You are on page 1of 29

Champions of Remnant

Huntsmen, Huntresses and A Light in the Darkness

An Apocalypse World hack set in the world of RWBY


Mechanics

Abilities
Strength
Your raw physical power, determines how good you are at physical tasks and using melee
weapons or when unarmed.

Agility
Your physical speed and acrobatic skill, determines how good you are at movement and using
ranged weapons. This also can cover precision of movement, such as stealth.

Perception
Your ability to notice and react to things, determines how good you are at dodging attacks and
changing course to respond.

Discipline
Your skill at drawing upon the innate power of the soul (Aura) or at using Dust, determining your
use of Semblances or Dust effects.

Endurance
Your ability to take a hit and keep going, determining how much damage you take and how well
you can perform certain physical tasks.

Charm
Your ability to be personable, to speak and have people listen, whether by charm or by threats.
Playbooks

Knight
Defense and heavy weapons specialists, generally focus on taking as much damage as
possible for teammates and dealing it right back two or three fold.
Canon Examples:​ Yang Xiao Long, Yatsuhashi Daichi

Stats
Assign these numbers as you see fit:
+3, +2, +1, 0, 0, -1

Strength Agility Perception Discipline Endurance Charm

Character
Name: _______________________ Player: _______________________
Appearance:
____________________________________________________________________________
____________________________________________________________________________
____

Hunter Info
HP: ___/5 AP: ___/___ Weapon Name: __________________________________
SP:___/___ Melee Form: ______________ Ranged Form:
______________
Damage: ____ Charge: ___/ 10 Damage: ____ Clip: ___/___
Tag Stat: ​Strength ​Tags: _________ _________ Tags: ___​loud​__ _________
_________ _________ _________ _________
Semblance:
____________________________________________________________________________
____________________________________________________________________________
____
Dust: __________ __________ __________ __________ __________
Class Moves
Choose three
My Turn ​- When being hit with an attack, roll +Endurance to turn the tables and immediately
counterattack. On a ​7+​, you can choose to inflict half damage and get to safety, or inflict full
damage and stay in a bad spot. On a ​10+​, you inflict full damage and get to safety. N​ ote: If you
choose to get to safety, you will be unable to attack again for a short while.

Get Behind Me ​- When an ally is being attacked, you can throw yourself in the way and take the
attack in their place​. Roll +Strength. On a ​7+​, either you and the ally you were hoping to protect
split the incoming damage (if an uneven amount, you take the larger portion) or you take full
damage. On a ​10+​, you take half damage.

Get Back!​ - You can push an enemy away, allowing you and your teammates a moment to
breathe. Roll +Strength.
7+​ - Choose an outcome
- You succeed, but the enemy doesn’t go as far as you’d like
- You push the enemy away, but it gets a grazing shot on you (take damage)
- You push the enemy back, but in doing so end up in a bad spot
10+ ​- The enemy is thrown back
12+ ​- The enemy is thrown back so hard it takes 1 damage.

Bare Knuckle Brawling​ - You deal +1 damage when making unarmed attacks.

Undying Shield ​- You can focus and block all incoming attacks. However, while doing this, you
cannot move or attack; doing so opens you to immediate counterattack.

Iron Will ​- Those who take it on themselves to defend others, at cost to themselves, hold the
greatest power. You can spend 4 AP to completely negate damage from an incoming
attack/damaging effect.

Advancement
Every time you fail a roll or are instructed to, mark XP.
Level: ___
XP:

From levels 1-5, when you level up take an option from the Basic list. After level 5, you can take
options from the Advanced list.
Basic:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Choose an Aura power to specialize in, lowering AP cost by 1.
- Tinker with your weapon, adding 1 weapons tag
- Tinker with your weapon, adding 1 weapons tag
- Add 5 total AP (max 45)
- Add 1 total SP (max 15)
Advanced:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Add 2 Charge to your weapon
- Choose an Aura power to specialize in, lowering AP cost by 1
- Tinker with your weapon, adding 1 weapons tag

Relationships
__________ is/was your partner in school. Friends or not, you’re stuck together.

__________ is someone that needs to stay alive. Even if you die, they HAVE to live.

You don’t feel particularly warm towards __________, but that won’t stop you from saving them
if they need saving.

You could have saved someone beloved by __________, but you failed. And its weighed on
your heart ever since.

