Welcome to World of Remnant! Please register with your ooc account first. Character accounts should be registered with the character's first and last name (ex. Ruby Rose, Yang Xiao Long).

Enter the world of Remnant.

Members Log In

Remember Me

Login Anonymously
Welcome
Welcome to World of Remnant. We are an AU, no-wordcount RWBY roleplay beginning at the conclusion of Volume 3. The Fall Maiden is dead, her powers in the hands of the enemy. Beacon Academy has fallen, and Vale is soon to fall itself. The Vytal Festival is a disaster; thousands dead, many more injured. Grimm populations are at an ever-present surplus. What dire circumstances has Remnant fallen prey to?


Updates
03.10.17: Due to a lack of their usage, we've removed the update boxes, and we will be returning to old style updates for the time being! We've also removed our Twitter button and our Facebook button as our Twitter and Facebook pages are rarely used.

02.10.17: STAFF SEARCH has been added! We're looking for up to 3 new staff members to prepare for the influx coming into Volume 5, so be prepared for that! We need all hands on deck to get a few systems going before the volume starts, as we'll be making some changes to combat abilities and combat apps, so stay tuned!

Census
Group MFNTotal
Solitas Citizen 00 00 00 00
Atlas Military 00 01 00 01
Schnee Dust 00 00 00 00
Atlas Academy 07 08 01 16
Helios Academy 01 01 00 01
Anima Citizen 00 01 00 01
Haven Academy 06 09 00 15
Sanctum Academy 01 02 00 03
W. Sanus Citizen 01 00 00 01
Shade Academy 06 09 00 15
Shadow Academy 01 02 00 03
E. Sanus Citizen 00 00 00 00
Beacon Academy 05 09 00 14
Signal Academy 00 00 00 00
White Fang 05 05 00 10
Assault Faction 01 01 00 02
Hunter 11 16 00 27
Menagerie 00 00 00 00
Unaffiliated 00 00 00 00
Totals 45 64 01 110
Members 22
Staff
Saskalead administrator
Maryadministrator
Ayaadministrator
Dorianlead moderator
Fireseekermoderator
Ashmoderator
OPENmoderator
Credits
Site skin and graphics created by Saska exclusively for use on World of Remnant. Any unauthorized re-use or distribution is strictly prohibited.

RWBY universe belongs to Monty Oum and the team at RoosterTeeth Productions. All original characters belong to their respective owners.

Want to help us pay for Jcink Premium, our custom domain, or our premium Cboxes? Donate below!


 
Closed
New Topic
New Poll

 Site Lore
† Narrator
 Posted: Nov 29 2014, 03:15 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


World of Remnant: Lore
Hello there! This is WOR's lore thread, which contains both canon RWBY lore as well as our site canon lore, as with a lack of canon lore for the RWBY-verse we have seen fit to expand portions of the lore for better clarification. Any and all information is considered CANON IC unless stated otherwise. This thread will be updated periodically. Members are encouraged to submit ideas to expand the lore, as well as information on custom factions, information on various kingdoms, and the like!

Races: Contributed by Jiyuu. Thanks!

Grimm: Contributed by Neme, Saska, and Javalope. Thanks!

Aura: Contributed by Saska. Thanks!

Dust: Contributed by Saska. Thanks!

Society: Contributed by Saska (Kingdoms), Neme (Wars). Thanks!

The Four Maidens: Contributed by Neme. Thanks!

The Silver Valkyries: Contributed by Saska. Thanks!

Cybernetics: Contributed by Javalope. Thanks!

PMEmail
^
† Narrator
 Posted: Nov 29 2014, 03:20 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


WORLD OF REMNANT 1: Races
Remnant is home to two distinct sentient races.

Humans: A social mammal race, humans are lacking in any special physiological traits; however, they are known for their incredible adaptability and ingenuity even in harsh environments. It's thanks to these two traits, however, that has allowed the humans to aggressively expand and control the world over time, holding most of the planetary economy while creating entire kingdoms and corporations. In recent years, most humans are prone to treating another race, known as the Faunus, with extensive fear and disdain, treatment which led to a dreadful war between the two races.

Faunus: Although similar in appearance to humans, these mammalian beings inherit traits from various animals. These can be as small as being alerted to appearances (such as the ability to identify a fellow Faunus, even if they are disguising their traits) or other animalistic behaviours, such as enhanced hearing. They will also take on various behaviours that an animal would in certain situations. All Faunus, however, possess incredible night-vision, and are capable of seeing in almost pitch-black darkness.These differences and more have brought discrimination upon the Faunus by humans, leaving them to be treated almost as second-class citizens, treatment which led to a gruesome war. To this day, tensions are still thick between the Faunus and Humans, though many have become integrated into mainstream society in the kingdoms.

Faunus are capable of procreating with humans; however, the resulting child only has a 50/50 chance of being born a Faunus; in the other instance, they are born human. As a result, half-Faunus do not exist, though it is entirely possible to have one human and one Faunus parent. Faunus are also limited to a single physical trait that relates to their animala; this trait may be obvious or subtle (i.e. a pair of horns, a tail, ears, retractable claws, etc).

Androids*: A rarity centered primarily in Atlas, androids are a new creation by the Atlas military, though they have been in the works for a number of years. Lower models are less than sentient creatures, particularly more robotic in their actions and interactions with people; however, recent discoveries have led to the creation of three major prototypes -- of which Project Penelope is one of them -- that are kept secret in the upper echelons of the Atlesian Military. These three prototypes are currently disguised as humans participating in the Vytal Festival's combat tournament as students of Gamma Academy. These newer prototypes are unique in that they are capable of generating an Aura, indicating they have achieved full sentience and are a true person.

Androids, however, are not entirely limited to sentient being. Some older prototypes are considered 'semi-sentient', in that they are capable of generating humanlike responses and reactions to things, but ultimately they are still more robotic than alive at their core. The oldest prototypes are still in use, as they are used as Atlesian troops on the frontlines to protect civilians, and are designed only to shoot Grimm targets.

As well, Remnant is home to many animals of varying classes and races.

*Currently, fully-sentient Androids will be limited to Penny (Project Penelope) and 2 others, 2 positions of which are taken. If you are interested in playing one of these you MUST contact a staff member prior to posting the application. Semi-sentient androids (a step between the Atlesian Knight and a fully-sentient Android) are not capable of generating an Aura, and will be limited to 3 positions for the time being, 0 of which are taken.

PMEmail
^
† Narrator
 Posted: Nov 29 2014, 03:21 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


WORLD OF REMNANT 2: Grimm
Very little has been discovered on the mysterious creatures that inhabit Remnant, known as the Grimm. In early stages, researchers hypothesized that the Grimm were potentially animals that had become possessed, or perhaps even the spirits of dead animals. This theory was soon proven otherwise, however, as more Grimm began to appear in different sizes and forms compared to that of normal animals. It has, however, been proven that Grimm have a tendency to hunt upon the negative emotions of the world.

Further research has also proven that the Grimm do not necessarily have to feed upon the lives of humans and faunus; instead, they do it because they want to. Much of the research on the creatures has been halted by the fact that Grimm are extremely hard to keep captive, as well as the fact as when they are killed they disappear within a few minutes. Other research on the creatures of Grimm have proven that not all of the Grimm are mindless, and older ones that have survived many years have learned from their pasts and adapted information from the humans.

Grimm Species By Area

Sanus - Vale
Spoiler (Show/Hide)
Creep: The weakest of all of the Grimm, Creeps are distinguished by the fact that they only possess two appendages: legs. They are expert jumpers, but move quite slowly in comparison to other Grimm. Their primary method of attack is ramming or biting enemies.

Creep (mutant): Slightly larger than their normal counterpart, these serum-mutated Grimm are capable of releasing an explosive blast upon contact with a target, capable of decimating one's Aura. They are, however, extremely vulnerable to ranged attacks, and due to their self-destructive nature, are much weaker than normal Creeps.

Beowolf: Beowolves are the most agile of the Grimm, prone to lunging and striking with their claws as well as biting with their fangs. Beowolves possess a wolf-like body that stands bipedal, with black fur covering everything. Older, more advanced Beowolves may also have spines and armoured plates along their body, providing them extra protection. Beowolves, however, rather than running bipedal, will leap on all fours in a more animal manner.

Beowolf (mutant): Mutated Beowolves are a much scarier and more aggressive version of their normal counterparts. With a large, crystalline spike structure protruding from their back, they also possess longer claws capable of rending their opponents with a few swipes. They are relentless in attacking, and prove to be more resilient than their normal Beowolf twins. As well, they are capable of slamming the ground to release a long line of crystalline spikes, which dissipate after a few seconds of being active, similar to an Ursa's ability to pound the ground.

Boarbatusk: Boarbatusks are known for charging to attack, using their tusks as weapons and rolling similar to a ball. It sports a boar-shaped body that stands on four legs, as well as white bone plates, four eyes, and large tusks upon its face. While their attacks possess a significant amount of force, they are often predictable, and can leave their weak point -- their underbelly -- open to attack from an opponent.

Death Stalker: Large, scorpion-like creatures, Death Stalkers primarily attack by grasping with their large claws to bite its target, as well as striking with its large stinger. It has a total of six legs on either side coupled with two large pincers, all of which are covered in bone plates. Its stinger is large and yellow, and is capable of glowing in the dark.

Death Stalker (mutant): Although it appears like a normal Death Stalker, the yellow colouration of the Death Stalker now appears green, as well as many of the prongs; this is a side effect of Merlot's serum corrupting the Grimm. While this Grimm possesses the same weakness as its normal counterpart, it is capable of launching crystalline projectiles into the air to rain down on foes at range.

