this intel is too critical not to share."

Ruby was quiet for a long moment, chewing on her lip as she processed his words. Her silver eyes flickered with uncertainty.

"I want to believe he's still one of the good guys… but after Lionheart, I keep wondering if I'm just being naive again."

"You're not naive for wanting to trust people," Whitley said gently. "But trust should be earned, not assumed. Especially now. We can be careful. We don't have to give him everything at once. But we do have to give him this."

Ruby let out a long breath and leaned her head against his shoulder.

"…Okay. We'll tell him. But you're coming with me when we do it, right?"

Whitley turned his head and pressed a soft kiss to her hair.

"Of course. I'm not letting you face this alone. Not anymore."
 
On Worldbuilding: Building the VDF Navy New
Okay, gonna rethink a lot of my earlier naval assumptions for Vale's Defense Force. So, here is a basic roundup:

Major Combatants

  • Aerial Supercarriers (Fleet Carriers): Flagships with advanced technology and staying power. Each carries 90–110 aircraft, including strike fighters, Bullheads, and Hunter transports. Few in number due to budget cutbacks and mismanagement.
  • Workhorse Carriers / Assault Ships (Light/Medium Carriers): Multi-role ships optimized for Marine/Hunter insertion, smaller air groups (40–60 craft), and sustained regional presence.
  • Battleships (Heavy Gun/Missile Platforms): Flagships for action groups; massive Dust-augmented guns + missile and rocket batteries for bombardment and anti-Grimm work.
  • Gun Cruisers: Multi-mission escorts with strong anti-air and land-attack capability.
  • Gun Destroyers: Workhorse screening vessels; versatile, numerous, and fast.
  • Gun Corvettes / Frigates: Patrol, convoy escort, scouting, some close air support.
  • Strike Fighters/Gunships: Strike, reconnaissance, air defense, close air support, etc.

Support & Auxiliary Forces

  • Support Airships: Logistics, Tankers, Hospital, Repair.
  • Marine Expeditionary Air Wings: Full Marine Air-Ground Task Forces (each built around one Assault Ship + attached Marines).
  • Huntsmen Detachments: Integrated contracted teams on all major vessels.

Missiles are more akin to air to air missiles in our world, with rockets: Lots of simple missiles with basic homing/guidance systems. Guns are still the main weapon for use against Grimm. Missiles are generally used against enemy ships/craft or more difficult to handle Grimm, with ranges of a few kilometers but higher accuracy than guns. Combat is still largely within visual range between non-carrier ships.
 
