[ ] Plan Stay Gold, Foxy Lady
-[ ] Latón
-[ ] Female
-[ ] Write-In: Fox
-[ ] Magnetic Field Targeting
There is a spear coming at me is one of those realizations that sharpens the mind wonderfully. There's just a certain focus and reaction it inspires, regardless of how one may have become aware of it.
"Paracognitive extrasensory perception"; or, as everyone who isn't a stuffy academic locked up in their ivory tower calls it, "the sixth sense". One of the foundations of the interaction between living beings and their aura. An instinct that nibbles away at the back of your head. The expression of the soul that warns you of danger when sight and sound and smell and touch remain dormant.
Fun fact about "the expression of the soul", though: It tends to work better when it comes to noticing living beings
with souls, or their
intent once you've noticed their existence, or the
wrongness of those without. They tend not to work well at detecting, say, a meter and a half of vanacarbite polearm traveling at more than two hundred kilometers an hour.
The good news is that you're a vulpine faunus. Among those People who have animal characteristics, one trait associated with their associated animal typically stands out. The most common trait among many faunus are enhanced senses; for vulpine faunus, this is typically hearing and smell. Your foxlike heritage, however, has expressed itself in a more unique way: A peculiar sensitivity to magnetism.
You usually use this sensitivity in fairly mundane ways: Having a pretty good idea of precisely where people behind cover or concealment are (at least once you know they're there); being able to judge distances with an accuracy comparable to modern rangefinders; having an uncanny sense of always knowing the direction of true north. Nothing super fancy, very niche applications, mostly mundanely convenient rather than supremely useful.
Funny thing, though: You
feel the spear coming in at you without ever seeing it because it is practically
radiating magnetic force in an abandoned woodland area far from power plants, power lines, and other such sources of magnetism that could throw your sensitivity off. In this case, the magnetism is acting as a guidance system: Making very minor course corrections to an otherwise stunningly accurate throw, stymieing attempts on your part to twist away from its trajectory at the last moment.
It rockets past within centimeters of you, continuing its flashing passage. Then a bestial screech: The projectile spears a nearby black mass. A stray Lancer, one of the flying creatures of Grimm reminiscent of a giant wasp. It had been eyeing the Huntsman initiates as you entered their territory. You had noticed it, but it simply hadn't been urgent yet. It
had been pacing you as you continued your aerial tumble, but was less urgent than the upcoming ground.
Then, there's no more flight. There's just the forest, and trees, and branches are suddenly no longer a beautiful carpet beneath you, but instead a series of obstacles. You let your aura protect you as you crash through two branches, catch yourself briefly on a third to shed velocity, bounce off, tear through a leafy canopy, and finally land on the forest floor in a three-point landing, both legs and one hand touching down almost simultaneously.
You rise lithely, telling your stubbornly poofed tail to behave. It's never a subtle thing to begin with, but when all the fur on it stands on end, it's utterly impossible to miss. And it says you're rattled, a tell you can't suppress.
Oh, well.
"
I'm sorry!"
The feminine voice jolts you into taking in your surroundings again. It's distant, echoing across the woodlands, but you place the point of origin as being closer than the javelin's flying arc would've otherwise led you to believe. You don't place a name or face to the voice, but that's not a surprise. You'd only just gotten to Beacon Academy yesterday, and hadn't had a chance to really get to know anyone in the last couple hours before sleep and then immediately getting thrown off a cliff.
It takes a few minutes of waiting around against your better judgment, but someone does eventually emerge from the trees. Definitely an initiate, not an instructor, someone your age. "You're okay, right?" she asks as she hurries past you, retrieving her spear from the corpse of the Grimm she just speared. "That Lancer was getting awful close."
Once she has prized it free, you see its mechanisms working, slipping from one shape to another. It's apparently not
just a javelin: You can see at least a gun barrel in there, too, and it settles down into a double-edged short sword in her hand, a match for the brilliant shield she carries in her left. There's a general red-bronze color scheme to everything from her hair to her fashionable corset-like armor.
You don't have time for anything more. The Lancer wasn't the only creature of Grimm in the forest. Two more of the monochromatic, soulless beasts are on the scene with a roar. Beowolves, both of them: One of the most common and thankfully weakest types, found almost everywhere across Remnant. Landbound, quadruped but capable of bipedal movements, reminiscent of a deformed wolf with elongated limbs. They are much larger than any person, two meters of heavy muscles and bones when standing upright. Most of their body is covered in black fur, but their somewhat canine-shaped snouts have a heavy white bone plate protecting it, as do some of their claws and joints.
Despite their imposing appearance, your attacker or savior or whatever she counts herself as doesn't flinch, throwing herself into the fray against the two of them. She darts in, thrusts against Grimm flesh that doesn't have Aura to protect it, scoring deep in the chest. Howling in pain and fury, it tries to attack her with its right arm, but her shield is in the way, angled to make its claws glance off. The shield isn't a perfect circle; it has two divots in its outer edge. One of these suddenly sprouts a sword blade as she strikes back, removing the limb near the elbow.
She takes a half-step back, then circles, which you recognize almost immediately is to keep this one between her and the uninjured one. With a complex but instant gesture, the shield is on her back, and the sword has switched into its gun mode. The battle rifle kicks, peppering both Beowolves with bullets, until she suddenly springs forward again. The gun is back to a javelin, and she pierces the first one's bone helmet as a lever to bounce
over. It's dead before it sees the motion, and the other doesn't see the wicked edge on her shield, which she smashes forward for a quick hit.
