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RWBY RPG
Table of Contents The Numbers… What Do They Mean? (Skills) 16
About This Game i Cash Money 16
Materials1 Leftover Points 16
Character Creation 2 Thanks. I hate it. (Redux) (Optional Rule) 16
What’s Your Story? 2 Sample Character: Ruby Rose 17
Teams 2 Mechanics And Other Important Details 20
Names and Appearance 2 Contested Rolls 20
Emblems (Optional Rule) 3 Outcome 20
Environmental Rolls 20
Relationships 3
Outcome 20
Table 1: Relationship Strengths 4
When To Use Environmental Rolls 20
Table 2: Relationship Points of Interest 4
Roleplay Bonuses 20
Emotional Turmoil (In Character Creation) 4
Dust21
General Traits and Other Features 4
Common Dust 21
Race and Other Significant Body Modifications 5
Rare Dust 21
Beliefs and Defining Issue 5
Using Dust 21
Weapon Creation 6
Lien Sums in Play 22
How Combat Works (Roughly) 6
Damage Types 22
Picking Forms and Components 6
Common Status Effects 22
Table 3: Weapon Form Examples 7
Prone 22
Table 4: Weapon Component Examples 7
Frozen 22
Costing Complex Forms and Components 7
Paralyzed 22
Attacks 8
Burning 22
Range and Range Bands 8
Other Status Effects 22
Attack Costs - Damage 9 Fall Damage 22
Figure 1: Total Point Cost of Attacks By Aver- Injury Tracking And Recovery 22
age Damage 9
Table 6: Injuries By Damage Past Aura 23
Figure 2: Attack Rolls By Average Damage 9
Table 7: Injury Effects and Recovery Time 23
Attack Costs - Area of Effect 10
Injury Recovery 24
Attack Costs - Two Weapon Fighting 10
Aura Recharging 24
Attack Costs - Dust in Weapons 10
“He’s Sheer Willpower!” (Optional Rule) 24
Name And Brief Description 10 Emotional Turmoil 24
No Weapon And Unarmed Fighting 10 Emotional Outburst 24
Additional Notes 10 Bounty Missions 25
Example - Weapon Movement 10 Suitable Player Characters 25
Defense - A Shared Pool Between Weapon, Re- Combat26
flexes, and Weapon Training 11 Overview26
Semblance Creation 12 Actions Tokens and Actions 26
Semblance Names 12 Skip 26
Using Your Semblance 12 Attack 26
Example - Semblance Costs 12 Move 26
Table 5: Example Semblance Tiers and Costs 13 Setup 26
Core Statistics 14 Quick Action 26
The Numbers… What Do They Mean? (Stats) 14 Action Limits and Details 26
Will, Intuition, and Aura 14 Teamwork and Setup 27
Thanks. I hate it. (Optional Rule) 14 Levels of Setup (Optional Rule) 27
Strength and Attack 14 Reactions27
Reflexes and the Defense Dice Chain Pool 15 When You Are Attacked 27
Stats and Movement 15 When Someone Else is Attacked 27
Specific Skills 15 Roleplay Bonuses 27
Range27 Monstra 50
Range and Height 27 Nevermore 52
Cover28 Nuckelavee 52
Levels of Cover 28 Sea Feilong 53
Durability 28 Seer 54
Penetrability 28 Silver-Eyed Warrior Grimm 55
Obscured From Sight 28 The Hound 56
But… 28 Sphinx 57
Engagement and Attacks of Opportunity 28 Sulfur Fish 58
Multiple Enemies and the Damage Waterfall 29 Combination A 58
Explosives and Area of Effect Damage 29 Combination B 59
Holding Back 29
Tempest 60
Disarming29
Teryx 61
Resolving Tricky Things 30
Ursa 61
Steps To Resolve An Attack 30
Wyvern 62
Sparks, Hope, and Progression 32
Robots63
Using Sparks and Hope 32
Atlesian Knight-200 63
Sparks 32
Atlesian Paladin-290 64
Hope 32
The Standard Humanoid Mook 64
Trading Sparks and Hope 32
The Standard Humanoid Mook 64
Dynamic Relationships 32
Fun Things You Can Add To A Group Of Mooks 65
Silver Eyes, Maidens, and Magic 33
Making a Monster 65
Silver Eyes 33
Magic34 Randomly Generating Huntsmen and Huntresses
66
The Four Maidens 34
Name66
How To Start A Game 35
Table 8: Name Inspirations 66
Bestiary36
Weapon66
The Grimm 36
Table 9-A: Melee Weapon Forms 66
The Grimm in Play 36
Table 9-B: Ranged Weapon Forms 67
Fodder Grimm 38
Table 10: Additional Weapon Features 67
Beowolf 38
Stats67
Boarbatusk 38
