specialist_snowflake: (Broadcast)
«classyfied» TEXTAUDIOVIDEOACTION Winter Schnee ✦ RWBY
RESIDENCE ✦ Emerald District: Public Housing
GEMBOND ✦ Amethyst
I am currently engaged in other matters. Leave only the necessary details. I will contact you at my earliest availability.

INFOPERMISSIONSKINKLISTIC JOURNAL
specialist_snowflake: (Sisters Support)

Letters to Weiss





This post will serve as a chronicle of Winter's experiences in the game of Noctium, written as letters to her sister Weiss. Part journal, part CR chart! These letters are handwritten and sealed in wax, kept in a locked drawer at her desk.
specialist_snowflake: (Default)
« PLAYER INFORMATION »

    Name: Faetan
    Are you over 18?: Boy howdy.
    Contact: [plurk.com profile] faetan
    Other characters, if any: Leblanc

« CHARACTER INFORMATION »

    Character: Winter Schnee
    Canon: RWBY
    Canon point: Mid-Season 8 (End of Episode "War")
    OU or AU?: OU
    Age: No canon age is given, but estimated as somewhere between 24-27
    Species: Human

    « RECORD »

    Disposition:
      * Disciplined - Winter is a firm believer in controlling one's emotions, rather than being controlled by her feelings. She's the type to adhere strictly to a schedule, and thinks poorly of those who are less than punctual. She believes firmly in the benefits of sticking to one's training (which is, admittedly, fairly brutal in order to push herself to high levels of competence and success), and expects others to do the same if they hope to excel. Although this is an important value to Winter, she is nonetheless prone to sudden outbursts of anger, possibly as a result of keeping her feelings buried too deep for too long. She lashes out most often when in defense of her commanding officer, General Ironwood, and when she loses her cool all semblance of composure and common sense go right out the window.
      * Critical - She has ridiculously high expectations not only for others, but herself as well. This goes hand in hand with the above key point of discipline. Winter is no hypocrite, she won't tell someone to do something she will not. She comes across as horribly bossy and demanding, but her critique 90% of the time comes from a place of genuine concern. (The other 10% is usually irritation.)
      * Loyal - There's no question regarding Winter's loyalties. She follows orders to the letter, and is willing to give her life for the sake of duty. It may seem like a positive trait, but her loyalty has become concentrated to the point where she puts her orders above her own welfare, both physically and emotionally. Currently she's experiencing a conflict as a result of her devout faith in Ironwood, whose humanity and compassion is on a crumbling decline due to the immense pressure that seems to have led to a complete mental breakdown. Winter's been forced to choose between her duties and the people she cares about, and it's putting her under immense strain.
      * Independent - Asking for help does not come easy for Winter. She takes great pride in her accomplishments, and to rely on others for things she should be able to do for herself is shameful. She strives diligently for competence, and would vastly prefer to be in the protector role than the protected. Even so, her stubbornness doesn't override common sense, and if accepting help would result in benefits to another, she'll swallow her pride and accept assistance with humble gratitude. Her pride should not be mistaken for arrogance; she apologizes when she recognizes her mistakes and is not content until she's made up for the damage done (no matter how small). Discovering that the majority of her career was 'rigged' caused her some distress (she admitted she was angry when she found out). Accepting acts of kindness can be difficult if she doesn't feel she's done something to earn it.
      * Tough Love - Winter does NOT coddle. If someone needs help, she prefers to teach the person how to do things on their own rather than doing it for them. She will rarely intervene on another's behalf if she believes they can figure it out for themselves. Her younger sister, Weiss, typically received the brunt of Winter's tough love lessons, but the bonds between them strengthened significantly as a result. Winter leads by example, and often encourages others to choose for themselves. She's patient, and if her student can tolerate Winter's seemingly cold personality and stern demands, she makes an excellent teacher.


    Under pressure: Expecting intimacy of Winter is akin to expecting love from a turnip. Nonetheless, once she's had a few days to adjust to the change, she's quick to formulate a plan with firmly set boundaries as to what is and is not acceptable. In short, she's a slow burn type who isn't likely to want more than holding hands or sparring sessions to generate manna. As she adapts and grows more comfortable with others, something she doesn't really get in Remnant, those boundaries will relax. Special exceptions will otherwise only be made out of absolute necessity (i.e. if someone's welfare is at stake).

    Condition upon arrival: Winter is recovering from severe injuries inflicted upon her by Cinder in defense of the Winter Maiden. She's well enough to operate in the field, but seems to experience tremors and stiffness in her right hand. Emotionally she'll be taut as a drum until she learns of the stasis placed on her world while she's in this one, after which she'll see her circumstances as an opportunity to finish recovering her health and step up her training.

