Revolution (RWBY Planeswalker Blake)
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Alternative title: How to overthrow corrupt capitalist corporations for the good of society and simple sanity

Decades after the Faunus Rights Revolution, saying that you're a Faunus on Remnant is still an admission to being a second-class citizen. Blake Belladonna would like to change that even if the White Fang's recent pivot toward violence may yet make it far more difficult than it needs to be. Those in power are not in her favor, the general public doesn't yet care enough to exert effort toward supporting Faunus rights, and overall, it sometimes seems like the whole world is working against her.

Good thing she now has other worlds to draw from.
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Character Sheet
Author's Note: I would like to remind the audience that Blake is, like everyone else alive, an unreliable narrator.



Current age: 16



The White Fang was once a peaceful activist organization working for equal Faunus Rights, and was considered by many to be the chosen representative for Faunus Rights Revolutionaries after the war. Blake's parents, the former leaders of Menagerie before Blake's birth and the White Fang's founders, threw their still-significant political power behind the group. The distinction between former and current ruler took Blake years to understand; as former rulers and current advisors, it seemed like their wishes continued to become Menagerie law despite their relative lack of official power. How was that different from personally ruling?

(Shouting from the throne room was answer enough. They only held power so long as the chieftain still listened to them.)

Regardless, Blake was demanding to lift a sign and participate in White Fang protests by the time she was five years of age. Briefly. SDC-allied media played up the "child exploitation" angle and indirectly convinced her parents to bar her from attending further protests. She still helped by hand-delivering messages, distributing flyers, gleefully exploiting her best pitiful expressions, and whatever else she could convince others to let her help with. It wasn't until she was ten that her parents finally caved and let her start attending full-fledged protests again.

(She suspects it might never have happened if she'd told them about all the times humans tried to hurt her during her other activities. Their asinine resistance just encouraged her, though.)

She was twelve when the old leader of the White Fang stepped down and was replaced by someone who was reportedly far more aggressive. Confirming their stance took time; the White Fang reorganized into a cell structure soon after the new leader rose to power, and the White Fang's leadership stopped being a tenth as transparent as it once was. Her parents didn't even wait to see what the 'Fang would do in the future and publicly withdrew their support for the White Fang during its reorganization.

This… did not go over well. As far as Blake was concerned, it seemed like Blake's parents were retreating based on what people could do rather than what they'd done, and wasn't that the same argument used by horrible humans to insist that Faunus should be treated as thieves? Of course the White Fang's leaders should be kept secret; SDC-bribed cops kept arresting them! Were her parents really going to lounge around on Menagerie while other Faunus fought exploitation, biased laws, unfair and unbalanced courts, and worse? Because Blake had absolutely no intention of following them into complacency!

It took years of increasingly violent acts for Blake to even consider the idea that her parents might've been right to harbor misgivings. Members of the White Fang had made it quite clear that Blake chose their organization over her own parents, and that wasn't a choice Blake felt her parents would forgive. Not after all the horrible things she'd said to them during her departure, or her choice to run away rather than leave the White Fang. She'd be lucky if they'd be willing to even look at her.

Aura:
The staple of all Huntsmen and Huntresses, Aura is known as "The light of the soul." Aura can be compared to a video game HP or shield bar: as long as it persists, all incoming damage to the user will be dramatically reduced. Once an individual runs out of Aura, however, their fragile body will begin to take damage normally. Aura levels can be monitored by medical equipment or personal smart devices such as Scrolls, although trained users will generally know their approximate level even without that aid.​
Aura can also be used to enhance personal physical capabilities or attacks from held equipment, protect items in contact with the user, and interact with Dust or Semblances in a large variety of ways. Despite her hatred of the SDC's masters, Blake does have to admit the Schnee Semblance is a good example of the possible variety: Dust and Aura can allow an experienced Schnee to do everything from launch fireballs, to summon obedient copies of fallen foes, to manipulate time.
Blake is not at that level. The White Fang's access to Dust has been in too sporadic for her to do any significant training with Dust/Aura/Semblance mixtures.​


