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rwby-redux · 2 years ago
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Amendment
Aura: Semblances
a·po·thym·e·tics /ˌæpəθɪˈmɛtɪcs/ n. the study of Semblances. [Ancient Greek ἀπο (apó), apo-, derived from, + θῡμός (thūmós), -thym-, soul, + ικός (ikós), -ics, pertaining to]
Introduction
If Aura is the physical manifestation of a person’s soul, then a Semblance is the form that manifestation takes. Apothymetics, the study of Semblances, is a subdiscipline of pneumatophysics (the study of Aura). Broadly speaking, a Semblance is a skill or ability that enhances or transcends a person’s biological limits. These abilities draw upon a person’s Aura reservoir as their source of power, and over time, that reservoir is gradually depleted through usage. Scientists and historians alike attribute the advent of Semblances, along with the discovery of Dust, as the catalyst that turned the tide in the abiding conflict against the Grimm, and brought humanity back from the brink of extinction. Semblances are widely regarded by researchers as pneumatophysical adaptations—evolutionary responses of the soul as a result of Grimm predation. The staggering variety of Semblances supports this claim, as the diversity of Grimm would have created the necessary selection pressures to trigger a similar apothymetic diversity in humans and Faunus.
Despite numerous scientific advances made in the last few decades, even some of the most fundamental questions about Semblances remain unanswered. Pneumatophysics, along with rhizology (the study of Dust) and archotherology (the study of Grimm), belong to a group of sciences historically known as the Profaned Arts. As recently as three centuries ago, academic inquiries into any of the aforementioned topics were considered stigmatized at best, heretical or blasphemous at worst. All three subjects directly or indirectly pertain to the soul, and thus formed a recurring pancultural trinity throughout Remnant’s past. Pervasive superstition and religious influence often stymied scientific progress, and in some cases this crusade took on more extreme forms, such as destroying physical research, or executing the people that conducted it. While a decreased religiosity led to paradigm shifts in modern culture, the influences of past stigma can still be felt across the four kingdoms where soul research is concerned. In particular, the Kingdom of Atlas, the world’s foremost leader in pneumatophysics, still receives criticism from those who feel that its work sacrifices ethical constraints in favor of “mutilating” the soul.
Estimates on just how many people have discovered their Semblance are notoriously vague. Census data compiled over the last century (starting ca. 2 AB) suggest numbers from as few as 0.25% to 4% (875,000—14,000,000) of the global population, though pneumatophysicists point out that this figure could be substantially lower. Predicting which demographics are most likely to have Semblances is an imprecise measure at best; that being said, Huntsmen, and people living in extraregnal settlements, tend to disproportionately have higher-than-average Semblance discovery rates.
Activation Criteria and Auratic Plasticity
The only prerequisite for discovering one’s Semblance is to have an unlocked Aura. Very seldomly, a person may simultaneously unlock both their Aura and their Semblance, under extreme conditions.
The pathway to unlocking one’s Semblance, while outwardly unpredictable, does seem to be determined by certain factors. Intensive, routine physical activity tends to be the most reliable way to trigger Semblance discovery, although intense emotions have been suggested as another. The type of Semblance a person has, and the circumstances under which it’s gained, are dictated by a mechanism called Auratic plasticity. Auratic plasticity is the ability of the soul to generate a Semblance based on either an individual’s personality (innate), a scenario-specific survival method (adaptive), or a “genetic” trait that’s repeatedly selected for due to its “inherent fitness” (inherited). These three categories are determined by a variable called hierarchical prioritization—the soul’s ability to decide which Semblance-trigger gets precedence.
It’s agreed by the scientific community that there’s an order to Semblance-triggers: inherited > innate > adaptive.
If, for example, a person hailed from a lineage of summoning Semblances, then that person would acquire summoning by default. When a person doesn’t come from a family of inherited Semblances, then they would receive an innate Semblance that aligns with their nature. The last type of Semblance-trigger, adaptive, only occurs when a person is confronted with a life-or-death scenario, and the soul “overrides” the default order to generate a reactionary Semblance tailored to their immediate survival. In the case of an adaptive trigger, a person from a line of summoners could gain an unrelated Semblance, and break the chain.
The discoverer of these mechanisms, Ilere Koya-Hark, famously tested their theory when they went out into a thunderstorm, and induced an electrokinetic Semblance. This experiment laid the groundwork for what would become the field of dilonometry.
It should be noted that any Semblance can be innate, adaptive, or hereditary. There’s no distinction between a hydrokinetic Semblance inherited over generations, or a hydrokinetic Semblance that emerged in response to a near-drowning.
While adaptive and hereditary Semblances are easy enough to understand, innate Semblances are a little trickier. Researchers agree that innate Semblances in some way relate to one’s personality, but it’s debated to what extent—whether a Semblance pertains to a singular, immutable trait, or to one’s overall disposition. And even then, it’s hard to define what, exactly, an innate Semblance says about its user. Does a speed Semblance always mean that a person is hasty? Can it be interpreted as someone who’s limitlessly altruistic, and rushes to others’ aid? Or perhaps it signifies a person that’s energetic and enthusiastic. If innate Semblances can represent multiple traits, then two people with the same Semblance might have drastically different, overall personalities, further muddying the debate.
For now, the consensus is that an innate Semblance is in some way a reflection of one’s soul. Anything more specific than that typically devolves into arguments and fistfights.
Categorization
It’s been disputed just how many Semblances there actually are, and how best to go about divvying them up into neat, consistent headings. At multiple points throughout history, the very idea that Semblances could even be organized into categories was debated, under the belief that “no two Semblances are alike.” This mindset stemmed from a philosophical approach rather than a scientific one, rooted in the idea that souls were so unique as to not be identical, and therefore neither could their Semblances.
Of course, with the benefit of hindsight, that’s not actually the case.
The system currently used for classifying Semblances was devised by Cerise Maida, the archivist of Fort Nubuck, roughly seven decades ago. There are 14 recognized categories each defined by unifying criteria, such as how their powers are expressed, or how they affect the world around them. While far from a perfect system (and not without its criticisms), it’s helped streamline the process for identifying Semblances. More importantly, it allowed apothymeticists to not only clarify what Semblances can do, but what they can’t do.
Absorption Defined as the ability to store physical damage as a form of potential energy, and later release it in a single burst. As the user’s Aura shielding sustains damage, the depletion of their reservoir is “converted” into a latent power that increases over time. This buildup is proportionate to the damage that the user receives. When released, the gathered energy is channeled into a motion—such as a kick or a punch—that drastically amplifies the impact behind the next attack. With enough buildup, a skilled practitioner can deplete an opponent’s Aura in a single hit.
Alteration Defined as the ability to temporarily alter certain qualities of matter, such as temperature, color, tangibility, volume, and opacity. The effects of alteration Semblances can either be self-imposed or directed upon another person or object, once the user initiates contact.
Cloaking Defined as the ability to conceal oneself from the Grimm. There are two varieties of this Semblance: Aura-cloaking and emotion-cloaking. Each has the ability to interfere with a Grimm’s two primary senses (pneumatoception and algeaception), by masking either a person’s Aura signature or their emotional state. Although highly effective against lower-ranking Grimm, the success rate tends to decrease against more dangerous species. Ideally, the Grimm becomes “blind” to the user and cannot distinguish them from ambient sensory data. Under less ideal conditions, a Grimm becomes alerted to the user’s presence but can’t pinpoint their exact location.
Elemental or Kinetic Defined as the ability to generate or manipulate certain expressions of matter/forces. This category contains a diverse range of elemental powers, with common examples including pyrokinesis (fire), hydrokinesis (water), gyrokinesis (gravity), ferrokinesis (metal), electrokinesis (electricity), terrakinesis (earth), and aerokinesis (wind).
Enhancement Defined as the ability to exaggerate or heighten certain physical attributes to an otherwise superhuman level, such as speed, strength, or endurance.
Illusory Defined as the ability to create visual illusions. This power calls false images into existence and projects them into the user’s surroundings. Although these illusions are of a high fidelity, they’re intangible, and lack the mass necessary to be interacted with. With training, the user can increase the complexity or scope of their illusion, and even selectively choose who can or can’t perceive it.
Interference or Modification Defined as the ability to influence another person’s Aura. There are several recognized varieties of this Semblance-type—amplification, bypass, transfer, and suppression—that each directly modifies the target’s Aura when the user touches them. Amplification Semblances allow the user to donate Aura to a recipient from their own reservoir. Bypass Semblances enable the user to disable their target’s Aura shielding. Transfer Semblances allow the user to redistribute Aura between multiple people, by acting as a conduit. Suppression Semblances nullify the target’s Semblance for a brief window of time.
