/r/Rwbytabletop
This is the place for all tabletop adaptations of Rwby. Share systems, both homebrew and reskins. Help with adventure ideas, campaign hooks and world building.
This is the place for all tabletop adaptations of RWBY. Share systems, both homebrew and reskins. Help with adventure ideas, campaign hooks and world building.
Active Game Systems
The Unofficial RWBY Tabletop RPG is the longest running RWBY tabletop game with a heavy focus on character creation and weapon design. Uses the "Rule of Cool" to play in the cinematic and absurd fight scenes that are a mainstay of the series.
Requires standard d10s and d6s.
Created by /u/Enderofthings
RWBY D6 is a system still under active development and aims to be a rules-lite system that does not require familiarity to pick up and play.
Requires large sums of d6s.
Created by /u/Xortberg
Heroes of Remnant is a relatively crunchy system designed to be as accurate to the show as possible with a heavy focus on character creation and customization and cinematic combat.
Requires 4d6
Created by /u/TheDudeYouMightKnow
RWBY Lite is a smaller, easy to digest system just over 15 pages long and is designed to be simple without sacrificing what makes RPGs and RWBY fun and exciting.
Requires 5d10
Created by u/TheDudeYouMightKnow
Other Systems
System Subreddits
Related Subreddits
/r/Rwbytabletop
Ok so /u/Spartacus400, /u/Challos, /u/Zerotsu, and /u/lazerbear777. I have been hard at work working on the Dungeon World mod, my mom is now at a point where I don't need to take care of her. So That is back in production, however in the mean time, the group I was having a generic fantasy game has kind of broken up due to college and such.
So the quick question is, would you be interested in a standard fantasy game of Dungeon World? If yes, let me know what days you're open to play for 2-3 hours or so.
This website has the full rules for you to use. I am also uploading the pdf to google drive if you would like to use that.
So I've been thinking about this a lot. And have decided that all the different aspects I was playing with seemed so... "independent." Like nothing was really connected or had any flow, it was just a bunch of different systems that had no mesh.
As such, I'm completely changing my approach and going in a unique direction. Classes and such will remain the same, but I'm going to change the leveling system (as close to removal as you can get without actually offing it). Among other changes to fit the setting better (being in a school).
My mom was in a motorcycle accident today and just got out of the hospital. Both her arms are broken and will need surgery, but in the mean time I'll have to help her with everything from eating to pulling her pants down so she can go to the bathroom.
I will still work on the rules when I have free time, but the actual meet up is delayed till I don't need to get up every 5 minutes to help her.
Also since you all will say "I hope she's ok". She's fine; Right forearm and left elbow, with just a few scratches on her nose and hip.
Note that this is all can possibly change. And honestly I hope it does because I don't like the huge emphasis on combat all the moves have.
Hunter
Slayers of grimm, and protectors of humanity. Hunters are humanity's first, and most often last, line of defence. While all hunters fulfill the job of slaying grimm, those that follow the Hunter Discipline have been molded into master grimm slayers. Speed, strength and stamina; Hunters rely on their ability to slay their quarry before they even get a chance to strike. As such, many under the Hunter discipline forgo their their defense to add more speed or stamina, and have minimal dust supplies outside ammunition to ensure they can move freely without worrying about accidentally detonating their supplies. Despite these inherent weaknesses though, Hunters are the premier grimm slayers bar none.
Health: 6+Con Modifier Damage: 2d6
You start with these moves:
Grimm sense
You’re attuned to grimm in a way that others simply can’t understand. Grimm never take you by surprise.
Preditor
You have full control of your emotions in battle. While in combat grimm will prioritize allies who are equally convenient to attack.
Offensive Master
Your weapon has the weapon tag *Forceful against enemies with 0 armor value.
*Forceful: It can knock someone back a pace, maybe even off their feet
Alignment:
Atlas: Defeat a foe that was a great threat to an ally.
Mistral: Personally kill a mighty foe.
Vacuo: Confront someone who was oppressing another.
