TRP is a post-Great War AU RWBY RP set in Mistral City and Haven Academy with no canons, no rank claims, no maidens, and no god interference. We offer a progression system and site-wide events that change the setting based on player actions.
Name: Phoenix Rising Difficulty: Freshman+ Death Enabled: Yes Number of Characters Supported: 3-6 Reward: 2 EP, Double Experience Bonus
Scenario Overview:
Date: April 10, 26 AV
At some point, each of you have been inducted into the newly formed Asche Syndicate- an organization led by a mysterious figure by the name of Nyx, and overseen by her lieutenants, Gryphen Madder, Whitaker Pickett, and Knight. The Syndicate is growing quickly, garnering more and more support, as its executives continue recruiting and making plans for the future- a future that is unclear to many of its lower echelon of members, but which doesn't need to be made clear, to prove that the organization can provide what is asked of it by. Be that money, power, refuge, or something else entirely.
Nyx has built herself a small army, numbering only in the low dozens, many of whom are unskilled construction workers, recently laid off, and among them are a very select few individuals with much more useful skillsets.
But what is an army without its fortress?
After much deliberation, Nyx and Gryphen have scoped out a potential location for an Asche Syndicate headquarters, located far enough out in the Ground District's more rural areas that the authorities would be unlikely to cause much trouble. Big enough to serve as a base of operations, and plenty discreet.
The only problem?
The base is currently infested with Grimm.
Long ago, during the Great War, the factory was used to manufacture and store weapons, but after the war was over, the building was abandoned, and locked up. And somehow, before city walls were expanded to include the warehouse as part of the Ground District, Grimm managed to get into the building, and were sealed inside when the heavy metal doors were shut.
That is where you come in. Your job is to clear the building of Grimm, leaving no survivors- if any Grimm escapes from the building, and into the main city, it won't be long before the Council catches wind and traces them back to the warehouse. If that happens, Asche loses its potential base, and further, if any evidence of trespassing is found, those discovered will face severe punishment for unleashing the Grimm into Mistral.
Their numbers and strength are unknown. Tread carefully, and search thoroughly. The building itself is old, decrepit, and dangerous as well. There are three floors, and each floor is crawling with Grimm. Eliminate them all, and your new headquarters awaits.
But remember; this will be no easy feat.
Note; Each player is allotted one use of Dust for this Event. Hard Light and Earth Dust not allowed.