Even if the world itself were ending, you’d rather save yourself than save __________.
Breaker
High-speed high-damage melee specialists, really good at putting a lot of damage behind one
big attack, but otherwise doing less consistent damage than other types of melee fighters.
Canon Examples: ​Ruby Rose, Nora Valkyrie

Stats
Assign these numbers as you see fit:
+3, +2, +1, 0, -1, -1

Strength Agility Perception Discipline Endurance Charm

Character
Name: _______________________ Player: _______________________
Appearance:
____________________________________________________________________________
____________________________________________________________________________
____

Hunter Info
HP: ___/5 AP: ___/___ Weapon Name: __________________________________
SP:___/___ Melee Form: ______________ Ranged Form:
______________
Damage: ____ Charge: ___/ 10 Damage: ____ Clip: ___/___
Tag Stat: ​Strength ​Tags: _________ _________ Tags: ___​loud​__ _________
_________ _________ _________ _________
Semblance:
____________________________________________________________________________
____________________________________________________________________________
____
Dust: __________ __________ __________ __________ __________

Class Moves
You get this:
Break​ - The signature move, charge and ram a single high-powered attack into your target. Roll
+Strength.
7+​ - Deal 2x damage, but your next four attacks deal half damage (round up).
10+​ - Deal 3x damage, but your next four attacks deal half damage (round up)
12+ ​- Deal 3x damage, but your next two attacks deal half damage (round up).

And two others:


High-Powered Corrections ​- You can expend 3 Ammo to automatically succeed a Utilize
Landing Strategy roll as if you had rolled a 10.

Momentum ​- When attacking the same enemy multiple times in a row, you can take +1 ongoing
to your Get To Hunting rolls until you stop attacking that enemy.

Sunder ​- You can roll +Strength to attempt to break your enemy’s weapon. On a ​7+​, you
manage to keep that enemy from attacking for a bit, but not perfectly. On a ​10+​, you destroy
that enemy’s ability to fight.

Fight, My Child ​- Your weapon isn’t just a weapon, it’s your baby. You gain +1 forward every
time you use it for some creative tactic that isn’t just a basic slash/stab/bash. You also suffer -1
ongoing every time you attempt to Get To Hunting without using your weapon.

The Power of Awesome ​- By doing something creative, badass or both, you can give yourself
and all your allies +1 forward.

Advancement
Every time you fail a roll or are instructed to, mark XP.
Level: ___
XP:

From levels 1-5, when you level up take an option from the Basic list. After level 5, you can take
options from the Advanced list.
Basic:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Tinker with your weapon, adding 1 weapons tag
- Tinker with your weapon, adding 1 weapons tag
- Add 5 total AP (max 45)
- Add 1 total SP (max 15)
Advanced:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Add 2 Charge to your weapon
- Choose an Aura power to specialize in, lowering AP cost by 1
- Tinker with your weapon, adding 1 weapons tag

Relationships
__________ is/was your partner in school. And you are doing your damnedest to be their
bestie, come hell or high water.

You view __________ almost as a big sibling. They dispense advice and keep you safe and you
provide comic antics.

You are madly, hopelessly in love with __________ but have absolutely no idea what to do
about it. So for now it’s just sorta... bottled up in you, just about ready to burst.

You made a poor first impression on __________ and now you’re determined to prove yourself
to them, even if you get hurt.

In your book, there’s bad, there’s worse, and then there’s __________. The fact that you’re
technically on the same side is the only thing saving them.
Reaver
Melee specialists who sacrifice some defense and power in favor of being able to maintain
consistent damage and wear down foes.
Canon Examples: ​Blake Belladonna, Lie Ren

Stats
Assign these numbers as you see fit:
+2, +2, +1, +1, -1, -1

Strength Agility Perception Discipline Endurance Charm

Character
Name: _______________________ Player: _______________________
Appearance:
____________________________________________________________________________
____________________________________________________________________________
____

Hunter Info
HP: ___/5 AP: ___/___ Weapon Name: __________________________________
SP:___/___ Melee Form: ______________ Ranged Form:
______________
Damage: ____ Charge: ___/ 10 Damage: ____ Clip: ___/___
Tag Stat: ​Strength ​Tags: _________ _________ Tags: ___​loud​__ _________
_________ _________ _________ _________
Semblance:
____________________________________________________________________________
____________________________________________________________________________
____
Dust: __________ __________ __________ __________ __________

Class Moves
Choose three:
Like Shadows​ - You gain +1 ongoing when attempting stealth.
Never Miss A Beat​ - You can focus all of your attention and learn your enemy’s rhythm, and
with that knowledge, the ability to predict their movements. You can dodge all incoming attacks
with one enemy up until that enemy takes damage, and you gain +1 forward to make a Get To
Hunting roll against that enemy.

Aura Break ​- You can roll +Discipline and spend 5 AP to attempt a one-hit kill on an enemy,
focusing your Aura into a single devastating attack that, if successful, usually causes the enemy
to explode. On a ​10+​, you succeed, possibly causing damage to surrounding enemies with the
following explosion.

Flurry ​- You can roll +Strength to make multiple attacks in a row, each one dealing full damage.
On a ​7+​, you attack twice. On a ​10+​, you attack three times. On a ​12+​, you attack four times.

Soldier’s Wiles ​- A life on the battlefield gives one a certain... perspective on the world and the
way things work. With a perspective like this comes a way with words, and you can sway people
to your side. If you speak from your view as a Hunter and warrior, you can add 1 to the result of
a Talk Fast roll.

