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 Carmim Clover on May 30, 2019 7:00:20 GMT -5
"Louder than sirens, louder than bells."
Faction Haven Academy
Face Claim Horikawa Raiko, Touhou
OOC Name Jay
Date of Birth: May 5th, 8 AV
Romantic Orientation: Bisexual
Aura Color: Red (Crimson)
Height: 147 cm / 4'10"
Weight: 48 kg / 106 lb
Color Naming Rule: Carmim is Portuguese for Crimson; Clover is a shade of Green.
Combat & Inventory
Crimson Griot (Signature Skill)
Rank of Semblance: A
Semblance Type: Manipulator (Air/Solidification)
Primary Category: Combatants (+9)
Secondary Category: Hazard (+6)
One Sentence Summary of Semblance: Carmim has the Manipulator semblance of Crimson Griot which allows the wielder to create powerful blasts of solidified air, using a drum as a focus.
Description of Semblance: Using a drum to channel her Semblance through (generally the ceremonial djembe she wears), Carmim is capable of converting her drum beats into solidified air blasts, powerful enough to rend thick carbon steel. These blasts are fired in a narrow conical shape, at most, 2-3 meters in diameter, with a range of 75-80m (a sequoia tree in length.) She is also capable of rapidly firing numerous smaller blasts as an AoE-style attack, at the expense of using significantly more Aura.
Drawbacks of Semblance: Her Semblance is directly tied into having a drum to channel it through; without a drum, she effectively has no Semblance at all. As a Manipulator-type Semblance user, her Semblance burns through her Aura with use, and in addition, her Semblance burns through Aura significantly faster than most, as a result of her difficulties with controlling the strength of her blasts.
Description of Weapons(s): Storyteller is a very old, travel-weathered, djembe passed down to Carmim from her father. The drum is made of firm teak wood, with a goatskin head, and ornate carvings on the lower half of the drum's body. Carmim carries it around on a rope sling, so it rests at her side, for easy access, especially while standing (as she often is in battle, of course.) It stands at about 26 inches, with a diameter, at the widest point, of about 16 inches. It is roughly 30 lb.
While Storyteller's main purpose is for channeling her semblance, the drum is pretty sturdy and can be swung as a club in an emergency.
Carmim has also carried a smaller djembe ("Medicine Drum") in the past, which is about half the size of Storyteller, at 13 inches height, 8 inches wide, and about 8 lb. Because of the significantly smaller size, her Semblance, while using this drum, is limited to E rank.
Name of Non-Combat Ability: Drum-Maker's Daughter (Woodworking)
Rank of Non-Combat Ability: D
Category: Social (+2)
Description of Non-Combat Ability: Because of a childhood spent helping her father build drums and other wooden instruments, and recent practice at doing the same, Carmim has a solid grasp on working with wood, using simple tools like axes, hatchets, and hand saws to fell and chop trees, and to make relatively simple wooden objects, as well as wooden instruments, and standard carpentry.
Name of Non-Combat Ability: Griot's Apprentice (History)
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: As her father's apprentice, Carmim has a vast wealth of knowledge of her very small home region of Vacuo, in the form of songs and stories; she knows very little about the world at large, aside from what she has learned at Haven, but she has an encyclopedic knowledge of her village's history, culture, and her people, as well as some familiarity with nearby settlements that her village may have traded with.
Name of Non-Combat Ability: Green Thumb (Gardening)
Rank of Non-Combat Ability: F
Category: Social (+0)
Description of Non-Combat Ability: Thanks to her dedication to the Gardenin Club since her Midterm, Carmim has developed a knack for tending to, and recognizing, various plants, and knowing how to properly care for, and harvest, them. Especially tomatoes.
Description of Combat Ability: Graduation hasn't been merciful to Carmim. A year of wandering the lonely roads between the scores of pitiful outlying villages has made her tougher, more resilient. And battling fierce Grimm and bandits alike has honed her Aura into a powerful armor, similar to a thin layer of steel.
Name of Combat Ability: Energizer (Stamina)
Rank of Combat Ability: E
Category: Hazard (+1)
Description of Combat Ability: Lugging around a 30 lb drum builds a lot of muscle. Carmim has a lot of stamina, and doesn't tire out easily, even while performing strenuous tasks over longer periods of time- could run a 10km race without stopping.