Goliath: Large and elephant-like, Goliath are massive in size, with black bodies lined with bone-like spikes along its body and coupled with large tusks, similar to those of a Boarbatusk. Most older Goliath are non-confrontational with humans, though when attacked they will respond by ramming with their tusks and bone-plated faces.

King Taijitu: These large, snake-like Grimm are prone to lunging and biting with their fangs, as well as constricting targets within its body. King Taijitu are unique in that they do not have a tail end, but rather have a head on each end; one is black in colour, while the other is white.

Nevermore: Nevermore are aerial creatures that can come in a variation of sizes, ranging from the size of a raven to nearly the size of a Goliath. They are prone to charging with a headbutt when grounded; however, they are capable of a variation of aerial attacks, such as breaking whole structures and firing spear-like feathers from their wings. They have a crested bone-like headpiece. Nevermore are the most varying in size compared to other Grimm, as younger Nevermores can be the size of the average bird, whereas older Nevermores can grow to the size of a Goliath or larger.

Ursa: Ursa resemble large bears, and will often claw at opponents brutally while lunging. Their sizes can vary, but they possess bone-like spikes along their back as well as a bone-like face plate.

Griffon: Griffon appear as a cross-species of Grimm, with a lion-like body coupled with the wings and beak of an eagle. They attack in hordes as opposed to single attacks, making them extremely lethal Grimm. They possess bone-like spines along their bodies, as well as avian wings to aid them in flight.

Dragon: Dragons are the rarest species of Grimm, said to have gone into hibernation a long time ago. Dragon Grimm are extremely dangerous not because of their size or capabilities, but rather their transportation abilities; because of their ancient lineage and age, Dragon Grimm are capable of spawning other Grimm, dropping them aerially to spawn in a variety of areas. Though resembling a dragon, they possess only hind legs (closer to that of a wyvern), coupled with spikes over most of its body and large, bat-like red wings.

Beringel: Native to Vale, the Beringel is covered in black fur, with bone-like plates covering its body at certain places like armor. A red pattern or symbol resembling an eye is present on its back. It appears to have "burnt" skin, with an internal red glow visible from within, where the skin is thinnest. It has well-developed hands with opposable thumbs. It is quite large, at almost twice the height of a human.

Gracil: This Grimm is a tall, but rail-thin bipedal Grimm native to the forests of Vale. Its body is predominately black aside from its long, thin, white claws, and a bulbous, smooth, featureless white head. Its lanky silhouette allows it to blend into the the shady forest at a distance, as well as hide behind trees with relative ease, and its long legs make it deceptively fast. They have some intelligence to them, being able to stalk their prey and slowly sneak up on them, or work with others of its kind to frighten and disorient them until one gets close enough to grab their prey. Their claws then pierce deep to get a strong hold as their prey is lifted into the air, and that is when its featureless head opens like a flower showing row upon row of teeth. The first bite is always to the face.

Sanus - Vacuo

Spoiler (Show/Hide)
Death Stalker: Large, scorpion-like creatures, Death Stalkers primarily attack by grasping with their large claws to bite its target, as well as striking with its large stinger. It has a total of six legs on either side coupled with two large pincers, all of which are covered in bone plates. Its stinger is large and yellow, and is capable of glowing in the dark.

Phorus: Native to Vacuo, this Grimm appears to be a bird of prey, if it was built to run on land. It as a sleek black body with tufts of feathers on its neck, arms, legs, and along its tail. Its head is covered in white plating with spikes protruding from its mask like a second row of teeth. Its arms form a small set of wings and end in white dexterous claws. The Grimm has two long powerful legs that have a wide footprint and white talons, each one looking like a small sickle. At the end of the tail are four spikes that protrude to the sides, two on either side. Phorus are 6-8ft tall and roam in packs of 3-5. They prefer to ambush their prey, but are capable of running at speeds able to rival motor vehicles. They attack by pouncing on their prey and digging their talons into it. They use their small wings in order to maintain balance, flapping to give them an extra edge if need be as they tear into their prey with their teeth. Incapable of flight, their small wings allow for short gliding, and increased range on their absurdly long jumping distance.

Sabresa: Commonly found in Atlas and Vale, Sabresa are a catlike species of Grimm, covered primarily in fur with small bits of plating on their forelegs as well as their forehead, and small tufts of fur coming off the top of their ears. They boast large upper canines, reaching past their lower jaw and resembling a sabretoothed feline. They have sharp retractable claws on all four feet, and are capable of pouncing on a target to lock them in a vice-grip. While their claws are sharp, their teeth are the most dangerous part, capable of tearing chunks out of their prey.

Euniphro: Found primarily in Vacuo, the Euniphro is a worm-like Grimm that burrows itself under the sand, leaving only its antennae above as it waits for a stimulus. Euniphro have extremely sharp teeth, and is known for slicing its prey completely in half as a means of killing it. Though most Euniphro are quite small, no larger than a human, their predatory tactics allow them to live quite long, growing to approximately thirty feet in length at the longest. Euniphro are heavily armored with a multitude of legs and extensive physical body strength; in the instance that they are unable to bite their target, they have been known to coil tightly around an enemy, coiling tighter and tighter until they crush their prey with the sheer pressure.

Anima

Spoiler (Show/Hide)
Creep: The weakest of all of the Grimm, Creeps are distinguished by the fact that they only possess two appendages: legs. They are expert jumpers, but move quite slowly in comparison to other Grimm. Their primary method of attack is ramming or biting enemies.

Beowolf: Beowolves are the most agile of the Grimm, prone to lunging and striking with their claws as well as biting with their fangs. Beowolves possess a wolf-like body that stands bipedal, with black fur covering everything. Older, more advanced Beowolves may also have spines and armoured plates along their body, providing them extra protection. Beowolves, however, rather than running bipedal, will leap on all fours in a more animal manner.

Death Stalker: Large, scorpion-like creatures, Death Stalkers primarily attack by grasping with their large claws to bite its target, as well as striking with its large stinger. It has a total of six legs on either side coupled with two large pincers, all of which are covered in bone plates. Its stinger is large and yellow, and is capable of glowing in the dark.

King Taijitu: These large, snake-like Grimm are prone to lunging and biting with their fangs, as well as constricting targets within its body. King Taijitu are unique in that they do not have a tail end, but rather have a head on each end; one is black in colour, while the other is white.

Geist: Geist are a unique type of Grimm that resembles a ghost, capable of possessing inanimate objects. Geist can take on a number of forms in this manner. Like other grimm, it is covered in bonelike spines with long, skeleton-like forearms and sharp fingernails. Due to its ghostly appearance, it lacks a lower body, instead floating through the air while leaving behind a black smoke trail. Its face consists of Grimm markings on a bone plate with a single eye.

Taranteli: Taranteli are native to Mistral's swamplands, and come in a variety of sizes. They are a large, spider-like Grimm species with four legs for walking, two forelegs for gripping, and a set of pincers that can also extend and function as a fourth set of limbs for gripping. Taranteli have a set of large, bone-like spikes along their back, extending halfway along the thorax. Its head boasts six eyes. Taranteli are capable of generating webbing that can slow or trap opponents, as well as a large stinger on the end of the abdomen capable of injecting a unique type of venom that withers away at a person's Aura slowly over time. Taranteli can reach up to 20 feet in height when standing.

Allagarto: Though small in size compared to other Grimm, growing to no larger than 15-20 feet in length from snout to tail, Allagarto are unique in that they are land-based creatures, with four legs and a large jaw. They boast a long snout and eyes with a secondary eyelid, allowing them to remain underwater. Allagarto are native to Mistral, particularly in the swamplands, where they will wait underwater to snatch their prey. Despite their size, however, their jaws are the only truly deadly part of their body; in order to kill their prey, they will clamp down on the target and lock their jaw, pitching violently into a series of rolls that fracture and break their prey's bones, killing them with the sheer force. Allagarto are armored along the top of their bodies, but they bear an extremely soft underside.

Aphoid: Native to the deep recesses of Mistral's Swamplands, Aphoids are large bug-like Grimm, resembling a giant wasp in nature. It boasts six legs with two larger clawed forelegs and a set of pincers near its mouth, used for tearing prey apart when they get close, as well as a stinger on the end of their abdomen. The stinger is capable of injecting a venom similar to that of the Taranteli, which withers away at a person's Aura for a short period of time. They are also capable of flight, but are significantly smaller than a Taranteli, reaching only to a maximum of ten feet in length.

Solitas

Spoiler (Show/Hide)
Geist: Geist are a unique type of Grimm that resembles a ghost, capable of possessing inanimate objects. Geist can take on a number of forms in this manner. Like other grimm, it is covered in bonelike spines with long, skeleton-like forearms and sharp fingernails. Due to its ghostly appearance, it lacks a lower body, instead floating through the air while leaving behind a black smoke trail. Its face consists of Grimm markings on a bone plate with a single eye.

Mirka: Mirka are large, beast-like creatures often found in the mountains of Atlas. They boast a tall stature, standing ten feet tall at the shortest, and thirty at the largest. Unlike most other Grimm, their fur is instead a white colour, though they boast the same white armored plating; however, upon closer inspection it is noted that their fur is actually ombre, with a more black colour near the root of the follicle. White armored plating covers their outer forearm and arms, as well as over the face and portions of the chest. Mirka are unique in that they often trek through snowstorms in the upper Atlesian mountains, waiting for unsuspecting prey and remaining camouflaged against the whirling snow.

