HEYO! Here I am with the first chapter of my new 'Dungeons and Dragons' and 'RWBY' crossover. STARRING JAUNE!

For the first chapter, we don't really have a chapter. More of a description of Jaune's race, class, and backstory.

We'll start with his stats, class, and gear. Then, I'll give you guys the basic rundown of how the campaign went.

But before we get into that, I would like to point out that a few things in here may not be consistent with the official rules because I am using my DM's rules. The DM does have the power to alter a few rules as he sees fit. For example, a 2nd Edition DM may rule out racial limitations for classes. Meaning you may see a dwarven mage! Or an elvish paladin! My DM did stuff like that. Also, my DM did alter the laws of magic in his playstyle. Normally, you may cast spells only once per day or something like that. Our DM didn't like that, so he changed the rule to fit the style of the campaigns he creates. That rule being that you can cast a certain spell a certain number of times. Depending on your level, and what level the spell is. Example, say we have a level 12 mage. This means he can cast any level 1 spells like 'Magic Missile', for example, 12 times. But he can only cast 6th level spells twice. Second level spells may be cast 6 times, 4 times for 3rd and 4th level spells, and twice again for 5th level spells. It works like that. The reasoning is that as you grow more powerful, the better you become at spell casting.

Anywho, on to the description!

Name: Jaune Arc

Class: Breaker (My DM made it for me when I wanted to multi-class as ranger, bard, and mage. He said no, but made this thing instead. Which was alright. I guess...)

Favored Enemies: Undead and Shadow Beasts/Creatures(This pretty much includes Grimm.)

Class/Character Level: 18

Armor Class: -6 (-7 against favored enemies)

Hit Points: 220

Race: Sla'hra. +2 to strength, dexterity, and constitution. -2 to intelligence, charisma, and wisdom.

Alignment: Neutral Good. Leans towards Chaotic Good. (He has zero fucks to give when following the rules endangers innocent lives. If he feels like it's the right thing to do, then he's gonna do it. Consequences be damned!)

Age: 17

Appearance: around six feet tall. Weighs about one hundred and sixty pounds, no gear. Blonde hair, blue eyes.

Strength: 19 (I rolled a 17, humans and various other 'traditional' races are normally limited to 18, being classified as super human) Chance to hit +3. Bonus Damage +7. This means Jaune can punchfuck anything that isn't a giant or dragon. And even then, his fists are still valid weapons.

Dexterity: 17 (I rolled a 15) +2 to reaction, +2 ranged accuracy, -3 Defense. (In 2nd Edition, the lower your AC/Defense Score, the better. You could go below 0 in that regard. Example: Armor Class of 6 Jaune is much easier to hit and damage than Armor Class of 3 Jaune. And AC 3 Jaune is much easier to hit and damage than AC -1 Jaune.)

Constitution: 20 (I rolled an 18, this fits rather well with my personal view of Jaune as being someone who can take a beating.) +5 HP, +1 poison save, 99% System Shock survival, 100% Gauruntee of resurrection, Regenerates 1 hit point every 6 turns of combat. (One turn = 6 seconds realtime. Effectively meaning Jaune's injuries repair themselves 2 points per minute. Cut open his hand, and deal 2 damage. One minute (plus a few seconds) later and it's like nothing ever happened.)

Wisdom: 15 (I rolled a 17) Gets a bonus 2nd level spell.

Intelligence: 14 (I rolled a 16) *Jaune can learn up to 7th Level Magic (pretty strong) and knows 4 different bonus languages. Jaune can learn 9 spells total with a bonus 2nd level spell because wisdom. Everything else is a Cantrip. Jaune already knows his 9 spells plus one 2nd level. (NOTE: THESE ARE 'MAGE' SPELLS! NOT 'DRUID/CLERIC' SPELLS. THOSE ARE COUNTED SEPERATELY!)*

Charisma: 18 (I rolled a natural 20) Everybody loves him! +3 to Comeliness.

Comeliness: 19. I rolled a 16, but the Charisma score is high enough so that his personality enhances his attractiveness to many. (To many, Jaune is fuckin' sexy with a hint of cute.)

* = No longer accurate due to one of Jaune's "adventures".