Grim Feelings ​- Some Hunters eventually develop a certain kinship with danger and the
creatures of Grimm. After all, stare long enough into an abyss and the abyss stares also into
you. You can roll +Perception to try and figure out if anything bad or Grimm is incoming.

Advancement
Every time you fail a roll or are instructed to, mark XP.
Level: ___
XP:

From levels 1-5, when you level up take an option from the Basic list. After level 5, you can take
options from the Advanced list.
Basic:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Choose an Aura power to specialize in, lowering AP cost by 1.
- Tinker with your weapon, adding 1 weapons tag
- Tinker with your weapon, adding 1 weapons tag
- Add 5 total AP (max 45)
- Add 1 total SP (max 15)
Advanced:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Add 2 Charge to your weapon
- Choose an Aura power to specialize in, lowering AP cost by 1
- Tinker with your weapon, adding 1 weapons tag

Relationships
__________ is/was your partner in school. They’re clingy and annoying, but oddly charming in
their own way.

You did something horrific to __________ in the past, directly or indirectly. You have no clue if
they know it was you, but you’re taking no chances.

You treat __________ as your biggest confidant. They know most to all of your dirty secrets,
and might almost function as your partner-in-crime at times.

__________ seems to have attached themselves to you. You’re not entirely sure why, but
they’re not going away and you’re not sure how to deal with it.

You have a weird maelstrom of conflicting feelings about __________. Everyone seems
convinced it’s love, but you just have no idea.
Gunner
Long range combat specialists, whether from just outside melee range or half a mile away,
these Huntsmen/Huntresses hit just as hard.
Canon Examples: ​Coco Adel, Neptune Vasilias

Stats
Assign these numbers as you see fit:
+3, +1, +1, 0, 0, -1

Strength Agility Perception Discipline Endurance Charm

Character
Name: _______________________ Player: _______________________
Appearance:
____________________________________________________________________________
____________________________________________________________________________
____

Hunter Info
HP: ___/5 AP: ___/___ Weapon Name: __________________________________
SP:___/___ Melee Form: ______________ Ranged Form:
______________
Damage: ____ Charge: ___/ 10 Damage: ____ Clip: ___/___
Tag Stat: ​Agility ​Tags: _________ _________ Tags: ___​loud​__ _________
_________ _________ _________ _________
Semblance:
____________________________________________________________________________
____________________________________________________________________________
____
Dust: __________ __________ __________ __________ __________

Class Moves
You get:
Skilled Reload ​- You can roll +Agility to Reload your Clip. This replaces a tactical reload bonus.

And two others:


Call Shot​ - You can roll +Agility to aim for a specific part of the enemy’s body and disable it. On
a ​7+​, your shot goes a little haywire, and either you hit a different part of the enemy or the effect
is not what you intended, depending on your GM. On a 1 ​ 0+​, you hit and inflict exactly the effect
you wanted.

Covering Fire​ - When your friends are in the line of fire, you can roll +Agility to force the
enemies into cover and let them get to safety. On a ​7+​, you only scare the enemies temporarily,
potentially opening yourself to retaliation. On a ​10+​, it works perfectly.

Watch Them Run​ - If you’re feeling angry and just want to flip the switch and go full-auto, roll
+Agility to target a large number of enemies with a long burst of gunfire. On a 7 ​ +​, you inflict half
damage to all intended targets. On a ​10+​, you inflict full damage to all intended targets.

Shot From The Dark ​- Anyone can shoot someone from a dark corner of the room. It takes a
certain set of skills to assassinate something from a dark corner and remain undetected. Roll
+Agility. On a ​7+​, you can either deal half damage or your spot is compromised; your target(s)
know something is there, but aren’t sure what. On a ​10+​, your shot is perfectly on target and
they have no clue where you are.

Bug-Out Button ​- The thing about guns is they work best at long range. Most of the enemies
you will encounter will know this, and will often try to close the distance quickly. Fortunately, it’s
very easy to get out of dodge quickly. Spend 1 Ammo and roll +Agility. On a 1 ​ 0+​, you
successfully escape. On a ​7+​, choose a glitch and your GM will explain how it affects you.
- It takes more ammo than you expected.
- You don’t go as far as you hoped, but you’re out of immediate danger
- Your landing is a little bit rougher than you’d hoped.

Advancement
Every time you fail a roll or are instructed to, mark XP.
Level: ___
XP:

From levels 1-5, when you level up take an option from the Basic list. After level 5, you can take
options from the Advanced list.
Basic:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Choose an Aura power to specialize in, lowering AP cost by 1.
- Add 5 total AP (max 45)
- Add 1 total SP (max 15)
- Tinker with your weapon, adding 1 weapons tag
- Tinker with your weapon, adding 1 weapons tag
Advanced:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Add 2 Charge to your weapon
- Choose an Aura power to specialize in, lowering AP cost by 1
- Tinker with your weapon, adding 1 weapons tag

Relationships
__________ is/was your partner in school. You’ve grown closer than you honestly ever
expected, and it feels kinda nice.