Vale: Protect someone with the minimal amount of force needed
Gear:
Your load is 7+STR You carry Rations (3 Uses, 1 Weight), 2 Weapon Clips (1 Use, 1 Weight)
Choose your defense:
Simple fabric garments (0 Weight)
Conduit Cloth (1 Armor, 1 Weight)
Choose one: Supply Pack (2 uses, 1 Weight)
Bandages (2 uses, 1 Weight), 10 Lien
Shield (+1 Armor, 2 Weight)
Advanced Moves When you gain a level from 2–5, choose from these moves.
Relentless When you deal damage, you may reroll one damage die. You must take the new result.
Well Known When you threaten someone you can always use your renown as leverage, against targets who don’t think they could beat you in a fight, when you parley; accounting for their allies.
Resolved You gain +1 Armor while on an official Huntsmen mission.
Weapon Crafter Next time you have time to work a forge, you may add one enhancement to your weapon.
Supression When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
Flurry When you Hack and Slash, you may attack an extra enemy within range. Roll for both targets individually. Both gain +1 damage if they counter.
Grimm Knowledge When you Spout Lore about a Creature of Grimm, you gain +1.
Exemplar When you command someone to follow your lead they gain +1 Forward when they follow your instructions.
Well Paced You only need to eat while Making Camp if you performed extraneous work since last you ate, or if you haven’t eaten for a day.
Multiclass Dabbler Get one move from another class. Treat your level as one lower for choosing the move.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
Mercyless Replaces Relentless
You may reroll both dice. You must take the final result.
Famous Replaces Well Known
When you parley with someone who doesn’t think they can take you in a fight, accounting for their allies, on a roll of +12 they will do what you ask before asking for you to make a promise.
Grimm Study Replaces Grimm Knowledge
When you Spout Lore about a Creature of Grimm, you gain +1. On a roll of +12 you may also ask the GM to identify a weakness. All weapons gain +1 piercing when attacking this weak point.
Epitome Replaces Exemplar
When you command someone to follow your lead both them and you gain +1 Forward when your instructions are followed.
Reaver When you kill an enemy gain +1 temporary health till the end of combat.
Lean and Mean People capable of fear will Freeze or Flee when they meet eye contact while you’re angry
Lethality Gain +1 to your damage rolls while attacking enemies, human sized or smaller.
Savior When you defend someone who is helpless you can, ‘redirect an attack from the thing you defend to yourself,’ for free.
Exceptional You gain +1 forward when you attack a stronger foe.
If you got better flare text for the different classes feel free to write it up and send it my way.
Discipline (Replacement for classes)
Hunter
Slayers of grimm, and protectors of humanity. Hunters are humanity's first, and most often last, line of defence. While all hunters fulfill the job of slaying grimm, those that follow the Hunter Discipline have been molded into master grimm slayers. Speed, strength and stamina; Hunters rely on their ability to slay their quarry before they even get a chance to strike. As such, many under the Hunter discipline forgo their their defense to add more speed or stamina, and have minimal dust supplies outside ammunition to ensure they can move freely without worrying about accidentally detonating their supplies. Despite these inherent weaknesses though, Hunters are the premier grimm slayers bar none.
Health: Damage:
Warrior
The Warrior Discipline is more common among soldiers and armies. Each man though strong on his own, relies on his comrades to become greater than either of them would be on their own. Though soldiers might not be to fell stronger grimm by themselves like a hunter can, with a group they can defeat any foe. Even hunters of greater number can’t match a well trained squad of Warriors. Strength, exceptional courage, and discipline are needed for one to master the Warrior Discipline. As each must be strong enough to support their allies without hindering them, to ensure the whole is greater than the sum of it’s parts. Warriors are among the most adaptable when it comes to combat. Though they normally pack light armor, and low amounts of dust, their style doesn’t hinder the use of either, and they can equip themselves to the mission accordingly. Once mastered, a group of warriors seem more like an intricate dance of death and carnage. An impenetrable shield with no holes, and a sword that can cut through any defense.