Traits: Jaune's Sla'hra heritage grants him night-vision! In the dark, Jaune sees everything as if he were in a black and white TV. Jaune has a hightened heering, he can hear your heartbeat from three feet away! This means he gets a bonus towards any perception checks. Jaune has a high sense of smell, so he can easily track many people and creatures. Or various substances. Sla'hra are naturally resistant to magic. +1 on all savings throws vs magic.

About the Sla'hra: They are a race similar to humans with enhanced senses and physical abilities. A so-called warrior race, they are not typically ones to mince words or waste time with trash talk. They just want to get the job done. They don't typically care about how. If you can get past their sledgehammer blunt personalities and develop a friendship with one, you will have gained a friend who will likely pick a fight with a God for your sake. Speaking of Gods, Mack is the God of the Sla'hra. Also known as 'The Limping God' he favors those who show bravery, courage, and fierceness in times of war and battle, and kindness outside of battle. For good, or ill, Mack also favors those who stand out from their peers and fellows. Simply because he finds such individuals as amusing.

The Sla'hra are normally peaceful until provoked. When provoked, they fight with a ferocity that few can match.

Females typically outnumber males 20-to-1. Females also have random heat cycles that enhance their sexual appetite to the point that they will likely force themselves onto their mate. If she has no mate, she will undoubtedly go on a hunt for a suitable one. Males have regular heat cycles where they become much less active and shy away from light. Preferring to stay in whatever home they have. Be it a tent, cave, house, etc. A male in heat will produce airborne pheremones that when ingested by a female that is sexually compatible, will send her into a hormonal frenzy, where she will force herself onto the heated male who produced the reaction if she is unmated. (Roll for a constitution and Wisdom save to resist. Succeed in at least one, and you'll be fine. Just horny.) If she happens to be mated, then she'll seek out her mate and probably force herself onto him. Sla'hra do tend to mate for life. Only great betrayals or death really seperate a mated Sla'hra.

A male of any humanoid race that comes into contact with an in heat male Sla'hra is in serious danger. Despite a 'heated' male Sla'hra's lazy behaviour, he will be extremely territorial about his mates, offspring, and space. As a result, anything that the male Sla'hra deems as a threat, will be attack relentlessy. By any means available. Sla'hra males in heat with a wisdom of 13 or more may roll to resist their 'urges' and become more passive about intruders.

(Due to the large gender ratio, males typically have more than one mate.)

About Breakers: Don't fuck with them. Just don't. In simple terms, they are what you get when you have a ranger that finds out he can use magic like a mage. Imagine Aragorn from "Lord of the Rings" with the ability to shoot fireballs, summon a firestorm, or simply grab you and electricute you to death. Not fun. Anything a ranger can do, these guys can do. That means learning Druid/Cleric based spells, talking to animals, tracking virtually anything, fighting with 2 weapons at once with no penalty, and sneaking around in the shadows like a good-guy assassin. Now add in the ability to blast your face off your face(I know what I said!) with a lightning bolt, and various other ways of destroying you with the flick of the wrist. Yeah... Sounds game breaking, doesn't it?

To those of you who said 'yes', worry not! For there were requirements that must be met in order to be one. And Breakers do have their limits. Like the inability to use magic when wearing platemail or splintmail armors. (Also removes their abilty to sneak effectively.) Inprofeciency with shields. (How will they use their bows and spells? Or dual wield like a boss?) And their required stats were kinda demanding to roll for.

To qualify as a Breaker, your stats must be at least a 14 in EVERYTHING. These guys are tough for a reason.

The main goal/purpose of a Breaker is to hunt down and 'break' evil wherever it may be found. They are naturally of Good Alignment. Like the normal Ranger. As such, they have many abilities.

At level 1, a Breaker can hide in shadows, communicate with (non-magical) animals, and dual-wield without penalty. Select Favored Enemy. Gain a bonus against favored enemy. +1 to attack and damage. Lower Armor Class by 1 against such enemies.

Level 2, Breakers learn how to Detect Evil at will. This is not a passive ability. He must focus on detecting evil intention/essence. Once detected, a Breaker will lock onto it, and may keep tack of that specific evil presence for as long as necessary or within range.