Name of Combat Ability: Good Listener (Perception: Hearing)
Rank of Combat Ability: F
Category: Hazard (+0)
Description of Combat Ability: Carmim grew up as a musician, and she also grew up in a rural village where Grimm attacks were always a looming threat, so she had to develop a sharp sense for danger. Her sense of hearing is enhanced quite a bit, so she can almost always tell exactly what direction a sound came from, and can hear quieter sounds from up to 5-7 meters away (the length of a small room.)
Name of Combat Ability: Small But Mighty (Strength)
Rank of Combat Ability: D
Category: Combatants (+2)
Description of Combat Ability: Between a natural affinity for physical power, and a not-insignificant amount of time working out in the gym, Carmim has been making some pretty impressive gains. Her punches can now rip through thin metals, like bronze, and she can lift as much as 210kg over her head, which is damn impressive for someone who weighs less than a fourth of that.
Name of Non-Combat Ability: Pocket Sand (Debuff: Martial Arts)
Rank of Non-Combat Ability: E
Category: Social (+1)
Description of Combat Ability: Seeing as it has been a very successful strategy in Carmim's toolbox in the past, and beyond that, is practically an instinct born from learning to fight in Vacuo, Carmim has gotten surprisingly skillful at flinging sand, dirt, or similar powdery substances, at an opponent's eyes. Mechanically, if their rank of Martial Arts is equal to, or lesser than, the rank of her Pocket Sand ability, their Martial Arts is reduced by one rank.
Name of Combat Ability: Recoil (Leap)
Rank of Combat Ability: E
Category: Mobility (+1)
Description of Combat Ability: Now that Carmim's semblance is sufficiently powerful, she has practiced a technique that will allow her to gain distance from her opponents in combat, any time she wishes to use it, after activating her Semblance. By using the force from her blast, and her own petite size and weight to her advantage, she can launch herself directly backwards at the speed of a peak human runner (44 km/h, or 12.22 m/s)
Primary Drive: Carmim, on a base level, is driven by her deeply held belief in helping those in need. That is a major factor, alongside a strong sense of familial duty, in her coming to Haven Academy upon arriving in Mistral from Vacuo; in order to be in a position to help her home village, she must train to grow stronger, so that she can be a Huntress capable of protecting the outlying settlements spread out throughout her home kingdom. On a shorter scale, she believes in helping the people around her; helping her fellow students, helping the local community, and helping those she comes across on missions. She may not always be good at offering assistance, and sometimes her attempts to help others end very poorly. She isn't perfect, but she tries her best to do what she can.
Fears: Carmim's biggest fear is very much abandonment and being alone. Ever since leaving most of her family behind in Vacuo, she has clung to the handful of friends she found in Mistral. Over time, largely due to Rochdale, she has since lost many, if not most, of those friends ("friends" is a loose term here); Qiu'li, Eva, Van Sange, Colton, Argent, Solomon, many of her other classmates who witnessed her outburst with Shadecloak, and Holly, although the two still interact regularly enough. That sent her into a deep depression, alongside many other factors, for a long time. She still has Aegle, though, and her teammates, in BCSN, as well as new friends, like Lynn and several of her classmates. Those people hold her steady, and keep her from feeling so alone, but without them, she would very likely crumble and break down completely. She is dependent on human contact, and doesn't function well alone for extended periods of time.
In addition, another major fear of hers is becoming the monster she is training to fight- she sees Semblances as expressions of the soul, and thinks often about the fact that her own Semblance is a purely destructive one, which she has much less control over than most. After interacting with Solomon, and seeing him use his Semblance, which is similar to her own, so recklessly and violently, then seeing where he ended up because of that deeply held hatred and violence, she worries more and more about how her own anger and emotional outbursts can be deadly and incredibly destructive. Her post-Rochdale episode was the culmination of that fear, and the closest she's come to reaching that abyss. For that reason, ever since then, she's taken on a "World of Cardboard" mindset when it comes to her Semblance, taking great care to focus on training to control it better, along with managing her emotions in healthier ways, so that she might never have to deal with the unimaginable guilt and regret of an easily preventable fatal accident, as a result of her own shortcomings.
She is also afraid of treadmills.