The first time you saw __________, they were at the wrong end of your weapon, rightly or
wrongly.

You tend to practice your flirting on __________. They tend to respond positively, but you’re not
sure of your own feelings toward them.

You often train with __________. It’s been awhile since you properly fought alongside them, but
they help keep your skills sharp.

You’ve never acted like your real self around __________. There might have been a reason at
first, but you’ve been living a lie for so long you don’t know how to stop.
Adept
Aura and Dust specialists, these Hunters leverage the overwhelming power of their Aura or of
Dust to lay waste to their foes, both from close and from afar.
Canon Examples:​ Weiss Schnee, Pyrrha Nikos

Stats
Assign these numbers as you see fit:
+3, +2, +1, 0, 0, -1

Strength Agility Perception Discipline Endurance Charm

Character
Name: _______________________ Player: _______________________
Appearance:
____________________________________________________________________________
____________________________________________________________________________
____

Hunter Info
HP: ___/5 AP: ___/___ Weapon Name: __________________________________
SP:___/___ Melee Form: ______________ Ranged Form:
______________
Damage: ____ Charge: ___/ 10 Damage: ____ Clip: ___/___
Tag Stat: ​Discipline ​Tags: _________ _________ Tags: ___​loud​__ _________
_________ _________ _________ _________
Semblance:
____________________________________________________________________________
____________________________________________________________________________
____
Dust: __________ __________ __________ __________ __________

Class Moves
Choose three:
Launch Blast ​- Instead of having a traditional ranged component, you instead can fire blasts of
Dust/Aura energy. Functions similar to and replaces the basic move O ​ pen Fire ​but roll
+Discipline instead of +Agility. Damage is your Discipline, and Clip is 10.
Dust Crash ​- You can expertly wield your Dust and expend two Charge to perform a powerful
Dust-infused attack. On a ​7+​, inflict full damage and choose one bonus. On a 1
​ 0+​, inflict 1.5x
damage and choose one.
- Turns out they don’t like Dust (+1 damage inflicted)
- You stun them briefly (+1 forward to the next attack made against that target)
- You hit them hard enough to fling them out of position

Dust Clothing ​- You have Dust infused into your clothes, allowing you to add Dust effects to
unarmed strikes.

Dust Prodigy ​- You are damn good at using Dust, allowing you to roll +Discipline when trying to
Reload your Charge. This replaces a tactical reload bonus.

First Aid for the Soul ​- Heal 1 extra HP when using Aura healing on someone else.

Aura Flare ​- You can spend 1 AP to have your Aura flare up into blinding brilliance, causing just
about everyone or everything in your vicinity that wasn’t prepared to take -1 forward.

Advancement
Every time you fail a roll or are instructed to, mark XP.
Level: ___
XP:

From levels 1-5, when you level up take an option from the Basic list. After level 5, you can take
options from the Advanced list.
Basic:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Choose an Aura power to specialize in, lowering AP cost by 1.
- Tinker with your weapon, adding 1 weapons tag
- Tinker with your weapon, adding 1 weapons tag
- Add 5 total AP (max 45)
- Add 1 total SP (max 15)
Advanced:
- Raise 1 stat by 1 (max +3)
- Raise 1 stat by 1 (max +3)
- Choose another Class Move
- Choose a Class Move from another playbook
- Choose another type of Dust to carry
- Tinker with your weapon, adding 1 weapons tag
- Add 2 Charge to your weapon
- Choose an Aura power to specialize in, lowering AP cost by 1

Relationships
__________ is/was your partner in school. You initially found reasons to avoid them, but they’ve
grown on you.

You’ve become something of a mentor to __________, passing on what you know to them.

__________ reminds you of something you’d much rather forget. It’s not their fault, you just
don’t want to be near them.
You just feel safe around __________. Justified or not, they’re one of the good things in your
life.

It seems like __________ doesn’t like you, and you have no idea why. You want to change that,
but you’re lost as to how.
Basic Moves
Get To Hunting
Violence usually isn’t the answer, but sometimes, there’s no other way. And that’s when you pull
out your weapons and get down to business. Roll +Strength. On a 7 ​ +​, you and your opponent
trade blows, inflicting damage on each other. On a 1​ 0+​, you can choose a bonus. On a 1 ​ 2+​, you
can choose two bonuses.
- You get a damn good shot in (+1 damage inflicted)
- You manage to mitigate their attack (-1 damage taken)
- You force your target right where you want them
- You gain the upper hand: take +1 forward yourself or give +1 forward to another Hunter
Advanced: You can add +1 damage inflicted to any 7+ roll by spending 1 Ammo or 1 Charge.
You cannot do both on the same attack.