Table 11: Stat Modification 67
Centinel 39
Skills68
Creep 39
Table 12: Skill Modification 68
Lancer 40 Semblance68
Manticore 41 Table 13-A: Semblance Tier 68
Ravager 42 Table 13-B: Semblance Theme 68
Sabyr 42 Aura68
Elite Grimm 43 Movement68
Apathy 43 Character Sheet 70
Beringel 44 Ruby Rose 72
Cenitaur 44 Weiss Schnee 76
Death Stalker 45 Blake Belladonna 80
Geist 45 Yang Xiao Long 84
Base Form 45 Glossary 88
Petra Gigas 46
Goliath 47
Griffon 48
King Taijitu 48
Leviathan 49
Thank You! This system was created by Benjamin Weinberg.
A huge, incredible thank you to every one of my If you have any comments or concerns, please con-
friends who contributed to the creation of this game tact me via Discord:
through playtesting and providing me with valuable Ben77chess#2770
feedback and advice. Thank you to every playtester Feel free to join the Discord server for this game:
who suffered through some version of a broken sys- https://discord.gg/RNPV47z67Z
tem. And finally, if you would like to support the projects I
take on in the future:
Specifically, thank you to: www.patreon.com/BenjaminWeinberg
Aaron Packer, Joseph Newman, Julie Newman, John
Bachmann, André Evard, Jake Tyler, Tristan Levin- This is not endorsed by Rooster Teeth in any way.
son-Hayes, Anthony Posselli, Jackson Keller, Hayden Views, opinions, and thoughts are all my own. Roost-
Griffin, Deeprashmi Nath, PJ Apruzzese, Maxwell er Teeth and RWBY, including its setting and char-
Hunsinger, Jason Weinberg, Kevin Dardik, and Mi- acters, are trade names or registered trademarks of
chael Pulis. Rooster Teeth Productions, LLC. © Rooster Teeth
Productions, LLC.
A special thank you to Matt Anderson and Gabriel
Olson, for your support and belief in this project, and Cover art from: u/Chrisfch
your mentorship. Background art from: u/Chrisfch, Abesario25
Ruby Calllout art from: u/PureParadise
A very special thank you to Chase Wood, who I first Full page Art p.31 and 31 from: Dishwasher1910
watched RWBY with, and Tristan Levinson-Hayes, for Bestiary images of Grimm from: RoosterTeeth, Sulfur
helping me carry that obsession for many years now. Fish concept art by Landon Ellis
Example character images from: RoosterTeeth, Ein
Thank you to Roosterteeth, and especially Monty Lee
Oum for creating this series which I have spent so
many waking hours thinking about. Thank you to Jeff
Williams, Casey Lee Williams, Alex Abraham, and
every member of the RWBY music team, and thank
you to every other member of CRWBY.
- Ben
1
About This Game Materials
Definitely Not A RWBY RPG is exactly what it says it To play this game, you will need the following
isn’t in the title. Definitely Not A RWBY RPG is a table- • Dice: This game potentially uses all of the
top roleplaying game, in which several players gather common dice types, those with 4, 6, 8, 10, 12,
around a table and use pen, paper, dice, a map and and 20 sides. A die with X sides in these rules
a few tokens to collectively construct their own sto- is referred to as a dX, and so a d6 would be a
ry. Perhaps most importantly, this game is based off six sided die. The most commonly used types
of the web series RWBY, created by Rooster Teeth. of dice are the d4, d6 and d8, and your group
RWBY is a future-fantasy western animated show should have around 8 of each, ideally more.
where a few young adults train to be a Huntsman or The other dice are used slightly less frequent-
Huntress (together, Huntsmen) who have the danger- ly, but you should have at least 4 of each type.
ous job of protecting the world of Remnant from the • Pen and Paper: Used in this game to record
mysterious and deadly creatures of Grimm. It will be information about your character or about your
easiest to play this RPG if you have seen the show world and story.
