So as a long time standing fan of RWBY ever since I saw the first trailer, I really badly want to make a RWBY mod for DF.
Currently the idea is that there are 3 "Base" civilized Races, Human, Faunas and Grimmborn (If you know of Court Al'Aran or Malboudes works, you know what this is. Ill explain in their section), which are then split up into Sub-Civs.
Alongside this I'd be replacing various Creatures, Enemies, Bogeymen, Werecreatures, Titans, Semimegabeasts, Megabeasts and possibly Forgotten Beasts with Grimm variants.
The Human Civs would be:
-Atlesian: More resistant to Cold temperatures, Able to make different grades of Atlesian Steel (Lightweight and cheap, but not sharp or durable in any regard), Learn Mental skills (leadership, bartering, etc) faster, smarter, alongside other benefits I can think of.
Vacuoian: More resistant to Hot temperatures, able to make different grades of Vacuoian Steel (Lightweight and Durable, not cheap or easy to make), able to turn different Desert based plants and animals into Food and Drink, more durable, learn Physical skills faster (Mining, Woodcutting, etc) etc.
Mistralian: neutral to Cold or Hot weather, can make different grades of Mistralian Steel (Sharper and more durable, not cheap or easy to make), learns Combat skills faster (Armor wearing, swordsmanship, etc), physically stronger, etc.
Valean: Neutral to Cold or hot weather, can make different grades of Valean Steel (Sharp and Lightweight, but not durable or easy to make), learns all skills faster (but not to the extent of the others), natural leaders, etc.
Wastelander: People that survive living in the expansive Grimm Wastes. Learn all Survival skills faster (Foraging, Farming, Butchery, Swordsmanship, etc), can turn certain wasteland specific plants and animals into Food and drink, physically stronger and more durable, etc.
Bandit: Survives by raiding weaker targets around them. Learns Combat skills faster, baby snatchers, etc.
The Faunas civs will be Tribes seperated via Genus, but are all friendly with eachother. All Faunus have Nightvision.
Feline Tribe: Tigers, Cats, Lions, Pumas, etc. Has a chance of having feline Ears, a Tail, or Claws, agile, natural hunters, etc.
Canine Tribe: Wolves or Dogs (can't think of more that are canines, feel free to suggest). Has a chance of having canine Ears, a Tail or Claws, fast and durable, loyal, learns quickly, etc.
Amphibian Tribe: Frog, Poisonous Frog, Salamander, Axolotl, Toad, Poisonous Toad, Newt, etc. Has a chance of having Slimey Skin, webbed hands/feet or long tongue. Can possess a natural Poison/Toxin, fast and agile, whimsical, etc.
Arachnid Tribe: Spider or Scorpion (of various types). Has a chance of having Poison Fangs (if spider), Stinger (if scorpion) or Multiple Eyes. Can possess natural web spinner, flexible and quick, natural hunters.
Avian Tribe: Eagle, Hawk, Dove, Crow, Seagull, etc. Has a chance of having Wings (allowing Flight), Feathers in hair, or clawed feet. Quick and smart, natural scouts.
Reptillian Tribe:
Bovine Tribe:
Ursine Tribe:
Piscine (Fish/Aquatic) Tribe:
Vulpine Tribe:
Serpentine Tribe:
Murine (Rodent) Tribe:
Equine Tribe:
The Grimmborn Civs are split into 3 different types of Grimmborn.
Awakened: Human/Faunus + Grimm hybrids, taking on the traits of their Human/Faunas side but with pale skin, red eyes, horns and a grimmified feature (a large, powerful arm, tentacles, boned legs that are faster, etc).
Abomination: Human/Faunus + Grimm hybrids, but didn't adapt correctly, causing them to mutate into a Human/Faunus-grimm abomination, but still retains their sentience.
Perfected: Human/Faunus + Grimm hybrids that look like any other Human/Faunus, but can turn into their Hybrid form at will. Stronger then both Awakened and Abominations, and have a chance of having aura/can have their aura unlocked.
I'll edit in relevant information once I get home but I do have a few questions to get this going.
For Aura, is it possible to give civs a natural armor that, once depleted, can regenerate/be restored via Auric Booster?
Also is it possible to have Civs to have a chance to have Semblance as a Natural ability, with the semblances detailed in another file? (So that I don't have to make 100s of castes with different semblances)
Is it possible to have Aura be a chance to be possessed? Or have it be "awakened" via a custom building/workshop?
Is it possible to have Transform on Weapons, to simulate Mechashifting? Or have Melee weapons also have Ranged capability? (If not then this will be placed in Great War era, before Mechashifting was a thing, but guns were around)
I have a few more questions but these are the more important ones I need answered right now.