Original Character Do Steal: Madame Bai Zhen New
  • Name: Madame Bai Zhen (白珍)
  • Allusion: Bai Suzhen (Lady White Snake) from the classic Chinese legend The Legend of the White Snake
  • Naming Process: Bai (白) means "white," symbolizing purity, grace, and the white snake of legend. Zhen (珍) means "precious" or "treasure," reflecting her value as a rare stabilizing force in Mistral and the deep affection once held for her by Ozpin. Together, her name evokes a priceless white lotus blooming amid political chaos.
  • Age: Mid-50s (appears in her early 30s due to exceptional Aura control and graceful aging)
  • Background: Many decades ago, before the Great War fully erupted, a younger Ozpin fell deeply in love with Bai Zhen. They were engaged for several years, and she became his beacon of hope — a brilliant, compassionate woman who dreamed of unifying Mistral through wisdom and careful governance. When Ozma's memories fully resurfaced and the weight of his eternal war with Salem consumed him, Ozpin abruptly ended the engagement, believing he could not burden her with his cursed immortality. Heartbroken but never bitter, Bai Zhen dedicated her life to strengthening Mistral so it could one day stand as an equal partner against the darkness. She later married a respected noble lord, Xu Xian, and bore him two children. She grieved his eventual passing while using his wealth and influence to advance her political goals. She has served as Grand Chancellor of the Mistral Central Council for over fifteen years, earning the title "The White Lotus of Anima." Despite Lionheart's betrayal and the constant scheming of the Green, Red, and Yellow Dragon factions, she has slowly centralized power through masterful diplomacy and patient long-term planning.
  • Race: Human
  • Emblem: A white lotus flower coiled around a serpent's body, with delicate roots reaching into cracked earth — symbolizing beauty, resilience, and quiet control over chaos
  • Weapon: "Bai Suzhen" (White Snake): An ancient, elegantly crafted bian (leather whip) with a handle shaped like a coiling white snake. The tip is adorned with a crystalline white lotus that can bloom and release Dust-infused pollen or razor-sharp petal projectiles. The whip moves with serpentine grace, capable of binding, striking, or delivering precise Dust-enhanced lashes.
  • Semblance: "Sleep Perchance to Dream"
    • Bai Zhen can induce deep sleep with a touch, bypassing most Aura defenses if she maintains contact long enough. The effect can range from momentary disorientation to hours of unconsciousness, depending on how much Aura she invests. She can also create wide-area calming mists that induce drowsiness in groups, making her exceptionally effective at de-escalating conflicts or neutralizing threats non-lethally.
  • Appearance: Tall and ethereally graceful with long, flowing silver-white hair often styled in intricate Mistral braids adorned with jade and pearls. She has striking pale gold eyes and flawless, porcelain-like skin, with a scar from her Huntress days over her right eyebrow. Her beauty is serene and almost mythical.
  • Outfit: Flowing white and pale green robes of the highest Mistralian craftsmanship, embroidered with subtle lotus and serpent motifs. She wears elegant golden jewelry and carries herself with regal poise, often draped in a long, translucent white shawl that flows like mist when she moves.
  • Personality: Elegant, serene, and razor-sharp. Madame Bai Zhen speaks softly yet commands absolute attention in any room. She is a masterful diplomat and patient strategist who thinks in decades rather than years. Beneath her graceful exterior lies a will of iron and a lingering, quiet sadness. She remains deeply compassionate toward the people of Mistral while being ruthlessly pragmatic in politics. Though she has long accepted Ozpin's decision, she still carries the twin fish pendant he once gave her as a treasured memento. She is capable of great warmth toward allies and terrifying coldness toward those who threaten Mistral's future.
  • Notes: As Grand Chancellor, Bai Zhen is one of the most powerful and respected figures in Mistral, holding the fractious Dragon factions in a delicate balance. She continues to work quietly toward creating a strong, unified Mistral that could one day stand beside Ozpin against Salem — even if he no longer wants her by his side. She is a highly skilled Huntress who prefers diplomacy and subtle manipulation but is more than capable of unleashing devastating force when necessary. Her history with Ozpin remains a closely guarded secret known to very few.

She probably would die to ensure the civil war happens but you could hint at Ozpin's past with her.
 
The Radian Militia's Elite Squads: The Reds & The Blues New
The Radian Militia's Elite Squads: The Reds & The Blues

To keep morale high and foster healthy (mostly) competition, Captain Nicholas "Nick" Arc officially divided the Radian Militia's most skilled and eccentric members into two elite rapid-response squads: The Reds and The Blues.

The tradition started as a joke during a particularly boring winter training exercise (someone painted half the practice dummies red and the other half blue), but it quickly became a beloved and surprisingly effective part of Radian's defenses.

Despite the constant bickering, pranks, and insults, the Reds and Blues are the militia's go-to teams for high-risk missions, Grimm incursions, and bandit hunts. They work together far better than they'll ever admit.

Arturia and Shirou have been known to referee their more ridiculous competitions and Coral and Verdy do technical support for both. The Sith family provides mechanical and vehicle support.


The Reds – "Blood, Guts, and Glory"
Motto
: "If it's red, it's dead."

Role: Shock troops, heavy assault, and overwhelming firepower.

