/r/RWBYD20
The RWBY D20 game is originally created by /u/Lochen9. Please use this subreddit to discuss, suggest, create or share your ideas, OC's or game content.
The RWBY D20 game is originally created by /u/Lochen9. Please use this subreddit to discuss, suggest, create or share your ideas, OC's or game content.
/r/RWBYD20
Hello there, I run a rwby based server but we aren't in the cannon setting. instead we have set our own setting about 100 years into the future of the cannon wherever that may end or a good stopping point for where we are in terms of cannon stopping point I'd say be volume 3. We have our own Game System with many options in character creation with a simple way of doing semblances. Weapons building, vehicles, and dust but most importantly lore. We have 4 different races to play as: Human, Faunus, Robotics are like penny or cyborgs those sorts of things all fit there, And last but not least Grimmious. As in lore more recent evolution of Grimm that have taken on the morphed down into the shape of a person and even unlock a dark aura of sorts. The ability to do this coming from the dark god of rwby as a gift for when the time was right to come to light. Most time a mission will be run for 6 or 7PM CST to about 12 or 1AM CST. We don't have set days. More so We do it when a majority are available.
While we are a based on Rwby. We are a AU that has themes not suitable for younger audiences. Which is why we require those in the server to be 16 years or older. But on the other hand we are AU meaning not all character's have to be apart of the School but it is the main setting as is in the server at the moment.
I hope you wish to come and join, here's the server link
or you can find me on discord at and send me a friend request:
cooldigdog#4591
Sooo I recently discovered RWBY campaigns and I kinda wanna join one, sooo are there anyone out there running one that needs a new player? I’m fairly new to it so I’ll need a bit of a hand but I’m a quick learner
I just saw this reddit and would love to research it so i could maybe do my own campaign.
Was wondering if any of you are recruiting players for any RWBY games. I have an account on roll20 and I would really like to play one depending on availability. Please pm me or just comment on the textpost. Thanks!Was wondering if any of you are recruiting players for any RWBY games. I have an account on roll20 and I would really like to play one depending on availability. Please pm me or just comment on the textpost. Thanks!
I just fond this subreddit and i'm super interested. i've been play rpg for a while and i'm always interested in learning about new ones. the only problem i have with this subreddit is that it doesn't have a saved link to the rule book. i wish to really dive into reading it but on the front page there is no link to the rule book. can someone help by giving me a link to the rule book, bestiary, and any other contents about this rpg. also if you have the power to i suggest putting up a link on the front page to at least the rule book.
I find that the original weapon creation a bit confusing, so I've developed an alternate version
Melee Weapon Creation
Weight: In the original weight increases or decreases the base weapons damage die. In my version the weight actually determines the base damage die.
Weightless- 1d4 physical 1d8 cantrip. AGI for physical, INT for cantrip.
Light- 1d6 physical. AGI based.
Versatile- 1d8 physical. STR or AGI.
Heavy- 1d10 physical. STR based.
Wield: In the original it was the wield which determined the base damage die of the weapon, this confused me due to the fact that if you had a weapon that could be held in one or both hands it would change to the other die. One-handed 1d8 turns to 1d10 when held in both hands. My version determines the amount of extra damage based upon what stat they use.
One-handed- X1 STR or AGI bonus
Free Hand- allows wielder to switch between one and two handed wields easily and quickly. (Only available for Versatile and Heavy Weapons)
Offhand- X0.5 STR or AGI bonus
Dual-Wield- X0.5/X0.5 STR or AGI bonus. The wielder attacks twice with a single attack action. (Only available for Versatile, Light, and Weightless Weapons)
Two-handed- X1.5 STR or AGI bonus
Damage Type: In the original the damage type determines the defense the weapon attacks. This is all well and good but I feel that it's limited. All damage done by a melee weapon that isn't a cantrip is considered Physical. The Defense for Physical vs Fortitude OR Reflex depends on which is higher. But some targets may have resistances to certain types of damages. Damages are still Slashing, Piercing, and Blunt. Some weapons can have more than one type of damage like Rens Stormflowers can deal Slashing or Piercing damage.
Reach: I have nothing to change, it's good the way it is.
Ranged Weapon Creation
The ranged weapon creation was a bit to confined for me with two values, Type and Range. My version adds to this and changes it as well. The values in my version are Type, Calibur, and Rate of Fire.