Open Fire
Some enemies don’t like staying inside easy hitting range. Luckily for us, that’s why every
Hunter has a ranged component to their weapon. Roll +Agility. On a 7 ​ +​, you and your opponent
trade shots, inflicting damage on each other, and you expend 1 Ammo. On a 1 ​ 0+​, choose a
bonus. On a ​12+​, choose two.
- You get a damn good shot in (1.5x damage inflicted)
- You manage to get in cover (half damage taken)
- You force your target into hiding, preventing them from acting briefly

Reload
Guns can’t keep shooting forever, and Dust doesn’t last eternally. If your ranged or Dust-based
weapon is out of ammo or Charge, you’ll need to reload. Roll with no bonus (Gunners roll
+Agility, Adepts with the Dust Prodigy class move roll +Discipline). On a ​7+​, you can choose
one bonus. On a ​10+​, you can choose two.
- Your first shot/Dust attack gets +1 damage
- You can pick a target and get +1 ongoing to Open Fire on them until you Reload again
- You get 1 more shot in the clip/one more point of Charge
Advanced: If you don’t have a bonus to your Reload already, you can get a tactical reload
bonus. If you Reload before your Clip/Charge is completely spent, you get a +1 to the roll.
Take A Hit
Not all attacks can be easily dodged, or blocked without consequence, and there comes a time
when one might need to leverage their Aura to keep themselves standing. Roll +Endurance.
2-6 ​- You lose Aura points equal to the damage of the attack or you’re disarmed
temporarily
7+ ​- You lose Aura points equal to half the damage of the attack. You can also spend 1
Aura point to raise the result by 1.
10+ ​- You lose no Aura points and take no damage

Utilize Landing Strategy


Sometimes things are just high up, far away, or gods help you, a combination of the two. Luckily
for you, you can move with the best of them. Roll +Agility.
7+ ​- Choose an outcome
- You make it, but you have to make a few course corrections. Expend 2 Ammo.
- You make it, but your landing is a little bit rough.
- You make it, but... not quite at your intended target. Close, but not quite.
10+ ​- You make it and stick the landing like a champ.

Dust Off
Dust is pretty cool stuff. It comes in all sorts of pretty colors, and it does a buncha cool things
too. Like how Cyan Dust can make stuff out of ice. If you want to use the Dust at your disposal
to affect the environment, spend a point of Charge and roll +Discipline. On a 7 ​ +​, you achieve
it... mostly, and your GM will tell you what’s wrong or different. On a 1 ​ 0+​, you do exactly what
you wanted to do.

Act From The Heart


It’s said that the soul resides in the heart. And a soul produces Aura. In the hands of a capable
Hunter, an Aura is a weapon of mass destruction, but it can also achieve numerous other
effects. Most notably, Aura serves as a shield, but it can be channeled to both harm and heal. If
you wish to use your Aura, roll +Discipline. On a 7 ​ +​, choose an effect and spend the associated
AP cost:
- Healing: Aura can heal minor injuries. Spend 5 AP to heal 1 point of HP.
- Attack: Aura can be channeled for devastating attacks. Spend 3 AP to deal +1 damage
on your next melee attack.
- Support: Aura can often be a comforting, and sometimes empowering presence. Spend
4 AP to grant one ally +1 forward.
Use Semblance
Many Hunters have Semblances, unique abilities tied to their Aura. Semblances let Hunters do
amazing things if they have one, often giving them the advantage in battle. If you want to use
your Semblance, spend 1 SP and roll +Discipline. On a ​7+​, you succeed... mostly, and your GM
will tell you what’s wrong or different. On a ​10+​, you do exactly what you wanted to do.

Talk Fast
Sometimes, violence just isn’t the answer. As in, resorting to violence will make the problem
exponentially worse. When that happens, roll +Charm to let your silver tongue shine.
Against NPC’s
7+​ - They’ll do what you want; but you’ll need to do something in return. Now.
10+ ​- They’ll do what you want, out of the goodness of their heart (or for whatever BS
reason you gave them)
Against PC’s
7+​ - They get +1 forward if they do what you say.
10+​ - They get +1 forward and mark 1 XP if they do what you say.
Aura, Dust and Semblances

Aura
Aura is the power of the soul, rather literally. All beings with a soul produce an Aura, including
humans and animals and even certain highly-experimental robots. A person’s Aura is normally
unlocked naturally, sometime before adulthood, either passively or aggressively. A passive
activation is when one day, one just has an Aura; nothing triggered it, it just decided to show up.
Aggressive activations, however, are far more common, when the Aura is triggered by danger or
an attack.

The Aura is the most invaluable tool of the Hunter, as it can be channeled to provide a number
of different effects, chief among them being a defensive shield. Every Hunter worth their salt
knows how to use their Aura to defend against physical harm, and even minimally skilled
Hunters take little to no direct physical damage until their Aura has been completely depleted.
Aura can also be channeled to offensive and supportive purposes, through the use of the Act
From The Heart basic move.