- the mechanics in this system are not only directly • A Battlemat: Combat in this game is tactical,
inspired by the show, but are meant to emulate its fast paced, and most importantly for this rules
tone and major themes. section, played on a battlemat. This battlemat
does not need to have squares or hexes. You
It is recommended that you play this game with only need one battlemat.
exactly 5 players. One of those players takes on a • Tokens: Each player should have a token of
special role called the Storyteller. This player does any kind to represent their character. The Sto-
not control a single character in the way that the other ryteller should have tokens, likely at least 10,
players will, but instead narrates the world that the to represent enemies the players might en-
other players inhabit, acts as a referee to determine counter. Further, each player, and each char-
the outcomes of the players’ interactions with the acter controlled by the Storyteller, should have
world, and provides the voices and personalities of a set of 5 distinct action tokens to be used in
all of the miscellaneous characters the other players combat, as described later.
will encounter in their journey. The Storyteller should
be familiar with the rules in this book and be prepared
both to plan and to improvise. The other 4 players
will take on the roles of characters in the world of
RWBY, likely Huntsmen or Huntresses. The number 4
is recommended in order to match the canonical size
of a team of Huntsmen in RWBY, but the players are
welcome to create any kind of character they all agree
will work - it is your story after all. The non-Storytell-
er players will act out, or roleplay, the decisions and
actions of the character that they create inside of their
shared world.
See the sample character at the end of this section for Names and Appearance
reference. More sample characters can be found in Names are an important part of RWBY, and if your
the Sample Characters section lower in the document. game is set anytime around the events of the show,
Also note in the Character Sheet section there is a there are rules for naming your character and team
character sheet, and a link to a form fillable version that you may want to follow. Here is how the creator of
of that character sheet, which you may find useful for the series explains the color naming rule to fans who
ordering your character information. want to create their own characters and teams:
Example:
Jaune Arc is sparring with Ruby Rose. Jaune uses his
Sword Swing attack, which does 2d6 damage. Before
Jaune rolls, Ruby chooses her reaction, which is to
Parry. Ruby’s Defense Die is a d10 because of her
Reflexes of 4, and she gets an additional +2 to this
from her Weapon Training (Guarding) skill. Jaune rolls
his attack and gets a 10, while Ruby rolls her Defense
Die and gets a 7, including her +2. Since Jaune’s roll
is larger than Ruby’s, 3 damage is done to Ruby’s
Aura.
When creating attacks, some of the details may cost Range and Range Bands
points. Whether or not something costs points is For every attack, choose a range band at which it’s
determined by the mechanical advantage you receive most effective. The 4 range bands are Close, Medi-
from it. See the relevant headings below in this sec- um, Far, and Very Far, and each is represented by a
tion, for more information on any item listed. distance in inches on the battlemat. Note that an inch
(“) on the battlemat used for combat is an abstraction
Details that may cost points: of an in universe distance, but approximates to 10
• Attack damage feet. Your attack will lose effectiveness when used
• Area of Effect damage from outside of its range band. This mostly applies to
• Advantages from two weapon fighting ranged attacks, as attacks cannot be made at a range
Details that don’t cost points: band which would be illogical - such as a sword swing
• The optimal range band for the attack from Very Far.
• A sweet name
Close range is 0-0.5”, Medium range is 0.5-3.0”,
Far range is 3.0-6.0”, and Very Far Range is > 6.0”
Explicitly, between 7.5 and 9.0 (inclusive) average damage, the attack costs 1 point. Between 9.0 and 10.5
(inclusive) average damage, the attack costs 3 points, between 10.5 and 12.0 (inclusive) average damage the
attack costs 6 points, between 12.0 and 13.5 (inclusive) average damage the attack costs 10 points, and so
on.
If you find yourself spending many points on attacks, be sure to consult with your Storyteller and other players
to make sure it is suitable for your game. I recommend finding an online resource to calculate average dice
damage, such as anydice.com, if you would like to quickly compare values.