Type: There are now 5 types of ranged weapons (Primitive, Pistol, Rifle, Shotgun, and Missile) each has its own pros and cons.
Primitive- primitive weapons are simple weapons like Bows, Crossbows, ect. These types of weapons have a base damage of 1d6, have a base ammo capacity of 30, and a range of 6-20 spaces. Primitive weapons are silent but have the lowest damage die.
Pistols- These types of weapons have a base damage of 1d8, have a base ammo capacity of 10 rounds, and a range of 6-8 spaces.
Rifles- These types of weapons have a base damage of 1d10, have a base ammo capacity of 15 rounds, and a range of 12-20 spaces.
Shotguns- These types of weapons have a base damage of 2d6 (shotguns are powerful but are only at a close range), have a base ammo capacity of 10 rounds, and range of 2-6 spaces.
Missiles- These types of weapons have a base damage of 2d8 (missiles are powerful but due to the size of their ammo, capacity is limited), have a base ammo capacity of 4 rounds, and have a range of 8-10 spaces.
Calibur: The calibur of the ammunition alters certain factors depending on the size of the calibur. Factors like Ammo Capacity, and Damage Die.
Weapon Type- Standard Calibur (Damage-Capacity)/ Small Calibur (Damage-Capacity)/ Large Calibur (Damage-Capacity)
Primitive- 1d6 damage 30 rounds/ 1d4 damage 45 rounds/ 1d8 damage 15 rounds
Pistol- 1d8 damage 10 rounds/ 1d6 damage 15 rounds/ 1d10 damage 5 rounds
Rifle- 1d10 damage 15 rounds/ 2d4 damage 20 rounds/ 1d12 damage 10 rounds
Shotgun- 2d6 damage 10 rounds/ 1d10 damage 12 rounds/ 2d8 damage 8 rounds
Missile- 2d8 damage 4 rounds/ 2d6 damage 6 rounds/ 3d6 damage 2 rounds
Rate of Fire: The rate in which you shoot a weapon determines how fast and the range of the weapon.
Single Fire- shoots a single round of ammo at a time. Normal ranged attack.
Burst Fire- a short burst of shots with a light amount of recoil.
Rapid Fire- unleashes a hail of rounds with heavy recoil.
Weapon Type- Single Fire Range/ Burst Fire Range/ Rapid Fire Range
Primitive- 6-20/ 4-15/ 2-10
Pistol- 6-8/ 4-6/ 2-4
Rifle- 12-20/ 9-15/ 6-10
Shotgun- 2-6/ 2-4/ 2-3
Missile- 8-10/ 6-8/ 4-6
When attacking a target under the weapons minimum range increment they are considered to be at Point Blank Range.
Let me know what you think on my alternative method to weapon construction.
Weapons with a Dust Crystal installed or using Dust Rounds should add to or replace the damage die of a weapons attack.
Examples (using what I suggested to be used for damages):
Cardins Mace has a fire crystal installed in it. When he delivers a powerful attack the crystal discharges an explosion increasing his base weapons damage. His mace would deal 1d10+STR Physical + Fire Damage.
Yangs gauntlets are loaded with Burn Dust rounds, instead of doing normal physical damage it shoots out a small fire charge that detonates upon impact. Her gauntlets would deal 1d10+STR + Fire Damage.
Neptunes weapon has a Lightning crystal installed in it allowing it to shoot a beam of electrical energy when in its rifle form or have the energy be channelled into its prongs when in trident mode. His rifle would deal 1d10+AGI Electric damage, while his trident would deal 1d8+STR Physical + Electric Damage.
Just an idea I had.
How do Dust Attacks work? Like the different types of attacks, how much dust and of what type they require, what their damage or effect is. It doesn't say in what's available online.
Also where's the Dust type skills and how are they calculated? There's only the Dust skill. So where does Fire Dust, Wind Dust, Water Dust, Earth Dust, ect skills come from?
Yeah... so I got bored and made a character generator in excel with some overly complicated formulas. It does races, attributes, skills, proficiency and weapon creation.
If you want a look it's at this google drive link. You'll need to download it and run it in excel as some of the formulas and data validation don't work in Google Sheets. Green cells are options and they all have drop-down lists. All the other cells are locked because it's far too easy to mess something up.
I realize it may become obsolete when the new version of the handbook comes out. One bridge at a time.
Enjoy.
As it may have been noted, I haven't been updating guides or releases lately, and I would like to take this time to explain why.