  • Sergeant "Sarge" Harlan: Loud, gravelly-voiced veteran with a thick mustache and a cybernetic eye. Obsessed with "proper military procedure" (which usually means shooting first and asking questions never). He constantly talks about "the glory of combat" and refers to Grimm as "filthy alien bastards." Best friends with Mercer Sith Senior — the two can often be heard arguing about who has the bigger gun while drinking on the porch. His weapon is a heavily modified rotary grenade launcher he calls "The Shotgun of Justice"-Despite it being a grenade launcher.
    Role: Commander and heavy weapons user
  • Dexter "Grif" Griffin: Sarcastic, lazy, and perpetually complaining. Orange-accented armor. He tries to avoid real work but is surprisingly competent when cornered. Mercer Jr. frequently drags him on convoy runs because "at least you're not completely useless behind the wheel." Secretly a very good cook.
    Role: Heavy vehicle operator and reluctant scout.
  • Richard "Simmons" Simmons: Brown-nosing tech specialist and Sarge's loyal right-hand man. Red armor with gold trim. Obsessed with rules, efficiency, and earning Sarge's approval. Works closely with Verdy Arc on vehicle upgrades and is low-key terrified of Coral.
    Role: Logistics, communications, and cyber defense.
  • Franklin Delano "Donut" Donut: Cheerful, pink-armored demolitions expert with a surprisingly sweet (and flamboyant) personality. Loves baking cupcakes for the squad and painting everything pink when Sarge isn't looking. Surprisingly deadly with explosives and close-quarters combat.
    Role: Demolitions and morale officer (whether the squad wants it or not).
  • Lopez "The Heavy": A human cyborg rebuilt after a serious accident by Isabel. Speaks primarily in heavily accented Hispanian due to a vocoder replacement for his vocal chords (with subtitles on his HUD for the squad). Extremely competent, sarcastic, and tired of everyone's nonsense.
    Role: Heavy weapons platform and mechanic.


The Blues – "Strategy, Stealth, and Shenanigans"
Motto
: "We're not incompetent… we're just misunderstood."

Role: Recon, infiltration, sabotage, and tactical support.

  • Leonard "Church" Vale: Cynical, sarcastic squad leader with a dry wit and terrible luck. Blue armor. Surprisingly brilliant tactician when he stops complaining. Frequently argues with Sarge over the radio during joint operations. Has an ongoing "will they won't they" rivalry/relationship with Tex.
    Role: Overall field commander and sniper.
  • Lavernius "Tucker" Tucker: Smooth-talking ladies' man in teal-accented armor. Famous (and infamous) for his catchphrase "Bow-chicka-wow-wow" after every successful mission… and many failed ones. Surprisingly good at stealth and knife work. Has flirted with half the female members of the militia. Won't flirt with the Arc daughters-Not until they're all legal, anyway.
    Role: Scout and close-quarters specialist.
  • Michael J. "Caboose" Caboose: Enormous, lovable, and incredibly strong — but not the brightest. Bright blue armor. Accidentally killed more friendly training dummies than actual Grimm. Worships Church as a god-like figure and is terrified of "the mean lady with the pink armor" (Donut). Has adopted several Choux Birds as pets.
    Role: Heavy hitter and living shield (he just stands in front of bullets and Grimm).
  • Allison "Tex" Tex: Badass lone-wolf operative in black-and-blue armor, fiery redhead. Extremely skilled, ruthless, and terrifying in combat. Works with the Blues but often operates independently. Has a complicated history with Church. Nick and Mercer Sr. respect her deeply, and she in turn respects them greatly.
    Role: Special operations and assassination.
  • Frank "Doc" DuFresne: The squad's pacifist medic in purple-accented armor. Genuinely wants to help people and hates violence… until he occasionally snaps into "O'Malley" mode (a combat persona triggered by extreme stress). Works closely with Isabel at the hospital.
    Role: Combat medic and psychological support.
 
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