Example:
In weapon creation, you purchase a shield that will
give you a Defense Die advance when parrying. This
costs +1 point. Later in character creation, you decide
that you want to increase your Reflexes stat twice,
from it’s baseline of 3 to 5. Given that you already
have the shield, the first increase, from 3 to 4, will
cost +2 points, and the second increase, from 4 to
5, will cost +3 points, for a total of 5 points spent on
Reflexes and 6 points total spent between Reflexes
and the shield. Finally, you decide you want 1 level of
Weapon Training (Guarding). Having already bought
3 defense increases, this 4th defense increase will
cost +4 points. This brings you to an overall total of 10
points for the shield, 2 Reflexes increases, and 1 point
in Weapon Training (Guarding).
12
Semblance Creation Using Your Semblance
A Semblance is a unique power or ability that is a You do not need to come up with specific mechanical
projection of the user’s Aura, or spiritual energy, kind things your Semblance can do - when you wish to use
of like a superpower. As a projection of the soul, a your Semblance, describe what it is that you would
Semblance usually in some way represents the per- like to do, and your Storyteller will give you a cost in
sonality of its user. Many Huntsmen and Huntresses Aura, either in terms of dice or flat numbers. If you
have “unlocked” their Semblance over the course of proceed with your Semblance use, you will deduct
their lives, but it is not uncommon, particularly among that much from your Aura, and the effects of what you
students, for a person’s Semblance to not have re- wanted to happen will be mechanically resolved.
vealed itself yet.
With that in mind, it might be useful in character cre-
You will get to choose what your Semblance does and ation to think of common use cases for your Sem-
how it works. Below are some example Semblances blance, and the associated costs.
broken up into approximate tiers for the purpose of
attempting to assign costs during character creation. Example - Semblance Costs
This idea of tiers does not exist in universe. Work with Using a Semblance usually does not cost very much
your Storyteller to approximate what tier your Sem- Aura, and the Aura cost scales up as the scope and
blance is and how many points you think it should power of the Semblance usage increases. Below are
cost. Semblances can grow and change over time some example cases and costs for Ruby Rose’s Sem-
with personal development and training, as represent- blance, Petal Burst, which has the following descrip-
ed by metacurrency advances. tion: Ruby can transform herself and anything touch-
ing her that she desires into a cloud of rose petals
If you are having a difficult time costing your Sem- which can then move at super speed in any direction.
blance, it might help to think of its effectiveness in
3 categories - effectiveness fighting other humans, Case: “I want to use my Semblance to move .15”
effectiveness fighting Grimm, and general utility out of (apx. 15 feet) to make an attack”
combat. This tier list example is a reflection of opin- Cost: 1d4 Aura
ion, and your own thoughts or your Storyteller’s on
the appropriate cost for a Semblance may differ. Note Case: “I want to use my Semblance to travel directly
that a Semblance cost does not have to correspond to the top of this 3 story building”
directly to any of the suggested costs given in the ta- Cost: 1d6 + 1 Aura
ble - a Semblance that you and your Storyteller agree
is between the A and B tiers could cost 7 or 8 points, Case: “With my 3 teammates touching me, I want to
for instance. take myself and them into a car on the slowly depart-
ing train 20’ away”
Semblance Names Cost: 1d6 Aura
Semblance names are not usually discussed in uni-
verse, but it may be useful to give your Semblance
some kind of name in case you ever want to talk
about it in or out of game. This name does not have to
follow the color naming rule.
13
C: These Semblances are quite good, and Enhanced Reflexes, ability to feel no pain, de-
usually either strongly excel in just one of the 3 tecting when a touched subject is lying
categories, or are partially effective in multiple
of the 3 categories.
Cost: +3
D: These Semblances are often niche. They High Voltage (channeling electricity into
typically require creative or intelligent use by strength and speed), Aura Roots (rooting your
the user in order to be as effective as higher feet to and become as immovable as the sur-
tier Semblances. face you stand on)
Cost: +1
F: Any Semblance in this tier may be occasion- Misfortune (bad luck manifests, sometimes
ally beneficial, but also causes inconvenience uncontrollably, on you and the people around
or even harm to the user. Semblances of this you)
tier are rare.