Sabresa: Commonly found in Atlas and Vale, Sabresa are a catlike species of Grimm, covered primarily in fur with small bits of plating on their forelegs as well as their forehead, and small tufts of fur coming off the top of their ears. They boast large upper canines, reaching past their lower jaw and resembling a sabretoothed feline. They have sharp retractable claws on all four feet, and are capable of pouncing on a target to lock them in a vice-grip. While their claws are sharp, their teeth are the most dangerous part, capable of tearing chunks out of their prey.

Menagerie

Spoiler (Show/Hide)
Beowolf: Beowolves are the most agile of the Grimm, prone to lunging and striking with their claws as well as biting with their fangs. Beowolves possess a wolf-like body that stands bipedal, with black fur covering everything. Older, more advanced Beowolves may also have spines and armoured plates along their body, providing them extra protection. Beowolves, however, rather than running bipedal, will leap on all fours in a more animal manner.

Boarbatusk: Boarbatusks are known for charging to attack, using their tusks as weapons and rolling similar to a ball. It sports a boar-shaped body that stands on four legs, as well as white bone plates, four eyes, and large tusks upon its face. While their attacks possess a significant amount of force, they are often predictable, and can leave their weak point -- their underbelly -- open to attack from an opponent.

Death Stalker: Large, scorpion-like creatures, Death Stalkers primarily attack by grasping with their large claws to bite its target, as well as striking with its large stinger. It has a total of six legs on either side coupled with two large pincers, all of which are covered in bone plates. Its stinger is large and yellow, and is capable of glowing in the dark.

King Taijitu: These large, snake-like Grimm are prone to lunging and biting with their fangs, as well as constricting targets within its body. King Taijitu are unique in that they do not have a tail end, but rather have a head on each end; one is black in colour, while the other is white.

Taranteli: Taranteli are native to Mistral's swamplands, and come in a variety of sizes. They are a large, spider-like Grimm species with four legs for walking, two forelegs for gripping, and a set of pincers that can also extend and function as a fourth set of limbs for gripping. Taranteli have a set of large, bone-like spikes along their back, extending halfway along the thorax. Its head boasts six eyes. Taranteli are capable of generating webbing that can slow or trap opponents, as well as a large stinger on the end of the abdomen capable of injecting a unique type of venom that withers away at a person's Aura slowly over time. Taranteli can reach up to 20 feet in height when standing.

Euniphro: Found primarily in Vacuo, the Euniphro is a worm-like Grimm that burrows itself under the sand, leaving only its antennae above as it waits for a stimulus. Euniphro have extremely sharp teeth, and is known for slicing its prey completely in half as a means of killing it. Though most Euniphro are quite small, no larger than a human, their predatory tactics allow them to live quite long, growing to approximately thirty feet in length at the longest. Euniphro are heavily armored with a multitude of legs and extensive physical body strength; in the instance that they are unable to bite their target, they have been known to coil tightly around an enemy, coiling tighter and tighter until they crush their prey with the sheer pressure.

Allagarto: Though small in size compared to other Grimm, growing to no larger than 15-20 feet in length from snout to tail, Allagarto are unique in that they are land-based creatures, with four legs and a large jaw. They boast a long snout and eyes with a secondary eyelid, allowing them to remain underwater. Allagarto are native to Mistral, particularly in the swamplands, where they will wait underwater to snatch their prey. Despite their size, however, their jaws are the only truly deadly part of their body; in order to kill their prey, they will clamp down on the target and lock their jaw, pitching violently into a series of rolls that fracture and break their prey's bones, killing them with the sheer force. Allagarto are armored along the top of their bodies, but they bear an extremely soft underside.

PMEmail
^
† Narrator
 Posted: Nov 29 2014, 03:21 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


WORLD OF REMNANT 3: Aura
Aura is the manifestation of the soul. All living creatures that possess a soul are capable of producing an Aura, regardless of training. Each person's Aura is different and will possess different properties. However, the ability to manifest one's Aura requires training and practice.

When it comes to combat situations, Aura is an integral part of of survival, both offensively and defensively. It is particularly integral to the development of a person's Semblance.

Aura has a number of varying combat applications:

Danger Sensing: Aura grants any skilled practitioner a sort of 'sixth sense' that allows them to sense oncoming adversity or intent to kill. This ability is particularly effective against Aura combatants, as it can be combined with Aura sensing. Against Grimm, however, its effectiveness is diminished.

Aura Sensing: During combat, Aura can be both sensed and projected for location purposes. In most cases, Aura can only be sensed within a certain small radius -- usually twenty to forty feet -- but it is particularly useful in combat, as it allows a user to "attune" themselves to the aura of their comrades -- and particularly that of their combat partner -- in order to know their positions on the battlefield, as well as to sense discrepancies such as low Aura and alter combat strategies accordingly.

Aura Control & Suppression: Because Aura can be sensed, the ability to suppress one's Aura for infiltration purposes is also possible. Complete suppression is nearly impossible, though some individuals may have the ability to due to their Semblance. Control, as well, is an integral part; during combat, in both trained and untrained individuals, Aura will flow into the part of the body to be used for offense or defense less than a second before the motion is made; this way, individuals can increase the strength or power of their strikes with good control over their aura; some can even combine this with their Semblance for devastating effects.

Basic Defense: The primary and most common method of Aura usage in combat. AUra can be projected to encase the user's body, protecting them from harm. With training it becomes second nature to activate one's aura in the presence of danger or adversity, causing it to function like a natural "force field" in combat. Aura can also serve as a means for healing; it is capable of repairing actual, physical damage to the body over time, helping the body to heal in the process. As a result, in many cases of Aura users with severe injuries, their Aura will force them into a semi-comatose state, allowing the body's natural healing as well as their Aura to help repair the damage to their body.

Offensive Capability: With extensive training, a person can eventually use their Aura in a tangible physical form for combat. This manifestation is known as Semblance, a trait which is semi-hereditary. Each Semblance is unique to its user and far surpasses normal combat capabilities. Some examples of Semblance are Polarity (magnetism control), Telekinesis, spectral or semi-physical clones, or other similar effects.

Physical Aura Signs

Aura can, in some cases, be physically seen. When a person strongly manifests their Aura or Semblance, they may appear to have a "glow", in colours which will vary from person to person. Semblance and Aura may also take on other physical effects, such as hair or eye colour changing momentarily when in use.

Extensive use of one's Aura (or Semblance) for defensive and offensive purposes can be taxing on the user. Because of this, Aura management is key in combat situations; the development of Aura-reading technologies for a person's Scroll, however, has significantly aided this.

Lastly, users with extensive training and control over their own Aura have the capability to unlock the abilities of another person's Aura. The process, however, is extremely taxing.

"For it is in passing that we achieve immortality; through this, we become a paragon of virtue and glory to rise above all. Infinite in distance and unbound by death, I release your soul, and by my shoulder protect thee."

Semblance & Aura

The physical manifestation and extensive use of one's Aura is known as a person's Semblance. As Aura is the manifestation of one's soul, each Semblance differs from person to person; while semblances with similarities will exist, each Semblance has a number of different functionalities that ultimately set it apart from even those that are similar.

There are two types of Semblances: Unique and Hereditary. Unique Semblances are what it says on the tin; they are Semblances that are unique to that person, and that person only. While similarities will exist, differences in functionality are ultimately what set these types of Semblances apart. The second type, Hereditary, are Semblances that are passed down through a bloodline. Hereditary semblances are much rarer than unique Semblances. Unique Semblances, however, can also come with pseudo-hereditary functions; things such as hair colour or other visual effects may be present across relatives (ex. Yang's eye colour turning red when her Semblance activates.)

Semblances, although linked to Aura, are not exactly powered by one's Aura. There are two functions of Aura: Active and Passive. Passive refers to the defensive functions, such as protecting the body, danger sensing, and the like; Active refers only to Semblances. Though tied to a person's Aura, they are two completely different aspects of Aura. This means, in turn, that while one's defensive capabilities of their Aura may run out, they are not necessarily incapable of using their Semblance; in particular, passive Semblances will continue to be active, and with effort, an active Semblance can be used as well.

However, using one's Semblance does come with a price. Overexerting the use of one's Semblance can be extremely dangerous; using too much of it over a period of time, or even in a single instance, can cause a person to temporarily lose the defensive capabilities of their Aura, leaving them almost entirely defenseless against attacks. In most cases, using one's Semblance when you've already lost the defensive properties of your Aura can lead to more severe forms of overexertion, including physical exhaustion and causing a person to collapse.

PMEmail
^
† Narrator
 Posted: Nov 29 2014, 03:21 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


WORLD OF REMNANT 4: Dust
Dust is the main source of energy in Remnant. It is a naturally occurring resource. Dust is used in a variety of ways, from powering airships to combat purposes. Though any form can be used as an energy propellant, Dust is most volatile when triggered by the aura of a living being -- that being a human or faunus. The initial origins of Dust are unknown, though many theorists across Remnant speculate that dust is produced through natural cycles.

Dust Forms

Powdered, or "dust" form: Arguably the most powerful refined form, this is dust that has been mined and purified through a special process. Though powerful and primarily limited to combat instances, this form also deteriorates the quickest in power, disappearing into nothing.

Crystalline, cut and uncut: These are most commonly used as a portable, compact power source, sort of like a battery. Because of its form however, it quickly deteriorates, though not as quickly as the powdered form; regardless, it is seen as the most efficient form in which dust can be used for practical applications.

Threaded and Melded: Two archaic forms of dust usage, threading dust into clothing was once a high-efficiency form of utilizing dust to combat the Grimm. Since the evolution of Dust technology, however, threading has become a phenomenally expensive investment, despite the fact that it is the form which deteriorates the slowest with little risk. As a result, threading has become almost impossible to utilize, as it is far more efficient to produce crystalline or powdered Dust for similar purposes. Similarly, Dust can be melded directly with the body, though it carries significant health risks, including but not limited to physical deterioration or erosion, organ failure, nerve damage, paralysis, and even death.