    Abilities: Winter has the ability to manifest glyphs that can arrest or accelerate movement. She's so adept at their use that she can run straight up vertical surfaces and leap great distances. Winter is ambidextrous and fights with two blades -- a saber, and a smaller rapier housed within the main blade's chamber. She also has shown aptitude in the art of summoning, a hereditary ability granted to all women in the Schnee lineage. Any creature she defeats in battle can be summoned at will, and she can change the size of this summoned creature as shown by the flurry of tiny Nevermores she hurled at Qrow during their duel. Finally, as all characters in the show are shown to possess, Winter also has an Aura -- a power that registers as a sort of inner shield that absorbs damage up to a certain point to prevent massive injuries. Auras are not unlimited, and if Winter takes too many blows, she can be physically harmed just like anyone else with broken bones, bleeding, bruises, etc. Aura must be activated consciously as well -- someone who sneaks in an attack when her aura isn't activated will bypass that defense completely.

    Inventory: Only her uniform and her sword are on her person at the time of arrival. The creatures she summons are essentially formed from her Aura, and do not seem to possess sentience or independent thought.

    Gembond: Amethyst
    Gem Location: Embedded below the notch of her collarbone.

« MISCELLANEOUS »
specialist_snowflake: (Dirty Look)
Name/Alias: Faetan
Discord/Plurk/Other IM: [plurk.com profile] faetan

Character Name: Winter Schnee
Source: RWBY
Race: Half-Betazoid (father), Half-Terran (mother)
OU/AU: AU
Preferred Rank: Lieutenant
Position: Assistant Chief Security Officer (ASO)

Personality: Winter wasn't given the nickname 'Ice Queen' as a mere (and unclever) play on her name; she can be as frigid and harsh as the very season for which she was named, keeping her emotions carefully schooled behind a cold veneer.

Her militaristic background is evident in the way she speaks and conducts herself. Winter's stance is rigid and proud, and she tends to speak formally even it isn't necessary. Fights are 'altercations.' Information she can't speak about is 'classified.' Even when she's with family, she rarely drops the soldier's demeanor, unless there are absolutely no other interlopers around.

Winter holds high expectations in the behavior and accomplishments of others, as these are standards she's set for herself as well. She demands courtesy (or at least an earnest attempt), respect, cleanliness, order, and absolute perfection. Failure to meet these standards result in cutting remarks of disappointment, or even slaps upside the head.

Honestly, her expectations can be a little hard to guess. Sometimes Winter expects strict adherence to cordiality, other times she expects to be informed of more personal matters that demonstrate her true care and concern for friends and family. While Winter can be overly harsh, her actions stem from her own kind of love and a desire to see someone improve and grow. Beneath all the icy walls she can be surprisingly warm and loving.

Winter herself is headstrong and independent. She makes decisions and executes them without regret. Once she's made up her mind, then there's little that can be done to stop her from moving forward. The decision to join Starfleet was one she made in the face of hardship and opposition, directly defying her father with the consequence of being cut off from money and support. Even so, she seems to have thrived on her own, imbued with confidence in herself and her talents. Everything she has today, she worked hard to earn, and she's proud of her achievements.

Despite growing up in a wealthy and privileged life, Winter doesn't seem to be materialistic in nature. Yes, she likes things clean and orderly and prides herself on maintaining her personal appearance, but she doesn't depend on money, nor does she place much value in trinkets, beautiful clothes, or other expensive fineries. She adapted to the military lifestyle (perhaps a little too well) and has no complaints about foregoing civilian niceties. She enjoys a well-brewed cup of tea and the company of upstanding individuals, but she isn't shallow or vain, and she definitely isn't pampered.

Nonetheless, her good breeding is obvious in the way she conducts herself. She appears to be a prim and proper lady, and she's well-versed in the little games played by higher society. Winter carries herself with the same regality of a queen, with an unspoken demand for respect and propriety from those who would approach her. Failure to meet these silent expectations will likely result in belittlement or even disgust.

Winter does not warm up to people easily (big shock). It's possible to get on her good side and to earn her respect, even her deference. She seems to greatly admire her superior officers, willing to submit to their authority and disparaging those who do not.

Due to her animosity toward her father and by extension her own Betazoid heritage, Winter places significant value on keeping her emotions firmly tamped down, and can suffer self-disgust and frustration when her temper gets the better of her. She's made no efforts to learn anything about her telepathic and empathic abilities, and though she can feel the surface emotions of others, she's not particularly disposed to acting on those emotions. She feels your pain and ignores it.