Cost: -4
No Semblance: +0 You start with your Semblance still locked.
This may be a good option if you are uncer-
tain about what you should pick or would like
to spend points elsewhere. Your Semblance
may unlock over the course of your adventure,
during or after a critical moment. Talk with your
Storyteller to make this happen.
14
Core Statistics they are weightlifters or comparable with professional
Each character has 4 core statistics, Will, Intuition, athletes.
Strength, and Reflexes. These statistics each start at
3 during character creation, and cost or award points Values of 7 and above reflect mastery and begin to
if they are increased or decreased respectively. A stat near the limits of Human/Faunus potential.
cannot start below 1. An increase in a stat costs a cu-
mulative one point per level, so raising your Strength Will, Intuition, and Aura
to 4 would cost one point, and then an additional cost Your Aura is a manifestation of your soul which can
of 2 to raise to 5, for a total cost of three points to act as a physical barrier to guard you against attacks.
raise a stat from 3 to 5. The inverse is true for lower- Your Aura has a distinct color and can be seen when
ing a stat, and so lowering a stat from 3 to 1 would you use your Semblance or when your Aura breaks.
award you 3 additional points. Manifesting from the soul, Aura is derived from your
Will and Intuition, with Will having a stronger influ-
Each stat is important to your character and affects ence.
them in different ways; here is a brief overview of the
role of each stat: To calculate your Aura, roll and sum your Will x 4 # of
d4s, and your Intuition x 2 # of d4s. Then add the val-
Will ue of your Will x 6, and the value of your Intuition x 3.
• Aura amount (protects you from getting hurt)
Example:
Intuition Your character, Reese Chloris, has 3 Will and 4 Intu-
• Contributes to both contested and environ- ition. You roll 12 d4s (your Will of 3, times 4) and get
mental rolls, which are skill checks your char- 28. Then you roll an additional 8 d4s (your Intuition of
acter makes trying to perform difficult actions, 4, times 2) and you get 21. Summing your values so
as explained in later sections. far puts you at 49, now you just need to add 18 (Will x
• Lesser influence on Aura amount 6) and then 12 (Intuition x 3) to get a total Aura of 79.
Emblem General Traits and Other Features Race and Other Significant Body Modifications
Naive, Bubbly, Determined, Silver Human, N/A
Eyes
Beliefs: Relationships:
Belief 1
I have always wanted to be a hero. I will train hard at Summer Rose: My kind, scythe-wielding, silver eyed,
Beacon Academy in order to hone my skills and huntress mother who I adored. She died mysteriously
become a huntress who can protect the people of on a mission while I was young and I’m still grappling
Vale. with the loss. Strong, Family, Deceased, Caused
Emotional Turmoil (by way of immense grief in
childhood)
Belief 2
I’m coming into Beacon younger than everyone else! Roman Torchwick: A flamboyant thief who seems to
I need to make friends, and fast! be in charge of various operations stealing Dust around
the city. Strong, Enemies.
Statistics: Skills:
Will 5 Long Term Em. Turmoil 1 Acrobatics 0 Tracking 0
Intuition 2 Short Term Em. Turmoil 0 Deception 0 WT (Offense) 2
Strength 2 Aura 105 / 105 Gather Information 0 WT (Guarding) 0
Reflexes 4 Melee Attack Bonus +2 Intimidation 0
Ranged Attack Bonus +2 Notice 0
Metacurrency:
Defense Dice 1d10+1 Operate Vehicle 0
3 0 Movement .575 inches Persuasion 1
Sparks Hope Stealth 0
19
Weapon Name
Crescent Rose
Weapon Portrait Weapon Description
A large red and black bolt action sniper rifle that can transform into a scythe.
Forms Attacks
Sniper Rifle, Scythe Name Damage Range/AoE
Components Sniper Shot 1d20 Far
Double Pronged Blade
Scythe Swings 2d6 Close
Dust Usage
Can use various types of Dust ammo in order to shoot bullets that havePronged
Double a modified
2d4effect.
Blade Close
Additional Notes
Storm of Blades 2d6 Close, 0.5" AoE
The sniper rifle can also be fired in Scythe mode. A sniper
scope folds out of the weapon in this form, changing the
range to Very Far
Semblance Name
Petal Burst
Note: The value of Strength used is the lesser between the character’s strength and 5.