As a rule of thumb, the cost (required "amount") of utilizing dust follows an approximate ratio:

C : P : M : T
1 : 3 : 5 : 20

Types of Dust

Dust comes in a variety of forms, each pertaining to the four primary elements: Fire, Ice, Lightning, and Wind. Dust also comes in three advanced elements, which are far more rare than the four basic types: Energy (purple), Void (black), and Enhancement (white). Dust, however, is not entirely limited to these kinds, as various combinations can, in fact, create new types of dust. A few subtypes of dust include Earth (Wind / Ice -- appears brownish), Magnetism (Lightning / Wind -- appears a dull grey), and Water (Fire / Ice -- appears cyan), Magma (Fire/Earth -- appears orange), Anti-Gravity (White/Purple, appears cosmic-swirled shade of light purple), Gravity (Black/Purple, appears cosmic-swirled shade of dark purple) among many others. Often times, multiple types of dust can be combined for devastating effects in combat. This includes combining basic dust types with sub-types, which can create new, powerful effects, making the possibilities of Dust seem endless.

Red: Known as Fire dust, this type of dust is one of the four common types, and is by far the most commonly used of the seven naturally occurring types. Fire is most commonly used as an energy propellant for airships and vehicles, in conjunction with Green dust, as well as serving as the fuel for lanterns in many cases.

Blue: Known as Ice dust, this type of dust is often used to create refrigerated units and freezers, as it is capable of cooling objects on contact. Despite being one of the more common types, it is not as widely used as the other three common types, as it is simply not as widely effective.

Yellow: Known as Lightning dust, this type of dust is just as common if not more so than fire dust; it is used to generate electricity for a varying number of purposes. It is the source of most lighting in Remnant, as the generated electricity from a crystal functions well to create a well-lit environment.

Green: Known as Wind dust, this type of dust is one of the four common types, but other than combat uses, its only practical application is two small things: air circulation, as it can function to circulate air in buildings (such as air conditioning in conjunction with Blue dust, or heat in conjunction with Red dust), and aid in streamlining airships. It is often used to create pockets around airships, allowing them to move easily and freely through windy conditions.

Purple: Known as Energy dust, this type of dust is quite rare, only being known to produce 5 to 7 crystals per 10 crystals of any one basic element during mining and refinement. Energy dust is commonly used by teachers and Hunters, as in some situations it can function as a secondary Aura; it is capable of extending itself like a weapon shield to block attacks, as well as producing shields for Atlesian warships. This proves particularly useful against Grimm, as not all weapons are capable of blocking strikes from large Grimm units such as Ursa. Energy dust is most commonly used for ammunition lacking elemental properties, as only a small amount is needed per shot. A weaker form of Energy dust can be synthesized from the 4 common types of Dust, though it is much weaker; this process is commonly used for basic ammunition. Natural purple dust is considered rare and can often only be procured by graduated huntsmen and huntresses (as well as White Fang members); however, synthetic purple dust is widely available to students and graduates alike.

White: Known as Enhancement dust, this is one of the rarest types of dust, even more so than purple dust. For every 10 crystals of any one basic element, there is a chance for 1 crystal of white dust to be found, making it extremely rare despite its usefulness. White dust is capable of boosting Aura capabilities; however, one crystal of white dust equates to approximately a 1% boost in Aura capability. At any given time, a combatant can gain a 20% boost to the effectiveness of their Aura in combat before further usage of the dust type becomes redundant, as its effectiveness decreases slightly as more is used in conjunction. Like black dust, this type is only available to graduated Hunters (and White Fang members). The usage of white dust will cancel out the effectiveness of the dampening field of black dust.

Black: Known as Void dust, this type is just as rare as white dust, and significantly more than purple dust; for every 10 crystals of any 1 basic element, there is a chance for 1 crystal of black dust to be found. Black dust works in two manners: when used defensively, it can create a secondary "field" around its user, dampening the effectiveness of Aura; this area, however, only covers approximately a five foot radius around the user. Similar to white dust, each crystal of black dust used for this purpose equates to a 1% decrease in Aura capability while within the field, capping at approximately 20% as the effectiveness drops. Black dust, however, is most powerful against one creature in particular: Grimm. Black dust is highly effective against Grimm, as its properties act as a poison to the creature; as a result, a single attack utilizing Black dust can deal heavy damage to Grimm; as well, the dampening field around a user (as well as the aftereffect of the black dust when a Grimm is attacked) acts as a poison to the creature, often slowing their reaction time and lumbering their movements. Like white dust, due to its rarity black dust is only available to graduated Hunters (and White Fang members). Black dust's effectiveness will be nullified by a user with white dust in one-on-one combat.

Dust Application in Combat

The most common application of Dust in combat is the usage of ammunition, which can be used regardless of whether its user has any knowledge of aura control. Similarly, there are two types of ammunition created using Dust:

Multi-Use Cartridge: Crystal-form Dust can be used for smaller, low-impact rapid-fire weapons such as rifles, pistols, and sub-machine guns. Though the cartridge does require occasional replacement, the crystalline form produces enough propellant per shot to fire small-chamber rounds (roughly the size of a pinhead) at accelerated velocities to be highly effective in combat. This allows for the repeated use of a rapid-fire or low velocity weapon in combat without the hassle of changing cartridges mid-fight. Most cartridges are equipped with the ability to fire multiple types of ammunition, changing depending on the crystal(s) used for propellant.

Single Use Cartridge: With high-impact weapons such as sniper rifles and shotguns, Dust in a more volatile form is required to produce the necessary velocity for impact. As a result of this, cartridges utilizing powdered-form Dust as a propellant were required. The application of this, however, limited cartridges to a smaller number of shots, as the Dust has to be packed individually per shot to produce the necessary velocity. These cartridges incorporate single rounds with small amounts of compacted powder-form Dust that provide increased velocity per round for a limited number of rounds. Each round comes in a protective casing to prevent Dust-related accidents when handling the ammunition.

Dust, Semblance, and Aura

While ammunition requires no aura to utilize, Dust can still be used in its various forms for combat purposes. With proper aura control and the use of Semblance, Dust becomes highly useful in combat situations, such at utilizing it to create frozen structures and traps, small weather anomalies, physical obstacles, and the like. Because of its combination with Semblance and Aura, Dust's capabilities can vary from person to person, making it an extremely versatile, albeit expensive combat resource.
PMEmail
^
† Narrator
 Posted: Nov 29 2014, 03:22 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


World of Remnant 5: Society
Kingdom of Vale

Often referred to as the Western Kingdom, Vale is located on the northeastern half of Remnant's largest continent, Sanus. It boasts a rich and temperate climate, with beautiful forest landscapes such as the Emerald Forest and Forever Fall. Despite this temperate climate, Vale is highly industrialized, and is arguably the kingdom with the highest population density in Remnant. Though its borders extend far and wide along the western coast of Sanus, Vale is in a state of shambles, attempting to repair from the attack posed by the White Fang. With the mainland of Sanus uninhabitable due to high Grimm population, Vale is limited primarily to the coast, with a few smaller cities just south of the main city of Vale. Lastly, Vale boasts the largest sea port in Remnant.

Vale is home to two academies: Signal Academy serves as its junior academy, located on the island of Patch, while Beacon Academy is home to senior students.

Patch: Located just off the western coast of Vale, Patch is a large island that hosts a portion of Vale's population. It is covered in lush forest greens, though it is subsequently known for its heavy Beowolf population as well. A few small towns litter the coast facing Vale, but despite its size the majority of the land is not populated. Patch is home to Signal Academy, the junior academy for the Kingdom of Vale, and many of the towns are well-protected by its faculty, which boasts a number of well-versed huntsmen and huntresses. As well, the island is home to a number of wayhouses for huntsmen and huntresses that are akin to small cabins with basic facilities, and are managed by the island's population.

Mountain Glenn: Mountain Glenn was the kingdom of Vale's first serious attempt at expansion. The kingdom developed an elaborate underground metro system that allowed the settlers to commute to and from the main kingdom and the new territory, thus bypassing the danger of the Grimm, while also setting up an aggressive perimeter defense that worked for a short period of time, keeping the thousands of the city's residents safe in their new home. However, Mountain Glenn did not boast the type of natural barriers Vale did, and as such Grimm attacks began to increase daily until inevitably they overwhelmed the city's defenses. These ever increasing attacks were partly due to the actions of Merlot Industries which worked to attract more Grimm for the purpose of experimentation.

In a last-ditch effort to stave off destruction, the citizens of Mountain Glenn took refuge in the tunnels they had initially cleared for their subways, converting them into an underground settlement and cutting themselves off from the surface entirely. Unfortunately, this supposed safe haven was eventually compromised when an explosion opened the mouth of another cavern filled with subterranean Grimm. This left the town completely exposed and the remaining citizens beyond saving. With no other recourse, Vale sealed off the tunnels permanently, creating the world's largest tomb. The ruins of Mountain Glenn now stand as a dark reminder for history to reflect upon.

Merlot Industries: Merlot Industries was a research and development corporation once located in Mountain Glenn. It was founded by Doctor Merlot. Initially, Merlot Industries worked closely with Atlas and the Schnee Dust Company in genetics and artificial intelligence research, feats which eventually lead to the development of the first Androids that were eventually developed further by the Atlas Military. They were also a key developer of cybernetic enhancements. Later, however, they began running experimentation on Grimm, and eventually forcibly attracted Grimm to Mountain Glenn to acquire further specimens, leading to disastrous results for the population. During Mountain Glenn's fall, the corporation lost its key facility as well as a number of chief staff officers, and was unable to recover. The remainder of its research and development notes were passed on to its associates at the Schnee Dust Company.