Manifestation Defined as the ability to physically manifest a person’s Aura as extensions of multiple body parts. When activated, the user envelops their limb in an Aura “sheath” that then assumes the function of that body part. From there, the Aura sheath can be manipulated to perform various functions. Examples include forming long, whip-like tendrils that extend from the shoulders, or sharp spines on the soles of one’s feet for traction or increased stability.
Metaphysical Defined as the ability to interfere with the mind. Statistically the rarest Semblances, this heading is often regarded by apothymeticists as a “wastebasket” because of how dissimilar many of the Semblances in this category are from one another. Each interacts with a foreign psyche in some way, be it remote communication (telepathy), temporary episodic wiping (memory repression), or polygraphic intuition (lie detection).
Mimetic Defined as the ability to perfectly mimic body movements and speech patterns observed in others. This Semblance-type is unique in that it doesn’t require the user to have any prior experience in the actions they’re attempting to replicate. A person with no gymnastic training, for example, can still accurately mimic the backflips they once watched someone else perform. This temporary skill acquisition can let the user do things as mundane as copy another person’s handwriting, or imitate an unfamiliar accent.
Probability Defined as the ability to manipulate variables within one’s immediate surroundings to create cause-and-effect changes that either directly benefit the user, or disadvantage others. Also informally known as “luck” Semblances, these are by far the hardest to study in any capacity, given the sometimes-random nature of their effects.
Replication Defined as the ability to create copies, or “shades,” of oneself. Considered one of the more demanding Semblances to master due to its higher Aura requirements, but it’s undeniably powerful to have. The user sacrifices a chunk of their Aura and imparts it upon a copy of themself. Although the copy doesn’t have the ability to use Aura, it does have some considerable bulk and can withstand a specific amount of damage before being destroyed. Copies retain physical mass and are visually identical to their user, making them useful for ganging up on opponents, or deceiving them. Skilled replication users can create an upward number of nine copies; anything beyond that has never been recorded.
Summoning Defined as the ability to conjure apparitions, or thralls, of Grimm that have been defeated before. These spectral creatures share a link with their summoner, and will act in accordance with the user’s will. The user’s proficiency dictates both how many thralls they can summon at once, and what species they’re able to conjure.
Teleportation Defined as the ability to transport a person between locations at will. In order for this Semblance to work, it requires the user to have physically visited the destination at least once before.
Alteration, elemental, replication, and enhancement Semblances are the most commonly-occurring. By contrast, illusory, interference, probability, and metaphysical make up an extremely small percentage of unlocked Semblances.
Active versus Passive Semblances
It’s a generally-accepted fact that Semblances require conscious choice on the part of the user. That being said, there are cases where a person doesn’t always get a say.
The term passive refers to any Semblance that is involuntarily engaged, and runs in the background at a much lesser intensity. Studying them has been notoriously difficult to do, in part due to their rarity and the stigma associated with them. While technically any Semblance can be passive, in theory, certain categories disproportionately represent that number (namely elemental, cloaking, alteration, and probability).
It’s not well understood what causes a Semblance to be passive as opposed to active. One tentative study found a potential correlation, where age and environment were considered factors. A number of study participants who had passive Semblances either unlocked theirs when they were younger (< 9 years old), or as they grew up in unstable home environments. Given the lack of childhood autonomy, it’s been suggested that passive Semblances are formed during adolescence as a coping response to stress.
Just like an active Semblance, a passive Semblance requires Aura in order to function. In exchange for being constantly running, passive Semblances deplete Aura at a significantly decreased rate, and their effects are disproportionately “lesser” than those of active Semblances. With training, a person with a passive Semblance can learn to “direct” it and momentarily bolster its effects.
The impact of a passive Semblance on a person’s quality of life can range from mildly inconvenient to outright debilitating. Some individuals manage by tailoring their daily lives to accommodate their Semblances, whereas others resort to cataspin to keep their Auras (and thus, their Semblances) in a permanently-suppressed state. Doctors typically advise against the latter due to potential negative side effects.
For those reasons, passive Semblances are generally considered a disability.
Limitations
While Semblances can push the boundaries of natural laws, they too are beholden to limitations. Known as Maida’s Four Laws, these limits were described shortly after the establishment of the Semblance category system.
They are defined as such:
A Semblance is restricted to one per person.
A Semblance cannot be used without Aura. If a user’s Aura is inactive, depleted, or suppressed, then the Semblance will fail to work.
A Semblance, once manifested into its current power, cannot change.
A Semblance cannot transfigure a user’s form, or convert matter into a new substance.
Needless to say, these laws have been indispensable to pneumatophysicists in debunking previously-accepted historical accounts. Claims of people transmuting objects into gold were attributed to alteration Semblances, that temporarily made objects gold-colored. Other claims of Semblances turning people into animals were dismissed as folklore.
Similarly, the myth of those with multiple elemental Semblances are now seen as exactly that—a myth.
Regulation and Legal Oversight
Compared to post-war legislation, older laws were far more restrictive.
One such example included the impositions of the Mistrali Empire, which expressly forbade private citizens from unlocking their Aura. Anyone found to have done so—whether accidentally or intentionally—was either forced to enlist (as a guard, ranger, or soldier); was required to pay a monthly tax; or had to take medicine made from Aura-suppressing bellicyclate-rich plants, prescribed by a state-authorized physician.
These measures were meant to serve as deterrents, and discourage anyone from activating their Aura (and by extension, their Semblance). The explanation given under imperial law was to preempt Grimm aggression and encroachment, by reducing the amount of stimuli that their pneumatoception could perceive. It’s been proven that Grimm do, in fact, prioritize targets with unlocked Auras over targets with dormant ones, and that Aura signatures more strongly attract them.
However, historians now accept that the then-given reason was a guise. The Mistrali Empire likely implemented these measures to prevent secessionists from gaining a means to fight back. While anti-Aura and anti-Semblance restrictions weren’t unheard of in other polities, Mistral’s were undisputedly the most authoritarian.
International law passed during the Vytal Summit guarantees considerably more freedoms, regarding one’s Aura. The ability to pursue Semblance-acquisition is considered an inalienable right, and no person may be penalized for doing so. Likewise, Semblance disclosure is considered voluntary (and in many places, is reinforced by cultural taboo). The only demographics legally required to do so are academy students and licensed alumni, who must register their Semblance with their alma mater. Individuals employed in a military or law enforcement role are held to the same standard.
The only time when private citizens are required to disclose the existence of their Semblance is when they’re arrested for criminal charges.
In Non-Humanoid Species
Although all animals have the ability to unlock their Aura, only two species (humans and Faunus) have been observed using Semblances. Researchers in the field of pneumatozoology have suggested that it’s theoretically possible, although it’s not currently known what criteria—if any—is needed to achieve this.
Reception to the idea of animals with Semblances is mixed. Some groups, like Huntsmen, favor the possibility of using a familiar with increased combat aptitude. It’s this same combat aptitude which also garners detractors, who fear that an animal with a Semblance could become a nuisance or a hazard.
For better or worse, apothymetic laws have yet to preclude the possibility.
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rwby-redux · 3 years ago
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Amendment
Grimm: Threat Level Assessment
Generally speaking, the scale conceived of eight decades ago has undergone little in the way of revision. Although some archotherologists might occasionally debate the placement of a species within a category, by and large, the current rankings are uncontested. When new Grimm are discovered, a panel consisting of researchers and Huntsmen will convene to discuss and ratify its official categorization, based on rigorous criteria.
The following list contains the five recognized categories, and the Grimm species that have been filed under them.