It's all over from there. It's almost unfair how swift and accurate her moves are, each one flowing from the previous like a chess master playing out a game or an acrobat practicing a familiar routine. The second has no more chance to touch her than the first before it, too, falls.
It took only a few seconds for the entire fight to play out.
You managed to fire off a couple of shots to support her while she was doing that. You're normally much more helpful, but right now you're still pulling yourself back together mentally.
Like a slim majority of your fellow intitiates, you have already designed your own weapon, meaning that at least you're not out here with some
unfamiliar weapon as you hunt for a pick-up team, seek a prize, and try to pass the exam. The ninth century Industrial Revolution established the trend of weapons that had melee and firearm applications. It's proven its worth, so it's no surprise that you have followed this tradition.
You turn your attention back to the weapon itself. You flip it back and forth a couple of times, assuring yourself that the mechanisms are still in good working order after the
rather startling combination of being catapulted off a cliff, nearly getting skewered by a spear, and then crashing through a forest canopy. Thankfully, it is still operating flawlessly.
What is its melee mode?
-[ ] [melee] Tessen
A pair of war fans is an elegant, but useful, tool. When folded, they don't even look much like weapons, but have the heft to make effective clubs. When unfolded, their metal span makes an effective parrying shield, and the edges are blades. Also a classy accessory.
-[ ] [melee] Arming Sword and Heater Shield
A classic pairing that lets you combine good defensive prowess with a balanced blade, plus plenty of surprises are available to startle an opponent who doesn't realize a shield is also a weapon.
-[ ] [melee] A Long-Hafted Halberd
An axe-head on a pole gives you reach, power, and all the leverage you could want. It's a two-handed weapon, and you treat the entire thing as a whole weapon, not just the head.
-[ ] [melee] A Pair of Khatars
These punch-daggers are swift, light piercing weapons. You can rain straight blows with alacrity, though their shorter length and lack of stopping power means that what tears up smaller opponents won't make a large Grimm blink.
-[ ] [melee] Whip
Your weapon is a flexible length of advanced materials that you can use to strike with the speed of a darting cobra. It lacks in power, but can manage plenty of tricky enmeshings: Tripping people, latching onto grapple points, or snatching small objects.
-[ ] [melee] Write-In
What are the upsides and downsides of your weapon? What does it mean to you, that you decided to pick this?
What is its firearm mode?
-[ ] [gun] A Pair of Revolvers
Six shots... more than enough to kill (almost) any Grimm that moves. Relatively slow-firing, but powerful and your senses let you aim in two different directions at once.
-[ ] [gun] Duckfoot Pistols
Multiple barrels on slightly diverging angles with separate triggers mean that with a little cleverness you can either shoot a 'fan' of fire to harass a whole crowd or aim quick follow-up shots at a single spot by slightly twisting your wrist as you go.
-[ ] [gun] Assault Rifle
Your rifle is a balanced thing, the result of decades of military experience. It is generally above-average, able to be used in a wide variety of situations, though it lacks a specific focus it excels in.
-[ ] [gun]Sniper Rifle
A mechanical rangefinder supplements your innate talents. Your accuracy over long ranges is already high. Slow-firing but effective, and a good match to your innate kinship to a patient ambush predator.
-[ ] [gun] Mortar
It takes a moment to set up, and you can't very well move while it's deployed, but your senses let you drop damaging bombs with precision, and the high arcing shots can sometimes evade notice or bypass cover.
-[ ] [gun] Dust Wand
Not a gun at all. You use up an expensive supply of Dust to perform surprising, seemingly-magical tricks and elemental attacks. Very versatile with a wide variety of applications, but not good for attrition.
-[ ] [gun] Write-In
What are the upsides and downsides of your weapon? What does it mean to you, that you decided to pick this?
You look back up as the other girl approaches. This, you suppose, is your partner. Part of the directions you were given just before you were hurled here float back through your mind:
"You will be given teammates today. Your teammates will be with you for the rest of your time here at Beacon. The first person you make eye contact with will be your partner for the next four years."
This would seem to count. You could probably do worse, you suppose. Supposedly, after the exercise is over, pairs will get paired up again to make a quartet (and, you suspect, any partnerships that absolutely do not work will get a special exception from the teachers). Still...if it's policy, it's probably not
usually changed.
"Are you okay?" asks the redhead now that the danger has passed. She gives you a nice enough smile, but closed-lips. "I wanted to make sure you weren't hurt, before." She's looking over you with a bit of a fussy eye. "I'm Pyrrha, by the way."
It does seem like you're going to be with her for the moment. You're going to have to get to know each other and learn to work together.
You do have your upsides as a person, but it's not
all good, of course...
You are...
-[ ] Agreeable
-[ ] Dependable
-[ ] Intelligent
-[ ] Confident
-[ ] Fun
-[ ] Cheerful
-[ ] Write-In
...but on the other hand you are...
-[ ] Timid
-[ ] Unsociable
-[ ] Conniving
-[ ] Arrogant
-[ ] Irreverent
-[ ] Ditzy
-[ ] Write-In
Votes will be tallied as a single set. Please be reasonable about weapon and personality combinations.
*****
RWBY is a show that ties in and communicates its characters' personality through their combat and their combat style is shaped by their personality. For this reason,
these votes are all together, as a plan vote, so it should look something like the following example:
[ ] Plan name
-[ ] [melee]
-[ ] [gun]
-[ ] personality
-[ ] personality
(but don't forget to mark with an [x] instead of a blank space so that the tally program can count it)