Currently, Merlot Industries is believed to be defunct. However, a variety of issues and items carrying Merlot Industries insignia have been appearing in the Emerald Forest as well as Forever Fall. Currently, Merlot Industries is located on an island north of Vale. However, it remains undetected in the world's current chaos.

Kingdom of Atlas

When the kingdoms were initially formed, the people of Atlas called their kingdom Mantle, located on the northern continent of Solitas. Due to Solitas' harsh climate, Mantle was required to advance much, much faster than the other kingdoms, allowing them to thrive and develop, simply because they had to. As a result, Mantle became the most technologically developed kingdom in Remnant, thriving far beyond what was expected. Boasting natural defenses with mountains and the cold climate serving to keep the Grimm at bay, Mantle flourished despite the harshness of the lands.

Of course, as Dust technology increased, the onset of the Great War pushed this even further; many developments for Dust weaponry and technology were created, and over time, more and more territory was set aside for Dust mining and research. Alsius, the kingdom's combat school, became the perfect site for a new R&D facility. Eventually, Alsius was renamed to Atlas, and the area continued to expand, eventually going from a combat school to a fully-functioning city. When it became apparent that Mantle was living in Atlas' shadow, the decision was made to move the kingdom's capital, and the Kingdom of Atlas was born. Eventually, the military and combat school were merged as one, and much of the Council became controlled by the military as well.

Recently, however, Atlas has come under fire for the enforcement of military protocol in its hunter academy, an aspect which is looked down upon by the leaders of the other three kingdoms. The Kingdom is now officially referred to as the Kingdom of Atlas, though the City of Mantle does, in fact, still exist. However, there is still running tension between the City of Atlas and the City of Mantle.

Schnee Dust Company: Arguably the largest company in Remnant, the Schnee Dust Company is one of the largest producers and exporters of Dust in Remnant. Despite having a high standing and economic value due to their exports, the Schnee Dust Company is also known for having questionable business partners and controversial labour forces; the SDC, after all, employs a multitude of Faunus workers to work in their mines, a job which is considerably dangerous given the volatile nature of Dust itself.

Dust, however, is not the company's only export; the Schnee Dust Company also makes a number of food and beverage products, as well as household cleaners and hygiene products. As a result, despite their synonymous nature with Dust, the Schnee Dust Company is arguably the largest corporation in Remnant. Currently, the Schnee Dust Company is subjected to an embargo on Dust trade outside of Atlas, as a means to prevent a war from occurring.

Kingdom of Vacuo

Long ago, Vacuo was considered a desert paradise, founded around a rich, lavish oasis bursting with natural resources. Vacuo's ancient society became comfortable with a life of complacency, but comfort only bred weakness; eventually, Vacuo was subjected to a lot of Dust mining and industrialization, as it had the largest known supply of Dust in Remnant. During the Great War, Vacuo was in fact devastated by this fact, as conflict, ecological disasters, and unrestricted mining turned Vacuo from a paradise into a wasteland. The people became nomadic, living in makeshift homes as they moved from resource to resource. After the conclusion of the great war, however, a formal government was established in what is now known as the City of Vacuo, founded around the former glorious oasis that housed the people. While the oasis itself still exists, it is not nearly as grand as it was previously, and the areas surrounding Vacuo are heavily marred with the remnants of Dust mining and research.

Vacuo boasts a somewhat lawless society, and is considered less 'prim and proper' compared to the other kingdoms. Shade Academy serves as the only real source of order in the kingdom, and while things are more lawless in Vacuo, its citizens boast a strong, mutual respect for one another. It's been said that in Vacuo, there is only one unspoken rule: if you can survive here, then you're welcome. As a result of this, Vacuo boasts the largest Faunus population out of the four kingdoms, and also boasts the least amount of racism between human and Faunus. Because of this, it is rumoured that the White Fang's roots run deep through Vacuo.

Kingdom of Mistral

Located on the second-largest continent in Remnant, Anima, Mistral boasts the most controlled territory of the four kingdoms, and because of this, it boasts the largest population of citizens as well. As a result, Mistral is home to a wide variety of ecosystems and varying lifestyles, making it the most culture-rich kingdom in Remnant. Its high society is known across Remnant for its contributions to fashion, theater, and architecture; it thrives with art, music, culture, and entertainment. The main city boasts a number of architectural marvels, including a large combat coliseum from ancient times that is still used today for the Mistral Regionals, as well as the Great Wall, which surrounds the City of Mistral.

Despite the beauty of the high society in Mistral, however, it lower class has a fame of its own. Mistral is home to the largest black market in Remnant, known only as the Underbelly; an underground, lower-class society that deals in high-price targets, items, and missions so long as you have the lien to pay for it. After all, with a kingdom so large, it becomes difficult to govern, and while the main city is well-policed, the outerlying towns and cities become a little darker. As a result, Mistral is not only dangerous for its Grimm population outside the cities, but also for its human and faunus population involvement with the Underbelly. And on top of that, it has been said there are a lot of places for a person to hide in Mistral; one simply has to know where to look.

Despite the darker side of the kingdom, however, Mistral citizens all boast a deep, cultural respect for nature; in particular, they respect the sea and the sky, as those natural resources served to shape and build their culture. Mistral is known to utilize the land to its fullest potential, and as a result is known for a number of agricultural and utilitarian exports.

The Continent of Menagerie

A continent given to the Faunus after the conclusion of the Great War, Menagerie has a lush tropical coast with sandy beaches and crystal clear water, the kind that bring images of vacation spots and fancy resorts. Its beauty only goes so far though. Once you get past the jungles one finds out the vast interior of the island is a harsh desert unsuitable for farming. The crystal clear waters are filled with sharks and various poisonous sea life. The jungles are teaming with predators, quick sand, poisonous plants, and venomous wildlife. On top of all of that, there were all sorts of new Grimm lurking about that many were unprepared for.

It was a tipping point, and that's when the fighting began... The Faunus Rights Revolution.

Many Faunus chose to stay after the Revolution and attempt to make a go of things, but all was still not well. The White Fang was born here as like-minded people bound together to demand equal rights through peaceful methods. Several small settlements existed independently of one another which caused friction between them. This lasted a while before the former White Fang Leader Ghira Belladonna rose to power as High Chieftain of Menagerie and untied its people under a single banner. Humans are welcome in Menagerie, but racism is taken very seriously; it is met with particularly drastic punishment, and humans who are found disturbing the peace are asked to leave immediately, and told never to return.

Today things are relatively peaceful for Menagerie and its settlements. The population is dense with homes being rather small and close together, and crowded marketplaces. The technology level is unfortunately rather low. They piggyback CCT coverage from Anima, but reception can be spotty, and not everyone has access to a device to make use of it. Few outside sources only offer so much help that only goes so far with a population that dense. on top of it, Menagerie doesn't really have anything to offer or export to bring in the income needed for large improvements.

At least... not knowingly.

Like Vacuo before it, Menagerie has rich untapped dust reserves. The problem lies in the fact that the Faunus of the island nation aren't aware of this fact, nor most of the world. After all, Menagerie's desert is a very dangerous place -- far more dangerous than the deserts of Vacuo -- and it is easy to go missing or disappear in Menagerie.

The Great War

Eighty years previous, the world of Remnant was engaged in a widespread conflict, which came to be known as the Great War. It is considered the longest-recorded conflict in Remnant's history, lasting nearly a decade. The war was fought for many reasons, the most primary being the concept of individualism.

Ultimately, those in favor of the preservation of individualism prevailed, and the four warring Kingdoms met on the small island of Vytal to discuss an end to the war. Today, Remnant enjoys peace and "unity through diversity". This diversity is celebrated in cultural events such as the Vytal Festival, named after the place where the peace was brokered.

Those who opposed the destruction of individualism made it a part of their legacy by naming their children after the fundamental aspect of art, color, to demonstrate that they and future generations would always oppose oppression, a trend that continues into the present era.

The aftermath of the Great War led to the creation of the Huntsman Academies in each of the four Kingdoms; Beacon Academy in Vale, Shade Academy in Vacuo, Haven Academy in Mistral and Atlas Academy in Mantle. The intended purpose of the academies was to train Huntsmen and Huntresses, warriors whose sole purpose would be to fight the Grimm, and whose allegiance would not be tied to the Kingdoms. However, some time after the end of the Great War, Mantle fell and was succeeded by the Kingdom of Atlas, and the government, military and academy were combined. As well, upon the conclusion of the war, Faunus were given rights as citizens and granted the continent of Menagerie as their own land.

The Faunus Rights Revolution / Faunus War

The Faunus Rights Revolution (also referred to as the Faunus War) was a revolution staged by the Faunus in an attempt to gain equal civil rights. It has resulted in Faunus being allowed to live freely within the human kingdoms, though there remain divides between the two peoples as humans discriminate against the Faunus population.

it was a fairly large-scale conflict that lasted at least three years. The cause of the war is attributed to the Humans' attempts to confine Faunus to an area of Remnant known as Menagerie. The Battle of Fort Castle in the third year of the war is widely regarded as the turning point; the inexperienced leader of the Human forces, General Lagune, attempted to catch the enemy off-guard in a nocturnal attack. However, the Faunus were able to leverage their advantage of near-perfect night vision and soundly defeated the larger army.

In spite of whatever material gains the Faunus achieved during the war, they remain a subject of discrimination. Nowadays, however, it is a less common attitude than in the past; regardless, efforts to counteract this discrimination continue, and an active civil rights movement is known to hold a Faunus Civil Rights Protest in Vale. The Faunus Rights Revolution is noted to have occurred approximately 20 years ago.