Species Placement
Category 1: Anguilline, Attercop, Aurochs, Beowolf, Boarbatusk, Chorus Beast, Creep, Elytrap, Enfield, Felifiend, Grendel, Grimalkin, Haozhenjiu, Hartless, Juggernaut, Lagartodile, Nevermore, Ouroboa, Preying Mantis, Razorwing, Sabyr, Scapegoat, Typhang, Ursa, Userper
Category 2: Andras, Basilisk, Capyre, Centinel, Cingrenada, Cockatrice, Death Stalker, Flotsam, Galvanist, Imp, Isbjorn, Ixodida, Jackalope, Jetsam, King Taijitu, Lamentia, Lepice, Long Tongue, Mortiposa, Needleback, Pestilouse, Ravager, Rotweiler, Shryke, Stolas, Sunshorner, Trawl-Kite, Tyrant, Undertaker, Whisp, Wickhed, Wojtek
Category 3: Alabastet, Beringel, Blind Worm, Brachia, Cenitaur, Dromedon, Elegy, Gargoyle, Griffon, Hellcat, Hellhound, Hobbesgoblin, Lancer, Manticore, Marellen, Nemagi, Nightmare, Paralykeet, Peryton, Seafret, Seer, Seraph, Sphere Fisher, Sulfur Fish, Swarmer, Teryx, Tsavo, Virovultr, Warverine, Wringwyrm
Category 4: Apathy, Bandersnatch, Charybdis, Chimera, Fen Feilong, Geist, Goliath, Helion, Hydra, Megoliath, Mesmereyes, Necromancer, Sea Feilong, Sphinx, Suchian, Tempest, Terrapin, Tiamat, Ziraph
Category 5: Dreadnought, Leviathan, Monstra, Nuckelavee, Wyvern
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rwby-redux · 4 years ago
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Amendment
Grimm: Ranking System
The Bantien-Perez threat level scale (BPTLS), better known as the category system, is the scale used for classifying Grimm based on their threat level. Each of the five categories distinguishes Grimm by criteria such as durability (how sturdy its damage threshold is), intelligence (how capable it is of learning), adaptation (the traits it possesses), vectoriality (whether or not it can transmit Auratic diseases), and gregariousness (how likely it is to form groups with other Grimm).
The category system was adopted as a universal metric shortly after the Great War ended. Its purpose is to eliminate any ambiguity concerning the degree of danger posed by each species, and to help Huntsmen prioritize threats during combat.
While the category system has done much to ameliorate Grimm threat assessment, there are, however, some drawbacks. For the sake of simplicity, the scale assumes all Grimm of each species to be nascent (young) by default. A juvenile Nevermore, for example, averages at a 2-meter wingspan and poses minimal risk to the average Huntsman. By contrast, a Nevermore of 100 years measures at 18 meters from wingtip to wingtip. Age tends to confer greater strength and endurance on Grimm, but accounting for every specific nuance would quickly render the scale useless. Thus, it serves more as a generalization for quickly gauging threat, and leaves additional variables to be factored in by the person.
Categories
Category 1 — Grimm within this category make up the most commonly-encountered species. In addition to being abundant, their populations tend to have broad geographic distribution. Beowolves are perhaps the most notorious example of this category, as their presence extends to all five continents. Category 1 Grimm lack the “flashier” elemental and biological capabilities of their brethren (fire-breathing, venom production, invisibility, etc), and must rely instead on more rudimentary (but no less effective) forms of attack, such as clawing, biting, kicking, and lunging. Don’t let their placement on the scale fool you—these creatures are capable of significant damage, and are known to take lives. Although the Huntsman Academies like to use Category 1 Grimm as training fodder for their students, the average person (without combat experience) will struggle to repel one, let alone kill it. But it can be done, provided they keep their wits about them.
Category 2 — The next rank on the scale, better known to archotherologists as the point where things “start to get interesting.” Category 2 Grimm have lower populations, making them statistically less common than the tier above. Not that it really matters—even fortified or well-garrisoned towns can be overwhelmed if there are enough of these Grimm. This is in part due to the diversity of traits they possess: cryogenesis, concussive screams, and acid-spitting, just to name a few. Furthermore, all plague-type Grimm (the primary sources of Auratic diseases) are sorted into Category 2 and upward. Overall, Grimm in this category aren’t terribly dangerous to licensed Huntsmen, although students are advised to use caution.
Category 3 — The further one climbs the scale, the less of a resemblance Grimm share with animals. While the correlation (or lack thereof) has no bearing on how Grimm are categorized, there’s no denying that the stronger species look downright monstruous. Brute force is a fool’s gamble—Category 3 Grimm are all intelligent to some extent, usually as a byproduct of social interaction with conspecifics or members outside their own species. This results in creatures that are cunning, opportunistic, and adaptive, in addition to powerful. The Huntsman who underestimates these Grimm will quickly find their ammo depleted and their Aura spent. That being said, Category 3 Grimm are almost never responsible for instigating attacks. Instead, they prefer to watch conflicts between people and other Grimm from afar, waiting to see which side has the advantage before joining in—with one exception. The only time Category 3s will attack at the onset (rather than hold off) is when they travel in the wake of a Category 4.
Category 4 — The species that belong to this group are subordinate to none, and often assume positions of authority within aggregate hierarchies. Examples of this include Sphinxes commanding a pride of Manticores, or a Megoliath flanked by Sabyrs and Lepice. Younger or “lesser” Grimm appear to instinctively fall in line, and carry out complex orders or tasks issued by a Category 4. This highly-coordinated social structure all but demands a similar approach from Huntsmen, if they hope to stand any chance at driving them off. Even when unaccompanied by their entourage, a Category 4 Grimm is still capable of immense destruction. There are many well-documented cases of them singlehandedly wiping entire villages off the map. If you plan on fighting one of these, you better be sure that you know what you’re doing.
Category 5 — Exceedingly rare, and dangerous on a scale comparable to natural disasters. Scattered legends that have endured through the ages paint a terrifying picture, one of beasts whose jaws can engulf a ship, or whose wings can blot out the sun. While such stories are undoubtedly rife with hyperbole, they still reveal some underlying truths. These Grimm are frequently (though not always) massive, which makes even their most basic behaviors catastrophic—the volume of water a Leviathan displaces just from walking can send colossal waves battering against the shore. In addition to the gamut of powers they wield, Category 5 Grimm are unique for their ability to secrete pitch (the black, tar-like substance that spawns new Grimm). Unlike other species, they only seem to respond to sudden, dramatic spikes in collective fear, anger, or pain. Sightings in the last few decades have become rare, undoubtedly linked to a similar decline in international tension, and a rise in joint peacekeeping efforts. A Huntsman can go their entire life without ever seeing one.
Pray that you never do.
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rwby-redux · 3 years ago
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Content update.
The following species have been added to the Amendment post for the Creatures of Grimm:
Anguilline, Vizzinichthys stridens Brachia, Campoteuthis dira Charybdis, Roufichtragnatha mordax Galvanist, Scatharipelta fulmipartiens Helion, Aetotitan corpitollax Marellen, Hydrotherium neptunum Seraph, Pluvocator quadripterus Sunshorner, Lampsinympha resplendens Trawl-Kite, Altumbra perlabens
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rwby-redux · 4 years ago
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Amendment
Grimm: Subdisciplines
The Grimm sciences are diverse, and cannot be so readily simplified under a single heading. Much like everything to do with them, these subjects are off-putting to the general public and mired in controversy, such as befitting their esoteric nature. Historical precedent—alongside cultural stigma—has resulted in strict legal oversight and regulations on specimen acquisition, grants, and study parameters (much to the chagrin of researchers and Huntsmen alike).
Listed below are the most relevant branches of archotherology, and a description of each.
Subdisciplines
anthroarchotherology (Gr. anthro-, an alternative of anthropo-, man, + archo-, ruler, + -thero-, beast, + -logy, study of) — A derivation of ethnobiology that deals with the dynamic relationships between humans, Faunus, and Grimm. Specifically, researchers are interested in how people perceive Grimm, how they use Grimm, and how they react to Grimm. Perception is strongly tied to cultural influences or personal experience, while usage links to the benefits a person or a group can extract from a Grimm—be it the bony exoskeletal armor used by lapidaries, or the means of body disposal utilized by hitmen and assassins. Reaction is solely concerned with how people respond to Grimm threats, either on a large scale (like city defense) or a small scale (like unlocking one’s Aura and/or Semblance).
archotherian engineering — The integration of archotherology into modern construction, to predict, design, build, and restore infrastructure threatened by Grimm activity. Scientists in this discipline often collaborate with sentries and perimeter guards in order to learn what architectural practices are effective at repelling or warding off Grimm. Many novel solutions used in the modern day are the result of such endeavors, like hard-light thalassic walls or gravity suspension-grids.
geopsychometry (Gr. geo-, earth, + -psycho-, soul, + -metry, measurement of) — The study of psychometric imprints, or locational memories (such as Mountain Glenn). The mechanisms behind the phenomenon are poorly understood, as are the specific conditions necessary for a psychometric imprint to form. Geopsychometrists believe that negatively-valenced emotions (rage, panic, despair) are retained in areas where mass tragedies (usually largescale death) occurred, and continue to attract Grimm. The question remains why Grimm would gravitate toward these places, when there are no longer people left to hunt. Perhaps even more curiously, why would a physical location have the ability to retain the impressions of long-faded pain? These questions are difficult to answer, in no small part because psychometric imprints have a high Grimm density. As such, Huntsmen are often contracted as bodyguards, and paid to accompany scientists to these otherwise dangerous places.