However, using Aura can be a dangerous prospect, as doing so drains Aura Points (AP). When
your character receives damage, the first thing it’s taken out of is AP; if you have 0 AP, you start
taking damage to HP. And unfortunately for all of us, while Hunters are capable of amazing
things, they are still only human. And without their Aura, they are just as squishy and breakable
as a normal civilian. Using Aura abilities drains your AP, thus raising your risk of running out of
AP and possibly taking lethal harm.

Aura can be recovered, with a good night’s rest and a nice meal. For every hour spent resting,
you regain 5 AP: you regain your full AP with a full night’s rest.

Determining AP
Not everyone can be blessed with a strong Aura or be good at using it. The least amount of AP
anyone can have is 20, and the max is 45. Your total AP at start is determined by your
Discipline stat, according to the chart below:

Discipline Total AP

-1 20

0 25

+1 30
+2 35

+3 40

Aura and Dust


Aura is also a necessary component in using Dust, as it is channeling Aura that triggers the
effects of Dust. One’s ability to do so is represented by their Charge pool. This is limited only by
the amount of Dust the weapon can hold, as the amount of Aura the average Hunter needs to
channel to activate Dust is minimal even at its most taxing. The only exception to this rule is
Dust bullets, as they can activate themselves.

Dust
Dust is the stuff of magic. Literally. It’s stuff that does magic.

To be perfectly accurate, Dust is a naturally-occurring energy propellant found in crystalline


veins that, when harnessed, produces effects rather alike magic. No, literally; Brown Dust,
commonly known as Spark Dust, produces electricity. Red, or Flare, Dust produces fire, so on
and so forth. It is an incredible asset in combat and in daily life, fueling much of the
advancement in Remnant. It’s powers can be drawn out with Aura as well, and in fact an Aura is
required in order to use Dust to its fullest potential in a combat capacity.

Dust is commonly available in a two different forms:


- Crystals - The oldest variant of Dust, often found at the hearts of machines and one of
the most common forms to be found in weapons. When charged with Aura, it’s effects
are unleashed, often combining with the user’s Aura to create amazing and visually
impressive effects. However, Dust in a crystalline form is rather volatile; a decent impact
on even a finger-sized crystal is enough to take out a small building.
- Powder - The second oldest variant of Dust and even more volatile than Crystals;
Hunters have been caught setting off loose clouds of powdered Dust with nothing more
than a particular violent sneeze. However, powdered Dust is highly useful, as it makes
Dust bullets. Dust bullets are much easier to use than crystals; all one has to do is point
and shoot.

Dust weapons and bullets are common armaments for Hunters of all stripes due to the immense
usefulness of even a small quantity of Dust. Dust comes in several flavors, each one producing
or allowing its user to control a different element or energy.
- Red - Commonly called Flare or Burn Dust, Red Dust governs the control of fire and
heat. One of the only four naturally occurring types of Dust.
- Blue - Blue Dust allows its user to control water and moisture, another of the naturally
occurring types of Dust.
- Yellow - Yellow Dust allows its user to control the very earth beneath their feet, the third
type of Dust to be found in the wild.
- Green - The fourth type of naturally produced Dust, allows the user to control the air
itself.
- Black - Black Dust is the only type of manmade Dust, due to the incredible difficulty of
the process. Black Dust, also called Force Dust, allows the user to create and control
kinetic forces.
- Brown - Easily among the most common variants of mixed Dust, Brown, or Spark Dust,
is created by mixing Red and Green Dust in a rather volatile mix, and produces
electricity.
- Cyan - Green and Blue Dust combine to make Cyan Dust, which allows its user to create
and control ice.
- Violet - Red and Blue Dust combine to make Violet Dust, which allows its user to create
and control steam.
- Orange - Red and Yellow Dust combine to make Orange Dust, which allows its user to
create and control glass.
- Gravity - Created by mixing Black and Red Dust, Gravity Dust is the only Dust not
commonly referred to by its color, because it changes; Gravity Dust shifts in color even
before a viewer’s eyes, but generally sticks with a deep violet/black shade.

In-Game Usage
Most Hunters use at least one type of Dust in their weapons. Some Hunters can carry up to five
different kinds of Dust, but that requires quite a bit of skill of handling. Hunters, at creation, can
have two different colors of Dust at their disposal.

Dust-enabled Weapons have a Charge. This is how much the Dust in the weapon can be used
before it needs to be reloaded, using the Reload basic move. Dust can be used to achieve a few
different effects:

Elemental Attacks
Most commonly, Dust is spent adding an elemental property to an attack. Grimm and other
enemies you might be facing don’t have any particular weaknesses to any element, the only
notable examples being some of the older models of Atlesian robots having a problem with
short-circuiting upon exposure to liquids or electricity. So it’s not like Hunters everywhere have
to memorize type charts; Hunters can use whatever element they like.