/ Injury Details
/
Lien Sums:
20
Mechanics And Other Important Outcome
If the target number is beaten by 4 or more, the result
Details is a complete success; the character completes their
objective.
Contested Rolls
Contested rolls occur when two characters are in Meeting the target number, or beating it by 3 or less,
opposition. This opposition could be physical, like two results in a partial success. The character succeeds,
characters wrestling, or one sneaking past the other, but with an additional complication or consequence.
or it could be mental, such as one character trying to
persuade or deceive another. Below are difficulty categories for environmental rolls,
with an example and suggested target numbers.
In order to resolve a contested roll between 2 sides,
first pick a single one of the 4 core stats that is most Moderate task (Jumping between pieces of falling
relevant to that roll. Will might be chosen for mental debris):
endurance or an argument, Intuition for awareness Target Number: 10
and perception, Strength for physical force, and Re- Fail: < 10
flexes for deftness or dexterity. Then, both sides make Partial Success: 10-13
the following roll:
Complete Success: > 13
2d8 + Intuition + [Chosen Stat] + [1d6 for each level in
Difficult task (Dodging a shower of falling rocks un-
a relevant skill]
harmed):
Target Number: 13
Note that Intuition is always included in that roll, and
Fail: < 13
the chosen stat may be Intuition.
A player or Storyteller may propose a skill they think is Partial Success: 13-16
relevant, and if the Storyteller and players agree, that Complete Success: > 16
skill may be used towards the roll.
Extremely difficult task (Safely landing a damaged
air vehicle):
Outcome
Target Number: 16
After the roll is performed, if the sum of one side’s roll Fail: < 16
is 5 or more than the other side’s sum. That side is
Partial Success:16 - 20
victorious and achieves their goal.
Complete Success: > 20
If one side beats another by 4 or less, then that side
achieves their goal, but with some kind of complica- When To Use Environmental Rolls
tion or compromise. Nearly all conflict in the world of RWBY is between
entities. Most rolls that are made should be contested
If there is a tie, then both sides are deadlocked. If this rolls, and environmental rolls should only be made
doesn’t make any sense, just reroll. in particularly extreme or interesting scenarios. Most
scenarios which are less intense than the moder-
ate difficulty category should not be rolled for - they
Environmental Rolls should just be allowed to happen.
An environmental roll occurs when a character is
trying to overcome some obstacle presented by the Keep in mind, if you would like to change any of the
world, like keeping their balance in a collapsing build- example difficulty thresholds provided above, you are
ing, or landing a damaged airship. In these situations welcome to.
you should make an environmental roll if the outcome
is uncertain, and failure would provide an interesting
complication. Roleplay Bonuses
If a contested or environmental roll is roleplayed par-
An environmental roll is performed just as a contested ticularly well, as strongly motivated by a belief, humor-
roll is: ously, or in a cool way, the Storyteller may grant the
player an additional d4 to their roll. Up to 2 d4s may
2d8 + Intuition + [Chosen Stat] + [1d6 for each level in be granted in this way. In a contested roll, this may
apply to both sides (though if one side is Storyteller
a relevant skill]
controlled, the players should be the ones to award
dice).
Before the roll, the Storyteller will set a target number
which the player must meet or beat to succeed.
21
Dust does > 0 damage, the target gets thrown 1”/10
Dust is a vital part of the world of Remnant; it is the feet in the air (for an approximately human
primary power source for cities, vehicles, and gad- weight target) and is prone after they land. Me-
gets, and humanity’s greatest defense against the dium range.
Grimm. Dust is mined in the form of distinctly color • As attack: Send blade of wind at group of
coded Dust crystals, from which energy is then ex- opponents in a 0.5” AoE. Does 1d8 damage,
tracted. Dust can be used in weapons, infused into knocking prone and back 0.5” if > 0 damage is
clothing, or even injected directly into one’s body. dealt. Medium range.
Note: In table 6, Strength* is the character’s Strength, or 5 if the character’s Strength is greater than 5.
The exact injury that you take, along with its mechanical effect, is awarded by your Storyteller as appropriate at
the time the injury is received.