At level 3, a breaker begins to learn MAGE TYPE magic.

At level 4, Breakers learn how to 'Revive' fallen allies. Similar to the Paladin's ability to "Lay On Hands", a Breaker may revive a fallen ally back to conciousness with HP equal to the ally's Constitution. Example: You have a Constitution of 10. You have been reduced to 0 hit points (Zero does not equal dead. Zero equals unconcious. Negative ten equals dead.), and Jaune uses his 'Revive' ability. You are concious with a total of 10 HP. A Breaker may use 'Revive' a number of times equal to his level. (A level 10 Breaker can use 'Revive' 10 times a day before resting.)

At level 5. By tapping into his inherent magical power, a Breaker can now attack and damage creatures that can normally be only harmed by magic or silver.

At level 6. Breakers with a constitution of 16 becomes DIEHARD. If a Breaker reaches 0 HP, the player may roll the 20 sided die to see if he revives on his own, without outside help. Doing so uses up one REVIVE. If the Breaker has no 'Revives' left, he remains uncouncious. Kinda like extra lives.

At level 7. Breakers can intimidate their Evil Enemies. If intimidation is successful, the Breaker recieves an extra bonus stacked on top of their normal bonuses towards the intimidated. The intimidated, in turn, recieves penalties.

At level 8, a Breaker Learns how to cast CLERIC/DRUID TYPE magic. Of the plant and animal variety. Also, at level 8, a Breaker will gain 2-12 'followers'. In other words, he gets his own party, that he is in charge of. He is not required to keep his followers and may chooses to send them away. However, they will typically remain within a close enough distance to the Breaker should he decide he requires their aid. (Like within a mile of the guy.)

At level 12, a Breaker will gain the ability to BREAK. A Breaker can only do this once per day. By using his 'Break' ability, a Breaker regains all the spells he casted that day, and cast them again without a chance for failure, for half effectiveness. In other words, say he casts a fireball at you. He was supposed to do 12 damage. However, if this wasn't a critical hit/roll it will only do 6 damage. If it was critical, the damage is doubled for 24.

At level 15. Breakers gain +1 to all saving throws vs magic. And another +1 for every subsequent level. These bonuses only work if caster is of evil alignment. Breakers also recieve a second favored enemy.

At Level 18. BREAK is automatically activated when the Breaker's hitpoints are reduced to half his total hitpoints. This does not use up his once per day manual use of the ability. Say Jaune, who IS level 18, has already used his BREAK ability today. Guess what? If he is taken down to half health, the ability is automatically triggered. Or, say Jaune has already used 'Break' before today. But now he's fighting a really tough enemy who has brought him down to half health. Boom. 'Break' is automatically activated.

Jaune's Gear:

Armor: Jaune has a suit of Black Elven Chainmail, worn under a dark grey cloth vest thing. Jaune also wears a pair of Boots of Elvenkind. Worn over his shoulders, our hero also has a neutral grey cloak of Elvenkind. These were gifts given to Jaune by an elvish queen who he may or may not have been a little 'friendly' with. The Boots allows Jaune to walk in any environment and cause little to know sound at all. Walking through a pile of dry leaves? Won't hear a thing. The cloak, when Jaune pulls the hood up, has a chameleon effect. What happens is that Jaune becomes nearly invisible in some areas, practically invisible in others, or just plain difficult to see in others.

Levels of Invisibilty

In wooded or heavily forested areas: 100%

In dark places like caves: 91-99%

Blizzards, Thunder/Lightningstorms, Sandstorms, Hurricanes, etc... : 91-100% Depends on strength of storms.

In rocky areas or towns (Day): 70-80%

In rocky areas or towns (Night): 81-90%

In areas of continual light (Like an open field in the middle of the day.): 40-55%

Open Fields at night: 60-69%

NOTE: The powers of this cloak only works when the hood is up, and the wearer is moving slowly. Quick movements disrupt the Cloak's Magic. Meaning NO COMBAT OR SPELL CASTING! However, Jaune can still neak up on an unsespecting target and assassinate them via face-stabbing, then return to sneaking immediately. (DM's rule.)