Adding an elemental affinity to a weapon’s attack grants it +1 damage inflicted, no matter the
element. Upon making a successful attack, you can declare that you’re spending a point of
Charge and adding your Dust damage to the attack. Some types of Dust can also inflict other
conditions; Red Dust, for instance, can set enemies on fire.
Dust Bullets
Dust bullets, firearm rounds made with powdered Dust mixed into the gunpowder, operate
differently. Dust bullets do not require spending Charge to activate their effect, simply only
pointing and firing. However, as a tradeoff, Dust bullets do not deal extra damage. Instead, they
can apply different effects based on the type of Dust used in their creation. These usually take
the form of dice bonuses, as the target is incapacitated in some way. For instance, Cyan Dust
bullets might freeze a target in place.

Environmental Effects
Dust is highly versatile stuff and it can be used in a large variety of ways, via the Dust Off basic
move. For instance, if you need to get past a wall, you can jump over it using Green Dust, make
a ladder with Cyan Dust, break it down with Violet Dust, the possibilities are nigh-endless.

Semblances
Everyone has an Aura, but some people are able to refine their Aura into a unique effect, called
a Semblance. Semblances are amazing powers that most Hunters find a way to work into their
combat styles, usually giving them a significant advantage. In exceedingly rare cases,
Semblances can be passed from parent to child, but more often than not everyone who
develops a Semblance develops a unique effect.

Semblances are explicitly tied to one’s Aura; they do not surface until one has discovered and
begun using their Aura. Most Hunters learn how to use their Semblances so well that the Aura
drain becomes almost as inconsequential as using Dust, but there is still a limiting factor; the
Hunter’s own stamina. Using a Semblance is tiring.

In-Game Usage
Semblances draw upon Stamina Points (SP) to be used, and every use of the Semblance
counts for 1 SP. Your maximum SP is less than an exact science; the max amount of SP
anyone can have is 15, but certain extremely strong Semblances can have as low as 2 max SP.
The recommended way to determine starting SP is to talk it through.

Passive Semblances
In very rare cases, Semblances can be passive. They don’t require activation to exert their
effects, and actively focusing only strengthens the effect. These Semblances only drain Charge
when the effects are actively increased, but the effect is weak otherwise.

Having a passive Semblance does a few things. First, it reduces maximum possible SP to 10,
no matter what. Second, you can’t choose who it affects unless it only affects yourself. Third,
unless it affects only yourself, it can only inflict penalties, either narrative or mechanical. It could
be that your Semblance is that everyone around you is weakened, or suffers more bad luck. If it
affects only you, it cannot confer a dice bonus greater than +1, with the max possible bonus for
any action remaining +3.
Weapons
No Hunter is complete without their weapon. Hunters take a great deal of pride in their
armaments, often designing and handcrafting them to be perfectly unique and suited to their
own style of combat, whatever that may be. Infusing Dust into weapons is a very common
practice as well, but there are a few other things that make the weapons Hunters use unique as
compared to the standard assault rifles carried by the androids of the Atlesian Army.

First, foremost and most iconically, Hunter weapons are multifunctional. Every Hunter carries at
least one melee and one ranged weapon, but it’s actually much less common for them to n ​ ot be
the same weapon. There are of course Hunters who keep their melee and ranged weapons
separate, but more often than not the choice is to just have one weapon that can transform
between a ranged and a melee form. It’s also not uncommon for the melee form to be able to
make use of the ranged form’s mechanisms to add force to attacks or fuel acrobatics.

Weapons are also typically named. There isn’t a weapon of it’s like in the world and likely never
will be again, so this one is special. Some Hunters choose to name their weapons for
sentimental reasons as well. On some occasions weapons run in families, passed from parent
to child, but more often than not a weapon dies with its Hunter.

Weapon Creation
At creation, everyone is armed with a ranged and a melee weapon. It’s up to the player if these
are alternate forms of the same weapon, or separate weapons. Adepts can take the move
Launch Blast which replaces a more traditional ranged weapon (i.e. a gun). Unarmed is also a
possible as a melee weapon.

Weapons have two major qualities associated with them; d ​ amage a ​ nd t​ ags​. Ranged weapons
have a third, ​clip​. Damage and clip are fairly self-explanatory. D
​ amage i​ s how hard you weapon
hits, with no modifications. You can spend Ammo or Charge to add damage, and your GM may
give you situational bonuses, but the damage number is how much damage it deals normally.
Clip​ is unique to ranged weapons, and it is how many shots it can fire before needing to reload.