Semblance:
Remnant's Aura-users are capable of unlocking a single Semblance, or a unique ability that supposedly reflects who they are. Blake's Semblance is Shadow. Shadow allows her to create a short-lived clone of herself that overlays her current position at the time of activation. Blake is then propelled in a direction of her choice while the clone retains the position Blake was in at the time of activation. Clones seldom last for even half a second — approximately a fifth of a second is more common — before they blur into nothingness. Clones have no autonomy of their own; they may be moved by gravity, attacks, or other physical phenomenon, but they will not move of their own accord. Some White Fang members nicknamed her Semblance "Afterimage" due to this lack of autonomy and the short lifespan of clones.​
Blake generally uses Shadow to avoid attacks, rapidly reposition, change direction even mid-air, "multi-jump," and disorient foes. Despite their unlock requirements, Semblance usage generally pulls from physical and mental stamina instead of Aura. An individual's usage of their Semblance may change or even grant additional abilities with practice, frequent usage, and/or increases in proficiency. Blake fully expects that the lifespan of her clones will increase over time; she's hoping that she might also be able to make them move small amounts in order to effectively echo her attacks and further disorient foes.​


White Fang Combat Training:
Blake is comparable to an entry-level student at an upper-level academy for future Huntsmen and Huntresses. As such, she is capable of maneuvering and attacking in three dimensions and at velocities better comparable to highway vehicles than to anyone without unlocked Aura. She is adept at maintaining a continuous stream of high-speed attacks from various angles, but consistently has trouble doing any appreciable damage against highly armored opponents. That was Adam's job.​
Unlike most students entering upper-level academies, Blake has significant experience in life-or-death battles without an instructor present to help ensure her safety after an Aura break. She is also very, very good at disengaging in Remnant's urban environments.​
High-grade, highly-armored autonomous units have proven to be one of Blake's major weaknesses. Lesser units often treat her clones as yet more combatants in the moment before those clones vanish, and people are often disoriented by her Semblance without experience fighting her. High-grade units can instead correctly flag her clones as decoys and seamlessly continue their attacks.​
Blake is experienced with firearm and explosive safety, knows how to utilize both, and feels she's gotten fairly good at gauging minimum safe distance from an explosive act of sabotage—or from SDC Dust containers used as improvised explosives.​


Mechashift Weapon Proficiency:
Blake's weapon of choice is Gambol Shroud, a Variant Ballistic Chain Scythe. As with many attempts to quantify and categorize the weapons of Huntsmen and Huntresses, this name is not particularly helpful for describing its capabilities.​
Gambol Shroud's sheath can act as a large, square blade not dissimilar to a cleaver. Gambol Shroud's pistol-katana component can be separated from this sheath to allow for assymetrical dual wielding, and the katana's orientation can be changed on-the-fly so that the katana's blade is either:​
Parallel to the hilt and perpendicular to the pistol barrel (katana form),​
Or perpendicular to the hilt and parallel to the pistol barrel (sickle form).​

A long (reinforced) ribbon attached to the katana's hilt lets her utilize Gambol Shroud as a kusarigama — or phrased more simply, as a sickle attached to a ribbon of varying length. This is the source of the "Ballistic Chain Scythe" portion of Gambol Shroud's name despite the inaccuracy therein.​
Like many Huntsmen and Huntresses, Blake frequently takes advantage of recoil from the gun portion of her weapon. Hitting an enemy with pistol rounds is generally a consolation prize; a more frequent goal is simply to add more force to her attacks or to extract her katana's blade from an enemy.​


Non-traditional education:
Despite not attending a formal school within the last several years, Blake has kept up with her peers academically (mostly via book-studying and sporadic tutoring), personally designed and assembled Gambol Shroud, and knows how to maintain her equipment and clothing using pre-fabricated components with consistent construction. Blake has experience hunting her own food, purifying water, and generally surviving in Remnant's wilderness — temporarily. She does not know what to do with any of the non-edible parts of an animal, such as their fur, and she's pretty sure that knowledge of furs would be essential for long-term wilderness survival.​
Blake knows what infrastructure is essential in a modern urban environment and what recurring trends can be exploited to evade pursuit. She can generally navigate the social aspects of criminal enterprises without issue, and knows how to disguise herself in Atlas as a lower-class Faunus or middle-class human. These disguises may not hold up to experienced scrutiny; Blake is honestly amazed that hiding her ears beneath a head-bow has proved so effective thus far.​
Thriller, drama, and mystery novels aren't exactly the traditional mechanisms for learning about trends in public opinion, but they seem to be working out pretty well for her thus far. Unfortunately, these aren't exactly viewed as respectable qualifications no matter how many times she accurately predicts the civilian response to a White Fang mission.​
Dust Novice:
Dust is the primary (and almost exclusive) fuel source for the entirety of Remnant. It is used for effectively everything requiring energy input to function—vehicles, firearms, explosives, household heating, power plants, Grimm hunting, everything. Due to its volatility, extracting Dust from naturally occurring deposits is dangerous and has a high rate of injury. One poorly-placed spark can set off a chain reaction that destroys an entire mine.​
Dust naturally manifests in a variety of elemental categories, including (but not limited to) Combustion, Lightning, Ice, Fire, Water, Plant, Rock, and Gravity Dust. Synthetic Dust subtypes can also be made by combining other types of Dust in various proportions, but the volatile nature of Dust makes this an expensive and destructive practice.​
The White Fang did not have large enough stores of Dust for you to regularly practice with it; you have enough Dust to operate Gambol Shroud as a firearm, but not enough to utilize any sort of elemental attack. It's probably just as well. Elemental Dust tends to be significantly rougher on weaponry, and high-grade weapon components aren't cheap.​
Dust comes in crystal and powder form.​

