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White Huntsman, Red Monster, and Blue Executor [RWBY]

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White Huntsman Ch. 1: Schoolhouse Punk

"Yo, come on let's fight!"

Jaune Arc sighed, "Dude...
Power System and Worldbuilding
Decided to post this it the power system and worldbuilding for this story, though there may be some differences between this and the actual story.

Aura

Aura: Aura is a power that rests near the soul, those who can awaken this power are granted a forcefield of light that enhances them, protects them, and heals them.

Those who use Aura to fight the Grimm are called Hunters.

Aura is in everything that has a soul and it's always there so the term unlocking or awakening Aura is a bit of a misnomer.

Instead, it's more like realizing that Aura exists inside of one.

There are many ways to unlock Aura, some people may train their entire lives and not be able to sense it.

Others can simply awake with Aura without putting in any effort.

It's also possible to "jumpstart" one's Aura by sending Aura into someone's body and chanting.

Basic Aura Techniques

Object Imbuement: A technique whereby pouring Aura into an object one can strengthen and enhance its properties. With this technique, if mastered, it's possible to make even a stick slice through concrete without resistance. However, there are two weaknesses to this technique.

1. Unless one has a specialized Semblance one has to be in contact with the object to keep imbuing it with Aura.

2. Putting too much Aura in an object will cause it to break, mostly in explosive manners.

Aura Flow: A technique that allows you to move and focus Aura on other parts of one's body. With this technique, you can focus Aura on your weapon or fists to make them more powerful or protect body parts. The weakness of this technique is that focusing one's Aura on a body part weakens the Aura shield around their body.

Advanced Aura Techniques

Advanced Object Imbuement: A advanced version of normal Object Imbuement. Instead of pouring Aura into the object, one can cover the object they want to enhance in a shroud of Aura. This enhances all the advantages of normal Object Imbuement and cancels the second weakness. However, it's extremely hard to do since Aura likes to stay on top and near the body so most Aura users don't learn this technique as they consider it a waste. Though older Aura users pick this up anyway as they learn more techniques.

Advanced Aura Flow: A advanced form of Aura Flow. With regular Aura Flow, one can simply move their Aura to other parts of the body to strengthen or protect parts of the body but with Advanced Aura Flow, one can focus Aura into their own body. This can be used to stimulate healing or strengthen body parts even more so. However, this technique is incredibly hard to do because Aura doesn't like being inside the body and it sacrifices the shield aspect of Aura.

Fortification: The opposite of Advanced Aura Flow. Instead of forcing one's Aura into the body, Fortification is forcing Aura out of the body. Doing this strengthens the Aura shield around one's body but sacrifices the healing and strengthening aspects of Aura to put it all in defense. It's considered a last-ditch move to protect oneself when they're nearly out of Aura.

Pacts: Pacts are an incredibly powerful technique that requires resolve. By making and following a Pact one can increase their Aura as Aura is influenced by emotions and resolve is one of the most powerful emotions. One can also add Limitations and Conditions to their Pact. The more resolve required to follow a Pact the more powerful their Aura becomes.

Aura Piercing: One of the most powerful Aura techniques. By mixing Object Imbuement and Advanced Aura Flow one can, in a fraction of a second, imbue Aura into an object through a punch or kick. By overloading this object with Aura they can cause it to explode from the inside out. The most dangerous aspect of this technique is its capability of piercing through even Aura. By forcing one's Aura into someone else's Aura the two reject each other, the stronger more focused Aura is usually the one that wins. However, Fortification can block most Aura Piercing moves.

Semblance: A Semblance is the ultimate Aura technique, it's an ability-based of one's psychology that allows them to fantastical things. Though Semblances are usually static they can evolve and become more powerful. Usually, Semblances can't be thought to other people unless one has a specific Semblance that allows them to copy or steal Semblances however Semblances can be passed down hereditarily through family lines.

Dustcraft

After humanity got the ability to use the power of Destruction(Magic) taken away from them, they found Dust, the leftovers of the power of Destruction. Using Aura they learned how to tame this power and some sects that knew of Magic tried to use this power to regain the gift known as Magic. Due to the Veil, the Gods put over Man most people can't see this power.

Magus

Magi are practitioners of Dustcraft, to them the most important thing is their research, trying to find a way to regain their lost True Magic.

Exorcists

Exorcists are Magi that decided to fight monsters that exist in The Magic World that threaten humanity.

The Magic World

The Magic World is a colloquial term for all things associated with Magic. When the God Of Light decided to resurrect Humanity without the ability to use Magic he hid away all of the other magical creations by putting a veil over the eyes of Man. However, some people can see through this veil, they are called Clear-Sighted. Thanks to the Veil, Magic, and magical creatures are kept secret. The reason why Humanity can see Dust and use it even though it can be used for Magic is that the Dust Crystal is simply destructive energy only when the energy is transformed to use spells is when that energy can't be seen by normal humans.

Dustcraft Power System

Magi sort other Magus by how many elements they can use.

Non-Elements

Non-Elemental Dustcraft is simply drawing Magical power from a dust crystal into your body without the element. This can be used to boost your body, Aura, and Dustcraft. It's incredibly basic and not really used by Magi.

Primary-Elements

Primary Elements is the ability to draw the elemental power of Dust out of the Crystal.
Most Hunters can already do this but the second step is to use this energy to cast spells.

There are 8 categories of elements.

1. Fire
2. Water
3. Earth
4. Wind
5. Lightning
6. Gravity
7. Plant
8. Light

Each part matches the basic Dust Crystal.