Jaune wears a pair of 'Gloves of Missile Snaring'. These gloves are so thin and fitting, you won't even realize Jaune's wearing them until you get up close to him. (His pair is fingerless. I like fingerless gloves.) These gloves allows Jaune to have an easier time catching projectiles in his hands. Like arrows, darts, spears, javelins, knives, daggers, axes, and hammers. Due to Jaune's high Dexterity, Jaune was a quick study in the art of missile ensnarement during his travels in the Oriental Lands of Ishmaer. These gloves make it extremely difficult to hit him with a ranged attack that is not a bullet, spell, or on fire. If he sees it coming that is...

Jaune also wears a Ring of Regeneration. With it, Jaune regains 1 hitpoint per turn. Or one hitpoint every six seconds. Depends on how you look at it. Stack this on top of his natural healing factor, you've got yourself a clawless Wolverine. Or a good-looking Deadpool as long as the hand/arm the ring is on is attached and Jaune's not been decapitated. To be honest, the only way to kill Jaune now as long as he has that ring is to remove that ring, decapitate Jaune, disintigrate Jaune, or melt Jaune. Otherwise, all your doing is slowing him down. He'll get back up sooner or later.

Jaune Carries a Bag of Holding to carry all of his stuff. Kind of looks like a small travel pack attached to Jaune's belt. This is where Jaune keeps most of his stuff.

Weapons: Jaune carries several weapons. His fists and feet count as he knows a special Breaker Martial Art, known as the Cutting Hammer. Jaune's unarmed melee attacks deal 1-6 damage plus modifiers.

Jaune has one +3 Dagger of Poisoning known as 'Bloodmist'. Deals 1-4 damage +3. Plus an additional 1-6 damage per round of combat for 1-4 rounds.

Jaune has a +2 Shortbow, called 'Hornet's Nest'. Deals 1-6 damage +2.

Jaune has one Rod of Lordly Might. Looks like a +2 mace (1-8 damage +2) with some buttons on it. Press a button and the weapon will transform into either a +4 axe (1-8 damage +4), a +3 spear (1-6 damage +3), or a +1 flaming sword of Jaune's choosing. (Typically a greatsword. 1-10 damage +1 damage plus 1-4 burning damage.) Jaune named this weapon, 'Fluffy Bunny'.

Jaune carries another dagger. A +2 Dagger of Throwing named Dynamo. When thrown, the dagger will deal double the normal damage it would have if Jaune had attacked in melee. Quadruple (by DM's rule) on a critical hit. This particular dagger always returns to its sheathe when thrown. Total damage on a critical hit ranges from 12 to 24

Jaune has a +2 Axe of Hurling named Kindness. It deals damage of 1d6 +2. Once thrown, and regardless of whether or not Jaune hits with it, the Axe will return to Jaune's hand.

Jaune has 2 main swords. A shortsword, and a Bastard Sword.

Shortsword [Base Damage is 1-6]

Name: Steelstorm. A +2 Shortsword of Quickness and Critical Blows. This weapon allows Jaune to strike first in nearly any situation. And usually, last. Used by his Grandmother, Joan Arc. A legendary Sla'hra General who was believed to have been guided by Mack Himself. Steelstorm had been in Jaune's family for generations until Jaune's village lost Mack's favor. The blade was taken from Jaune's father's cold dead hands by an undead Anti-Paladin, who had sacked Jaune's village and taken all the children as slaves. The sword was later retrieved by Jaune when he reached level 10. Critical Hit damage can be anywhere between 90 and 135, right now. This is due to the Critical Blows effect. More on that with Crocea Mors.