Planeswalk [Rank 1]: You aren't sure if it's a supercharged use of your Semblance or something completely different, but you can step outside the world and travel to a new one. You're leaning heavily toward it being another application of your Semblance; what else could it be? Still, doing so is exhausting, attempting multiple planeswalks in close succession could be lethal, and there's apparently nothing stopping you from entering a plane in mid-air. You hope it won't be as problematic with practice.

Unfortunately, you're no longer certain that you'll be able to Planeswalk at will. You don't have any evidence saying that you can't, but your sample size is comprised solely of your original planeswalk. There might be extra circumstances needed to activate it, you might need to marshal your will toward punching a hole between worlds, or something else entirely. You simply don't know yet and aren't willing to test until you're either forced to or you have a way to return to your current area.


Mana Sense [Rank 5]: You can see mana in moderate to high concentrations and sense it otherwise. You're still learning how to distinguish between the colors when it's particularly diffuse, but you've gotten much better at identifying the distance and direction of a specific mana signature with respect to yourself; this lets you potentially track those who are approaching from nearby, albeit with some dedicated focus to make it anything approaching reliable. Apparently, this ability also seems to grant you weird impressions of what a given magical effect actually does, with the impression strengthening the more you know about it.

Personal Mana Generation [???]: You don't have enough experience sensing or using mana to guess how much your soul produces. Your soul's mana feels mostly Black, though.

Black Resistance [Moderate?]: Contact with Black mana doesn't seem to be nearly as harmful for you as it is for everything else, although you do still take some damage. Wither, for example, leaves you feeling cold and weak in the affected areas.

Artifice [Rank 0]: You have a very vague idea of the very basics of constructing magical items, and a few examples to work from if you dedicate enough time toward thinking about recurring trends. You'll need far more practice and knowledge before you can actually build anything.

Black Mana Control [Rank 6]: "Control" is a bit of an overstatement at this level, but you can coax Black from your own soul to generally meander in desired directions. You can also tether increasingly large bundles of Black mana to yourself by continually releasing threads of Black, and have improved your ability to release increasingly small amounts of Black mana from your soul. Perhaps most importantly, you can infuse Black mana with your intentions and wishes to make it move itself slightly in accordance with your goals; this doesn't seem to work for anywhere near everything, but it's a technique that has made your life significantly easier.

Wither [Rank 3]: The rather harmful result of infusing a leaf with raw Black. Your experimental leaf rapidly dried up and crumbled. You also know that you can hit more than one target at a time—provided that they're close enough to each other—and could potentially hit someone in passing via a tethered bundle of Black. Withering a target animal seems to afflict them with both temporary phantom(?) chills and temporary weakness—or at least, that's what it does to you. You're now capable of Wither'ing at a touch and at no risk to yourself (at least, no risk from the spell).

Drain Life [Rank 4]: You can pull life from living beings in order to enhance yourself or your spells. Life from plants seems to only be good for enhancing your own health and defense, whereas life from animals is almost as versatile as raw Black mana. What actually constitutes "life" is still beyond your knowledge. Plants wilt and dry up, while the one animal you tested it on wound up looking like it had been starving prior to its death. Currently, this ability requires touch contact.

