Post by Onnoashee on Jan 7, 2016 21:27:35 GMT
Official From Shadows Universe Guide
Dust, Dust types, and their uses:
There are six primary forms of Dust. They can be found in whole crystals or powderized forms. In order to use Dust, the user must posses an Aura, so Grimm and mundane robots cannot use Dust.
- Red Dust: Red Dust corresponds with elemental fire. Weapons infused with red Dust might become engulfed in flame, or it's ammunition will become incendiary in nature.
- Green Dust: Green Dust corresponds with Elemental wind and air. Weapons infused with green Dust will create strong gusts of wind when swung, or explode into whirlwinds on impact.
- Yellow Dust: Yellow Dust corresponds to elemental lightning. Weapons infused with yellow Dust might surge with electricity or burst in an electrical discharge.
- Blue Dust: Blue Dust corresponds to elemental water. Weapons infused with blue Dust might throw highly pressurised water or throw out a mighty wave on impact.
- Brown Dust: Brown Dust corresponds to elemental earth. Weapons infused with brown Dust might create shockwaves on impact or erect stone barriers.
- Violet Dust: Violet Dust corresponds to elemental gravity. Weapons infused with violet Dust might feel heavier, but hit harder and with more kinetic energy.
In addition to the six primary Dust types, there are also a few secondary Dust types created when mixing them together.
- Red and Blue makes elemental steam
- Blue and Green makes elemental ice
- Red and Brown makes elemental lava
Aura, Semblences, and the Soul:
The Aura is a living being's manifestation of their lifeforce. It can project around the user like armor, protecting them from harm. It can also heal wounds, with things like minor cuts or bruises being almost immediately set upon by the user's Aura.
The Semblance is the manifestation of the user's Soul. Grimm and androids do not posses Souls, so they can never have a semblance. Additionally, Grimm are literally the antithesis of life, and can never posses an Aura. Sentient androids, however, posses a lifeforce, and can have an Aura of their own, but never a Semblance.
The creatures of Grimm and their many forms:
The creatures of Grimm are the manifestations of negative emotions and anit-life. They prey upon all living beings and thrive on their negative feelings. They take many different forms, some large and some small, but all dangerous. The older a Grimm becomes the larger is gets. Grimm learn from their fights and the survivors take those lessons to heart, allowing them to become more efficient killers. Grimm don't only thrive on negative emotions, they are attracted to them. They will seek out the sources of negative emotions such as fear, panic, and anger.
Land-based Grimm
- Beowulf: With razor sharp claws and teeth, this creature resembles a bipedal wild wolf.
- Boarbatusk: Large, defining tusks and pointy spikes lining the spine make this pig-like creature's rolling attack deadly.
- Ursa: A humongous bear-like Grimm with claws and teeth that match its ferocity.
- Nevermore: A flying type of Grimm that looks like a raven, it fires razor sharp quills from the air and has a rock-hard beak and tallons.
- Deathstalker: A gigantic parody of the emperor scorpion, beware it's humongous stinger and pincers.
- King Taijitu: A humongous, two-sided snake that surounds and constricts its enemies. Don't let it catch you with it's massive fangs.
- Creep: A two-legged, misshapen creature with a thick skull that charges anything that moves.
- Goliath: A gigantic, elephantine Grimm that has huge tusks. Little is known about these creatures.
- Griffon: Large, winged Grimm with bird faces and quadrupedal bodies. Their sharp talons and beaks make them formidable and versatile adversaries.
- Arachne: A large, eight-legged Grimm resembling a tarantula. Its hard, chitinous exoskeleton and fangs make it a force to be reckoned with.
- Terra Khan: A huge Grimm with a single sharp horn at the front of its body. Resembling a rhinoceros, it will not hesitate to charge anything in its path.
- Plains Racer: While not actually restricted to plains as the name suggests, these reptilian predators are most comfortable hunting in packs but have been seen alone. With sharp hind claws and teeth, they are fast and extremely smart, making them one of the most deadly enemies. The animal they resemble is the now-extinct velociraptor.
Aquatic Grimm
- Kraken: A monumental squid that has a gnashing beak and bone-tipped tentacles that it uses to bring down entire seafaring vessels.
- Emperor Tiburon: Large, shark-like Grimm that usually hunt alone. Their many rows of teeth and fast swim speeds make them a menace to swimmers and Hunters alike.
- Siren: A giant, frog-like Grimm with a thick hide that roams from island to island singing a sad song. It has fooled many sailors to their deaths with its song.
Other Grimm
- Dragon: Many people believe the ancient Dragons of old are just myths. But those who are privvy know that a few of them still exist.
The races of the RWBY universe:
The people of Vale ond the other kingdoms are varied and many. However, there are three primary races of Aura-using people that are of note.
-Humans: Culturally similar to us, Humans make up the majority of all the kingdom's populations.
- Faunus: Formerly oppressed by Humans, their struggle for rights is still in debate. However, they are generally accepted by most of society. They all have some sort of animal feature about them, ranger from cat ears to monkey tails and even antlers and scales.
- Androids: Synthetic Humans that do not posses a Soul, but are self-aware enough to have an Aura.
Hunting Animals and their many uses: Some hunters and huntresses own specially trained hunting animals that assist them on their missions. These animals are usually dogs and large birds of prey, due to their great sense of smell and sight, respectively, as well as their remarkable obedience. They are normally trained in light forms of combat and Aura-use in order to aid their owner in battle, but are typically used for scouting and reconnaissance. Previously, animals were banned from living at Beacon Academy, but since the construction of a kennel, it is now seen as enriching for students to learn how to train and handle Hunting Animals of their choosing if they so desire.
Beacon Academy lore:
The traditions and history of Beacon Academy stretches back for generations. All students must observe and respect these traditions.
- The Initiation test: Students must undergo a practical test before being admitted into Beacon by journeying into the perilous Emerald Forest and coming back with an artifact from the ruined temple alive. After this, they are put into teams of four and officially admitted into Beacon.
- Grand Ball: Typically held before the Vytal festival, this is an occasion planned out by the student body and held in the Grand Ballroom of Beacon. It is a time when all students from all schools can converge and socialize before the tournaments.
-Vytal Festival: While not strictly a Beacon tradition, the Vytal Festival is held every year in honor of the long-standing peace between the four nations of Remnant. Banquets, dances, and of course inter-school tournaments are held at this grand celebration.