Bastard Sword (My DM and I feel that a true bastard sword is a sword that is not as long as a longsword, but not as short as a broadsword/armingsword. The blade is somewhere in between, and the grip is just right for a fighter to alternate between a one-handed approach or a two-handed approach comfortably and on the go.) [Base Damage of 2-8]

Name: Crocea Mors. A powerful weapon blessed by the Gods themselves, Crocea Mors looks just like it did in seasons 1-3 of RWBY. A rather plain looking weapon, the blade is heavily enchanted as it is, in fact, a combination of several different types of magic swords as well as being semi-intelligent. Crocea Mors is a living sword with the purpose of slaying evil and is seen as Mack's primary weapon aside from his Black Staff. The weapon may communicate with its wielder via empathy. Meaning, it sends messages to its wielder (Jaune) through emotion. A pulse that only the wielder can feel. Through this conveyal of emotion, the user of this weapon will know exactly what the sword is trying to say. Crocea Mors is only useable by characters of GOOD ALIGNMENT. To perform its task of slaying evil, any evil enemy that the sword strikes must roll a savings throw vs. magic. Otherwise, it will be disintegrated. The sword also has two more once per day powers of lesser value. One, it can heal its user of all damage. Two, it can teleport its current owner anywhere the user desires. (Most of the time to a safe place as a retreat when in dire circumstances.)

The enchantments of the sword is that it is a whopping +6/+8/+10/+11. +1 Quality Weapon before all it's enchantments during its creation. Frostbrand(+3/+6)/Flametongue(+1/+4), Wounding(+1), Critical Blows (+1) (Made up by my DM) and Unbreaking(+2). Meaning it's good for fighting anything and everything evil. The unbreaking aspect is what you'd expect. Nothing short of the power of a Greater God (Like Odin or Mack) can break the weapon. And even then, it would be quite a task. The wounding aspect is that for every hit that Crocea Mors lands on an enemy an additional point of damage is dealt to that enemy. For example, say Jaune cuts a monster with the sword. A bonus point of sustained damage will be dealt over time. If Jaune hits the creature twice, two points. This carries on until a total of 10 hits land on the enemy. For a total of 10 damage per round of combat. These wounds cannot be healed magically, only time can heal injuries sustained by this sword. So if you are unlucky enough to get hit by the weapon and survive, the only way to save yourself is to manually seal the wound with a bandage and rest. Otherwise, you're dead. (NOTE: A regenerating enemies healing factor only slows down the weapon. It will not stop it. Example, Jaune gets hit by a Sword of Wounding. But is not struck again, this results in Jaune losing 1 hitpoint per round except every sixth. Instead, Jaune during that round, Jaune does not regain or lose any hitpoints.) As for the 'Critical Blows', this means the sword grows with the user in terms of damage. Once the user lands a critical hit with the weapon, multiply the total damage the sword would have normally dealt, if this were regular blow, by half the user's level. Meaning, if Jaune, as a level 18 Breaker, lands a critical hit, he can deal anywhere between 126 damage MINIMUM, to an insane amount of 297 damage. With Crocea Mors of course, due to its magical bonuses plus Jaune's physical bonuses. This means, if Jaune were to go up against a lesser God (according to the Gods and Demigods Manual my DM had), and got lucky, he could effectively 1-SHOT them. Thing is, a critical hit is only counted by rolling a natural 20. Any 20's rolled because of bonuses simply gauruntee success. The whole deal with Critical Blows is not unique to Crocea Mors, it can appear on any magic sword. However, combo enchantments (2 or more enchantments on an item) are extremely rare. Crocea Mors was particularly crafted by my Generous/Sadistic DM. (He's gotta give us SOME props to survive in his Campaigns!) Furthermore, an enchanted weapon that happens to be a "Critical Blows" type by itelf is rare enough due to how insanely powerful they can become in the hands of a high level character.

Thankfully, a Critical Blows weapon only works in the hands of its owner. All Critical Blows weapons must be imprinted upon by their new owners in order for the owner to make use of the weapon. This can be done in a number of ways. First, if the CB weapon is nameless, than its new owner can name it. Once named, the name shall appear somewhere upon the blade in small letters that can only be seen upon closer inspection. Second, the old owner must have died, or the old owner must pass the weapon along to its new owner. Like a family heirloom or a reward. Third, and the least desirable, the new owner must break the weapon, and then restore it. This process takes the longest amount of time and the weapon's power will be diminished. Instead of multiplying the the critical damage by half the character's level, it is now half minus one, and so on depending on how many times it has been broken and restored. Meaning, if you do it enough, the sword will lost its powers.