Dark Vigor [Rank 4]: You can repurpose Black mana to grant temporary strength instead of weakness. That strength comes at a price, however: if you don't force Black to only consume itself or drained life in the course of strengthening you, then it will use your own Aura as supplementary fuel. You're guessing that it will eat your body's energy if Aura has already been completely exhausted. Perhaps more importantly, you can redirect power away from granting actual strength in order to instead infuse your blows with Wither or Drain Life. This ability occupies a strange space between Constructs and Black mana control, and you suspect that both skills will be helpful in improving it. You aren't yet sure which would be more useful.

Dark Pulse [Rank 3]: You can release a pulse of Withering Black mana to affect everything in a small bubble around yourself. Prematurely halting, linking, and repurposing mana so released is currently the only way you can currently make a Black Cloak.

Menace [Rank 5]: The practice of using intent-infused Black to frighten a specific target with minimal splash or cost. Magical ability and/or Aura might convey additional resistance to this, but you've still been able to use it to terrify multiple incredibly unpleasant customers. (...It's totally killing intent.)

Black Mana Constructs [Rank 2]: The practice of building enclosed systems of Black mana specifically designed to last longer than standard spells. You're still garbage at it—all you can do right now is create a Black blob that happens to last a bit longer in the atmosphere than raw Black mana would, or a you-shaped cloak with the help of Dark Pulse. You're hoping to make spell-carrying cats with some practice, however.

Black Cloak [Rank 1]: With the aid of Dark Pulse, you can make a you-shaped (and incredibly expensive) cloak of Black mana around yourself that would wither anything that touches it. Since it moves as you do, it never actually comes into contact with you.

Curse [Rank 0]: You can't do it yet, but you're hoping to transfer your bad luck to people who deserve it. It would be easier if you had an example to work from; as it currently stands, it might take a couple days of trial and error before you manage to make any sort of curse at all, let alone one affecting something as nebulous as luck.


Blue Mana Control [Rank 1]: You can wrestle Blue mana into a general location and shape it with some significant trouble. It doesn't move on its own, but that doesn't mean it automatically goes where you want it to; it takes time, effort, and a relatively concrete mental image to direct it into something usable.

Cryokinesis [Rank 2]: You can pull water from the air and freeze it into fist-sized chunks, or simply freeze a preexisting body of water. You can't direct the freezing process just yet—it will continue to freeze water until the provided Blue is exhausted.

Hydrokinesis [Rank 1]: You can set up uncertain, wobbly paths of Blue to determine the rough direction that water will follow. This seems to be significantly harder without ready access to water.

Screech [Rank 0]: You now know that it's possible to produce sound via Blue mana, and have an example available for examination. Imitation would require additional examination of your Resonance Lacrima.

Charm [Rank 0]: An effect that seems to cling to the target and temporarily prompt uncharacteristic trust with the caster. You could probably imitate it with a few days of effort and a willing test subject, or significantly less time if you manage to get more examples to work from.

Worn:
  • White and black clothing: Your Aura has been protecting your outfit from tearing so far, but it can't entirely stop dirt and sweat from sticking. You're fortunate that it was designed not to stink without much more time spent in the field. Fairly unusual by local standards, but likely well within the range of what Wizards or upper-class individuals might wear.
    • The black bow that usually hides your ears is in your pocket at present.
  • Gambol Shroud, Lower Back: Your weapon of choice, a Variant Ballistic Chain Scythe. Currently armed with a clip that's likely nearly empty.
    • 3 extra ammunition/Dust clips. With your usual fighting style, that number would likely last you an equal number of major fights. You could try to be more conservative with your ammunition usage, but your fighting ability may be severely hampered until you adapt to the change and moderately impaired afterward.
  • Resonance Lacrima [~5.7 days?], Neck: Magical bug repellant.
  • Messenger's satchel: Earned from your very first job on a new plane. May have been made from mildly magical materials.

Miscellaneous:
  • Lyrian Currency: 9 silver spits, 6 silver pieces [78 silver piece equivalent]: Mostly tied in a small rag to help prevent audible jostling.
  • Weapon Maintenance Kit: The oils, cloths, blade sharpener, and minimal replacement parts required to keep Gambol Shroud in working condition. You'll almost certainly run out of ammunition long before this runs dry.
  • Dry Rations [6 days]
  • Two perishable meals: Provided as a bonus parting gift from Elda.
  • 2 Waterskins [2 days of water]
  • Wooden Dishware [Spoon, knife, fork, bowl]
  • Brown cloth travel bag: Equipped with strings that both hold it shut and let you wear it as a mildly uncomfortable backpack.
  • Wallet and pre-paid Lien cards: Enough money to provide two or three months worth of middle-class food, rent, and basic (civilian) necessities on Remnant. Completely and utterly useless on other worlds.
  • Bedroll: Earned from your very first job on a new plane. May have been made from mildly magical materials.
 