Secondary-Elements

Secondary Elemental Magi have the ability to mix or change the physical properties of Dust.

Like Water and Fire makes Steam or Fire and Earth makes Lava. Phase changes like Ice also fit into the Secondary Elements category.

Tertiary-Elements

Tertiary Elements take the ability to mix Dust to a conceptual level. Instead of just mixing the physical properties one can mix the conceptual properties. For example, Fire Dust contains the concept of burning while Water Dust contains the concept of Liquid. By mixing the two you can make Acid.

Unique-Elements

Unique Elements, unlike the four other categories, don't fit a dust crystal element instead it fits things like Time, and Space into it. While most are born with the ability to use Unique Elements some can develop into it. Tertiary Elemental Magi have the most chance to become a Unique Elemental Magus.

Dustcraft Techniques

Spells: Spells are most of a Magus's power, they are many spells for all sorts of things. The amount of spells one can use is decided by how much Dust and Aura one has. Most spells are inherited however sometimes they can be innate.

Aura Transmutation: By mixing Magical Energy into Aura one can give their Aura special properties Aura wouldn't normally have.

Semblance Transmutation: A more advanced version of Aura Transmutation wherein one focuses magical energy into their semblance.

Area Transmutation: By pouring Magical Energy into an area one can transmute an area to one's advantage.

Reversed Techniques: Magic is the power of destruction only good for destroying things. However, it's possible to reverse the polarity of the energy to Creation to heal things.

Curtain: A Curtain is a spell that encloses a space hiding it away from view, it's also incredibly customizable.

Domain: A Domain is the Inner World of one's mind. Only the highest of Magi can expand their Domain into the real world.

Innate Domain: By transmuting the area around one with Magic, a Magus can create an area that favors their spells however it's incomplete because it doesn't use a curtain. However, it uses a lot of Magical Energy.

Simple Domain: By expanding magical energy around them, a Magus is capable of creating an area where all spells are instantly cast with no lag time and the enemy's Dustcraft is neutralized. As such it's incredibly hard for an enemy to dodge an attack unless there expecting it. Unlike Innate Domain, this spell doesn't use a lot of Magical Energy. However, one must stand still in one place for this technique to work moving will automatically cancel the Simple Domain.

Domain Amplification: A fusion of Aura Transmutation and Simple Domain, allows one to give their Aura the ability to neutralize magic but they're unable to use magic in return.

Domain Expansion: The ultimate spell a Magus can have, Instead of using Aura to control Magic a sufficiently powerful Magus can do the reverse by using Magic to control Aura they're able to create an enclosed area that represents their own inner world. Any attack in a Domain Expansion will be instantly cast and always hit even through Aura, they can also come from anywhere in a Domain. The only way one can block this is to strike as the attack is coming into existence with Anti-Domain techniques or overwrite a Domain with another Domain.

True Magic

True Magic is the name of the Magic that can be used without Dust Crystals. Humans who can use true Magic are called Wizards.

Grace

Grace is the opposite of Magic, unlike Magic and Dust which is the power of Destruction, Grace is the power of Light that is, Aura and Semblances. It has the ability to negate the power of Magic. This is why Domain techniques that negate magic are possible, however, Aura and Semblances are extremely watered down versions of Grace. They're only one being that can use the true power of Grace, Silver Eyed Warriors.

Magical Creatures

Magical Creatures are the term for creatures that are leftovers of the Age of Gods, they have the to use True Magic. They are hidden behind the Veil.

Spirits

Spirits are creatures born from Aura. Aura even in normal people sometimes leaks out. Usually, this energy simply dissipates into the environment. However, sometimes these leaks of Aura gather together. Usually, these spirits are harmless and can't be seen by humans but sometimes when enough malevolent Aura is gathered it can create an Evil Spirit, these Evil Spirits are usually destroyed by Executors.

Ghosts

Ghosts are not Spirits, though they may form the same way. Unlike spirits which are the culmination of many emotions. Ghosts are the souls or pieces of Auras of people who have died but still exist. Most Ghosts are malevolent and have to be exorcised.

Vampires

Vampires are beings that were once humans. They were created during the Age Of Gods by a Wizard who wished for Immortality. They can eat normal things but due to their nature, it won't keep them alive. They must feed on Aura to survive. As long as they feast on Aura they are immortal, able to stop their aging. Very powerful Vampires can do many things but in daylight there, powers are taken away. Also thanks to their ability to suck Aura they also have the ability to suck the Seeds Of Darkness out of Magical Creatures giving them the ability to use True Magic.

Magic Arts Users: Normally humans are unable to use magic, however by making contracts with beings that can use True Magic. The being can share their Magic with the human, giving them the ability to use True Magic.

The Mages Association

The Mages Association is a secret organization that controls Magi. They control most of the magic research, and people in their ranks.

The Clocktower

One of the most prolific Magic Academies on Remnant, many Magi go there to study. It's part of the Mages Association.

Atlas Institute

Centered in Atlas it's where most of the groundbreaking Magic research happens.

Executor Faction

The Executor Faction is the part of the Mages Association where Magi learns how to fight magical creatures humanity doesn't know about.

Neo Q

A magical terrorist organization that wants to break the Veil and reveal The Magic World to the Public, their end goal is to create a world where those with Magic rule over the masses.


Warlocks and Witches

Warlocks and Witches are Magi that the Mages Association considers a threat. They are rogue Magi that don't care to follow the laws that the Mages Association put down. They are usually hunted by Executors.
 
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