History: The Schnee family originates from a long (and somewhat wealthy) Terran heritage of ship designers. In the 1700's, Klaus Schnee would design ships for crossing the oceans. Over 500 years later, the tradition continues, but now focusing on ships that cross the galaxies. The Schnees own more than a few space stations and colonies, primarily near privately owned dilithium mines. Winter's father, of a lower ranking Betazoid family focusing on similar business pursuits, married high above his station and used his empathy and telepathy to romance Winter's mother. Once the ceremony was complete, and he became the CEO of all holdings and operations, he made it quite clear that the marriage was one of opportunity, not love.

Winter was brought up in this loveless household. To her father, discipline and obedience were more precious than affection, and she tirelessly worked to be the pinnacle of perfection that her father expected of her: perfect grades, perfect manners, carefully cultivated pursuits and hobbies that would make her a perfect heir to the family business and fortune with her future designated mate.

It wasn't until Winter was 17 that she learned the truth of her father's heartless treatment of her mother, and that the woman's declining health and emotional distance was a direct result of her husband's neglect. Winter's temper boiled over, and she stormed away from her home, intending never to return. A friend of the family, a prominent politician in the Federation and active admiral in Starfleet, was able to direct her fury into a promising career in Starfleet. Due to her excellent grades and respectable background, she was accepted into Starfleet Academy despite her father's threats that she would be cut off from her inheritance and rights to the family resources.

She proved to be an outstanding cadet, though her instructors were concerned about her seeming inability to emotionally connect with others (especially since it should have been easy for a half-Betazoid). Nonetheless, no one could deny that she wasn't effective in her studies. Most expected her to pursue a commanding role, but Winter instead enrolled in the security program. She graduated a year early, and after being assigned to her first command post, she rose quickly in ranks and prominence. The admiral had her transferred to the Enterprise as it seemed a good opportunity for her, and there was an opening for an Assistant Chief Security Officer.

Powers/Abilities/Unique Items: As a half-Betazoid, Winter has mild empathic and telepathic abilities. She's received no training in the latter so while she can receive intentionally-sent telepathic messages, she can't send them. Winter can sense the emotions of others, but often chooses to ignore them due to her animosity toward her paternal heritage.

Physical Description: Winter normally stands 5'4" with high-heeled boots, which she is seldom without. On those rare occasions where she has nothing to boost her height, she's barely over 5'0". Though she's fairly short, she carries herself with a regal and professional air that may make her seem taller; she can still find a way to look down upon crewmates much bigger than she is. She inherited the white hair of her mother, which she almost always keeps pinned up into a practical bun. Her eyes are black, but she chooses instead to wear blue contact lenses to appear more Terran. Winter has an exceptionally pale complexion. Her build is slim and lithe with generous curves. She might be pretty if not for her eternal frosty expression of judgment and disdain.
specialist_snowflake: (Glyph Queen)
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Winter Schnee RWBY
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specialist_snowflake: (Evil Smirk)

GENESSIA BOUNTY BOARD



[Rules:

1. Unlike the bounties featured in the newspaper, working as a salaried bounty hunter ICly requires use of the buddy system. Any bounty marked two stars and up must be completed (and logged) with a team of at least two people, though more are acceptable. OOCly you are free to break the rules, so long as you're okay with facing the possibility of IC consequences should Winter find out. She doesn't want to be liable for your reckless behavior! Other IC rules include minimizing public and private property damage, taking criminals alive and turning them over to the local justice department (accidental and self-defense kills must be reported immediately to Winter Schnee), refraining from unneccessary brutality in capturing the criminal, and agreement to obey the local laws of the city in which they operate. A handwritten, video, or face-to-face report is expected within 24 hours of the bounty completion as Winter would like to know how well a character performed (or failed).

2. You may handwave any bounty marked with one star, though OOCly logs and posts are encouraged as the board is a means of creating engaging RP scenarios.

3. A bounty hunter's salary increases with the number of completed bounty hunting assignments. Handwaved missions do not count toward a qualifying pay increase. A beginning bounty hunter earns one star a month in addition to any rewards gained (Basic Level), increases to two stars after three successful missions (Gold Level), and finally increases to three stars after ten successful missions (Elite Level). These salary payments can be received only if the character's availability is 'on-call,' and may be reduced or withheld if the character is hibernating in the Dream Docks or otherwise unavailable to accept assignments on short notice.

4. It is up to the players to handle all NPC duties as needed when setting up the logs. Winter's player, however, is happy to assist with OOC planning and suggestions if you need help in creating more twists and turns.

5. If you want to submit a character's personal IC request for the Bounty Board, or even if you want to create your own submissions to be added and/or carried out, contact Faetan either through PM or Plurk or Discord (etc.) and they'll be added to the board!