pigoscience (Gr. pēgḗ, pigí, source or origin, + E. -science, a specific branch of learning) — The investigation into the Grimm’s origins, and the means by which Grimm either self-replicate or are derived. The earliest speculations were rooted in religion and superstition rather than empirical evidence, and as a result tended to reject or shun contrary viewpoints. Despite numerous scientific advancements made in the last few centuries, quite a few of these beliefs continue to circulate and persist into the present day. There are, broadly speaking, five categories into which these theories can be sorted, of which only three hold potential scientific merit: theological, occult, biospherical, synthetic, and cryptozoological.
teratogeography (Gr. terato-, monster, + E. -geography, study of the earth) — The study of the distribution of Grimm in geographic space over geological time. Unlike biological species, Grimm cannot directly leave behind preserved remains. However, paleorecords of Grimm do exist in the form of trace fossils, such as footprints, burrows, fire scars and fusain, fulgurites, and bite- or claw-marks on human and Faunus bones. Discoveries of this nature are invaluable to academics, as they help to eliminate the ambiguity of Grimm population dynamics and how they might have changed over time. By identifying patterns in their behavior, scientists can deduce which regions are susceptible to Grimm encroachment based on prior fluctuations.
teratophagology (Gr. terato-, monster, + -phago-, eating, + -logy, study of) — The study of proposed mechanisms for sustaining metabolism in Grimm. Perhaps the most contentious of the subdisciplines, and the hardest to run experiments on, for fairly obvious reasons. In academic circles, the general consensus is that Grimm subsist either on [1] the Aura of people, or [2] the act of killing. Understandably, people aren’t lining up outside of labs and volunteering to test which one is correct. Due to ethical concerns, nearly all studies that involve human trials are internationally banned. Of course, not all researchers are so easily deterred…
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rwby-redux · 3 years ago
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Content update.
The following species have been added to the Amendment post for the Creatures of Grimm:
Cenitaur, Entekapoda ventriosa Chorus Beast, Spiculingua obtundens Cingrenada, Sphaerarma vapida Gargoyle, Signifex madefaciens Ixodida, Velonagnathus tenax Razorwing, Oxyoptera cataegistriga Shryke, Impalatrum stokeri Tempest, Xenomedusa electrica Undertaker, Cryptatalpa caeca Wickhed, Elapholania candelabrifera
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rwby-redux · 4 years ago
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Content update.
The following species have been added to the Amendment post for the Creatures of Grimm: 
Bandersnatch, Ammognathus leo Basilisk, Maurosaurus aquacurrens Capyre, Photiachrios irruens Elegy, Carmen cygni Enfield, Ailuraetus lycipes Grendel, Aglaeca umbrambulans Hydra, Deronatrix polycephala Juggernaut, Canonautilus latens Lagartodile, Stipesuchus necis Lepice, Lagochion boreicola Long Tongue, Hastalingua aliena Nemagi, Dasyptoma mephitis Needleback, Echinaranea scrupulosa Peryton, Elaphopteryx borgesi Scapegoat, Tragos apopompaios Sphere Fisher, Velocentrus grex Tiamat, Lampsichthys dolichosomatus Tyrant, Hesperomyrmex purgamenticeps Userper, Ceratophion venans Warverine, Psychragrimion atrox Whisp, Phasmafax mendax
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rwby-redux · 5 years ago
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Amendment
Grimm: Species
To be added onto or altered.
Alabastet, Mauropanthera pardus Andras, Argyrostrix obsidens Anguilline, Vizzinichthys stridens Apathy, Lorem ipsum Attercop, Arthrodeimos repens Aurochs, Brontotaurus septimus Bandersnatch, Ammognathus leo Basilisk, Maurosaurus aquacurrens Beowolf, Sarcocanis umbricola Beringel, Daemopithecus nox Blind Worm, Cyclognathus caecus Boarbatusk, Hyocalydon gyrans Brachia, Campoteuthis dira Capyre, Photiachrios irruens Cenitaur, Entekapoda ventriosa Centinel, Scolopendrakon custos Charybdis, Roufichtragnatha mordax Chimera, Ailuropteryx polyops Chorus Beast, Spiculingua obtundens Cingrenada, Sphaerarma vapida Cockatrice, Calcatrix phallodont Creep, Lepiderpeton octonyx Death Stalker, Osteostega aculaureata Dreadnought, Bathycetus ossifragus Dromedon, Erimolania virosputans Elegy, Carmen cygni Elytrap, Entomocheirus tardus Enfield, Ailuraetus lycipes Felifiend, Anthrovenator felinus Fen Feilong, Cetioserpens palustris Flotsam, Carcharianax leucodon Galvanist, Scatharipelta fulmipartiens Gargoyle, Signifex madefaciens Geist, Eidolarion formafurans Goliath, Archaeotherium vagum Grendel, Aglaeca umbrambulans Griffon, Gryps sciopterus Grimalkin, Noctifelis procellipes Haozhenjiu, Acanthystrix decidua Hartless, Elapholania magna Helion, Aetotitan corpitollax Hellcat, Trocholeon polypodes Hellhound, Stygiocyon pictus Hobbesgoblin, Mauropanthera tigris Hydra, Deronatrix polycephala Imp, Bestiola bucculenta Isbjorn, Pagarctos eburneus Ixodida, Velonagnathus tenax Jackalope, Lagoceras herrickorum Jetsam, Syntrivichthys hyponaus Juggernaut, Canonautilus latens King Taijitu, Basiliscophis dicephalus Lagartodile, Stipesuchus necis Lamentia, Selachobates arenicolus Lancer, Vespiturba falcifer Lepice, Lagochion boreicola Leviathan, Cetiostega borealis Long Tongue, Hastalingua aliena Manticore, Ailuropteryx caudicens Marellen, Hydrotherium neptunum Megoliath, Cryotherium atliensis Mesmereyes, Maurhipidura matiphoros Monstra, Beluacetus volans Mortiposa, Skoros luciphagus Necromancer, Secariinsectum cadavifer Needleback, Echinaranea scrupulosa Nemagi, Dasyptoma mephitis Nevermore, Infernavis corvinus Nightmare, Bellomen raptans Nuckelavee, Teratohippus longibrachiatus Ouroboa, Cyclophion fodiens Paralykeet, Electropsitta candida Peryton, Elaphopteryx borgesi Pestilouse, Aspidentomon chiliades Preying Mantis, Kopidocheirus acutus Ravager, Mimochiroptera confluens Razorwing, Oxyoptera cataegistriga Rotweiler, Haemocyon morbifer Sabyr, Xiphodontoides atrum Scapegoat, Tragos apopompaios Sea Feilong, Cetioserpens fulminatus Seafret, Caligopontus cantans Seer, Xenomedusa coronata Seraph, Pluvocator quadripterus Shryke, Impalatrum stokeri Sphere Fisher, Velocentrus grex Sphinx, Ailuropteryx major Stolas, Pallastrix oculofurax Suchian, Rypansuchus flens Sulfur Fish, Pyrura coacervans Sunshorner, Lampsinympha resplendens Swarmer, Pantomenos asticum Tempest, Xenomedusa electrica Terrapin, Cryptochelon insulensis Teryx, Erythropteryx velox Tiamat, Lampsichthys dolichosomatus Trawl-Kite, Altumbra perlabens Tsavo, Mauropanthera leo Typhang, Thyellophis auriactans Tyrant, Hesperomyrmex purgamenticeps Undertaker, Cryptatalpa caeca Ursa, Hylarctos phloivorous Userper, Ceratophion venans Virovultr, Auredax solfur Warverine, Psychragrimion atrox Whisp, Phasmafax mendax Wickhed, Elapholania candelabrifera Wojtek, Vounarctos incendiarius Wringwyrm, Echidnascolex constrictor Wyvern, Euophis dinostomatus Ziraph, Laquelingua tricephala
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rwby-redux · 4 years ago
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Content update.
The following species have been added to the Amendment post for the Creatures of Grimm:
Andras, Argyrostrix obsidens Aurochs, Brontotaurus septimus Fen Feilong, Cetioserpens palustris Haozhenjiu, Acanthystrix decidua Hellhound, Stygiocyon pictus Isbjorn, Pagarctos eburneus Lamentia, Selachobates arenicolus Necromancer, Secariinsectum cadavifer Paralykeet, Electropsitta candida Preying Mantis, Kopidocheirus acutus Sulfur Fish, Pyrura coacervans Stolas, Pallastrix oculofurax Suchian, Rypansuchus flens Typhang, Thyellophis auriactans Wojtek, Vounarctos incendiarius
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rwby-redux · 2 years ago
Note
How has been Beacon be changed for redux? Any new staff or classes introduced?