A lot of the content released thus far has been reviewed, commented on here, and tested during playtesting IRL. Some of these have been changed to better reflect now known content and issues, and I feel having multiple versions of this content out will only blur the lines as to what is current. As such, all content will be released via a single updated manual, shortly-ish. So far 8 sections have been revamped to better reflect RTX content and player content such mobility (Hoverboard) Weapons, Dust Use, Environmental Dffects, Mechs/Engineering Vehicles, Pet/Summons, Weapon/Armor modification, a GM Character Creation Interview Process (How to make 4 strong RP characters, and how to create a campaign around this information), Homebrew options for Faunus and 2 'new' Faunus types as examples (Squirrel and Bat), Homebrew options for Semblances and 'new' Semblances (Pheromones, Duality, Shadow Animation, Weight Manipulation, Soundwaves, and a few more WIP's) Death/Injury/Damage has been implemented, Status Effects and Medicine has been implemented, and other minor updates and edits for clarity. Probably some other things too, I can't remember I updated since then too.
There are currently 2 IRL playtests running, and both are going smoothly. I am currently awaiting a more complete run and player drawings to introduce the first 'official' OC team & campaign setting, who's name I absolutely love and fell into place by complete accident.
Secondly, Abilities, Hit Points and just about all of the numerical system has been rejigged. I have been running simulations for the purposes of 'balancing' combat. More specifically, creating a guideline and formula for acceptable deviations from a standardized line of expected damage versus survivability given a weighted average of different core attributes. Thrilling stuff I assure you, but a necessary one. I lay terms, this is a general line of acceptable variations to make characters, and will allow for players to create their own abilities and balance them. This will not be necessary to play the game, but allows for people interested in creating content for their own game and for those submitting content to me to make attacks and abilities that could be put into the game.
Lastly, and why I haven't been present much lately, is that I have grown considerably sick again. My chronic illness has come back to bite me again, and I have lost a lot of the energy I had to work on this full force. I am still making headway, and not letting this stop me, but I have to slow down a bit, and not go full Blake on this.
Currently the goal is to be ready for after Season 3, as once that comes out there will be a rush of new content and interest in the show, and it will be easy to adapt in game. The more information that is known, and the less inferred information the better. My current biggest fear is that something like Dust Elements may be completely off, and will have to be replaced at a later date, but it makes sense as it is right now, and these things can be changed later.
I would like to thank everyone for their continued support and input on the project. I am still looking for as much cool ideas and comments as I can for inspiration as it is a LOT easier to adapt content than it is to create everything.
I am converting one of my OCs into this system, and as a Bat Faunus which is a species that has not shown up, in the story, has no love in the manual. I came up with the following using the Pathfinder Advance Race Guide as my main reference, though I do realize that the system is based more on 5e.
Bonus Attribute: +2 CHA (0RP Human Heritage)
Bonus Skill: Perception (1RP Skill Training)
Bonus Feature: He Has Bat Vision! Blindsense 30 feet/ 6 squares (4RP)
Bonus Defense: Reflex +1 (+2RP Static bonus feat, Lightning Reflexes)
Explanations:
Bonus Attribute: I chose charisma because I get a general vampire feel from bats, for obvious reasons. Vampires in literature have historically had charisma out the wazoo ever since Dracula came out; so it felt natural that a Bat Faunus would have high Charisma.
Bonus Skill, Feature and Defense: Giant Bat Ears made these the defaults, Perception and Blindsense go together, as the advance hearing/sonar would make it very easy to choose those. Reflex is similar, as a bat faunus, the sonar would give him a split second advantage over oncoming attacks.
Another thing I wanted to add, but have refrained from adding is a Bonus Flaw to balance out the Blindsense, which would be Light Blindness (-2RP). From the Pathfinder Advanced Race Guide:
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
It also makes sense from them being nocturnal creatures. However, I did notice that none of the Faunus so far had a specific Bonus Flaw, which is why I came here for advise on that.
Is there a specific part, concept or scene in RWBY that really sticks out to you that you would love to experience in game? Since I am currently adapting for Season 3 content released at RTX, I think this would be the best time to group think any concept that you would like to see in game.
Let me know!
I was at RTX and had the opportunity to playtest /u/Lochen9's game but wasn't able to during the RWBY panel on Friday. I'd still like to try it out, but I don't nearly know enough people around who'd be interested in this particular game.