Some time after the war, the White Fang organization was set up and intended to serve as a prospective "symbol of peace and unity between Humans and the Faunus". However, this idea was evidently abandoned in the face of continuing discrimination. The current militancy of the White Fang can be seen as a direct consequence of the failure of both the Human and Faunus leadership to resolve the racist creeds, and general interracial tensions that originally sparked the war. It remains to be seen if reason will ultimately prevail, or if the White Fang's terrorist campaign may ignite another phase of wider and more general interracial violence similar to the first Faunus War.

The Vytal Festival

The Vytal Festival is an international festival in Remnant held every two years,[1] where the various cultures of the world are celebrated with dances, parades and a combat tournament. The host kingdom of the festival rotates every two years, and the host opens its borders to visitors from the other kingdoms. The Vytal Festival was inaugurated following the end of the Great War. Named after Vytal, a small island north of Vale where the treaty was signed, the Vytal Festival was created with the purpose of celebrating the diversity of the cultures of Remnant. The Festival has a unique symbol, fittingly consisting of a combination of all four kingdom's emblems in order to signify unity. A major part of the Vytal Festival is the combat tournament, in which students from the numerous Huntsmen academies compete.

The Vytal Tournament: The setting for the combat tournament is Amity Colosseum, a large floating arena or stadium, surrounded by spectator stands. As the Festival grew in scope and size, the stadium was built collaboratively from the resources and contributions of the four Kingdoms, and is capable of travelling across Remnant to each of the four Kingdoms, typically heading to the specific Kingdom hosting the tournament. Transport aircraft can be seen bringing spectators and contestants to the floating arena.

The fighting itself takes place in a large octagonal arena. The arena is capable of changing its environment into several different "biomes", including grasslands, forest, fire and ice, geyser fields, stormy mountains, desert, an ocean and beach with a wooden ship, and a few others. The arena also has artificial weather effects, such as thunderstorms and an artificial sun. The central part remains the same regardless of the biome.

During the team round, the arena is split evenly into two biomes, which are chosen randomly at the beginning of every fight for each half of the arena. During the doubles round, four biomes are chosen each fight. In some biomes, Dust crystals are also scattered around the arena for combatants to use. There is a force field protecting the spectators.

There are three rounds in the tournament, the first being a 4 on 4 team round. The winners of the team round may select two of their team to fight in the 2 on 2 doubles round, the victors of which may choose one representative to fight in the final 1 on 1 round. The remaining combatants will fight through a final round to prove a victor. There are no specific brackets for age or schooling; the only thing that is put to the test in the tournament is skill.

Contenders are knocked out of the battle by falling below an Aura threshold (15%) and/or by being knocked out of the fighting arena. Aura monitors are able to measure the aura of competitors as numerical values, which are made visible to spectators and competitors.

The 40th Vytal Festival was hosted in Vale, and led to a slew of events that has resulted in rising tension among all four kingdoms. Vale has currently suffered the most damage, as the CCT at Beacon Academy, which powers all communication across the kingdom, has been rendered useless.

PMEmail
^
† Narrator
 Posted: Dec 10 2014, 02:02 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


World of Remnant 6: Academies
In order to combat the creatures of Grimm, Huntsman Academies are located in each of the Kingdoms to train each new generation of Huntsman and Huntresses. These prestigious schools are divided into two levels of academies: Junior Academies take in students at the age of thirteen (13) and train them until they are around the age of seventeen, at which point they are given the option to apply to one of the Senior Academies, which will train them until the age of 20. Junior and senior academies also accept non-hunter students into their ranks, who follow a slightly different class schedule; in this case, Junior Academies are the equivalent of junior high, whereas Senior Academies are the equivalent of high school.

Kingdom of Vale

Signal Academy is Vale's Junior Academy. It is under the tutelage of Qrow, a renowned scythe user.

Beacon Academy is Vale's Senior Academy, and one of the few known for accepting students from all walks of life. Vale's entrance requirements consist of one of two things: one must have either completed their junior education at Signal or one of the other junior academies, or they must pass a rigorous entrance exam that qualifies them as fit to partake in the level of combat taught at Beacon.

(Defunct) Kingdom of Mantle -- led by the Atlas Military

Helios Academy is Mantle's Junior Academy. While its not hard to get into Helios, most students join for studies in Atlas' technology or as a way to get military experience before joining the military itself.

Atlas Academy is the current senior academy. Atlas, however, does not revolve around just training hunters and huntresses; they also specialize in military personnel, having recently experienced some dissent regarding their integration of military training. It is here where many are often drafted into the Atlesian Specialists.

Kingdom of Vacuo

Shadow Academy is Vacuo's Junior Academy. Unlike the other academies, it is extremely easy to get into Shadow as long as you have a will to fight, faunus or human alike.

Shade Academy is Vacuo's Senior Academy. Shade Academy, however, does look for battle experience in its students unlike Shadow, so they don't send anyone out in the field with no combat experience. It is however a lot more laid back than the other Senior Academies as they have no dress code, nor strict rules.

Kingdom of Mistral

Sanctum Academy is Mistral's Junior Academy. This is the first place one should go in progress to becoming a hunter or huntress of Mistral. Most Junior Academy students are not allowed to permit in Mistral's tournaments however unless they have special permission.

Haven Academy is Mistral's Senior Academy. This academy is best known for its tournaments every year for the Haven Academy students. Many students dream of one day winning this tournament, and breaking the record of Pyrrha Nikos, but none have succeeded.

PMEmail
^
† Narrator
 Posted: Feb 11 2016, 07:14 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


The White Fang
The White Fang is a peaceful organization whose goal is to bridge the gap between Humans and Faunus. They want equal rights and opportunities for the Faunus, and to stop being treated like second-class citizens. They work toward their goals through civil means such as attending city meetings, and submitting petitions. In the more extreme measures they organize peaceful protests, boycotts, and sit-ins. All in accordance to a Kingdom's laws, of course.

White Fang Presence can be seen and felt in all regions of Remnant where Faunus live, and play a large part in their community. The organization supports its communities in many ways. Their outreach centers may help out of work Faunus find a job, centers who have members with a medical background may offer a free clinic, and many offer counseling to those who need it. A strong community is something many can take pride in being apart of, and feel safe in.

There have been allegations of Faunus resulting to violence in the name of The White Fang, and claiming affiliation with the organization. High Leader Sienna Khan would like it to be clearly known that they do not represent The White Fang, nor it's ideals. Just like everyone else she would like to see these actions stopped. Royce had founded The White Fang to be a peaceful organization aimed at coming together despite differences, and previous High Leader Ghira upheld those ideals as well. Sienna Khan wishes to continue to preach this message during her tenure as High Leader.




That is the public face The White Fang likes to bare for the masses to see. When Ghira became Chieftain of Menagerie, Sienna Khan took over, and she had quite the different philosophy about things. While outwardly she has The White Fang carry on like business as usual, she as surrounded herself with like-minded individuals. There are now two sides to the organization, the one people know, and the violent side that's only recently coming to light.

If Humans won't accept Faunus as equals, and instead treats them as beasts, then they will be made to deal with the monsters they created until the scales have equalized. While operations occur on a global scale, and operatives may float between kingdoms there is an overlap of what each cell does, but they do have their specialties.

Below are generalizations of how the cells operate, and are not a hard and fast rule. Everywhere will have spies, people who handle shady deals, saboteurs, etc. You don't have to be in the political scene to operate in Vacuo, but if you're inciting riots you'd need a good reason.

Menagerie Cell: Menagerie is the birthplace of The White Fang, and while every cell does its best to maintain its outward appearances, this one utilizes the poor CCT coverage of the island to control the flow of information. The Faunus of Menagerie and Chieftain Ghira Belladonna know only what the White Fang want them to know. The Menagerie cell is led cooperatively by Corsac Albain and Fennec Albain.

Atlas Cell: This cell specializes in espionage and covert operations. Information, technology, arms, and research are stolen. Sabotage and tampering can happen. Executives of major corporations known for their ill treatment of Faunus can find themselves held for ransom, and depending on how things go, they may find themselves without a life. Some members may join the military to steal intelligence, or receive supplemental training. The Atlas Military doesn't like it when their own playbook gets used against them. The Atlas cell is led by Apollo Alto

Mistral Cell: The Council in Mistral concerns itself with Mistral, and because of this they have issues with organized crime and bandits in the countryside. The White Fang works closely with Mistral's Underbelly. Operations can range from black market dealings, to rigging competitions, money laundering, and raids. If missionaries of the Fang come across a town that does not seem to take kindly to Faunus, they may find themselves the victim of a bandit attack, and by proxy, a Grimm attack. The Mistral cell is led by Seraphina Rosales.

Vacuo Cell: Politics is the name of the game in Vacuo. The Fang has a seat on the Council with the ability to whisper into the ears of others. This gives them a bit of sway in the world, and a good source of information regarding the tempers of the other kingdoms, and a source of political black mail can be harvested. The Vacuo cell is led by Celadon Makinui.

Vale Cell: Vale is the most aggressive branch of the White Fang, and it makes sense. Vale may not be as bad as Atlas when it comes to discrimination, it also doesn't have the oppressive military presence of Atlas either. Faunus feel discriminated, and have the ability to lash out about it. Extortion, arson, robbery, assault, hijacking.... it all happens in Vale. On the... less weight side of things they are known for riling up peaceful protests, and trying to incite hostile reactions from law enforcement and authority to shine poor media coverage on them. The Vale cell is led by Adam Taurus.