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Black Isn't Evil
Do not want Blake to go full edgelord
To be clear, Blake is never going to go full edgelord or eviiiilllll - that's no fun for me, either. I don't want this to be a quest where people feel like their non-preferred chargen option winning would be the end of the world. She'll likely still dabble in Black or Blue even if the other option wins, too.

EDIT: To be clearer, this is not a quest where Black is interpreted as an inherently evil color. Ambition and self-improvement are both interpreted as Black.
 
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Color And Setting Policy
EVERY colour is bad without balnce Black is just more obvious about that bad White without other colours or philosophys leads to totalitarian tyranny as white is Order just as it can be a force of justice to those without it can also be an iron fist of tyranny and orwellian shit(Although that also requires the bad side of blue that is obsessive needs to control and plan) Green is growth but its also the element of savagery and brutalism(Whats more natural than survival of the fittest) Red is passion and Drive but it is also the colour of anger and if not controlled will lead to manic short sightedness and poor impulse contro(and with it massive collateral damage) Black is linked to death and decay but it also represents good parts the ambition to keep going forward for a goal the ability to give anything be it other or Yourself(that IS a part of black) and the ability to turn even the most decayed and atrophied apsects of the worldinto usable resources
Blue is thoughtful and plans forward but it can lead to nothing but thought and no action or such a reliance on plans that when they fall apart are left helpless. It can also lead to obsessive knowledge gathering even when that knowledge is something out of cthulu simply because those too far into it cant comprehend such a thing as better left unknown
You, uh - you might want to invest in some punctuation. You use one period in 240 words and have a number of spellcheck-caught typos besides. The legibility issues make it much less likely that people will bother to read your points, and harder to read when they do decide to take that time. (Pseudo-edit: And your next post isn't really any better. Have you considered using bullet-point lists?)



Before people get too far into the color debate, I'd like to note that the colors of MTG will not perfectly line up with the colors in this quest. Specifically because I don't want to let the thread get consumed by arguments over what trait belongs to what color, among other reasons. :p

For those who didn't read Ignition, please also be aware that looking for specific cards and the costs of those cards will not help you. This actually works in your favor most of the time - many effects won't even cost a full mote of mana. (EDIT: And she doesn't have "cards" or a deck.)

Looking at the general summary for a given setting might help, but I try to ensure that even that won't be required; setting knowledge is not required to participate in this quest, and metaknowledge is overrated. (All the settings are AU. ALL OF THEM.)

I might have picked red if it was available. What quest is @Alivaril talking about?
Ignition, what used to be the #2 quest on this site before it went on hiatus.
 
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Temporary Threadmark: Color Choice Consequences
Given Blake seems to fit both Blue and black fairly well (to the point I'd peg her as multicolour), is there a chance that we'll be able to shift her main focus later? It seems like it would be interesting to have something like a colour choice each time she travels to a plane, which somewhat indicates the general dispositions or approach which she is taking while there.

Still, it's fine if this is is a set thing. I'm interested in this quest regardless.
This vote will dictate the primary color of mana produced by Blake's soul, as well as what type of mana control she has the highest starting level of skill in (which is to say, "can control poorly" instead of "no control without significant practice.") Neither mana generation nor skill is something to be changed across planes.

You can dip into colors other than the one dictated by this vote. However, the focus will have enough of a head start in terms of both time and available mana to effectively ensure that it stays the main focus.

Color-dipping is actually almost guaranteed, honestly. While the abilities listed are all things you can do with that color, that doesn't mean they're all skills Blake will develop (or the only ones that she can). There will likely be more possibilities that she doesn't pursue than ones that she will. It's perfectly possible to play a Black-primary mage without necromancy and life drain, or a Blue-primary mage without emotional and mental modification.

EDIT: She will have a tougher time learning how to use some colors and effects compared to others, though.
 
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Temporary Threadmark: Really, relax.
Hey guys what's goin' o–



...Dammit.

Yeah, Black has a lot of effects that are directly harmful and not as much utility. Blue just plain has far more utility abilities under its belt - that's more-or-less the whole color - even after removing basically everything related to mind control.