Roll20.net allows us to play tabletop games over the internet so I was wondering if anyone would be interested in organizing a weekly or every other week game to playtest this on Roll20. I imagine the first session could be a walkthrough of character creation.
I should be available most Thursday and Fridays if we were to do this.
I am working on making a more complete character creation spreadsheet and was going to post a link to it. unfortunately google docs (which is what i use to host the document) doesn't save all the required features so when you download it features are missing. If you want a copy of my current version and updated versions when i finish them simply post your email address in the comments or if you don't feel safe doing so email me at reddit-rwbyd20@outlook.com and i will send you a copy.
During my stay at RTX, the prototype was taken from in my room. I still have my documentation and pieces, but my boards have been taken from my room.
Without the boards no further play tests may continue. I'm really really angry right now, and will be tearing a strip off of Hilton for this, but until then I'd thought I'd let you know.
Since registration was incredibly fast I now have 4 hours of downtime and will be hosting the first game now.
We will be either in the Hilton registration area, or lobby depending on availability. I am wearing a Bob Ross shirt and my GF is in Blake Cosplay with moving cat ears.
Let's kill some time before the RWBY panel starts
Mk-3 DPDF
Dust Powered Personal defense weapon
Primary Attribute: Agility
Damage Dice: D4+Agi
Attack Roll :d20+Agi
Wield : 2-Handed
Weight: Versatile
Type: Piercing
Reach: Long Reach
Ranged Damage Dice: D6+Agi
Ranged Damage Type: Single Fire/Rapid fire
Preferred Range: Short range
A 7.92x24mm caliber open bolt select fire, blow back operating, dust munitions personal defense weapon. Capacity 40 rounds, weight 5 lbs., length 25 inches. It is the standard personal defense weapon for the Vale Military Forces and the Vale Police Forces. Issued out to support and vehicle personnel to give the non-combat personnel a light personal defense weapon in case of attack. Known commonly as the “Bee Stinger” due to the buzzing sound the intermediate rounds make when fired.
Mk-2 Medium Machine Gun
Primary Attribute: Strength
Damage Dice: d12+Agi
Attack Roll :d20-2+Str
Wield : 2-Handed
Weight: Heavy
Type: Piercing
Reach: Chain Reach Ranged
Damage Dice: d12+Agi
Ranged Damage Type: rapid fire
Rapid Fire Preferred Range: long-range
A 9.3x62mm fully automatic firing dust munitions, air cooled gas piston driven belt fed medium machine gun. Fed from a 200 belt box magazine, weight 14 pounds, length 54 inches. Known as the “grimm shredder” this medium man portable machine gun is the standard issue for the Vale Military Forces. Often designated to a squad automatic rifleman, this machine gun is also a staple of many fixed defensive locations. Copies of this popular gun design have also been seen services outside of Vale, some even showing up on the black market.
Due to time constraints, the RWBY D20 manual will be incomplete for the RTX 2015 playtest. Rushing it further will not be the best for anyone, and taking time is better than completing early. The content is ready to be added, however written properly with explanations and descriptions, editing, presentation and cross referencing and professionally printed and bound takes time, and considerable amounts of content is not yet included.
As of right now, single spaced size 10 font the manual is 67 pages long. It will be printed and bound, and will be available to read at RTX, however you may not be keep its after as I am limited how many will be available.
Many of the Guides have been updated and included in the manual, and many of your suggestions have been added. As of right now no submitted Abilities have been included, but are still to be included once completed. All Abilities included as of right now are based on canon Characters.
For those of us lucky enough to be attending RTX RWBY D20 will be available to play and watch during the convention.
If you would like to play please keep watch of this thread, as the date, time and location will be finalized upon arrival at RTX. If you have any requests for time and date, please comment below. It will not be planned during any RWBY related content of RTX.
The Play Test will take approximately 2 hours, give or take on how experienced those playing are with RPGs or familiar with the content previously released.
The Campaign will take place in the storyline the day after the Season 2 finale, and is a non-canon creation of my own, but follows the story thus far, and will include Role Playing based on previous content. The players will play as Ruby, Weiss, Blake and Yang. All Character Sheets, Dice, Miniatures, Maps etc will all be provided. All that is required is an understanding of RWBY and the willingness to play.
Players will be given a series of Role Playing Cues as the Campaign continues, that their Character will know, but may not wish to divulge to the group. Also it is requested that Players stay in Character while playing (This means no impromptu Shippings).