6. While the newspaper bounties are open to anyone, ONLY a licensed bounty hunter under the Schnee Foundation's employ can access the exclusive bounties listed below.]


Genessia City
Bounty Reward
This Job Sucks!: The Torex Vacuum Company needs someone to sell their vacuums door-to-door.
NOTE: Though this is a two-star bounty, this job can be performed solo and may be handwaved. This job will be removed once it has been completed four times (need not be consecutive or by the same bounty hunter).
**
Joy Joyce: Wanted for multiple counts of grand theft auto. The reward will be tripled if the stolen cars are also found and returned to their rightful owners. ***
Robert Lobe: Wanted for assault and battery of his next-door neighbor. Stubbornly refuses to cooperate with local law enforcement by pretending not to be home or altering his appearance and using a fake ID. **
Spring Autumn Cleaning: A wealthy business owner who manages several mini-marts around town needs someone to do some heavy cleaning by washing the windows, power-washing the roof, cleaning the gutters, and otherwise making the stores look spotless.
NOTE: Though this is a simple job that offers only a one-star reward, the cleaner will be on-site when the mini-marts are robbed by a disgruntled ex-employee. Stopping the robbery will double the reward, and capture of the robber will triple it.
*
Sinne Löschen: A mysterious unmarked cabinet has been appearing in arcades seemingly out of no where. Staff of the various arcades have no recollection of the cabinet's appearance, or even its disappearance, as it seems to be removed a day later to only appear in another arcade the next day. Those who have played it all described an uncontrollable desire to play the game when they were in the vicinity of the machine, but each of them have no memory of what the game even was and only a recollection of the migraines they got while playing. **
Latex Lament: Someone dressed in a large rubber monster costume has been causing wanton property damage around town. This person breaks shop windows, kicks over plants and shrubs, dents automobiles, and even set a treehouse on fire. ***
Towers & Tarrasques: A tower master wants to get a group of people together to have a live action roleplaying session of the hit game Towers & Tarrasques. They encourage a team of people with good chemistry and a balanced party take part. There's no pay, but participants will get free pizza, soda and a set of polyhedron dice. Bring your own costumes. N/A
Face of the Coin: A local music collector found his vinyl collection stolen and the only thing in their place was a coin with heads on both sides. The collector doesn't care about apprehending the crook, just recovery of his vinyls. It took him forever to collect those. *
She's a Maniac: A disgruntled runner-up from a local dancing competition killed the judges with a pair of sharpened stiletto heels, and threatened the crowned champion by nailing their cat to their apartment door. ****


Attleton
Bounty Reward
Splash of Color: A local resident would like to have his house painted candy apple red.
NOTE: This does not require a buddy system. However, the painter will find that the resident's neighbors are angry about the gaudy color and complain that it will lower the value of neighborhood homes. They will try to pester, annoy, guilt-trip, and/or threaten the painter if they intend to follow through.
***
Move It: A local business is changing office locations and would like assistance in transporting furniture and supplies, and setting up in the new office. Will likely take a week, but includes a free lunch for each day the mover shows up to assist.
NOTE: A buddy is not required, but the reward will be increased for each additional mover as it will shorten the moving and set-up time significantly.
***
Cameron Thorton: Cameron is a con-man working under the false identity of 'Theodore.' He often poses as someone in need (pretending he was mugged, that he was evicted by an unjust landlord, his car broke down) to lure sympathetic victims into helping him, then steals their valuables when their guard is down. So far he hasn't caused any direct physical harm to his victims. *
Stee-Rike!: A rash of thefts targeting owners of rare and valuable baseball cards has collectors outraged. The culprit seems able to avoid setting off home security systems, but nonetheless has broken several windows and display cases to swipe the precious sporting memorabilia. **
The PUN-isher: A number of odd crimes have been committed throughout Attleton, and the culprit takes the time to mock their victims by leaving notes of puns relating to the crimes in their wake. A reward is offered to whoever puts this pungent thief behind bars. **
And the Children Shain't Lead: A group of children from various grades have been skipping classes and harassing anyone they cross paths with, saying they have magic powers and can conjure an all powerful being if they don't get what they want. In reality, this is a bunch of bogus, and the adults just want the kids to stop being so weird. And their staring is creepy. **
Deja Vu: A group of hooligans have been racing cars at breakneck speeds around town late at night, well after most of the normal populace have gone to bed for the night. Needless to say, loud car noises and blasting music keep people awake. *
Wrath of Don: A baker recently reported the disappearance of her husband and she believes that he may have double crossed one of the local mafia bosses. She's unsure if he's in hiding or if the mafia got ahold of him, but she fears for his safety and wants him brought home- whether that means alive or dead. ***