The Academies: The White Fang has infiltrated the Hunter Academies of Remnant, but not to a large degree. Attempts to sneak members onto the staff in Atlas and Haven have proven impossible. White Fang Operatives infiltrate the student body to be more precise. They keep their eyes open for inventive students with technology to steal, spy on the staff, and most importantly.... recruit. Maybe they test the waters with their peers to see their opinions and speak to the ones they think will join, or come to the aid of a bullied Faunus and preach the peaceful nature of the Fang to bring them into the fold.

PMEmail
^
† Narrator
 Posted: Feb 15 2016, 04:32 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


The Four Maidens
The story of the four maidens has been around for centuries and the original became nothing but a legend. While the real story of the maidens is actually very much true. The following is the story of the maidens:

An old wizard, who lives alone in the mountains, is visited by four sisters, who each in their own unique ways is kind to him. The first (Winter) by encouraging him to meditate and reflect, the second (Spring) by bringing him fruit and flowers and revitalizing his garden, the third (Summer) by convincing him to step outside and embrace the world, and the fourth (Fall) by encouraging him to be thankful for what he has.

Moved by their kindness, the old man gives the four sisters great powers so that they may go throughout Remnant continuing to share their gifts. And the four sisters promised to return and visit him yearly.

Important Rules: Maidens may NOT be applied for as first characters (including Cinder Fall). Secondly, any player interested in the position of a Maiden MUST contact the staff prior to posting an application. Failure to do so will result in immediate denial of the application. Lastly, as denoted below, Maidens are limited to a certain kingdom depending on their power, as a means to 'keep the power separated' between each of the four kingdoms. As a result, the Maidens of each area must be born in (and most likely residing in) the kingdom which they are linked to (with the exception of Cinder Fall).

Fall Maiden: Amber ??? [Former, deceased]; Cinder Fall [Vale]

Winter Maiden: Eira Wyn [Former, deceased] ; Open [Atlas]

Summer Maiden: Lyra Fos [Former, deceased]; Anthea Kokinos [Vacuo]

Spring Maiden: ??? Fields [Former, deceased]; Cassiela Gwynn [Mistral]

The Silver Valkyries
Long ago, prior to the creation of the kingdoms in Remnant, society was protected by those capable of combat. In those times, technology was not as advanced when it came to dealing with Grimm; as a result, the only power that could be relied on was Semblance. It was during these times that special warriors -- identified only by their silver eyes -- became known across Remnant as the Silver Valkyries.

The Valkyries were a unique combatant; apart from their Semblance, a trait shared by all combatants in Remnant capable of using aura, the Valkyries were an organized group; they were considered 'destined warriors', as their abilities were beyond that of Aura and Semblance. The Grimm, in time, came to fear the Valkyries, and as a result, many elder Grimm went into hiding; in particular, it was during this time that the Grimm dragons took to hibernation, to avoid being wiped out by the Valkyries.

With their job complete, the Valkyries were no longer needed, and as such, returned to simple defense against Grimm. Over time, however, the Valkyries, with their intense power, became feared in Remnant, and were eventually hunted down. As a Valkyrie is only designed to combat Grimm, despite their combat abilities, many were hunted down and wiped out, as they were seen as a 'blasphemy', or 'too powerful'; as a result, a small handful of Valkyries that remained went into hiding, spurring the revolutionary events that resulted in the formation of the Four Kingdoms.

Silver Valkyrie Abilities: Valkyries possess a number of abilities that give them an edge against Grimm combatants. Valkyries will possess one main ability and one secondary ability. Tertiary abilities are currently not allowed at this time, but may be opened at a later date, and will only be obtainable through IC means.

Stasis: Also known as Freeze, Stasis allows the Valkyrie to halt the movements of Grimm. This often manifests as a flash of silvery-white light, capable of freezing even large Grimm. Stasis can cause small amounts of damage to Grimm, but will rarely kill Grimm on its own (powerful users may be able to take down Creeps or small Nevermores, but anything larger will not be outright destroyed by the ability). Stasis can be broken via attacking the frozen target, and the effectiveness will vary from user to user.

Bane: Allows the Valkyrie to infuse their attacks with energy. This effectively can increase their damage dealt to Grimm by any attacks, but especially with attacks that utilize the Valkyrie's Aura or Semblance. This ability can often be used passively, even for Valkyries that are unawakened, though it is often weak in comparison to an awakened Valkyrie.

Manipulate: Manipulate allows the Valkyrie to physically control the minds of Grimm, effectively allowing them to command a small army of Grimm through sheer force of will. By bending the Grimm's will to their own, they are able to control them, even using them to attack other Grimm in the area while still retaining some form of combat capability.

Detect: A simple passive ability, Detect allows the Valkyrie to physically sense the presence of Grimm, even allowing them to determine what type of Grimm is nearby and even the strength and age of the Grimm. This allows them to effectively coordinate strikes against the Grimm, and even sense Grimm at range.

Neutralize: Allows the Valkyrie to create a nullification field around them. This field varies in size from user to user, but it will neutralize all negative emotions in the area, effectively preventing Grimm from tracking the Valkyrie or whomever is within the neutralized area.

Infiltrate: Allows the Valkyrie to take on the physical manifested forms of Grimm by expanding their Aura. A similar ability to Neutralize, Infiltrate masks the Valkyrie's presence and can effectively cause Grimm to believe the Valkyrie is one of them, allowing them to, in a sense, 'infiltrate the enemy'. Experienced Valkyries are also capable of physically using these manifested forms to attack, though they are often most effective against Grimm combatants, and less against non-Grimm enemies. In order to effectively utilize the infiltrated forms, the Valkyrie must have a plethora of kills for that type in order to utilize it. As a result, the manifested forms will vary from user to user.

Immunity: As Grimm often possess paralyzing toxins or venoms, Immunity is an ability that effectively causes the Valkyrie to become literally immune to these effects. Electrical attacks that would shock and paralyze a target will be ineffective against the Valkyrie, and any attempts to paralyze or decimate their Aura will be rendered useless. This ability can also be done even after the Valkyrie has already been attacked; by activating the ability, they will effectively purge the maladies from their Aura, allowing them to continue unhindered in combat.

Important Rules: We currently have 10 OC Silver Valkyrie spots: 0 are reserved and 5 are taken. Silver Valkyries cannot be applied for as first characters, and players interested in them must talk to a staff member prior to creating the character to make sure everything lines up properly.

Current Known Valkyries & Their Abilities:

SUMMER ROSE [DECEASED]
PRIMARY: Unknown
SECONDARY: Unknown

RUBY ROSE [ACTIVE]

PRIMARY: Stasis
SECONDARY: Bane

YORU QUICKSILVER [ACTIVE]

PRIMARY: Infiltrate
SECONDARY: Stasis

ARYA QUICKSILVER [UNKNOWN]

PRIMARY: Manipulate
SECONDARY: Detect

ROSEMARIE QUICKSILVER [ACTIVE]

PRIMARY: Manipulate
SECONDARY: Detect

LEI BRODERICK [UNAWAKENED]

PRIMARY: Bane
SECONDARY: Stasis

ASAGI YUU [ACTIVE]

PRIMARY: Manipulate
SECONDARY: Detect

PMEmail
^
† Narrator
 Posted: Sep 4 2016, 10:27 PM
Quote
Narrator Admin
2147337247
BP
Weapon
Semblance
Male
Staff


Introduction
Remnant is a dangerous world filled with monsters hiding around almost any dark corner. There is organized crime, terrorism, Grimm, and the fickle hand of fate. People get hurt, and sometimes the only way for them to live comfortably is through cybernetic prosthetics. This can be something like replacing a lost limb, an eye, or an organ of some sort. The thing to take away from this is it isn’t a choice to be taken lightly. There is a long recovery time involved both physically and mentally, as well as a significant financial cost. With all the new benefits one could have, there are a host of new dangers as well.
Acquisition and Recovery
Getting a cybernetic prosthetic isn’t as simple as shoving a piece of technology into your body and sewing you up. Physically numerous surgeries take place before you even get your desired implant. The number of times you go under the knife is dependent on the type of augmentation you will be receiving. Replacing an organ requires the device to be implanted, installed, and configured as organs tend to be regulated by other bodily functions. Minor brain surgery may be required if the patient will receive some sort of mental control over the function. A sniper may want to be able to force their heart and breathing rate momentarily, or a fighter may want to be able to control their adrenal glands.

For anything requiring motor skills, at the bare minimum you can expect to have a chip placed in your brain, another attached to your brain stem, a data port, and the augmentation itself. Depending on what sort of cybernetic enhancements you are receiving the surrounding bone structure may need to be replaced or reinforced, and a portion of your spine may need to be wired up, if not all of it. Major surgeries are going on, and it will take multiple sessions to complete and heal from. For those who have had their aura unlocked, the healing process is shorter, but it is still not insignificant.

On top of the physical stress your body will undergo and have to heal from, there is a mental strain as well. This is more prevalent in those who have an external augmentation. Phantom limb is a very serious issue that many deal with. There can be depression, frustration, chronic pain, and phantom sensations. Some prosthetics can give you a sense of tactile feedback, but it isn’t the same as your real senses. The human body is amazingly aware of itself at all times, when you replace a part of it, suddenly you have to consciously re-learn something that your brain handled on autopilot before. Depending on the extent of augmentation, a sense of balance may also have to be re-learned as some things may be rather weighty.

The chip-set in your head, and in a limb are outfitted with a learning software. This software interprets the signals your brain is sending and translates it into motor control. You can’t just plug an arm onto your body and go, there is a learning and adaptation period involved. At first you will be clumsy as you relearn how to control that part of your body all over again, but practice will pay off. The more you use it, the more the software learns how to interpret the signals and things will eventually reach a balancing point. Studies have shown that younger people, such as teenagers have a faster adaptation time than the elderly as they are less set in their ways. It can be very frustrating, especially early on, but things will get better.