Thanks and I'll see you there
Update 1: It looks there are a few options for times. Day 1 August 9 at 2:15 PM, right after the RWBY Panel and will last about 2-3 hours as the Game Grumps Panel starts at 5 is an option but it is tight. Option 2 is Day 2 Aug 8 at 5:15 after the RWBY Afterbuzz & Cosplay Contest, again this will be tight if you wish to go to an after dark special. Final option is Day 3 Aug 9 at 5:30 when RTX closes up. Nothing overlaps with this time, however finding a location may be difficult.
It is really hard to decide as there is so much to be done at RTX, and setting 2-3 hours of playtime is somewhat difficult. The final option is to split the session over the weekend, or to play while in line. Specifically, in line for the 2 RWBY panels. I'm partial to this option as it gives us all something to do in line, however would require use all to meet early and be in a location to play. This could be played while sitting, however a table is preferred. Anyone who will be present please feel free to give your feedback on when is best for you.
The first step to creating a character is to design its Personality Traits & Backstory. When making a character, before thinking about Attributes, Skills and Abilities, you should first think about who that character will become. Focus on Personality Traits and Quirks, Strengths and Flaws, Goals, Style and Looks, Background, Race, Kingdom and finally Secrets then connect them to the concept of the character you are making. While your Stats are what your character may accomplish of, your character design is what will make your character accomplish it.
The closer a Player stays true to their character’s design the better. While many people have played RPG’s before, tabletop games should have a strong focus on the RP as much as the G.
Personality Traits
Personality traits are the pattern of collective character, behavioral, temperamental, emotional, and mental traits of a person, be them positive or negative. Personality Traits are all related to a Skill, and provides +2 or -2 to the related Skill.
When creating a character there are 3 options for Personality Traits: Simple, Standard or Complex. Simple characters have a single positive Personality Trait, Standard characters have two positive Personality Traits and a single negative Personality Trait, and Complex characters have three positive Personality Traits and two negative Personality Traits.
When a Character engages NPC’s, PC’s or reacts to stimulus in game, a Player should first ask, “Is this how my Character would react, or how I want to react?” If you are playing Ruby, acting Sarcastic or Philosophical wouldn’t be in line with her character, however being Kind, Humble and Hyperactive would.
At times, a Character may act less than optimally because it is what their Character would do. If a Character is Curious, they likely would go to find the source of a noise in the distance, even if this seems like a potential trap. This however should not be used as an excuse to cause problems for other Players, such as a Character that is Greedy should not attempt to steal from other Players, or a Character that is Impatient or Intolerant killing an NPC for no real reason.
The following list of Personality Trait are examples that may be applied to characters. A GM may allow for a new Personality Trait but must be related to a Skill as best as possible.
Skills & Personality Traits
Skill | Positive Traits | Negative Traits |
---|---|---|
Acrobatics | Energetic, Flexible, Hyperactive | Clumsy, Stiff |
Athletics | Hearty, Heroic, Protective, Stoic | Sickly, Lazy |
Deception | Clever, Deceptive, Independant, Meticulous, Non-Authoritarian, Sarcastic | Blunt, Dependant, Plainspoken |
Dust | Artistic, Eloquent, Colourful, Knowledgeable, Organized | Uncreative, Simple |
Engineering | Efficient, Imaginative, Innovative, Logical | Illogical, Inefficient, Unimaginative |
Grimmology | Dramatic, Freethinker, Intuitive, Thrillseeker | Dull, Irrational |
History | Cultured, Educated, Honorable, Tolerant | Intolerant, Uncultured, Uneducated |
Insight | Calm, Clear Headed, Deep, Idealistic, Insightful, Humorous | Irritable, Impatient |
Intimidation | Aggressive, Brave, Daring, Forceful | Cowardly, Passive |
Investigation | Curious, Enthusiastic, Observant, Thorough | Bored, Unobservant, Slacker |
Medicine | Considerate, Dutiful, Empathic, Faithful | Inconsiderate, Selfish |
Perception | Alert, Focused, Humble, Perceptive | Easily Distracted, Inattentive |
Persuasion | Attractive, Charming, Compassionate, Diplomatic, Friendly, Kind, Suave | Abrasive, Greedy, Gruff, Tsundere |
Stealth | Careful, Gentle, Precise, Quiet | Careless, Loud, Rough |
Thievery | Discreet, Efficient, Patient, Subtle | Inefficient, Impatient, Obvious |
Quirks
A Quirk is an unusual/interesting action, running gag or physical oddity that a Character may have. Examples of this may include Ruby’s throwaway jokes, Yang’s puns and her hair, or Nora’s non-sequitur. Quirks are a good way to make a character more interesting and to add some humour to the game, and possibly produce Awesome Points.