Everglade
Bounty Reward
Bouncer: A local strip club wants to hire a bouncer for a week. Will hire up to three at a time.
NOTE: While performing this job, a perverted vampire will take on the form of a bat and fly up to the skylight trying to get a peek at the dancers.
*
Splintered: A peg leg signed by a famous vampire hunter (after it was used as a makeshift stake against one of those creatures) has been stolen. It has sentimental value to the owner who would like it returned.
NOTE: The peg leg was stolen by the slain vampire's lover who plans to hunt down and kill the vampire hunter with the very weapon he wielded as the ultimate ironic revenge.
**
Circelli: A petty thief who frequents Mystic's Alley. Not considered dangerous, but is quick and agile, evading capture for years. **
Chase Me: A ghost hunter went missing after being sent to investigate a haunting at an abandoned school for witches. The spirits of seven senior students are said to haunt the premises, often heard singing in the halls in addition to typical poltergeist activity. Payment will be rewarded to anyone who can solve the disappearance of the hunter, with an additional two-stars if the spirits can be pacified. ***
The Mummy's Dance: A group of mummies just want to have a private party, but their tomb was recently discovered so they can't have it there without pesky grave robbers crashing it. Payment - and a party invitation - will be rewarded to anyone who can find them a new place to throw their party and keep it under wraps. *
Day Trap: A vampire returned to his home before the dawn, only to find it was currently occupied by a bunch of fashionably challenged teenagers as part of a dare to stay in a "haunted house" for an extended period. The vampire wants them out, but attempts to spook them out without harming them hasn't worked. A reward will be given to whoever gets these teens out so the owner can get a good day's sleep without the scent of hairspray in the air. **
Doppeler Radar: There have been reports of various thefts and murders taking place throughout Everglade, and although there is little evidence linking the crimes together, these reports have surfaced along with doppelganger sightings. It is believed that this doppelganger is taking the forms of law enforcement and other high officials to get close to people and then feeding off of them or taking their valuables. ****


Fayren
Bounty Reward
Getbackers: Find and return a stolen bottle of wine, taken from Grassley Shib's best wine cellar.
NOTE: The bottle is actually a prison for a wicked djinn, who will promise to grant whoever frees it one wish. This wish will be a monkey's paw, and will likely backfire horribly.
**
Baleful Polymorph: Several knights, when their patrol routes got too close to the woods, have been reported missing, only to be found days later in an altered form. One squirrel was found scurrying under a burgonet. Another odd mushroom was seen with a buckler wrapped around its stalk. Additional one-star payments are offered to any who can find/cure the victims. ***
Mer-Thief: The stock of water-breathing potions in every magic store has been either destroyed or stolen by a rogue merperson from Lake Bellaheim who definitely doesn't want any visitors who don't belong. Initially posted as a level 2 payment, this has been escalated to level 4 as the previous bounty hunter who pursued this person was killed and left to rot on the shore of the Sapphire Lake near the Elven settlement of Doeshire. ****
Grue-ing Pains: A newly formed archeological team set out to investigate some underground ruins but their lanterns went out during the expedition and left them in darkness. When they replenished the lantern fuel, several members of the team were gone without a trace. *****
City of Flowers: A magic apprentice who dabbles in botany wanted to liven up the city by casting a harmless spell to decorate the town, but it went awry and now numerous plant monsters are threatening the populace. ***
Knight Drags On: A knight was tasked to rescue a maiden from a dragon that lives in the mountains, but there was a huge misunderstanding: The dragon he was instructed to fight is elderly, complete with hearing problems and false teeth, and the "kidnapped" maiden was there to help it. A reward is offered to someone willing to aid this elderly dragon long enough for the knight and maiden to set the record straight in town. *
Something's On the Move: A magical artifact that takes the form of a black tiara said to have belonged to a witch of the sea has recently been stolen from a wizard. In the wrong hands, this tiara is extremely dangerous both to the user and those around them, with legends stating the tiara may cause extreme stormy weather at random. Such weather will make ships unfit to sail as result, now both the wizard and sailors want the artifact found and safely sealed away. ***