Style of Self-Expression: Carmim is outwardly a very sweet and excitable individual- outgoing, loves people, loves making friends, and has a very bright and big personality. At times, she can be pretty stubborn and gets frustrated and annoyed when she has trouble communicating clearly with others, or when they don't seem to agree with her on things she feels are important, but generally, she's a very happy person who actively seeks to make other people happy as well. Optimistic, to the point of naivete, she will find the best in any situation. Very actions-first. Internally, she is a lot more vulnerable and insecure, especially with regard to her deepest fears. She is generally always very worried about how other people will perceive her, and she still carries a lot of emotional baggage related to Rochdale. She very rarely expresses these feelings outwardly, unprompted, and is often uncomfortable talking about them for extended periods of time. But overall, those insecurities and worries boil down to the same big heart that lets her love and care about so many people; she wouldn't be the same person without them weighing so heavily on her mind, just as she wouldn't be the same if she didn't bring as much life and energy as possible to whatever situation she is in.
Most Important Thing: Carmim's foremost important thing is definitely her family, which is a label that she extends to Aegle, and a few select friends as well. She would do anything for any of them, without hesitation, including breaking her personal moral code of violence only as a last resort, and doing good for others, if either of those codes are in the way of protecting her closest loved ones. Any attack on them is an attack on her, and she will pay it back in full. She may fight to show restraint when those attacks are just verbal insults, but the second things get physical, it wouldn't be a stretch to assume that she would even use her full-strength Semblance to retaliate, if she deemed it necessary.
Carmim was born in 8AV to a drum-maker and a cook in the small village of Buulani, in Vacuo's western outskirts. From the time she was born, she was brought up equally by her parents, and by the hard rural desert and its many Grimm and bandit attacks. Buulani, being a rural semi-nomadic settlement, was a hard place to grow up at times, and she and her four older brothers were all put to work early on, between their grandmother's farms, and their father's workshop. As the village Griot, it was his responsibility to preserve and uphold the culture of their small tribe, starting with the music of their people. Carmim fell in love with his drums and the music she could make with them, very early on.
Seeing this, her father would make small drums just for her, which she would play with delight, and it became very apparent from a young age that she would very likely be his successor as Griot, just as his father had done before him, and his mother before him, and so on. So she spent a long time studying the history and songs and stories of her people, with her father, and her grandmother, and with her Uncle Jabari, a renowned Huntsman in Vacuo, who would tell her stories of all of the places he'd been, and the things he'd done.
Which was a good way to fill her head with the desire to become a hero like him.
Which, when she was fifteen, she unfortunately found her opportunity to do.
In 23 AV, Buulani was attacked by a tribe of raiding bandits. The village guardsmen fought hard and well to fend them off, as they had done many times in the past, but the assault was massive, and they were nearly overwhelmed before Carmim's uncle had returned. He made it back in time to help turn the tides, using his powerful sand manipulation Semblance, and the remaining bandits panicked and ran off.
In the midst of the chaos, Carmim found herself separated from her family, with only one of the small drums her father had given her, and no weapons to defend herself with. She was on the way back towards the village center when the Grimm attacked; a huge swarm of them, led by a Giant Nevermore. They devastated the village, killing many people and destroying most of their homes.
Carmim was soon after trapped in a dead end by a pack of Beowolves, which would have made short work of her, if not for her uncle. As they charged at her, she began hitting her drum as much as she could, to draw someone's attention to help her, only to find that she had managed to blast one of the smaller Beowolves backwards a little bit. Not much, but enough to save her life- it was only a few inches from her when Jabari Clover arrived to cut it down. He stood his ground there, protecting her, as the swarm of Grimm charged after him, and he might have lived, were it not for the massive flying Grimm overhead- he knocked it down with a tremendously powerful blast of his Semblance, crushing the Giant Nevermore in a huge amount of sand, but not before one of its razor-sharp feathers was launched at him- exhausted of his Aura from the fighting, it hit him squarely in the chest, and he died just after the Nevermore did.
The village guard, though beaten down and worn thin, finished off the last few stragglers, with the help of a Huntsman trainee team from Shade that had been returning from a mission elsewhere, and the survivors gathered their essentials and left everything else behind in ruins, moving on foot to find a new site to rebuild, for the first time in over a very lucky decade.