Awesome Points
Awesome Points may on any D20 dice roll add a level of Advantage, and can be saved to be used whenever. The GM will hand out Awesome Points when they feel a Player does something in character and is awesome. Examples may be a Player doing something silly, in character, that causes the entire table to erupt in laughter, or cause an epic climax in an encounter, or causing an emotional situation where everyone is left wowed. This is to promote good Role Playing and having a good time. Depending on the table, it can also promote the right mood and attitude for the campaign.
Strengths and Flaws
A Strength is something about the Character they hold dear, and has caused them to become powerful. This may be an ideal, an inspiration or bond with others. Examples of this might be Ruby’s view of Huntresses as heroes from stories, Weiss’ desire to be the best at everything, Blake’s need to atone for past crimes, or Yang’s protective motherly nature over Ruby.
A Flaw is something about the Character that weighs them down or prevents them from performing optimally under certain situations. This may be a past experience, a failure, or an overwhelming emotion. Examples of this might be Ruby’s loss of Summer Rose, Weiss’ relationship with her family, or Blake’s desire to be alone.
Goals
A character has both short term and long term Goals, which essentially answer the question “Why do I want to be a Huntsman/Huntress”. Similar to when Dr. Oobleck poses the question to Team RWBY, the first answer that comes to mind may not be the real reason. Short term Goals should be relatively attainable, and should be related to the Campaign fairly early by the GM. Long term Goals will be worked on over the course of the Campaign, and will take a considerably long time, and take multiple steps to achieve.
Goals act as plot hooks to allow each Player to be important, and take the spotlight for a short while. Examples of short term goals would be Blake’s relation with the White Fang and stopping them, and long term goals would be turning Adam back from becoming a monster.
Style and Looks
Style and Looks can be done in two ways: drawing or describing. For the more talented, drawing a character may be quicker and easier to convey what your character looks like. Otherwise, describing your character physically to all other players may be required. The more specific the better.
Secrets
All characters when created should make 3 Secrets, a Small Secret, a Large Secret and a Devastating Secret, that the Players must for as long as possible keep, and prevent other Players from finding out.
These Secrets will be shared with the GM prior to your first session, and will threaded into the story of the Campaign. Secrets may be about themselves, something they did or something related to the Character.
Small Secrets are most difficult to hide, and won't have a huge bearing on the Character, and are likely to come out fairly soon, as well as may be used as a means to bring the group closer together by sharing this information. Large Secrets have considerable impact on the Character and those close to them, and try the relationships they have. Devastating Secrets have the potential to rip a group apart, and will cause considerable hardship to the Character should it come out.
We will use Blake as an example of this system, as her Secrets have been a main plot point so far. Her Small Secret is she is actually a Faunus. Her Large Secret is that she used to be in the White Fang, and even acted as part of them when they turned to more extreme methods. Her Devastating Secret is that she was Adam’s partner and directly related to the change the White Fang undertook, and her guilt makes her feel responsible for their actions, but still has feeling towards him.
Players should try to respond dramatically or empathetically to revelations of Secrets, and spend this time as team bonding or breaking sessions. Your teammates are the closest people to you, and keeping secrets can cause pain or pity, and revelations may bring each other closer to understanding each other.
A strong Role Playing session from Secrets are a good way for the entire team to get Awesome Points, and make each other’s Characters more important and focused. EXP may also be rewarded to the entire team.
Concept
Many Characters in RWBY are based on one or more existing Fictional Character, Historical Figure, Mythological Being or even Real People. For example Ruby is based on Little Red Riding Hood and Red Rose, Weiss is based on Snow White, Blake is based on both Belle and Beast from Beauty and the Beast, Yang is based on Goldilocks and lets face it Barb.
Concepts can help naming and designing your Character for Roleplaying purposes, Weapon design or even Stat choice. A well thought out Concept and Style defines how to Roleplay the Character, and makes the game easier to play. You can easily become that character if you can compartmentalize and become an ideal rather than a list of Stats and Features.