Nova City
Bounty Reward
Stocking: Astro Mart, owned by Aster Technologies, is currently hiring overnight stockers to work the weekend shift for the next two weeks.
NOTE: No buddy system required, but up to two bounty hunters may work this assignment simultaneously.
**
Caemron Spike: Wanted for stealing secret technology from a corporation that hasn't yet acquired patenting rights. ***
Adran Star: Wanted for fraud and impersonation of a doctor to access private medical records. He uses the information to blackmail patients with embarrassing or questionable records (such as those who contracted STDs after being unfaithful to their spouses, or are attempting to hide a terminal disease from loved ones). **
A Cult's Warning: A wave of petty crime involving pick-pocketing has citizens concerned about a cult. They steal loose change or wallets and leave behind cryptic or sinister notes in the victim's pockets in return, threatening worse misdeeds to come. ***
Pamphlet Threat: Somebody has been posting leaflets around the city, claiming that they will 'Destroy the System' and cryptically warn of greater threats to come. **
Otter Plans: Someone smuggled an absurd amount of otters (both living and robotic) and let them loose in the Nova City Islands resort. No one knows why. But there's a lot of them. Please help wrangle these adorable sea dogs. **
Hypothermal Jazz: A cyborg equipped with cryogenic upgrades has been going around to bars and clubs predominately visited by the richer citizenry, where he goes on to put the visitors on the rocks with a chilling saxophone solo. **#
Get in the Robot: An inventor is working on a mechanical suit that she wishes to mass produce and supply to the local non-mechanical law enforcement, but first she needs a brave soul willing to field test it. Safety not guaranteed. The professor is not responsible for any robot-related injuries. *


To claim a bounty, fill out this handy form!

Overflow

May. 21st, 2019 08:55 am
specialist_snowflake: (Evil Smirk)


Overflow from captcha-riddled memes and test drives go here!
specialist_snowflake: (Salute)
PLAYER
HANDLE: Faetan
CONTACT: [plurk.com profile] faetan

CHARACTER
NAME: Winter Schnee
CANON: RWBY
CANON POINT: Current (post-season six)
AGE: 27 (as of September 5th, 2019)
BACKGROUND: https://rwby.fandom.com/wiki/Winter_Schnee

PERSONALITY: Winter wasn't given the nickname 'Ice Queen' as a mere (and unclever) play on her name; she can be as frigid and harsh as the very season for which she was named, keeping her emotions carefully schooled behind a cold veneer. If the RWBY characters are all modeled after figures in folk and fairy tales, then it's a good possibility that Winter was modeled after The Snow Queen -- the Hans Christian Anderson version (though I'm sure she has a lovely singing voice and could absolutely pull off a chilling lovely rendition of 'Let It Go' if she so chose).

Her militaristic background is evident in the way she speaks and conducts herself. Winter's stance is rigid and proud, and she tends to use a lot of terms usually reserved for military personnel. Fights are 'altercations.' Information she can't speak about is 'classified.' Details of a quest are 'mission parameters.' Completion of household chores is a requirement for a strict 'standardized inspection.' Even when she's with family, she rarely drops the soldier's demeanor, unless there are absolutely no other interlopers around. When alone with Weiss, she speaks more warmly, touching her hand and offering a hug, though she never truly drops her deeply-ingrained formality.

Winter holds high expectations in the behavior and accomplishments of others, as these are standards she's set for herself as well. She demands courtesy (or at least an earnest attempt), respect, cleanliness, order, and absolute perfection. Failure to meet these standards result in cutting remarks of disappointment, or even slaps upside the head.

Honestly, her expectations can be a little hard to guess, as the unfortunate Weiss has learned in her efforts to please her older sister. Sometimes Winter expects strict adherence to cordiality, other times she expects to be informed of more personal matters that demonstrate her true care and concern for Weiss. She outright strikes Weiss after asking Weiss how she's been and receiving a reply regarding Weiss's personal progress and class ranking, insisting that she's more concerned about whether or not Weiss is healthy and happy and making friends. While Winter can be overly harsh, there can be no mistake that she does truly care for her little sister, and wants her to grow independent and strong. She's willing to give her support no matter what Weiss inevitably chooses for herself, but encourages her to learn more about the world and about herself in hopes of seeing Weiss develop into her own person rather than their father's ideal (which seems to be a receptionist).

Winter herself is headstrong and independent. She makes decisions and executes them without regret. Once she's made up her mind, then there's little that can be done to stop her from moving forward. The decision to join the military was one she made in the face of hardship and opposition, directly defying her father with the consequence of being cut off from money and support. Even so, she seems to have thrived on her own, imbued with confidence in herself and her inherited abilities. Everything she has today, she worked hard to earn, and she's proud of her achievements.

Despite growing up in a wealthy and privileged life, Winter doesn't seem to be materialistic in nature. Yes, she likes things clean and orderly and prides herself on maintaining her personal appearance, but she doesn't depend on money, nor does she place much value in trinkets, beautiful clothes, or other expensive fineries. It's highly likely that she adapted to the military lifestyle and has no complaints about eating rations. Certainly she enjoys a well-brewed cup of tea and the company of upstanding individuals, but she isn't shallow or vain, and she definitely isn't pampered.