How long someone mentally adapts to a new limb is entirely dependent on the individual. There is no set time it takes for the mind and the software to sync up. It will happen when it happens. This time is increased substantially if a cybernetic part has some inhuman functionality. Want your cyber-arm to pop out a sword? Want your chromed up leg to have a hidden gun holster? What about being able to have a fully functioning HUD in your cyber-eyes? It all sounds awesome, but you are going to have to train your brain to be able to use those functions. It’s not as simple as thinking “extend sword”, you have to be able to control it as you would your hand, without conscious thought.

Cybernetic Limbs
Augmentations can take on several forms. Replaced limbs will probably be the most common type that you, the player, will give to a character. They can come in two varieties, hardwired, and modular. A hardwired limb is directly attached to your body permanently. It is a part of you that can’t be taken off or removed without a technician and/or doctor. For the most part these are the types of cybernetics the general populace will get. The industrial worker who mangled their hand and needs a new one would get one of these. They are civilian-level augmentations and generally function to a similar degree as the body part they replace. The benefit of it is they can be easier to mentally adapt to and learn to use.

Anyone receiving a specialized limb, such as something that transforms, has a weapon, or some other functionality, receives a modular implant. The person is fitted with a connecting mount where there limb would attach. This mount has a number of male and female connectors and the cybernetic attachment has the opposite. The limb docks securely, and there is a locking sequence that makes sure it won’t come off unintentionally. The whole structure will be torn from your body first before the locks are broken. Releasing the lock can be done a few ways. The easiest is through mental command, willing the locks to be undone. From a technical standpoint, someone could use a data port on the person, or limb and enter a command to undo them. At the ugliest, you break out a set of specialized tools. Members of the police, military, and huntsmen typically have these. Anyone who does also receives a standard everyday civilian class limb for day-to-day usage and being able to go places where carrying a weapon would not be allowed.

It is worth noting that the connecting ports for limbs are universal in nature. A mount from Tech’s Hardware can accept an arm made by Schnee Dust Co no matter how both companies feel about it. Using a proprietary connection is illegal as should the company fail, suddenly their patients are left with something that is no longer supported, and may incur extra medical costs in order to be able to accept new hardware. The exception to this rule are kingdom militaries. Mounts are allowed to have extra female ports so that they can still accept basic equipment, while their cybernetics are allowed to have extra male plugs so they won’t work with generic mounts. This is to help ensure that military-grade technology doesn’t fall into the wrong hands.

Maintenance
Any equipment or technology requires maintenance. Blades need to be kept sharp, guns need cleaning, and computers need dust blown out of them. It is a fact of life. Cybernetic augmentations are no different. A well cared for and maintained prosthetic will last a long time. Data ports have been mentioned before, and this is where they come into play. A small data jack is usually placed somewhere on the neck of a person. It is a small circular port resembling a 3.5mm audio jack. These are capped off with a non-conductive, water-tight, cap that resembles a small mole. This keeps the jack clean and nicely concealed. This port is used during maintenance, allowing a computer or scroll to be plugged in and run a diagnostic.

Maintenance for a civilian-level prosthetic should be done roughly once a month. A diagnostic is run to ensure the unit is functioning properly, and if any work needs to be done. Most basic things can be done in the home such as a moderate cleaning and lubrication of certain parts. A small re-calibration of motor controls can be done if something feels slightly off. For the most part if an error pops up, a standard clinic can perform the necessary fixes. Many military personnel and huntsmen are able to do this themselves as many have a solid understanding of engineering.

Anything that is combat-grade requires a weekly diagnostic and maintenance. These units handle quite a bit more stress than their counterparts and have another level of engineering involved in them. Anything beyond basic routine care is handled by a licensed technician. If any changes are made to the hardware, such as armor plating that is of a different weight, or a load-bearing rod with different structural tolerances is added, there has to be a re-calibration done.

Grades
There are two categories of augmentations, and four grades. For the most part everything will fall into either Civilian-level or Combat-level. The four grades are Civilian, Police, Military, and Huntsman.

Civilian grade, or Civ-Spec equipment is created with the intent to function as the body part it replaces. They are capable of day-to-day usage and enable an ease of living. You can expect to be able to run, jump, and play most sports, as well as write, play music, or paint. The bells and whists of Civ-Spec equipment comes in the form of aesthetics. Would you like a synthetic flesh coating to blend in? How about some shiny polymer for that scifi look? An etched brass finish could be quite appealing to the steampunk fan. Choose wisely as this will be a permanent choice.

Poli-Spec augmentations tend to straddle the fence. On the low-end of things you can expect things to function as high-end Civ-Spec gear. You can expect them to have quick reaction times, a bit more durability, or strength. Maybe even a small addition like a built in flashlight. Anything above that is considered combat-grade. The middle-ground can be expected to have hidden holsters for weapons and ammunition, built-in weapons such as small arms, pepper spray, and tazers. Basic equipment that they would routinely have access to. The same goes for SWAT, though there you will see things like SMGs built into an arm instead of a pistol as they have more specialized gear. This is also where you will begin to see dust being incorporated.

Anything that is military equipment is considered combat-grade. Mil-Spec, much like with the police, much of their equipment is standardized. This makes things easy to produce and easy to maintain, but don’t let that fool you. You can expect a drone specialist to be able to control a combat drone with just their mind, or a marksman to perfectly regulate their body’s movement while they line up a shot. As far as limbs are concerned, they typically have a modular core that can receive various additions and attachments as the mission requires it. An arm that turns into a shotgun, automatic rifle, grenade launcher, or long arm will all share the same base chasis, but will be kitted out differently.

Hunt-Spec is the term used for the type of equipment Huntsmen come up with.This is where engineering and creativity run free. Each huntsman has their own unique needs and wants to be fulfilled, and so each piece of augmentation made for them is custom made. The limiting factors here tend to be the imagination, and the wallet.

Manufacturers
There are a number of companies in Remnant that produce cybernetic parts. The listing below is by no means a complete listing, and the blurbs provided are general ideas of what one can expect from the product. It is also possible that there are private engineers out there who will take on commission work to make custom units, and many clinics that handle the installation and maintenance of augmentations may have an in-house engineer who can build something for you.

Tech’s Hardware

The largest company in Atlas for producing technology and hardware, this company's brand has become almost as well-dispersed as the Schnee's name when it comes to dust, except in the field of technology. Their advances have made their way to all four kingdoms, and much of their equipment is used in everyday life. They boast the largest catalogue of options available as far as appearance and pricing goes. Prices can go from economical to high-end, and having multiple designs available they aren’t locked into a single aesthetic.

Schnee Dust Company

SDC equipment appears sleek, elegant, futuristic, and boast ornamental crystals on them. Their basic color palette is white over a black understructure, with light blue highlights. Changes in the colorations can be made, but at a cost. You can expect the availability for additional features to their product. The SDC handles the production of dust-based equipment for the police and military. Prices can range from high-end to extravagant.

Zephyr High Performance

Originally an automotive company boasting several racing teams under their command, ZHF high performance limbs capable of performing well in all sports, including contact sports. They boast a stylish design incorporating bright colors, and allow for the client to do some customization in the design. Their price is middle to upper end, but you can expect a quality product.

Merlot Industries (Defunct)

They were the first company to begin producing cybernetics for the Kingdoms and populace alike. Many regulations were created because of this company as they were the pioneers of this technology. The company went down during the Mountain Glenn incident, and as such Merlot tech is no longer supported by the world’s current standards.

Cultural Impact
The world as a whole has yet to reach a consensus on how it generally feels about cybernetics. The benefit of saving lives, and allowing a comfort of living to many is seen as a good thing, however many question the need to weaponize many of these things. Some believe that designs should blend in and not call attention to the prosthetic, while others embrace the creative outlet. There are even those who view the whole thing as wrong. It’s too soon to say, but things are slowly growing and becoming more available to those who need it.

Many mainstream outlets are trying to put cybernetics in a positive light. There are at least two fashion models out there who have a variety of decorative casings for their augments so they can match any outfit. A number of athletes are sponsored by Zephyr. Most militaries provide their wounded soldiers with civ-spec prosthetics at no cost so that they can enjoy a normal quality of life after they are done serving. A few teams have even appeared on Mistral’s tournament circuit. Their numbers are few, but effort is being made to put the technology in a good light early on.

Black Market
Most of the above goes out the window here. There is a seedy underbelly that has emerged with this technology. There is a market for parts that are obtained with no questions asked as to where they came from. Illegal modifications and knock-offs can readily be found if you look in the right places. When you have this illegal tech, of course you have to have an under the table technician who can service the equipment. That brings to question their skill, and more importantly, their trustworthiness. It wouldn’t be surprising if there was a disgraced doctor out there willing to cut up a perfectly good body for a price to allow someone to get that robotic hand they’ve been dreaming of, or harvest the tech out of some unlucky soul who met with a bad fate.

Organized crime has even gotten involved in it. Some crime syndicates who have doctors on the take will offer to pay for enhancements, however they will also tamper with the coding involved in the software. A codeword, or even a certain pattern could trigger a hidden subroutine to turn off something critical to life support, or cause a robotic arm start choking the wearer, or overtax one of the chips in your brain to fry you from the inside.

This is why you stick with fully licensed and certified technicians. Someone with that kind of access to you and your cybernetics can cause untold horrors by injecting some code into you during some maintenance procedures.

PMEmail
^

Topic Options
Closed
New Topic
New Poll


 


 


Affiliates

Chatbox