Health: Damage:
Scout
Masters of stealth, reconnaissance, and the silent kill. Scouts can infiltrate locations without detection and bring down threats to humanity quietly, or pull the strings to lead them to their own demise. The Scout Discipline is often mocked by young hunters and huntresses to-be as there is little glory and fame in killing someone from the shadows, but veterans of many years know that without scouts, they would the be the prey. Dexterity, Cunning, and a little bit of imprudence are all that’s needed to be a good scout; but the best can look danger in the eye and not blink, or fight off hoards when the time comes. Loud heavy armor or large amounts of dust work against the role of a scout, and only the foolish would consider bringing them. A master Scout can topple governments and grimm with ease, nothing can escape them, and nothing is too hidden for their eyes.
Health: Damage:
Magus
The blade is a tool, not a weapon in the eyes of one of the Magus Discipline. Elegant and brutal, calm but destructive. Dust brings the power of nature itself to bare, but requires a certain touch to bring power even mightier to the field. Any person can use dust, even animals should they be exposed to it, but those in the Magus Discipline have an expertise on the topic that would leave any other lost. The elements of the world are theirs to command, their power is only limited by their imagination and the amount of dust they carry. Intelligence, will, discipline and excessive amounts of patience are required for one to even begin training with dust. An even higher degree is needed for one to begin to walk down the Magus Discipline. Calling the elements down to sunder a single foe or to beat back the darkness on mass, Magus thrive on any battlefield. Though Magus might seem like masters of the world, they are limited to the amount of dust they bring, and have made sure they bring plenty before even a small skirmish. Another limit Magus face is losing control of that they rely on, heavy armor and other things that can restrict movement, or require focus to use can cause a Magus disciple to lose control and endanger themselves and everyone around them. Nature’s wrath isn’t to be tested, but surely the danger is worth it for such power.
Health: Damage:
Guardian
The shield that defends, and the armor that protects. Followers of the Guardian Discipline are indomitable fighters capable of taking regular attacks that would leave any other broken. Armor isn’t their only defense though, those who favored the Guardian Discipline have strong auras the protect them; some even have semblances that push their defense to the point of indestructibility. A strong will, and friends to stand by your side are the greatest assets a Guardian can have. Armor goes a long way to protecting oneself from dangers that might threaten them. Few carry much if any dust, as a Guardian must be able to take any attack from any direction. But this is no hindrance to a Guardian, for their will and spirit alone is enough to win the day.
Health: Damage:
Alchemist:
The Alchemist Discipline is a difficult one to master. Their wide range of skills demand much from its practitioners, and few have what it takes to master them. Skills ranging from fireballs to field medicine, Alchemist are proficient dust users. The skills of the discipline aren’t limited to just dustcraft, the sword is just at vital to their performance, and they are no slouches when it comes to the matter. Both intelligence and strength are needed for one to excel in the Alchemist Discipline. Most who follow the discipline bring light armor, to allow for some protection, but still allow enough movement to properly use their dust unhindered. Though they might not be martial masters, or on the same level as a Magus, they are fully capable of adapting to any situation and can excel where other’s would fail.
Health: Damage:
with the DW rule set, other players are capable of influencing your character's back story slightly; this is vice versa as well.
When you come up with your character don't make anything Defacto truth. But vague facts capable of an exception or two.
For example say you want your character to be a shy xenophob. Don't make you're character's backstory "I've never had a friend before." Instead say "My character is very shy and doesn't like being around people." That way down the line if someone says "I get along well with X and we get along great." You can explain why this character is a buddy or even friend with your character.
Also note you can't completely change a person's character. They always get final say on anything you want to do, but you can always compromise till both of you are happy.
Nothing is set in stone, and it's only carved in clay once the game actually begins.
Just an update so you guys know where everything is at. There are still some details I need to fully iron, but for the moment you know the ball has started rolling.
Either or you'll get elements of the other, but I want to know if you guys have a preference for one over the other that I should focus on.
So this game doesn't really rely on tokens, but they will be helpful for picturing the landscape if you need it.
If you got a picture or something you would like me to use just PM it to me. Also make sure you tell me if there is a specific color for the frame you would like.
I'm open Saturdays, so let's start agreeing on a time for this to take place.
Note, I'm still not ready to start (aiming for next week, but might be the one after), so let's just focus on getting an actual time down at this moment.