In Flametongue 'form', the sword is +5 against normal enemies, and +9 against enemies vulnerable to fire. Like Ice-based creatures/people and the undead/shadow creatures. The sword may be set aflame, for an additional 2-8 points of fire damage, upon a command that varies from sword to sword. In Crocea Mors case, grip the hilt with two hands and, through the empathy link, will the flames into existance. In Frostbrand 'form', Crocea Mors will act as a +7 weapon against common enemies. And it will act as a +10 against enemies vulnerable to cold/ice/frost. The sword will automatically deal an additional 1-6 points of cold/ice/frost damage against all foes when in this form. Double the damage if the enemy is vulnerable to ice. Crocea Mors automatically knows which 'form' to take against which foe. When fighting foes who are not particularly susceptible to either fire or ice, Crocea Mors allows its user to decide. Otherwise, it will be whatever it was used as last time. Example, Jaune just recently fought a White Dragon, they are weak towards fire. Crocea Mors will be treated as a Flametongue in Jaune's next fight if he doesn't decide form himself and it's a fight against ordinary humans. Jaune can always decide to switch gears in the middle of a fight thanks to the empathy link the two have. This sword is literally his best friend. Jaune sees this weapon as an individual and not as his property, but as his partner/best buddy. (Aside from Jon Snow, Jaune's pet killer bunny.)

Jaune's Personality: Outside of combat, Jaune is pretty chill and is kind of a cinnamon roll in some aspects. He's lived in the wild for a good portion of his life. Due to cicumstances that I'll be touching on later, Jaune does have a few slight abandonment issues. Other than that, his real pet peeve is mumbling/mumblers. He CANNOT stand mumbling. So much so, in fact, if it isn't due to a medical condition or curse, Jaune is very likely going to call out at the top of his lungs "MUMBLER!" in annoyance. This has caused a few problems before, and might due so in the future. Most of Jaune's intelligence hinges on his ability to solve issues and problems in the name of self preservation/destruction of evil. So in public, while Jaune may be able to give a rallying speech, or talk his way out of trouble, or get a discount on things, he's a pretty oblivious fellow. For example, on one occasion, the party's orc fighter, and half-elvish bard decided to pants Jaune in the middle of town as a prank. He noticed them, but didn't do anything about it since he had no clue what they were planning. This scene in our campaign actually ended up saving a town and taught Jaune a little about the concept of marriage. And underwear. The scene played out like this...

At the time of this event, Jaune was around level five or six. Age 14. Everyone else was around level 12 and were around their late teens to early twenties. (Or whatever their racial equivalent was.)

Our party (where everybody is a perv in and out of character except Jaune) had just entered a busy town and we were in the marketplace's streets. Restocking on supplies. Kavoshgesh aka Kavo, our orc, and Bahemian (our half-elf bard) told the DM they wanna pants Jaune.

Kavo: "Baha and I pants Jaune!"

DM: "Alright, roll for it."

Bahemian rolls since he has better luck with dice than Kavo: "We got a 12!"

DM: "Okay, Jaune, roll a savings throw."

So I did: "Nine."

We hear the sound of rolling dice and see our DM look up at us with a smile: "Alright then, you two successfully walk up to Jaune, and to an outsider its obvious what you're gonna do. Jaune notices you guys, but since he's not as socially adept as the rest of you,and he's WAY more innocent then pretty much everyone in the party, he has no clue what's going on and innocently watches. Thinking this is some sort of game. You two successfully pull down his pants around his ankles. What you two have not accounted for, is that Jaune normally goes commando. So, his giant Sla'hra dick is just hanging out there in the open. A passing dragon that happens to be flying overhead sees this with its superior eyesight. It realizes its impressive human form's schlong has nothing on it, so it flies back to its cave to curl up into a ball of shame. An ogre that is locked up in a cage on the streets sees this as well and shits itself. It looks down at its own crotch and then back up to Jaune's and begins to weep. Congratulations, you guys just saved this town from a dragon attack that would have most likely freed the ogre that would most likely have attempted to murder and rape everyone it could. All this was stopped simply because you two decided to show off Jaune's 14 year old giant manhood that's already larger than the average orc's in a hentai."

Bahamien: "I slowly pull Jaune's pants back up."

DM: "Good choice, because quite a few of the women folk are now staring at Jaune hungrily. Of course, Jaune is oblivious to all of this."