All of the academies (Beacon included) have been pretty radically overhauled. Most of the major changes were applied to the curriculum, campus, staffing, licensing system, and application process, along with a handful of miscellaneous stuff.
Since you asked specifically about classes and teachers, I’ll focus on them for now.
Curriculum
All of the academies share the same basic course structure. There are eight academic departments: Applied Combat, Archotherology, History, Legal Structure, Pneumatophysics, Rhizology, Weapons and Maintenance, and Wilderness Survival. Each department is overseen by a department head.
Applied Combat is exactly what it sounds like, but at the same time, it’s more than just pitting students against each other in sparring matches. These classes emphasize the importance of knowing how to adapt accordingly, by having an excellent foundational knowledge of any number of scenarios. Like knowing how to fight cooperatively versus fight independently. Or knowing how to handle a single opponent versus handling multiple opponents at once. There are also classes that focus on de-escalation tactics, and how to disarm/subdue opponents without injuring them. [1] Likewise, there are classes that teach students how to use stealth and traps to incapacitate/capture their targets. Finally—and perhaps most importantly—students are educated on mental illnesses that frequently crop up in a Huntsman’s line of work (PTSD, depression, substance abuse, etc). The purpose of classes like this is to destigmatize these conditions, teach students how to recognize their symptoms/warning signs, and provide them with resources for seeking treatment.
Archotherology consists of classes that prepare students for contending with Grimm. There’s an extremely broad range of topics that get covered: identifying all known species of Grimm; knowing where each species lives; knowing their placement on the threat level scale; having an understanding of Grimm anatomy, physiology, and behavior (including related terminology); knowing all of the various adaptations (fire-breathing, envenomation, etc) that Grimm have, and how to counter them; learning how to recognize signs of Grimm activity within an area; knowing the locations of all major psychometric imprints across Remnant; and so on. There’s a handful of elective classes, too, like the history of all the competing Grimm origin hypotheses. Students with an interest in trapping and handling live Grimm can also choose to take intensive, specialized electives. Those courses usually involve working one-on-one with a professor, and doing a lot of field work (in addition to working within the school’s on-site Grimm containment facility).
History covers a rather long list of subjects, ranging from the individual histories of each country, to a recounting of the most recent global armed conflicts and civil rights movements. Students are given a basic overview of each country—their cultures, demographics, climate zones, economy, and so on—to prepare students that wish to work abroad (and to help reduce the impact of culture shock). There are also a handful of classes that focus on the history unique to Huntsmen, including their traditions, predecessors, and influential figures.
Legal Structure focuses on the laws surrounding Huntsmen; what they can and can’t do. These are arguably the most important classes taught at the academies, because they define the limitations found in their line of work (and the legal consequences, should a Huntsman overstep them). Students that fail to complete these classes cannot graduate. The reason why everyone makes a big deal out of them is because a fully trained, licensed Huntsman is incredibly dangerous. There are laws that exist to prevent/minimize the harm that they can do. Remember that fight between Qrow and Winter in V3, when they decided to duke it out in a public space surrounded by spectators? In the Redux, both of them would have had their licenses immediately suspended on the grounds of property damage and civilian endangerment, and they would’ve incurred heavy fines. That’s why it’s so important that Huntsmen are regulated, and that they’re made aware of what they’re legally empowered to do. Not only does graduation hinge on completion of these classes, but the type of license that a Huntsman has is contingent on taking specific classes (along with additional years of schooling, but we’ll come back to that later).
Pneumatophysics covers everything that a Huntsman could possibly need to know about their Aura (and by extension, Semblance). Students are given an in-depth overview of all the offensive, defensive, and auxiliary uses of Aura, including (but not limited to) shielding, healing, thermoregulation, extrasensory perception, amplification, and unlocking. Professors will also work with students individually to determine factors such as their Aura reservoir (basically, how much Aura a person has) and their Aura regeneration rate (how long it takes for a depleted Aura to be replenished). Introductory courses are used to help familiarize students with Aura-measuring technology (pulses, scroll apps), and how to monitor their Aura during combat. There’s at least one class that teaches students about Auratic diseases. Semblances get plenty of attention, too, with classes that educate students on the various types they can encounter, and how common they are within the general population. Students with Semblances are highly encouraged to speak with professors that they share a Semblance with, so that they can get more specific advice on how to best hone theirs.
Rhizology primarily concerns itself with the chemistry, physics, and application of Dust. This is one of the few (if only) academic departments that includes both lectures and lab work in its courses. It’s vitally important that students are not only taught all the characteristics and properties of each Dust type, but how to safely handle them. Although most Huntsmen use processed Dust (usually in a cartridge/battery format), it’s still necessary for students to know how to work with Dust in its crystalline form. Dust (in addition to being an energy source) is a potent weapon against Grimm. Being able to scavenge it in the wilderness and use it in its raw form can often make the difference between death and survival. For that reason, classes will also teach students where to find Dust deposits, and how to identify them.
Weapons and Maintenance consists of classes that are part lecture, part workshop. Students are given in-depth explanations of all the most commonly-encountered melee and ranged weapons, along with practical demonstrations of how they’re used in a fight. These classes not only serve to teach students how to wield their own weapons, but how to deal with opponents that might be wielding them. Additionally, classroom discussions will go over proper safety techniques for each type of weapon, and how to correctly perform routine maintenance. Workshop-based classes are mostly elective, as the vast majority of Huntsmen don’t craft/repair their own weapons or armor, but pay for the services of a weaponsmith or engineer. There is, however, a small subset of Huntsmen that do express an interest in learning how. For those students, the academies offer courses on how to design and build their gear.
Wilderness Survival classes are fairly self-explanatory. They prepare students for the possibility of traveling between settlements, particularly in areas that have minimal to no development. Course subject matter includes remedial first aid, advanced first aid, necessary provisions, shelter building, resource acquisition, trailblazing, navigation, reconnaissance, tracking, and scouting. Naturally, the subject matter for each of these classes changes in accordance with the ecosystem. (Since, understandably, the techniques used for surviving in the arctic won’t be applicable to surviving on a tropical island.) Students are educated on all of the potential environments they could find themselves in during a combat scenario (deserts, forests, mountains, etc), and how to use them to their advantage. Similarly, they’re taught about all of the potential hazards they could face when fighting in certain environments. Another important skill that these classes teach is mental fortitude—how to maintain a healthy mindset, and not panic or succumb to stress, when surviving in the wilds. A lot of these courses include regular field trips into the local wilderness (along with a few exams that are done entirely outdoors).
These are all fairly basic summaries of each academic department, although I’ve definitely omitted a lot of details. When I eventually do a formal write-up of the course catalog, I’ll go into specifics.
The faculty segment is going under a readmore.
Faculty
At present, Beacon Academy’s faculty roster is the most developed out of the four. I’m still working on the exact number of teachers that each school has, so nothing is definitive yet. I try to keep most of the staff non-OC where possible, but inevitably, I run out of canon characters to fill in the gaps. I’ve had to come up with a few clever workarounds to expand the faculty rosters.
So far, this is what I’ve got:
BEACON ACADEMY
Headmaster
Ozpin
Applied Combat
Glynda Goodwitch (Department Head, Deputy Headmistress) Tyto Maurice Ann Greene Harold Mulberry
Archotherology
Peter Port (Department Head) Avery Loch Cressida Theria
History
Thales Melanion (Department Head) Bartholomew Oobleck Francis Ojutai
Legal Structure
N/A
Pneumatophysics
Sonali Venti (Department Head) Aaron Balche
Rhizology
Jocasta West (Department Head) Dyson Iris
Weapons and Maintenance
Louise Baldemar (Department Head) Morgan Currant Rory Volpex
Wilderness Survival
Thumbelina Peach (Department Head) Gamle Björnen Raya Austringer
-
HAVEN ACADEMY
Headmaster
Leonardo Lionheart
Applied Combat
Nakmor Shen (Department Head) Azura Durham Oshoku Tzu
Archotherology
Slate de Sena (Department Head)
History
N/A
Legal Structure
Lali Choi (Department Head)
Pneumatophysics
Caspian Toma (Department Head, Deputy Headmaster) Roux Forhan
Rhizology
N/A
Weapons and Maintenance
Ferrifex (Department Head)
Wilderness Survival
Coram Hyssop (Department Head) Ayress Umbra
-
ATLAS ACADEMY
Headmaster
James Ironwood
Applied Combat
N/A
Archotherology
N/A
History
Stephanie Santiago (Department Head)
Legal Structure
N/A
Pneumatophysics
N/A
Rhizology
Fria (Department Head, Deputy Headmistress)
Weapons and Maintenance
Sel Lefebvre (Department Head)
Wilderness Survival
Onyx Churmon (Department Head)
-
SHADE ACADEMY
Headmaster
Theodore
Applied Combat
N/A
Archotherology
N/A
History
Xanthe Rumpole (Department Head, Deputy Headmistress)
Legal Structure
N/A
Pneumatophysics
N/A
Rhizology
N/A
Weapons and Maintenance
Rowena Sunnybrook (Department Head)
Wilderness Survival
Sayon Toren (Department Head)
-
[1] Although Huntsmen are pretty much always expected to use deadly force against Grimm, when it comes to fighting people, Huntsmen are generally supposed to try and non-violently diffuse the situation first. Even for Class-B licenses, combat should be a final measure. There’s a famous quote from Wonder Women—“Don't kill if you can wound, don't wound if you can subdue, don't subdue if you can pacify, and don't raise your hand at all until you've first extended it”—that accurately sums up how Huntsmen are expected to deal with people in a hostile situation.