Worried that things would not be safe for their children, Carmim's parents sent her and her youngest brother on an Airship to Mistral, after saving up every scrap of money they could pull together. Upset that she couldn't stay and help her family rebuild their home, her father left her a gift, in an attempt to ease her pain and raise her spirits. She was given Storyteller, a very old drum, passed down to him by his grandfather, whose grandmother first built it, many years ago. She took it with her to Mistral, where she was brought to live with her Uncle Fadaka, one of the foremen for a construction crew in the Ground District.
And then, unbeknownst to her at the time, a family friend who she had never met invited her to apply at Haven Academy, where he taught. She was recruited, and accepted into the Academy after a very basic display of her Semblance and her very underdeveloped ability to use her Aura. They were desperate, and she was willing, so she got in. Pushed forward by the ever-present memory of her village's almost-destruction, she strengthened her resolve to hunt the Grimm of Remnant, and protect its people from danger.
Soon after her arrival at Haven, she began her training, and also met Aegle Verdant and Evangeline Lys de Verre, who would become her two closest friends at the Academy, over time. She met many people then, and made a lot of friends in those early days. It was still an adjustment, getting used to the sprawling city of Mistral, and to the academy itself, having come from such a small village in the desert of Vacuo. But she did well enough for herself. Soon, she was taking part in her first mission as a Huntress in training- defending the Argus Limited.
She experienced a very brief fifteen seconds of fame there, after narrowly surviving the fight that ensued onboard the train, when the videos were made public, and a clip of her blowing the roof of a train car open with her drum went viral. Not nearly as big as Ruqa's videos, or #WARFACE, but she was recognized by people for a little while after that, and with that fame, came a certain measure of insecurity.
Midterms came soon after, and her insecurities only grew as the class ranking placed her in the number one spot; a decision that she could not understand or comprehend, which caused her to spend the entire day panicking through emotional breakdown after emotional breakdown. There were quite a few harrowing encounters with the Grimm in the forest, from the Beowolves attacking her and Eva, to the Alpha Beowolf she, Heidi, and Nasrin took down, to the tree which attacked her and nearly got Ryan too, all the way up until her fight alone against a trio of Nevermore chicks. In the end, she passed her midterms and most importantly, began to understand her own strengths a little bit better.
From there, she went with a few of her classmates on a camping trip that would prove to be an incredible bonding experience for her and each of them; she grew much closer to Qiu'li, Solomon, and Alex, and it was there that months spent trying to figure out her feelings for Aegle culminated in a very intense and turbulent start to a proper dating relationship, which they would figure out over the following months.
Soon after that, she was sent out on another major mission, this time to the village of Rochdale, to help evacuate the town before an approaching horde of Grimm could reach them. Things went south very quickly, as she and Qiu'li attempted to apprehend some supply thieves in the night, resulting in Qiu'li killing one of them, and capturing another, while she stood by in shock. In a panic, she decided to try and get answers out of the captured man, but when he lashed out at her and tried to run, Qiu'li broke his legs and hung him from the ceiling, which attracted the Grimm much faster than anticipated.
The two were both immediately ostracized by the rest of the group, and she had no time to argue in her defense, as the Grimm attacked suddenly and with little warning. They all fought hard, but there was no stopping them all, and in the end, they were only delaying the inevitable until help could arrive to bring them home. She fought a number of Sabyrs, before her Aura broke, and she was very nearly mauled to death, fading into unconsciousness as Kishka and Argent carried her to the airship for evac. The mission was a complete and utter disaster.
Upon her return to Mistral, she was devastated by the news of the Attack on Haven, and Van Sange and Braun's deaths, and still reeling from Rochdale, emotionally and physically. Once she recovered enough to return to the Academy properly, she saw Eva, and the two of them fell out over Qiu'li, and then in an assembly about the recent events, she blasted a hole through the wall beside Professor Shadecloak, leading to her drum being taken outside of training and classes, and mandatory anger management therapy, which saw good results. With time, she managed to recover from what was arguably her lowest point in life, allowing her to bounce back some as she was recruited to Team BCSN in time for the Vytal Festival, where she competed in the 4v4 round, to great success.
Since then, she has done little else of note, dealing with smaller missions as several of her classmates were sent to Kerch. Her summer was spent training and honing her skills, and now, at long last, she finally feels like she has moved past the emotional trauma of Rochdale.
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