24
Injury Recovery Emotional Turmoil
Injuries heal with rest (which entails not travelling, just Emotional Turmoil represents the mental wellbeing of
recovering). Fortunately, Huntsmen and Huntresses a character, and comes in two forms, long term and
heal at a slightly accelerated rate thanks to their Au- short term. When a character is stressed out, made
ras. Injuries from multiple tracks heal simultaneously, fun of in a way that gets to them, has something that
but only one injury on a track can heal at a time. Fla- they care about hurt or insulted, has a belief or goal
vorwise, multiple injuries of the same level are healing rendered impossible by the actions of another char-
together, but mechanically, you should mark off one acter, or in any other way are provoked emotionally,
as healed after the appropriate time has passed, and that character should take a point of Emotional Tur-
then the other can begin its recovery period. moil. The Storyteller should propose to the player
the amount and type of Emotional Turmoil, and if the
Injuries up to 3rd tier can also be healed by medical player agrees that it makes sense for their character,
professionals, for a suggested cost of .25, 1, and 3 LS that character receives the Emotional Turmoil.
respectively per tier. You can also seek treatment for
major traumas - the costs and how much functionality Grimm are attracted to and more likely to attack play-
your character can recover will vary based on your ers with a higher Emotional Turmoil sum.
Storyteller’s discretion.
Characters lose one point of Short Term Emotional
Aura Recharging Turmoil per day, down to 0.
Once your Aura is damaged or broken, it will take rest
to recharge it. It takes 6 hours of rest to fully recharge Emotional Outburst
your Aura from zero, and resting a fraction of that Anytime a character receives Emotional Turmoil, if the
time will recharge your Aura an appropriate fractional sum of that character’s short and long term Emotional
amount, i.e. resting for 3 hours will recharge half of Turmoil is higher than the value of their Will, the Story-
your Aura. teller may call for the character to have an Emotional
Outburst. The player must act out the consequences
“He’s Sheer Willpower!” (Optional Rule) of their character’s negative emotions as appropriate,
If your Will is above 8, you can, upon sustaining any and then reset their short term Emotional Turmoil to 0.
injury, replace the received injury with a special injury An emotional outburst depends on the character, and
of the same level which reduces your Will by 2. If this can range from a burst of rage or cruelty, to a crying
special injury is taken, recharge your Aura immediate- breakdown, to a sullen emotional retreat. Good perfor-
ly to 25% of its capacity. If your Aura breaks but you mances, or performances that make life more difficult
don’t sustain an injury, you may still activate this effect for the character may be rewarded with metacurrency.
by taking the described injury in the lowest open slot
on your injury tracker.
25
Bounty Missions Suitable Player Characters
“...make no mistake - school’s over. You get to choose It might be tempting for some players to try and create
what type of Huntsman or Huntress you are.” characters that are as powerful in combat as possible,
or with one very high stat at the cost of their other
During the course of your story, you may have the attributes.
chance to accept bounty missions from your kingdom
as an officially licensed Huntsman or Huntress. These I strongly encourage all players making characters to
missions represent the core work of Huntsmen, who think about who they want their character to be first,
have free choice over the kinds of missions that they fleshing out their beliefs, relationships, and descrip-
will accept. Note that there are no restrictions on the tion, and then think about choosing stats, skills, and
number of Huntsmen that can work together on a weapon attributes that make sense for the character
mission, but the reward for completing that mission is they have already created. The Numbers... What Do
fixed. They Mean? (Stats) and (Skills) are valuable sections
to get a good frame of reference as to what stat num-
Here are some types of missions typically found on
Kingdom bounty boards: bers would be appropriate to your story and character.
• Bounty: Bringing a person into captivity or
killing them, or killing a specific Grimm
• Escort: Protecting a group of civilians in transit
through dangerous territory
• Perimeter Defense: Guarding the exterior
walls of a city or kingdom from Grimm attack
• Search and Destroy: Infiltrating an area heav-
ily populated by Grimm and eliminating as
many as possible
• Search and Rescue: Locating a missing per-
son or missing items and returning them to
safety
• Village Security: Protecting a village, which is
typically far smaller and more vulnerable to
attack than a city or kingdom border
But…
The above covers the majority of situations - melee
attacks and standard gunshots directed at a covered
target. Inevitably some situations will arise that can-
not be comfortably covered - if I’m using a grenade
launcher, can’t I arc those over the wall? If I’m us-
ing rounds that could shred an Atlas war machine,
how does that affect penetrability? Your Storyteller
will have to make a ruling in these situations. Try to
discuss and reach a conclusion everyone thinks is
reasonable.