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rwby-redux · 3 years ago
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Amendment
Aura: Subdisciplines
Of the three sciences historically known as the Profaned Arts, Aura occupies the middle ground in terms of public contention. Unlike archotherology (which was stymied by fear of Grimm, and hindered by the Grimm’s inherent danger), pneumatophysics faced cultural and religious backlash. Those that attempted to study Aura within a rigorous scientific framework were frequently met with accusations of heresy or unethical conduct. At its extreme, this rejection of scientific inquiry manifested as academic works being destroyed, and pneumatophysicists being executed. For this reason, Aura research—even in the postwar era—still contains gaps when it comes to answering even the most basic questions. Although attitudes toward Aura research have improved greatly, especially within the Kingdom of Atlas, there are those who caution against anything that could “desecrate the soul.”
Listed below are the most relevant branches of pneumatophysics, and a description of each.
Subdisciplines
anthropneumatophysics (Gr. anthro-, an alternative of anthropo-, man, + pneûma, soul, + -physics) A derivation of ethnobiology that deals with the dynamic relationships between humans, Faunus, and Aura. The three underlying topics that researchers focus on concern how people perceive Aura, how people use Aura, and how people react to Aura. Perception addresses Aura from a sociopolitical and cultural standpoint—what beliefs, attitudes, values, and relationships people associate with their Aura on an individual and societal level (be it positive or negative). Usage deals with the various applications of Aura—as a combat tool; as a survival aid; as a sanative accessory; as a Dust catalyst; as an augmentation for industrial labor; as a ceremonial component; and so on. Reaction studies the technological and biological evolution of people and their societies, and in what ways Aura has steered those trajectories over time.
apothymetics (Gr. apo-, derived from, + -thym-, soul, + E. -ics, from [?] Gr. -ikós, pertaining to) The study of Semblances. An argument could be made that apothymetics should itself be further subdivided, to accommodate the wide range of topics that apothymeticists contend with: the categorization of Semblances, the phenomena that determine which type of Semblance is given precedence (Auratic plasticity), the differences between active and passive Semblances, the physical constraints that limit what Semblances can and can’t do, and the adverse effects associated with prolonged or inexperienced Semblance-usage. Ideally, scientists in this discipline would collate their data from a wide range of demographics. Realistically, Huntsmen constitute the majority of their study sample. This is due to [1] Huntsmen disproportionately representing the number of people with unlocked Semblances because of their line of work; and [2] the reluctance of non-Huntsmen to volunteer in academic research.
dilonometry (Gr. dilóno, manifest, + -metry, measurement of) The study of the criteria needed to trigger Aura and Semblance activation. When a person’s Aura is unlocked by another person, it is described as aliquō. When unlocked through non-interventive circumstances, the term per sē is used. The general (albeit tentative and unverified) consensus among scientists is that intense, routine activity predisposes an Aura to spontaneous activation. Similarly, high-stress life-or-death scenarios can cause an Aura to activate (and result in potential simultaneous Semblance acquisition). Research in this field is particularly lucrative, due to a demand for so-called “designer” Semblances that could be artificially generated through manipulating adaptive-selection pathways. Unfortunately, progress in dilonometry is both slow-going and expensive, because the prerequisite for adaptive Semblances (immediate danger) is, needless to say, hard to safely replicate in a controlled setting. A workaround sometimes used by people involves deliberately putting themselves in dangerous scenarios in order to “bait their Aura.”
idiotitology (Gr. idiótita, characteristic, + -logy, study of) The study of inherent characteristics unique to each person’s Aura. Traits such as reservoir capacity (the quantity of Aura each person possesses), chromatic expression (Aura color), and regeneration rate (how quickly a depleted Aura replenishes) can vary wildly between individuals, to the bewilderment of those who study them. It’s not currently understood what factors influence such diversity, or if certain properties (like Aura color) have any significance relative to their commonality. One theory posits that Auratic polymorphism is the result of Grimm selection pressure, although further evidence would be needed to substantiate the evolutionary benefit of Aura color. Another possible theory is that certain Aura characteristics are genetic, or even epigenetic, and may share similar underlying mechanisms with hierarchical prioritization. The final (tentative) theory is that Aura characteristics correlate with an individual’s soul, and convey specific immutable qualities. The latter theory has been difficult to test within an unbiased capacity, given that many cultures associate certain colors with pre-ascribed traits. Without an objective, impartial metric for chromatic expression, it’s impossible to say whether Aura color can be used to identify traits of a person’s soul.
pneumatonosology (Gr. pneûma, soul, + -nosology, study of diseases) The study of Auratic diseases. Given its overlap with archotherology and rhizology, this branch is considered an integrated discipline. Auratic diseases are diagnosed using pathognomonic signs, and then treated with a tailored therapy called electromagnetic field Dust stimulation (EMF-DS therapy). The severity of these conditions ranges from mildly inconvenient, to completely debilitating, to downright lethal, depending on the pathology of the disease and the patient’s overall health. Thankfully, robust medical care ensures either full recovery or improved quality of life for those that become infected. Preventative measures, meanwhile, are somewhat limited to increasing public awareness, as it’s impossible to fully eliminate the vectors of Auratic diseases (plague-type Grimm). The most that epidemiologists can do is monitor their populations, and periodically issue warnings to keep away from areas where sightings have been reported. That being said, there is a subset of Huntsmen who specialize in culling plague-type Grimm, and who are regularly consulted on how to deal with them.
pneumatozoology (Gr. pneûma, soul, + -zoology, study of animals) The study of Aura within non-humanoid organisms. An often-overlooked field that’s dismissed as a waste of grant money, because of the public’s perception of animals as lesser-thans. Its applications, however, are anything but. Many domesticated species that assist humans and Faunus in tasks demonstrate improved performance when having access to their Aura. Plow and draft animals, like oxen and horses, can utilize Aura to bolster their endurance and prolong their work capacity. Dogs trained for search-and-rescue can withstand severe environmental conditions using their Aura’s thermoregulatory function. And, of course, there are those who use animals in combat. Species that are bred or trained to contend with Grimm are known as familiars, and are indispensable to many Huntsmen. Additionally, there’s interest among pneumatozoologists in discovering what quality of animals’ Aura exempts them from Grimm predation. Were this quality identified and isolated, it could be theoretically used to develop Aura-cloaking technology that would render people invisible to Grimm.
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rwby-redux · 3 years ago
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Hey, anon. Remember when I said, “I can’t think of any minor OCs I’ve created”?
Well, turns out that was a fucking lie.
Your question haunted me while I was at work today, as I was in the middle of packaging bougie kitchen towels. I kept thinking, hang on, that’s not right, I know that I would’ve anticipated having to create space-filler characters at some point.
After my shift was up I went home, grabbed my laptop, and after combing through a 50K-word document, I finally found ’em.
While yes, the vast majority of the characters in the Redux are canon, several OCs had to be created to fill in small but important roles—notably, teachers for the various Huntsman Academies. I haven’t finished creating the full staff roster for each school, but by and large the list for Beacon is done.
And I’m kicking myself for not even considering this, but a lot of the scientists for pneumatophysics, rhizology, and archotherology are also OCs.
Oh, and the Huntsman saints. Can’t forget about them.
You can imagine how terribly embarrassing this is. Well. Anyway. Here’s the list of minor OCs that I’ve created for the Redux.
Beacon Professors
Thales Melanion — The head of the Anthropology Department.
Francis Ojutai — A professor who teaches Anthropology.
Tyto Maurice — A professor who teaches Applied Combat.
Oshoku Tzu — A professor who teaches Applied Combat.
Sonali Venti — A professor who teaches Aura and Semblances.
Aaron Balche — A professor who teaches Aura and Semblances.
Dyson Iris — The head of the Dust Studies Department.
Jocasta West — A professor who teaches Dust Studies.