Me (in character with a hint of out of characterness. This was my first campaign with this group after all.): "What just happened? Is this a normal thing?"

Madelyn, our female halfling mage (In character): "I wish it was..."

Ahri, the party's female elvish druid (in character) to Maddie: "When is he legal, again?"
Saphira, our female elvish barbarian (in character): "If he's got pubes, he's ready for the bewbs (boobs)!"

DM: "Jaune, roll."

Me, out of character and genuinely confused: "Why, exactly?"

DM: "Just roll."

Me: "Fine, a 13."

DM, to me: "Thank you."

DM, to the party: "Jaune has a bush going on down there. He is perfectly capable of doing the 'deed'."

Girls of the party (in character): "YES!"

Me, out of character and finally understanding: "Oh."

Me (in character): "What's going on?"

Bayla, the female cat hengeyokai bushi/kensai/wu jen in our party(in character): "Jaune, do you know where babies come from?"

Me (in character): "I'm a magic wielding ranger with paladin powers. By Mack's Black Staff, yes, I do know where babies come from."

Maddie and Saphira (in Character): (Saphira)"Expect plenty of that stuff tonight." (Maddie)"Minus the babies."

Kavo (in and out of character) to Bahemien: "Oh come on! This kid's getting more action than us and he's not even an adult!"

Bahemien (in character): "I know right? It's not fair! I'm the bard! I should be the one that's seducing everything in sight! Not this kid!"

It was true, I was better at seducing npcs (and our female player characters) than our Bard. Actually, he normally sucked at being a bard. Poor Bahemien...

Kangrish, our male dwarvish cleric (in character), who had been silent until now: "Hey, at least we have an excuse to drink hard tonight! We get to celebrate Jaune becoming a man!"

Careb, our human paladin and leader, who has also been quiet up until now (in character): "I suppose so... Wait! What am I saying!? Jaune! If you honor the Gods, then don't sleep with anyone who is not your wife! Do NOT sow any wild oats!"

Me (in character): "But Grandpa Siesee (Jaune's father figure/mentor who died before Jaune joined the campaign) always told me to "sow wild oats" whenever I had the chance! Whatever that means! And you sleep with plenty of girls (talking about npcs) anyways!"

Careb, knowing that Jaune looks up to him and trusts him more than any other player character: "Yes, I admit that does happens a lot, but you are too young for this!"

Girls in the party (in character): "SHUT UP, CAREB!"

And that's the story of how Jaune learned that, for people, sex isn't just for reproduction. It's for fun too. Because sex does not always equal babies.

Anyways, back to Jaune's personality. Jaune is still a pretty dense motherfucker. But he does know when someone wants something. And in turn, he knows very well how to get what he wants. In business and other scenarios. However, despite his innocent (and sometimes bumbling) personality outside of combat, his in combat personality is what you should look out for. And be worried about. If you've played either DOOM (2016) or Mortal Combat, then you have a pretty good idea of how brutal Jaune is in a fight. Just add magic spells and medieval weapons and you have yourself one sadistic motherfucker in the battlefield. If he's unarmed, he's quite likely to send his hand right though your stomach, reach up, grab a rib, rip it out, and proceed to stab you in the face repeatedly with your own rib until you die. He's put both our barbarian AND our orc to shame with his brutality.

"DUDE! WHAT THE EVER-LOVING FUCK-BUCKET!?" - Kavoshgesh, the Orc, after witnessing Jaune kill a formerly pregnant goblin war priestess by choking her with her own unborn fetus's corpse via forcefeeding her the unborn child. Jaune then proceeded to bash in the goblin warchief's head in with his own foot. That Jaune tore off with his bare hands. Because fuck those guys. Their tentacle god tentacle raped one of Jaune's npc friends. (A female Kobold that Jaune somehow seduced. He ended up doing that a lot. Seducing. Rarely ever meant too, just did.)

The rest of the party was forced to roll against sickness due to how sick, and twisted Jaune occasionally gets in battle. Jaune's gotten a lot better at holding back now. Instead of acting this way towards all enemies, he only gets this way whenever around his favored enemies.