Nonetheless, her good breeding is obvious in the way she conducts herself. She appears to be a prim and proper lady, and she's well-versed in the little games played by higher society. Winter carries herself with the same regality of a queen, with an unspoken demand for respect and propriety from those who would approach her. Failure to meet these silent expectations will likely result in belittlement or even disgust.

Winter does not warm up to people easily (big shock). It's possible to get on her good side and to earn her respect, even her deference. She seems to greatly admire Ironwood, willing to submit to his authority. Her calm demeanor and cool restraint were shattered the moment Qrow began to make disparaging remarks about Ironwood, prompting Winter to threaten and then attack the older hunter. He has the ability to push her buttons and get under her skin in a way that few others can. While she normally exercises strict control of her emotions, beneath that icy exterior is a fierce and boiling temper that isn't easily cooled, and her admiration for Ironwood seems to be her weakness.

She does show some tolerance for Ruby, even if she isn't wholly impressed with the girl's unpolished manners. Winter seems to at least appreciate the effort, and even expresses gratitude for the friendship that she shares with Weiss. But she's nonetheless mildly horrified by the prospect of their precarious bunk bed situation.

POWERS/ABILITIES: Much like Weiss, Winter has the ability to summon glyphs that can hold or repel. She's so adept at their use that she can run straight up vertical surfaces and leap great distances. Winter is ambidextrous and fights with two blades -- a saber, and a smaller rapier housed within the main blade's chamber. She also has shown aptitude in the art of summoning, a hereditary ability granted to all women in the Schnee lineage. Any creature she defeats in battle can be summoned at will, and she can change the size of this summoned creature as shown by the flurry of tiny Nevermores she hurled at Qrow during their duel. Finally, as all characters in the show are shown to possess, Winter also has an Aura -- a power that registers as a sort of inner shield that absorbs damage up to a certain point to prevent massive injuries. Auras are not unlimited, and if Winter takes too many blows, she can be physically harmed just like anyone else with broken bones, bleeding, bruises, etc. Aura must be activated consciously as well -- someone who sneaks in an attack when her aura isn't activated will bypass that defense completely.

INVENTORY: Her sword, and summoned creatures (two have been shown in canon: Nevermores (giant multi-eyed birds), and Beowolves (like wolves on steroids).

MOONBLESSING: Iris
specialist_snowflake: (Soldier)


You've reached the voicemail of:

Winter. Schnee.

who is not available at this time to take your call. Please leave a message after the tone.

*beep*
specialist_snowflake: (Flying Death)

Royal Guard 8-Week Training Regimen



Supplies Provided
8 weeks worth of dry rations
1 waterskin
1 flint & steel
1 bedroll
1 tent
1 standard issue backpack
2 belt pouches
1 sack
7 torches
1 whetstone
1 standard issue melee weapon of the recruit's choice
OR
1 standard issue long range weapon and appropriate ammunition of the recruit's choice
1 complete set of armor of the recruit's choice (padded, heavy leather, or iron)
1 set of basic medical supplies

Supplies Needed
Sturdy footwear - 1 pair
Warm socks and weather-appropriate undergarments - 7 pairs
Weather-appropriate clothing - 3 sets

Prohibited Items - Unless Otherwise Personally Approved by Captain Schnee
Alcohol and Other Items That Interfere with Physical and Mental Status
Additional Food (unless necessary for medically approved dietary restrictions)
Personal Weapons, Armor, and Items
Potions and Other Magical Products
Jewelry
Money
Books and Maps
--The Communicator is an ALLOWED item, but may only be used outside of training hours. It may not be used to record training sessions or to record confidential data and details of the recruits, the castle, or the program itself.--

Week One - Physical Training
Rigorous exercises to improve muscle strength, endurance, and constitution. Includes (but is not limited to) five-mile runs, push-ups, sit-ups, jumping jacks, weapon drills, day-long hikes, swimming. All activities held out of doors, no matter what the weather. Two five-minute meal breaks will be provided each day. Training begins at sunrise and ends at sundown. Physical training will continue throughout the rest of the following weeks, albeit with less time dedicated to drills in order to focus on new tasks.

Week Two - Intelligence and Scouting
Recruits will be dispatched to the main town area of Fayren to learn the layout of the shops, structures, and homes; and the names and reputations of the more notable residents. Each recruit will have one personal tour of the castle with Captain Schnee to familiarize oneself with the duties and accessible areas within (for royal guard trainees only). Handouts will be provided detailing the names and positions of other key authority figures outside of Fayren (mayors, guardians, task force leaders, etc.) to be studied during evening hours. Spending money will not be provided, and shopping/eating/drinking in local establishments is not permitted.