Avery Loch — A professor who teaches Grimm Studies.
Cressida Theria — A professor who teaches Grimm Studies.
Louise Baldemar — The head of the Weapons and Maintenance Department, and Beacon’s on-site weaponsmith.
Morgan Currant — A professor who teaches Weapons and Maintenance.
Rory Volpex — A professor who teaches Weapons and Maintenance.
Gamle Björnen — A professor who teaches Wilderness Survival.
Raya Austringer — A professor who teaches Wilderness Survival. Also responsible for lodging, care, and paperwork for all student- and professor-owned animals used as familiars.
Linden Ross — Beacon Academy’s on-site physician. Oversees healthcare for both students and professors.
Haven Professors
Ferrifex — The head of the Weapons and Maintenance Department, and Haven’s on-site weaponsmith. In the canon, Ferrifex is the unnamed dying Huntsman that RNJR encountered in Shion.
Caspian Toma — The head of the Aura and Semblances Department, and Leo’s current deputy.
Atlas Professors
Sel Lefebvre — The head of the Weapons and Maintenance Department, and Atlas’ on-site weaponsmith.
Notable Figures in the Field of Pneumatophysics
Cinchona Rigel — The founder of pneumatophysics.
Cerise Maida — A pneumatophysicist who created the original template for classifying and categorizing Semblances.
Purrow Gathao — The inventor of the portable Aura-measuring device known as the pulse. Wrote numerous papers on Aura in non-humanoid animals, and theorized on the possibility of animals being able to attain Semblances.
Ilere Koya-Hark — A pneumatophysicist who documented the underlying phenomena that dictate Semblance manifestation (Auratic plasticity and hierarchical prioritization).
Siþleon — The prophet who led the first settlers of Solitas into the far north. Discovered the Dust vortex known as the Auroral Plains, which would later become the site for the City of Mantle. His contributions to Aura and Semblances have less to do with scientific advancements, and more to do with setting the precedent for Old Mantle’s conservative culture.
Notable Figures in the Field of Rhizology
Jordan of Anima — The founder of rhizology, who hailed from the bygone city of Chamenos, Remnant’s largest psychometric imprint.
Djura Gannet — A retired war veteran who studied the reactivity of Dust when exposed to ambient Aura. Later published research on Dust vortices that gave rise to the infamous conundrum known as Gannet’s paradox.
Rednine — A rhizologist whose name comes from the eponymous flower native to Tsahïk Forest. Helped develop life-saving pharmaceutical drugs derived from the rednine flower that were later manufactured into Aura suppressants.
Tiago Torgal — A rhizologist who famously stress-tested/documented the effects of various Dust types by using himself as a test subject.
Kyrii Piers — A doctor who investigated the health conditions of Faunus employed in Dust mines. Made several breakthrough discoveries on Dust poisoning that eventually led to the implementation of stricter mining legislation to protect colliers.
Notable Figures in the Field of Archotherology
Yuan Socotra — The founder of archotherology and author of The Archotheria, an encyclopedic book that details all manner of information concerning the Grimm.
Naomi Dantalion — A city guard from Mistral who ousted a cult of archotherolatrists (Grimm-worshippers) that were responsible for dozens of deaths. Dantalion’s observations from her time posing as a cultist gave rise to a Huntsman Grimm-management strategy known as the habituation tactic.
Evan S. Bantien — A soldier who served in the King of Vale’s army during the Great War, and in the postwar era used his Semblance to study Grimm up-close. He partnered with archotherologist Ezio Perez and together developed the category system.
Ezio Perez — An archotherologist who contacted Evan Bantien, and proposed collaborating on a system for designating Grimm by their threat level. The two later married. 
Isolda Bifrons — A frontiersman whose meticulous record-keeping led to the discovery of previously-undocumented psychometric imprints across Remnant.
The Huntsman Saints
Solaire, the Arbiter — The orator of the saints, whose sphere is synergy.
Faron, the Warrior — The weaponsmith of the saints, whose sphere is martial ingenuity.
Derecho, the Hunter — The woodsman of the saints, whose sphere is animals.
Iosefka, the Guide — The artisan of the saints, whose sphere is self-expression.
Oziel, the Scholar — The lorekeeper of the saints, whose sphere is storytelling.
Miscellaneous Characters
Hector Calavera — Maria’s father, who served in the King of Vale’s army during the Great War. He was also a famous poet.
Rhona — Ozma’s first host.
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rwby-redux · 4 years ago
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Amendment
Grimm: Noteworthy Figures
In a world where cities can be wiped off the map in a single night, history is vital to the continued survival of people. Especially where that history concerns their ancient nemesis. Success, failure; victories, mistakes—all events related to the Grimm (for better or worse) are worthy of recording, so that future generations might learn from them.
The individuals mentioned here have, in one way or another, been massively influential in Remnant’s scientific, cultural, and political landscapes, due to their work with the Grimm. Listed below are their names, along with their contributions.
Dossiers
Yuan Socotra — The founder of archotherology and author of The Archotheria, an encyclopedic book that details all manner of information concerning the Grimm. More information can be found on her here.
Naomi Dantalion — During the height of the Mistrali Empire (ca. 210 AB), the city of Rabenda was plagued by a string of high-profile disappearances and killings. Deaths of such nature weren’t uncommon; after all, Anima was the de facto heart of organized crime on Remnant, which included a thriving network of assassins, hitmen, and cutthroats. What made them noteworthy was the manner in which they’d been killed: clothes stripped from the victims, red eyes painted across their bare skin, and bodies found mangled just outside the city. All evidence pointed toward archotherolatrists (Grimm-worshippers), and judging by the mounting number of deaths, a cult. After weeks spent chasing dead ends, a city guard named Dantalion finally discovered their whereabouts. She successfully infiltrated their ranks by posing as an initiate, and gained their trust through attending underground sermons and paeans. Eventually, she was invited to participate in a ritual. Thanks to Dantalion’s intel, her fellow guards were able to apprehend members of the cult before the sacrifice could be completed. Although Dantalion was lauded for the risks she’d taken to save lives, she’s remembered for something far more interesting. In the weeks she spent impersonating a cultist, Dantalion often found herself in the company of not only people, but the Grimm that they deified. To her shock, the Grimm appeared to be acclimated to the members of the cult, and refrained from attacking them in favor of the victims that were offered up instead. Her tentative conclusion was that these particular Grimm were habituated to people, and under the right circumstances, were less dangerous. These observations laid the groundwork for what would one day become the habituation tactic—a technique used by some Huntsmen to decrease local Grimm aggression. 
Evan S. Bantien — Bantien’s story was unremarkable for his time. A soldier who served in the King’s Army during the Great War, and like many of his comrades, discovered his Semblance as a result. In the aftermath of the war, Bantien found himself a despondent and broken man, unable to unsee the horrors nor return to his former life. He loathed the thought of inflicting his presence on people, and instead chose to seek out solace in the company of other killers—the Grimm. His Semblance granted him the power to cloak his Aura, allowing him to walk amongst them undetected. For a time, Bantien contented himself with wallowing in his grief, watching the Grimm as they went about their day. It didn’t take long for Bantien to start paying attention to their behavior. After three weeks, his interest in their comings and goings distracted him from his trauma. He would sit and watch the Grimm for hours at a time, jotting down their behavior in a tiny notebook. What started out as a coping mechanism soon became a hobby, and before long he was writing about his thoughts online. Eventually, his writing attracted the attention of a researcher by the name of Ezio Perez. He contacted Bantien, and the two quickly established a friendly rapport that evolved into a work partnership. Their mutual enthusiasm over the Grimm (aided by Bantien’s Semblance, and fueled by his desire to prevent future bloodshed) gave rise to the category system, which is today used for classifying Grimm species based on their threat level. Bantien’s original notes were later published in a book titled Amongst the Grimm. To the relief of those who knew him, Bantien was eventually encouraged by Perez to get therapy. It came as a surprise to no one when a year later Bantien proposed (and Perez said yes).
Isolda Bifrons — Bifrons was a Vacuose frontiersman, who made a living scavenging ruins for anything of value. A competent warrior, she spent months at a time scouting the wilds in search of abandoned towns, derelict shrines, old battlefields, and other vestiges of human occupancy. Life as a salvager was often lonely and dangerous, but highly lucrative. Bifrons made a decent living selling her finds to all manner of folks—private collectors, museums, scrapyards, and trading outposts, depending on what she managed to haul back. She made a name for herself as one of the few people bold enough to scour ruins with high Grimm densities. And (much to the unending gratitude of scientists) Bifrons also kept meticulous personal records on all of the places she visited, what items she found there, and how many Grimm frequented those areas. Years later, anthropologists and archotherologists would cross-reference her inventory data and ledgers with historical records. In doing so, they discovered a pattern between Grimm population dynamics and frequented areas where mass tragedies had occurred. A follow-up visit to these sites verified the existence of many previously-undiscovered psychometric imprints.