Jaune's Backstory:

In the world of Ishmaer, there was a settelment for the Sla'hra. This particular village was extremely distrustful of outsiders. At a young age, it was clearly apparent to all that Jaune Arc was an oddball. He held little to no talent in combat, and was quite eccentric by their standards. (His high charisma.) The village elders and Jaune's parents saw Jaune's out of place existence as a bad omen. So, they did the most logical thing they could think of. At the tender age of eight, Jaune was taken into the forest by both his mother and father. There, he was pinned to a tree by his mother's spear, and left to die. But, while Jaune had little skill in the ways of combat, he was tough. And tenacious. As a result, he pulled through becuase of his iron will to survive. Plus, it was the will of Mack for Jaune to survive. You see, Mack saw what Jaune's village had done to the boy and decided to abandon that village as it had done to the young boy. So, while Jaune was lost in the forest and learning how to survive, the village came under attack by a horde of monsters under the command of a lich.

Unfortunately, Mack no longer held any favor for the village and it was ransacked. The only survivors were the children, who were then taken as slaves. Only to be freed by Jaune and the party he was a part of years later. During this time, Jaune was found by an old elvish Breaker, who had decided to take the young man under his wing. Jaune trained underneath the old elf who had taken to looking at Jaune like a son. Jaune trained for four years until his mentor was slain by the very same lich who had destroyed Jaune's home. Thankfully, Jaune escaped and eventually met up with the party that he would later join and save the world with. (This is where I actually got to join in.)

Five more years would pass (in game), and Jaune would grow and rapidly gain in power. Quickly becoming his party's mascot, and professional boss killer/bait, due to quickly catching up with the party. (He always remained a few levels behind, but he was close enough that it didn't really matter in the end.) During his many adventures, Jaune would make many friends and enemies. And he happened to perform feats that would quite normally seem unlikely, if not imposssible. Some were quite insane. Such as seducing a dragon his party had accidentally provoked, marrying that dragon, sleeping with the elvish goddess of love and beauty, and even successfully intimidating Cthulu himself. Not particularly in that order, but that did happen. (As a result, his/my party members/fellow players joked about Jaune being this DnD universes equivalent to Chuck Norris. The DM thought it would be a bright idea to make that a reality.)

Anyways, the main plot of the campaign was to stop a legendary sword-fighting undead demigod wizard known as Kas, from taking over the world. It was kind of the other players' fault that Kas was awakened and all that good stuff. So in all honesty, they were trying to just clean up a mess they made. Originally, in a previous campaign (before I joined) the party was helping a rebellion put its leader on the throne. Turns out, the guy was a complete nutjob who was part of a Kas-Worshipping Cult and wanted to revive the bastard. By being put on the throne, he got to do exactly that and everything kind of went south for everbody. The new party (plus me/Jaune) were the clean-up crew that was supposed to take out the crazy guy that was earlier mentioned, kill off/free the corrupted members/heroes of the old party, and destroy Kas. Oh boy it was a mess. Anyways, the campaign ended when Kas was attempting to tear a hole in the universe to join it with Hell, and join himself with Asmodeus (I hope I got that right.) to become some kind of super-demon-god thing. Originally, Kas wanted to join with Cthulu (like that would have worked out), but Jaune had sort of screwed that plan up since Cthulu is now piss-terrified of Jaune. "The Bane of Cthulu." As our Bard had dubbed him.

But that's off topic, since Jaune had forced Kas to go with plan B, Kas held a personal and eternal Hate-Boner towards Jaune. In the end, Kas had some kind of ball of lime green magic evilness that he intended to use on Jaune and Co. It sort of worked. Jaune, in all my infinent wisdom, decided to dive bomb the guy into it while he was casting a spell to kill eveyone in the party. The two characters fell into the chasm where the Ball of Evil Green was kept and as a result of magical science that was beyond me and Jaune, the two new ingredients caused the sphere to explode. Seemingly killing the both of us.

NOPE! Instead, Jaune, and Kas, have both been thrust into the world of RWBY! Now, Jaune has a mission to complete, and Kas has to start all over. AGAIN! Meaning his Hate-Boner for Jaune has probably become harder than diamond now. Thank you Skipper (my nickname for my DM) for this idea!