Week Three - One vs One Combat Drills
Once a day, recruits are expected to spar with each additional recruit for a minimum of fifteen minutes. More time for sparring is allowed, but recruits may not retire for the evening until all other recruits have completed their drills. Use of additional powers and abilities are prohibited at this time; use only the weapons provided to you to complete your sparring sessions. Throughout this week, Captain Schnee will spend half an hour per day with each recruit between sparring sessions to critique and improve form, technique, footwork, and other necessary components to successful combat. Drills will continue on a daily basis for the rest of the training regimen, albeit at a lesser degree to focus on other necessary tasks.

Week Four - Survival
The first day will cover basic medical knowledge and how to bind and treat injuries and afflictions. The second day will cover an extensive course detailing the local fauna, flora, and basic survival techniques. For the rest of this week, recruits are expected to seperate with a partner and survive in the forests of Fayren. A flare will be provided to each in case of emergencies, but if used, the recruit will be flunked from the training regimen. Use only in the case of life-threatening events that require the captain's personal intervention.

Week Five - Two vs Two Combat Drills
Similar to Week Three, save that each recruit will be assigned a daily partner (for a total of six different partners throughout the week) to fight beside them. Pairs will rotate and spar for a half hour minimum. At this time, use of personal powers and abilities are allowed within reason. Recruits are advised to exercise caution when making use of such powers -- the point is to learn strategy, not to brutalize one another.

Week Six - Service
All recruits will be escorted to Genessia City where they are expected to watch over the Bay area. Allow newcomers sufficient time to familiarize themselves with the instructions of the hologram and the contents of their boxes before providing escort and assistance -- no more than two recruits per new arrival, with preference given to one recruit per arrival at a time. Remain with the new arrival until personally dismissed or until they state that they have no need of an escort. If there are no new arrivals, take turns to roleplay the event with one another. The goal is to provide obedient and respectful service, no matter how difficult the newcomer's personality may be. Assist them with whatever they need so long as it falls within the laws of the city and the realm of common sense.

Week Seven - Hunt
Recruits will be dispatched in pairs to complete a singular task. This task may range from seeking out and arresting a local troublemaker, defeating a dangerous monster, completing an arduous task for a prominent resident of Fayren, or gathering necessary items. The exact nature of the task will not be known prior to assignment. Recruits will be given one week to complete the task. Those that finish early may spend half an hour for meal periods for the rest of the week so long as they manage to complete their daily drills and exercises.

Week Eight - Final Test
For the first six days, recruits are allowed to spend the time as they see fit so long as they remain within Fayren. During this time, they are expected to practice the skills they have learned and prepare for the final test. On the seventh day, each recruit will perform in front of the royal court, demonstrating their abilities in combat. Those who excel at this test, who also receive the personal approval of Captain Schnee and at least one member of the royal family, will be granted into the ranks of the royal guard. Non-guards will perform instead in front of Captain Schnee, and will receive a personal letter of recommendation for successfully completing the course.

Rules



1. All recruits must exercise perfect obedience and obey all orders issued to them without unreasonable delay. Arguments, speaking out of turn, and refusal to perform tasks will result in immediate expulsion.

2. Details of the training regimen and duties required are classified. No one outside of the royal guard is permitted to know what takes place during this time, nor should one blatantly reveal the special skills and powers of the other recruits as well as themselves. If an enemy knows what to expect, they will take the appropriate measures to overcome all known obstacles. Know when to keep silent.

3. If at any time a recruit finds the training regimen to be too difficult, they are free to depart, but will not be given a second opportunity in the future.

4. Unauthorized fights will result in immediate expulsion.

5. Recruits are expected to maintain good hygiene and personal health. What you choose to do outside of training hours is left to your own discretion, but if it comes at a cost of performance during training hours, you may be expelled from the training.

6. Recruits will be given Fridays off to spend as they wish, except in the case of Week Four's training.

7. Deliberate harm inflicted upon other recruits, law-abiding citizens, and members of the castle is considered treason and such grievous acts will lead to severe punishment.

8. Obey the law at all times. Should this conflict with your moral judgment and common sense, exercise good judgment. Ask a ranked officer if you are unsure how to conduct yourself in an unexpected situation.

9. Regardless of the weather or strange events that may or may not take place, recruits are expected to adhere to the training schedule until completion. Only Captain Schnee is allowed to delay or cancel training if a situation is deemed to be too dangerous, or if a higher priority emergency requires the immediate assistance of the captain and potentially the recruits as well.

10. If Captain Schnee is unable to oversee the training due to unforeseen circumstances, her role will be delegated to one of proper qualifications, who must be treated with the same level of obedience and respect.

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Winter Schnee

January 2025

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