It is easy to play a Character that is a Mary Sue, or essentially just you but completely badass in every way because you never have to do anything other than be yourself and do whatever you want, but Characters with a strong Concept really makes the game something different than just a game. You become someone else, live in this fantastic world and live someone else’s life, feel what they feel, care about what they care about.
It takes a while to get into the groove of Roleplaying, however, it makes the game as more than just killing monsters for EXP, but as a living breathing being. It is highly suggested to include as much Roleplaying as possible to make the world of Remnant your own.
Mk-4 dust powered pistol
Primary Attribute :Agility/Strength Damage Dice: 68+Agi Attack Roll :d20+2+Agi Wield : 1-Handed Weight: Light Type: Piercing Reach: Chain Reach Ranged Damage Dice: d10+Agi Ranged Damage Type: Single Preferred Range:Mid-range
Mk-4 dust powered pistol- A 13mm semi-automatic magazine fed pistol, capacity 20 rounds, weight 2.5 pounds, total length 12 inches, light up three dot night sights. The standard issue pistol of the Vale military forces, considered more of a backup weapon due to its smaller cartage and lesser effect against Grimm targets.
"You can't spend your entire life out on the battlefield." Being a Huntsman/Huntress often means sending youurself into battle to destroy monsters, stop enemies and protect the people, it also means using things other than conventional weaponry.
Skill checks represent how well you perform non-attack actions in and out of combat. Skill checks allow for players to attempt to gain information, reach new areas, create, find or destroy items, influence NPC's or just about any other option. When a Player Character(PC) requests to try to do an action, the Game Master(GM) will tell the character to do a Skill Check.
To perform a Skill Check the PC rolls a D20 and adds the Skill's Modifier. The Modifier is calculated by adding the two governing Attributes together and any Training they may have. The result of the roll is compared to the Difficulty Check(DC) of the action. In pre-written campaigns these DCs are usually predetermined in the campaign booklet, but particularly creative PC's may come up with an idea that wasn't considered by the author. In that case, the GM must consider first: Does this make sense and/or possible? Assuming it passes the feasibility test, the GM must then select how difficult this would be to do. Use the following table to determine the DC of the Skill Check.
Difficulty | Very Easy | Easy | Normal | Hard | Very Hard |
---|---|---|---|---|---|
Modifier | +4 | +8 | +12 | +16 | +20 |
All DC's are added to the encounter level.
Ex) Yang is attempting to, uh, squeeze Junior for information in his club. The GM has decided that this would be a normal difficulty DC, and this is a level 1 encounter. This makes the DC 1 + 12 = 13.
Yang must roll an Intimidation check to successfully get this information. Yang has a +5 modifier to Intimidation and must roll a D20. She must match or beat the DC to pass the Skill Check. Yang rolls an 11, making the result of the Skill Check 16, which is sufficient to pass. Junior is now willing to give the information.
Passing a DC by a higher margin the GM will allow for a better outcome, or described as done better, while a near pass will be described as a close call.
Unlike attacks, skill checks may not Crit nor Crit-Fail, and may not automatically pass nor fail. For example as to why, saying you wish to jump to the moon, which is impossible, should not have a 5% chance to occur because you roll a 20, as well saying you wish to open an automatic door that there should be a 5% chance to not open because you roll a 1.
That being said, not every action requires a skill check. Simple physical actions such as walking up stairs, picking up a small item, running short distances, jumping less than 2 feet etc. should pass. A guideline to when to roll is difficulty and threat. If your PC's are in combat, being chased or in some other threatening situation, simple actions may result in problems arising.
The duration of the results of a Skill Check will last for as long as the situation does not change. Jumping from a platform to platform to platform in a single turn will require only a single Skill Check, but the distance you may jump is limited by the Character's speed. If you wish to jump again the next turn, you won't need to roll another Skill Check, as nothing has changed. However, if a Nevermore were to destroy the ground you were jumping from, and you must vault from falling rocks, that would require a new Skill Check, because the situation has changed considerably.
Finally, some situations may arise where a PC must make a skill check without the player's choice, such as landing from a fall, being lied to, walking into an ambush etc. These reactive Skill Checks are mostly caused by the actions of NPC's on the PC's rather than the other way around, and give a chance for the PC's to avoid being railroaded into unavoidable situations.
Skill Breakdown
Each skill may be used in several ways, and the following examples explains what use it should be under. If a player requests to initiate a Skill Check, the GM should align it with the Skill best associated with the action.
