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.
Post by Russet Bruin on Nov 28, 2020 20:27:00 GMT -5
Starting things off by moving 14 XP from Linden H. Mouche to Russet Bruin, which will be used to bring her starting XP up to 1014, so that along with her 1 XP for being approved, she will have enough for her starter skills!
Post by Russet Bruin on Dec 1, 2020 5:42:40 GMT -5
doot doot four in one night eyyyy not bad, go me. Russet sure is good at Obstacle skill checks.
[div][attr=class,main-title-right unaffiliated]Combat And Inventory[/div]
[div][attr=class,title]Semblance[/div]
[b]Semblance Name:[/b] Slip'n'Stick
[b]Rank of Semblance:[/b] E
[b]Primary/Secondary Category:[/b] Obstacle (+2)
[b]Semblance Type:[/b] Physical Boost
[b]One Sentence Summary of Semblance:[/b] Russet Bruin has the Physical Boost semblance of Slip'n'Stick which allows the wielder to increase or decrease friction against her body, to move more freely, or grip objects better.
[b]Description of Semblance:[/b] Using Slip'n'Stick, Russet can alternate at will between loosening friction's effect on her body ("Slipping"), and strengthening it ("Sticking"). When Slipping, she is able to slide freely along most surfaces, including some attacks that are thrown at her, which glide right off. In this way, her Semblance is capable of acting as an Agility ability of equal rank. However, she is able to switch her Semblance to strengthen her friction, which allows her to instead Stick to surfaces at will, with friction holding her body in place, allowing her to cling to surfaces, which makes climbing easier, and even makes crawling on walls and coarsely textured ceilings possible for her. In this way, her Semblance is capable of acting as an Acrobatics ability of equal rank.
[b]Drawbacks of Semblance:[/b] Aside from the obvious Aura drain of using her Semblance over time, she isn't exactly immune to the laws of physics (aside from the one she tells to fuck off, that is). If she is Slipping, she is helpless to the whims of gravity, unless she switches to Sticking, and while Sticking, her mobility is limited until she begins Slipping again, or reverts to normal movement. And while she has gotten good at switching between those three states on the fly, she can still be caught offguard. Likewise, while she is able to use her ability on herself, she can't affect other people, aside from their interactions with her, which are themselves made less effective because of dealing with other peoples' Auras- put simply, she has to work a lot harder to affect her personal friction with unwilling people involved, since her Aura generally has less than a second or two to adapt and mold itself to the oncoming Auras of others- this means that while she can deflect some attacks, she is not always successful, and some still manage to get through, despite her best efforts. Her Semblance also works very poorly when interacting with liquids- a wet floor, she can handle, and extremely viscous liquids, like freshly poured cement, she can deal with. But if her feet or hands are fully submerged in any ordinary liquid, she can't actually use her Semblance to cling to, or glide across, any surfaces. She also cannot Stick to surfaces made of little pieces, like gravel, sand, or woodchips, as her Semblance clings to the individual bits, and is therefore useless without something to grip onto.
[b]Description of Weapons(s):[/b] Tinderbox is a compact imitation of an FN P90 submachinegun that Russet built herself, from assorted firearm pieces in her old gang's workshop. Between the model's natural built-in reflex sight and high-velocity ammunition, and her own custom enhancements, including a form-fitted grip and a quick-loader mechanism that can also implement Dust-enhanced ammunition, it is a work of art, as much as it is a highly efficient weapon. It's also painted pink, because style is very important. She also carries a bowie knife, holstered in her hip sheath, for if things ever get dicey up close, or if she runs out of bullets.
[div][attr=class,title]Non-Combat Abilities[/div]
[b]Name of Non-Combat Ability:[/b] Fixer-Upper (Gunsmithing) [b]Rank of Non-Combat Ability:[/b] E [b]Category:[/b] Social (+1) [b]Description of Non-Combat Ability:[/b] Definitely her most useful skill, back when she was running with Garrik's band. With all the firearms deals going on back then, she had ample time and opportunity to figure out how they worked, and took a great deal of pleasure in picking them apart and sticking them back together. She can currently build and repair most firearms up to her current rank in the skill, and even makes her own ammunition.
[b]Name of Non-Combat Ability:[/b] Jacked Up (Carjacking) [b]Rank of Non-Combat Ability:[/b] E [b]Category:[/b] Social (+1) [b]Description of Non-Combat Ability:[/b] One of the first real useful criminal skills Russet picked up with her old crew. She's like fucking MacGyver when it comes to breaking into cars and hotwiring them- she'll use whatever she's got lying around. Unfortunately, she never really did pick up a whole lot of finesse with these skills- she can get away with taking junkier cars and bikes in less populated/trafficked areas, but she makes a hell of a lot of noise doing it.
[b]Name of Non-Combat Ability:[/b] Getaway Ghost (Driving) [b]Rank of Non-Combat Ability:[/b] F [b]Category:[/b] Obstacle (+0) [b]Description of Non-Combat Ability:[/b] Which is where her driving skills come in handy. She's been driving since she was twelve, and she isn't bad at it- she can't quite drive trickier vehicles like semi trucks or helicopters yet, but she can get around quick and dirty in just about any car, pickup, or motorcycle. Especially the latter- her Harley is her pride and joy, and the only vehicle she's ever actually bought.