That being said, people are far from the only foes you'll need to overcome. Atlas and the SDC are particularly known for fielding autonomous mechanized units, and dangerous Black spells turned against machinery could bring that machinery to a cracking halt (while Blue might be used to steal control before a fight could occur). Fairy Tail has a pile of monsters that won't stop trying to eat people until they're dead, which Blue wouldn't be nearly as good for, and a number of criminals, whom Blake admittedly wouldn't want to turn many Black effects on and might get more use from Blue. Blue might help with suppressing or stabilizing the MGLN Lost Logia that could be stabilized, but Black would aid in destroying all of them.

In general: don't panic. It really isn't the end of the world if your non-preferred color wins.
 
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Misc QM Answers I (Meta-knowledge, Character Sheet Unreliability, Moratoriums)
I know. I'm asking for canon spells.
That is literally the meta-knowledge I'm referring to. Anything that comes up in the story is just normal knowledge. I won't ban attempts to exploit knowledge of canon settings (attempts that would be out of character for Blake are what the character veto is for!), but trying is just as likely to lead you astray as it is to actually help. Such attempts are like being aware that you should walk at crosswalks without knowing about the associated lights, or trying to shop for shoes at the soup store. :p


Question: Jade's character sheet was subject to the "unreliable narrator" warning and she regularly underestimated her skills. Will Blake's sheet be similarly affected? Though we'd have to expect the opposite direction since Blake has shown several signs of overestimating herself.
Blake's skills will also be subject to unreliable narration, but any overestimation would generally be on account of application rather than ability - which Jade also did. For example, Blake might know that she could hit something with a spell and theoretically have it accomplish X dffect, but might not be aware of the effects of magic resistance or how well the enemy can dodge. EDIT: Skill/ability numerical ranks are largely arbitrary estimates by a character and the most likely to be inaccurate.


That is 2 hours people
...Yeeesss...?

To be clear, there's a moratorium on voting. Discussion is encouraged, and indeed, that's why the moratorium is there at all. If you want to propose a write-in vote during that time or refer to an existing vote with attached discussion, then I encourage using empty brackets [] instead of a filled X so that it doesn't seem like you're ignoring the moratorium.
 
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PSA: Tradeoffs and Communication
These two aren't bothering to read anything I write anyway, there's really no point in spending the time. If they care they can actually read the previous posts.
Valmond already mentioned this, but there's a big difference between "they don't agree with me" versus "they aren't bothering to read what I write." That's why it could be helpful to quote yourself in response to points that you think that you've already addressed; X should be a solution to Y, A to D, etc. It would make it easier for other people to address how they think it didn't cover their points, or help them realize how you thought that they should interact—or if someone is operating in bad faith, then everyone else gets to see that yes, you did cover that. A blanket "I already addressed all of that" isn't nearly as helpful.

Questing is a matter of both convincing others and communicating with others. There are seldom perfect answers, only tradeoffs. You might feel like burning firewood is an easy solution to the current problem of cold, while others want to save that wood for boarding up the windows. That others disagree with your preferred plan or don't seem to understand doesn't necessarily mean that they haven't been reading what you say.


(Source: XKCD 1028, Communication)


At any rate, I'm locking the vote.
 
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Dust Company Spheres of Influence
How far does the SDC's reach really go in other kingdoms/continents?
They have the strongest grip on Atlas, and Atlas's sphere of control is automatically an extension of the SDC's own sphere of control. They also have significant operations in Vacuo. They ship large quantities of Dust to Mistral and Vale and supplies from those kingdoms, but they're closer to "US cable company non-intereference agreements" than "total monopoly" for those.

Blake thinks that Dust is almost the only thing that Menagerie is self-sufficient in. They don't have any significant excess and they're lacking the exotic types that some Hunters and Huntresses rely on, but any SDC holdings would be gleefully destroyed in short order.

significant company ownership to someone else as powerful as the SDC (e.g. Ozpin?) that seems like it could address a lot of the issues.
Blake wouldn't trust a human not to roll over when the SDC comes knocking, (EDIT) especially one powerful enough to need to weigh the good of her people against the good of that individual's other operations. As Huntsmen and Huntresses rely heavily on large amounts of synthetic Dust types, Ozpin would actually be on Blake's list of people whom she really wouldn't trust to have her company's best interests at heart. Not when it's weighed against an embargo from the major Dust companies.
 
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