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 Dec 29, 2020 15:46:32 GMT -5
per updated RP store "Characters made before November 2020 with less than 5000 total XP can do a one time exchange of 100RP to 200XP (200% conversion rate). Characters below 3000 total XP can exchange 100RP for 250XP (250% conversion rate)."
Spending 100 RP on 200 XP!
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
[font color="7bddd5"][b]One Sentence Summary of Semblance:[/b][/font] 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.
[font color="7bddd5"][b]Description of Semblance:[/b][/font] 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.
[font color="7bddd5"][b]Drawbacks of Semblance:[/b][/font] 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.
Last Edit: Jan 9, 2021 17:39:46 GMT -5 by Carmim Clover
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] 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.
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
Post by Carmim Clover on Mar 8, 2021 21:34:33 GMT -5
YOLO, it's non-com time, just in time for the wall-building event.
Cashing in 100 RP for 150 XP, per bulk conversion rate.
132 - 100 = 32 Remaining RP
5 + 150 = 155 new XP total, - 100 = 55 remaining. (E -> D Noncom)
[font color="7bddd5"][b]Name of Non-Combat Ability:[/b][/font] Drum-Maker's Daughter (Woodworking)
[font color="7bddd5"][b]Rank of Non-Combat Ability:[/b][/font] D
[font color="7bddd5"][b]Category:[/b][/font] Social (+2)
[font color="7bddd5"][b]Description of Non-Combat Ability:[/b][/font] 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.
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
Post by Carmim Clover on Apr 11, 2021 17:19:12 GMT -5
cashing in 200 RP for 300, bulk conversion rates,
NOW E-> D noncom :clowning: and also E Pocket Sand
119 + 300 = 419 XP
419 - 212 = 219 219 - 200 = 19
[font color="7bddd5"][b]Name of Non-Combat Ability:[/b][/font] Drum-Maker's Daughter (Woodworking)
[font color="7bddd5"][b]Rank of Non-Combat Ability:[/b][/font] D
[font color="7bddd5"][b]Category:[/b][/font] Social (+2)
[font color="7bddd5"][b]Description of Non-Combat Ability:[/b][/font] 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.
[font color="7bddd5"][b]Name of Non-Combat Ability:[/b][/font] Pocket Sand (Debuff: Martial Arts)
[font color="7bddd5"][b]Rank of Non-Combat Ability:[/b][/font] E
[font color="7bddd5"][b]Category:[/b][/font] Social (+1)
[font color="7bddd5"][b]Description of Combat Ability:[/b][/font] 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.
Last Edit: Apr 11, 2021 17:20:04 GMT -5 by Carmim Clover
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
Post by Carmim Clover on Apr 18, 2021 18:55:45 GMT -5
Claiming Transition Bonus/Modified First Character Bonus 17 current XP 7075 spent Combat XP 426 spent NonCom XP
17 + 7075 + 426 = 7518 XP total
Which makes her Transition Bonus nothing. :Clowning:
Also claiming her as my First Character Bonus, though, so she does get the 250 XP for that.
17 + 250 = 267 current XP
(7968 new total)
Also, small correction for her tier, and big correction for her RP total- should be Senior tier now, and also I think you forgot to update RP after last upgrade. Likely my fault, because I'm a dumb and forgot to label the math for that.
226 - 200 = 26 RP remaining.
Last Edit: Apr 18, 2021 19:04:36 GMT -5 by Carmim Clover
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F
[font color="7bddd5"v ][b]Description of Combat Ability:[/b][/font] 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.
SEM*: A, DURA: C STR: D Recoil: E, STAM: E, SAND: E WEAP: F, EARS: F