D. Merlot — Twenty-five years ago, Merlot was a household name in Vale. An eccentric pioneer whose company spearheaded numerous advances in security, especially where it concerned specimen acquisition, transport, and enclosure. His unorthodox methods allowed him to tailor safety measures to each species of Grimm, effectively standardizing industry practices and regulations, and dramatically reducing the number of containment breaches. In time, Merlot had an epiphany: it didn’t matter how efficiently he housed the Grimm as long as they continued to perish in their cages. If he wanted to increase the duration of their captivity, he would need to figure out how to prolong their lives—a challenge no scientist had yet to surmount. Merlot was undeterred. Like many archotherologists, he suspected that Grimm subsisted on either the Aura of their victims, or the very act of killing. To test this theory, Merlot asked Vale’s council to relinquish convicted prisoners to him as test subjects. When the council vehemently refused, he resorted to kidnapping people in secret. An estimated sixty victims were abducted and sacrificed in Grimm-related experiments. Knowledge of these kidnappings only became public when one of the Grimm managed to escape and destroy the facility, killing the victims and employees in the process (Merlot included). To this day, the identity and whereabouts of the renegade Grimm—better known as Merlot’s Beast—remain unknown.
Derecho — Derecho belongs to the aspects, the so-called Huntsman saints revered by many across Remnant. Although certain details of their life have been lost to time, Derecho is accredited with the idea of training animals to contend with Grimm. They hailed from Eastern Sanus’ northwestern coast, in the region that would come to be known as Forever Fall. According to one legend, Derecho was hunting when they crept upon a glade filled with deer. The herd itself wasn’t what intrigued them—after all, deer were a common sight amidst the red foliage. Rather, it was the Ursai that prowled among them while they grazed, entirely indifferent to each other, that gave Derecho pause. On a hunch, they snapped a twig, and immediately the deer fled while the Ursai attacked. Derecho pondered on that encounter later that day, while nursing a small wound. It wasn’t just the Grimm’s initial lack of hostility they found intriguing—it was their apathy toward anything other than people. Derecho wondered if that trait couldn’t be exploited. From here accounts differ, but it’s widely agreed that they began to use animals to assist in certain tasks—teaching dogs to attack while the Grimm were distracted by people, training hawks to deliver messages between villages and cities, and so on. Derecho even initiated the breeding program that led to the domestication of the rapier wasp as a perimeter guard, generations later. Modern Huntsmen still use dogs as fighting companions, and many birds are outfitted with cameras that can send real-time footage of Grimm to a Huntsman’s scroll. Animals’ indispensable presence in the field has made Derecho a venerable (if not apotheosized) figure, thanks to their life’s work. Amusingly, “Derecho” has become a popular name for pets.
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rwby-redux · 4 years ago
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Amendment
Grimm: Founder
Yuan Socotra, Mother of Archotherology
Although the title didn’t exist during her time, Socotra was arguably Remnant’s first archotherologist. Precious little of her adolescence is known, other than her place of origin, the bygone city of Onethrotu (once located on Sanus’ eastern coast). Her intense curiosity, willful personality, and disdain for authority are perhaps her most distinguished traits, in no small part due to the role they played in her banishment. At the age of twenty-three, Socotra was arrested on the charges of impiety, civil endangerment, and goety. Over the course of the trial, it was revealed that Socotra had spent her youth venturing outside the city and spying on the Grimm in secret. What would be recognized today as field observation was then dismissed as fraternization and consorting with monsters. It’s widely suspected by historians that Onethrotu’s theocratic triumvirate was threatened by her inquisitive and outspoken nature, and that the charges were merely a pretense.
For most, expatriation was a death sentence; for Socotra, it was the beginning of her career. While she lacked any traditional survival skills—like hunting and fighting—she compensated with her mind. Shortly after her exile, she encountered a caravan under attack by Grimm. By applying her years of observation, she was able to successfully direct the defense against them. Socotra bartered her intelligence in exchange for safe passage with the caravan, and over the next decade, she ventured across Sanus and Anima under the aegis and hospitality of various settlers, pilgrims, and vagabonds. During her travels, Socotra learned to read and write, and began to document her observations of the Grimm. Her writings included detailed anatomical sketches, species identification markers, common vulnerabilities, population dispersals, and a comprehensive list of traits. Eventually, Socotra’s work was compiled and published in her book The Archotheria, and is still in use to this day.
Although she garnered recognition for her many achievements, Socotra is often humorously remembered for one in particular. When Onethrotu was destroyed by Grimm some forty years later, Socotra donated much of her time and personal resources to the city that was erected in its place: Vellichor. As a thank-you, the city’s founders approved her request to build a public library—directly where Onethrotu’s capitol once stood.
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rwby-redux · 5 years ago
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Amendment
Foreword
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Worldbuilding Topics To be added onto or altered.
THE SCIENCES
Aura - Pneumatophysics
Overview
Subdisciplines
Semblances
Founder
Noteworthy Figures
Grimm - Archotherology
Overview I, Overview II
Subdisciplines
Species
Psychometric Imprints
Auratic Diseases
Origin Hypotheses
Ranking System, Threat Level Assessment
Founder
Noteworthy Figures
Dust - Rhizology
Overview
Subdisciplines
Dust Vortices
Mining Corporations
Modern Usage, Technology
Dust Poisoning
Founder
Noteworthy Figures
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REMNANT
Cartography
Political Map
Climate Map
Topographic Map
Volcanic Map
Celestial Bodies
The Moon
Constellations
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THE KINGDOMS
Kingdom of Vale
Overview
Geography
Settlements
Culture
Government Structure
Economy
Kennings
Noteworthy Figures
Kingdom of Atlas
Overview
Geography
Settlements
Culture
Government Structure
Economy
Élagage
Noteworthy Figures
Kingdom of Mistral
Overview
Geography
Settlements
Culture
Government Structure
Economy
Nomadic Groups
Noteworthy Figures
Kingdom of Vacuo
Overview
Geography
Settlements
Culture
Government Structure
Economy
Noteworthy Figures
Menagerie
Overview
Geography
Settlements
Culture
Government Structure
Economy
Noteworthy Figures
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HISTORY
Calendar System, Holidays and Festivals
Demographics
Armed Conflicts
The Slave Trade
The Vytal Summit
Defunct Places
The Cross Continental Transmit System
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LANGUAGES
Overview
Sanus Language Family
Anima Language Family
Arco Language Family
Vytal - Remnant’s Lingua Franca
Unclassified Languages
Extinct Languages
Writing Systems
Idioms and Expressions
Slurs and Epithets
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HUNTSMEN
Overview
Huntsman Academies, Curriculum
Laws and Regulations
Subcultures and Customs
Weapons
Licensing System
Familiars
The Vytal Tournament
Outposts
The Huntsman Saints
Folk Stories and Myths
Grimm Management Strategies
Named Grimm
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MISCELLANEOUS TOPICS
The Faunus
Biological Traits, Reproductive Inheritance
Night Markets
Discrimination and Persecution
Competing Philosophies
Groups and Factions
The White Fang
Criminal Organizations
Healthcare
Pharmacological Substances
Illnesses and Diseases
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CHARACTERS
Weapons and Their Wielders
Familiars and Their Handlers
The Councils
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coffee-queen448 · 4 years ago
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This is very neat!
If I may add a thought...
It would be also neat if licensed huntsmen had some kind of app on their scroll that indicates general Grimm rankings in certain areas. I'm betting scientists would have something like that too, and the two groups can share data with each other. And if there's a spike in Grimm activity nearby, the app can send alerts to huntsmen using the app in the vicinity.
Probably would have to install special equipment around the world for this to work, and it might not be available in all areas. I'm not actually sure about the mechanics, but it was an idea that struck me while reading this.
Amendment
Grimm: Ranking System
The Bantien-Perez threat level scale (BPTLS), better known as the category system, is the scale used for classifying Grimm based on their threat level. Each of the five categories distinguishes Grimm by criteria such as durability (how sturdy its damage threshold is), intelligence (how capable it is of learning), adaptation (the traits it possesses), vectoriality (whether or not it can transmit Auratic diseases), and gregariousness (how likely it is to form groups with other Grimm).
The category system was adopted as a universal metric shortly after the Great War ended. Its purpose is to eliminate any ambiguity concerning the degree of danger posed by each species, and to help Huntsmen prioritize threats during combat.
Keep reading
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