[b]Name of Non-Combat Ability:[/b] Listen Close (Safecracking) [b]Rank of Non-Combat Ability:[/b] F [b]Category:[/b] Obstacle (+0) [b]Description of Non-Combat Ability:[/b] Anyone can handle a locked door, but it takes a real master to crack a safe. A lot of it is just patience, and fancier lockpicking, but Russet's got it down to something of a science- she can get in and out of a secure safe in about twenty minutes, and in much less, for the kinds of safes she used to break into, which were usually rusty, beaten up, and cheaply made. And as an added bonus, she can usually size up a lock or safe pretty quickly, for any useful info on it.
[b]Name of Non-Combat Ability:[/b] Tag, You're It (Graffiti) [b]Rank of Non-Combat Ability:[/b] F [b]Category:[/b] Social (+0) [b]Description of Non-Combat Ability:[/b] It passed the time when she was bored as a kid, that's for sure- spray paint's cheap, and if you're lucky, and fast, you can snag a can from some other unlucky gutter punk to use for yourself for a while. Until someone else comes by to swipe yours. It's the circle of life. Russet's pretty handy with spray paint and some stencils- not the greatest, and definitely not as artistic as certain other street artists. She alternates between an elaborate "RUS" tag, and a much sillier, more fun, potato, always with a different goofy face. Childhood nicknames stick, you know?
[div][attr=class,title]Combat Abilities[/div]
[b]Name of Combat Ability:[/b] Fast Feet (Speed) [b]Rank of Combat Ability:[/b] E [b]Category:[/b] Obstacle (+1) [b]Description of Combat Ability:[/b] Good for running. Which is a skill she picked up a long time ago. You gotta be quick on your feet growing up in the Ground District, yeah? Russet's pretty damn quick, moving at about the speed of a journeyman runner (28 km/hr).
[b]Name of Combat Ability:[/b] Itchy Fingers (Marksmanship) [b]Rank of Combat Ability:[/b] F [b]Category:[/b] Combatants (+0) [b]Description of Combat Ability:[/b] Her trigger finger, that is. And probably the rest of her fingers, considering she's usually fidgeting with them. But not when she's shooting. Russet's pretty handy with her piece, and she's damn good as a Marksman. Easily accurate up to the length of a telephone pole (10-12 meters), and absolutely deadly; it might be the only time she's ever intensely focused on any one thing, aside from her safecracking and carjacking.
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] Sometimes it's smart to keep your head down and stay out of trouble. And sometimes, trouble finds you anyways, and you need to break away and lay low for a bit. Russet's pretty good at moving around unseen.
Last Edit: Jan 11, 2021 0:11:21 GMT -5 by Russet Bruin
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] Which is where her driving skills come in handy. She's been driving since she was twelve, and she isn't bad at it- she can't quite drive trickier vehicles like semi trucks or helicopters yet, but she can get around quick and dirty in just about any car, pickup, or motorcycle. Especially the latter- her Harley is her pride and joy, and the only vehicle she's ever actually bought.
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] Sometimes it's smart to keep your head down and stay out of trouble. And sometimes, trouble finds you anyways, and you need to break away and lay low for a bit. Russet's pretty good at moving around unseen.
[font color="7bddd5"][b]Name of Combat Ability:[/b][/font] Itchy Fingers (Marksmanship)
[font color="7bddd5"][b]Rank of Combat Ability:[/b][/font] E
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] Her trigger finger, that is. And probably the rest of her fingers, considering she's usually fidgeting with them. But not when she's shooting. Russet's pretty handy with her piece, and she's damn good as a Marksman. Easily accurate up to the length of a telephone pole (10-12 meters), and absolutely deadly; it might be the only time she's ever intensely focused on any one thing, aside from her safecracking and carjacking.
[font color="7bddd5"][b]Name of Noncombat Ability:[/b][/font] Road Demon (Driving)
[font color="7bddd5"][b]Rank of Noncombat Ability:[/b][/font] D
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] Which is where her driving skills come in handy. She's been driving since she was twelve, and she isn't bad at it- she can't quite drive trickier vehicles like semi trucks or helicopters yet, but she can get around quick and dirty in just about any car, pickup, or motorcycle. Especially the latter- her Harley is her pride and joy, and the only vehicle she's ever actually bought.
Last Edit: Apr 11, 2021 17:37:50 GMT -5 by Russet Bruin
cashing in 100 RP for 500 XP, per one-time bonus for characters below 1750 XP (Russet has 1265 total combat/non-combat XP spent)
144 + 500 = 644 XP (15 RP remaining)
two E Combat skills, 1 D Noncom
200 + 200 + 212 = 612 644 - 612 = 32 XP remaining
It includes XP unspent. Not sure why people keep trying to claim only spent when it says total XP. You can't just ignore part of your total. No difference in this case. Approved.
Post by Russet Bruin on Apr 19, 2021 17:11:40 GMT -5
plot-relevant upgrade time, eyyyy
E-> D noncom for 212
232 - 212 = 20 XP remaining
[b]Name of Non-Combat Ability:[/b] Fixer-Upper (Gunsmithing) [b]Rank of Non-Combat Ability:[/b] D [b]Category:[/b] Social (+2) [b]Description of Non-Combat Ability:[/b] Working with the Kerch Kozaks (now Revolutionary League) has definitely allowed Russet's natural talent for tinkering to flourish- the guns she builds look a lot nicer, work a lot better, and she's proven herself very resourceful with the limited armaments of the militia group. It's not easy kitting everybody out with the best gear her workshop can handle, but she manages. She can currently build and repair most firearms up to her current rank in the skill, and even makes her own ammunition- mostly gunpowder-based, but she's working on implementing dust ammunition into her toolbox.