Weapons also have tags associated with them. T ​ ags m


​ odify the weapon’s damage or otherwise
mention details about the use/effect of the weapon. Listed below:
- reach ​- Melee weapons that can hit a little further away than normal, such as polearms
(+1)
- chain ​- Melee weapons secured to a chain or cable of some kind, such as Gambol
Shroud (+1)
- bind ​- Can apply a restraining effect, such as Cyan Dust or chain weapons (+2)
- heavy ​- Can break armor or objects (+1)
- spread ​- Can inflict splash damage (split damage evenly among affected targets,
including allies) (-1)
- loud ​- Rather loud when used, could attract unwanted attention (-1)
- sneaky ​- Could be used to instantly kill unaware enemies (+2)
- anti-personnel ​- Designed to be used on people, not Grimm (-1)
- shield ​- Can be used to defend yourself against incoming attack (+1)
- small ​- Can be thrown (+1)
- fast ​- Easy to draw and use (+1)
- slow ​- Takes a moment to draw and get ready to use (-1)
- retrievable ​- Fires a retrievable/persistent projectile (i.e. crossbows) (+1)
- ripping ​- Tends to open wounds that bleed (+2)
- attached ​- It’s either part of your body or secured to you, making it hard to disarm you.
(+2)
- conspicuous ​- Even in its small storage form, it’s kinda hard to hide it (-2)
- acrobatic ​- It can help with acrobatics and traversal outside of launching the user
through the air with the pull of a trigger (+1)
- inaccurate ​- Not exactly prone to accurate or precision use (i.e. shotguns, rockets,
scythes) (-2)
- quiet ​- Negates the “loud” tag or allows for sneaky use (+1)
- innocuous ​- Doesn’t look like a weapon at first glance (+1)
- support ​- You can use your weapon to help others do better/hit harder (+2)
- high-maintenance ​- Bordering on overdesigned, a lot of moving parts that need to be
cared for (-2)

At creation, one gets up to two tags, in addition to the “loud” tag which is attached to ranged
weapons by default. You can take the “quiet” tag to negate the effects of it, for instance. You
might also notice tags all have point values associated, ranging from -2 to +2. This functions to
determine how many tags one can have on their weapon.

Playbooks have ​tag stats​, which is a certain stat (intended to be the dominant combat stat for
that playbook). These stats determine what your maximum sum of tag points is, tallying up the
tags applied to both your melee and ranged weapons. You cannot exceed this number in tags,
but you can go as low as you want.

For instance - A Reaver has a Strength of +2, and a weapon with the loud, acrobatic and
attached tags, making it +2. He cannot add the innocuous tag to his weapon because that would
bring it to +3, which would exceed his Strength.

Tags can be applied to either one form of your weapon or both forms. You will need to purchase
the tag again if you wish to apply it to both forms of your weapon, but +2 tags drop in price to
+1.
For instance - Our Reaver friend wants to add the attached tag to his ranged weapon. His
melee weapon already has attached, so adding it to his weapon would only add +1, making the
total cost for attached +3.

Melee Weapons
Simple (for the most part) and highly effective, just about every Hunter has a melee component
to their weapon. Grimm fight almost primarily with built-in melee weapons, so Hunters often fight
fire with fire (rather literally in some cases). Melee weaponry has a few qualities associated with
its.

Tags feature prominently. Certain melee weapons will not function without certain tags, for
instance a glaive or scythe will require the “reach” tag to be viable, or a hammer would require
the “heavy” tag. Your weapon can look and function however you like, as long as you can
amass the correct balance of tags.

Melee weapons do between 3-5 damage, depending on the type of weapon. Small weapons,
such as fist-load weapons, shortswords and knives, usually deal 3 damage, while greatswords,
hammers and other large weapons, deal 5, but assigning damage isn’t an exact science. The
final authority on how much damage a weapon deals is the GM.

Weapons don’t have to be purely useful for combat either. A highly common Hunter tactic is
using the gunshot of one’s weapon to propel yourself through the air or out of harm’s way.
Weapons can also aid in different ways, such as having hooks for catching ledges or a chain to
throw toward enemy legs or solid objects to aid in traversal. Some Hunters have even chosen to
wield weapons that don’t even look like weapons: In one famous case, a Huntress’s weapon of
choice was a studded handbag that would transform into a rotary cannon.

Melee weaponry can also be infused with Dust or granted extra force with a gunshot to deal
extra damage. Raising damage in this matter will allow the weapon to deal 1 extra point of
damage, and only one method of boosting damage can occur in the same attack. You cannot
fire your gun and light the blade on fire in the same swing. That’s just not how things work.

Ranged Weapons
Not all Grimm pay the average Hunter the courtesy of staying within easy melee range. Some,
like the Nevermore, even have the gall to rarely touch the ground. Which is when the average
Hunter pulls out their gun.

Guns deal the same damage as melee weapons, 3 to 5, depending on the type. Dust bullets
can add extra effects to attacks but do not add damage unlike with melee weaponry. For
instance, Red Dust bullets could light an unlucky enemy on fire, but if fired from a rifle for 4
damage, they deal 4 damage.
Not all ranged weapons use bullets however. Some Hunters choose to wield more archaic
ranged weapons, such as longbows or crossbows. These weapons have a unique advantage, in
that the projectiles they fire can be retrieved.

You might also like