Acrobatics - Acrobatics is governed by Strength and Agility. Acrobatics represents Jumping, Vaulting from Walls, Grabbing a ledge while falling, Landing, Squeezing through small spaces, or other quick movements.
Athletics - Athletics is governed by Strength and Constitution. Athletics represents Pushing, Pulling, Carrying heavy weight, Grabbing, Endurance or other prolonged physical activities.
Deception - Deception is governed by Constitution and Charisma. Deception represents Lying, Bluffing, or Disguising yourself.
Dust - Dust is governed by Intelligence and Wisdom. Dust represents your ability to understand the use of Dust, Dust Abilities used by others, or Refining Dust Crystals to usable Dust Points.
Engineering - Engineering is governed by Constitution and Intelligence. Engineering represents your ability to understand Computers, Robotics, Weapon Upkeep & Modification or Hacking.
Grimmology - Grimmology is governed by Strength and Intelligence. Grimmology represents your ability to understand Grimm by Identifying, knowing Grimm Behaviour or Tactics, Tracking Grimm or Sensing Grimm.
History - History is governed by Intelligence and Charisma. History represents your ability to recall historic events, names or locations. If players personally forget something they should know, a History Check may be used to recall short term memory as well to prevent "Whatshisname" or "Youknowthatguyfromthatplace" situations.
Insight - Insight is governed by Agility and Wisdom. Insight represents your ability to discern the truth of a situation be it a Lie, Illusions or noticing a Disguise. Insight is a counter skill to Deception or Persuasion being used on the character.
Intimidation - Intimidation is governed by Strength and Charisma. Intimidation is your ability to Force, Blackmail, Interrogate or Threaten someone to bend to your will. It can be used as mental or physical intimidation.
Investigation - Investigation is governed by Agility and Intelligence. Investigation is your ability to Search and Find Items, People or Places. This skill also allows you to find Hidden Doors or other terrain features on the map.
Medicine - Medicine is governed by Strength and Wisdom. Medicine is your ability to use First Aid to Stabilize a Downed ally, administer Healing items or Diagnose problems effecting PCs or NPCs.
Perception - Perception is governed by Constitution and Wisdom. Perception is your ability to See, Hear, Smell, Feel or Taste and discern the cause of those senses.
Persuasion - Persuasion is governed by Wisdom and Charisma. Persuasion is your ability to Convince, Suggest, Perform or Command others.
Stealth - Stealth is governed by Agility and Constitution. Stealth is your ability to Sneak, be Silent, Hide or cause a Surprise Round when attacking without being noticed.
Thievery Thievery is governed by Agility and Charisma. Thievery is your ability to Pickpocket, Sleight of Hand, Bribe or use Streetwise (gather information from crowds or informants).
Training
Huntsman/Huntresses in training start with some Skills trained, as well as gain Training as time progresses in the Campaign. Being trained in a Skill adds your Proficiency to the Skill Modifier.
Each 5 levels, the PC's will be enrolled in several Classes at their Academy, and may major in one of the classes, such as Glynda's Battle Training, Port's Grimm Studies, or Oobleck's History Class. Each class relates to a skill, however only certain classes are available each year.
All members of the team must take the class together, but each player chooses which one they major in. This will promote Skill choices as a team, rather than an individual To find what classes are available, the GM rolls a D20 4 times each year, other than the last year which is covered below, and takes the class listed on the table below. In the case of a previously offered class in a previous year being rolled, the choice becomes elective and may be selected by the group. If the group can not come to an agreement reroll the D20.
On the last year, only 3 classes remain, and are automatically selected, however, with the final slot each Character also may select two classes that they are trained in as a Mastery, and become an expert on those subjects gaining double their Proficiency rather than normal Training.
Roll | Class | Skill |
---|---|---|
1 | Obstacle Course Training | Acrobatics |
2 | Battle Training | Athletics |
3 | Spycraft | Deception |
4 | Dust Weaving | Dust |
5 | Technology and Weaponcrafting | Engineering |
6 | Grimm Studies | Grimmology |
7 | History of Remnant | History |
8 | Philosophy | Insight |
9 | Archaeology | Investigation |
10 | Interviewing and Interrogation | Intimidation |
11 | Field Medic Training | Medicine |
12 | Sniper Spotting | Perception |
13 | Debating and Persuasive Writing | Persuasion |
14 | Ninja Training | Stealth |
15 | Criminal Studies | Thievery |
16-20 | Elective | Team Choice |