29
Multiple Enemies and the Damage Wa- Explosives and Area of Effect Damage
terfall When damaging an area with Area of Effect (AoE)
Especially when fighting Grimm, you may find yourself damage, make the attack roll on every character in
fighting many opponents simultaneously. If your attack the AoE area. Each character will have a chance to
after reduction does enough damage to kill an oppo- react, including parrying, dodging, or volunteering
nent, any damage beyond the enemy’s health total to take the hit for someone else, as a normal attack.
can waterfall into being inflicted on other enemies, Damage from an AoE attack cannot waterfall. If the
who will then have a chance to reduce that damage. AoE attack is a melee attack, each instance of dam-
Waterfalling damage represents dispatching one age can be counterattacked. Any bonus dice added to
enemy and turning your attention to another within the an AoE attack, including from Dust, can only be added
timeframe of a single action. to one instance of the AoE damage.
For each of these questions, if a player answers affir- Trading Sparks and Hope
matively, ask them to explain. What beliefs or traits? At any time, you may trade 1 Hope for 6 Sparks. You
How was the story meaningfully impacted? How was may not trade Sparks for Hope.
it accomplished? If the majority of the players, includ-
ing the Storyteller, agree with the player, the player
should be awarded metacurrency.
Dynamic Relationships
Relationships that players create at character creation
will change through the course of play. At any point,
For the first two questions on the above list, award 1
players should feel free to update or expand the writ-
Spark for each question answered affirmatively. For
ten descriptions or points of interest in their relation-
the third question award 2 Sparks, and for the final
ships. This will never affect the Spark bonus gained
question, award 2 Sparks per belief. through determining points of interest in character cre-
ation. In the same vein, the players may come across
Next ask your players: characters they would like to maintain a relationship
• Did you complete any defining issues? with - players can feel free to add these characters to
• Has your group accomplished their primary their relationships as they see fit.
goal in this scenario or campaign?
Players may also want to create entirely new rela-
If a player or the players believe they have, have tionships present in the setting. I suggest doing this
them explain how so. If the majority of players, includ- collaboratively, optionally any time a Hope is earned
ing the Storyteller, agree with the player, each player (i.e. when a player resolves their defining issue, or
who completed a defining issue should be awarded when the group completes their primary objective in
2 Hope, and if the players as a group have accom- a campaign). Players and the Storyteller should feel
plished their primary goal, award each player 3 Hope. free at this point, or at any other point when they feel
it is appropriate, to collaboratively come up with 1-2
Using Sparks and Hope new relationships/characters, or expand on existing
“...It’s true that a simple spark can ignite hope; relationships/characters, that might be important for
breathe fire into the hearts of the weary; the ability to wherever the story of the group is going to go next.
derive strength from hope is undoubtedly mankind’s
greatest attribute...”
Sparks
If your character has any Sparks, you may spend
them during the course of your game in the following
ways:
• You may reroll any die in a roll you have made.
(Once per roll)
• You may add a dice to any roll. To an attack
roll, add a d6, to a general or contested roll,
add a d12. (Once per roll)
• If an attack description is exceptionally cool or
33
Silver Eyes, Maidens, and Magic Emotional Turmoil, and is most likely to occur from
events that either caused the gain of multiple Emo-
WARNING: Major spoilers are prevalent and unavoid-
tional Turmoil or resulted in an Emotional Outburst. In
able in this section. If you care about such things, and
such a situation, the effects of the Silver Eyes typically
have not watched the series, you should avoid this
manifest immediately. Exact details, the power of the
section. This section was last updated after Volume 8
outburst and its consequences are very dependent on
aired. To avoid spoilers, skip ahead to How To Start A
the Silver Eyed Warrior and situation in question, and
Game. are left to the discretion of the Storyteller. For exam-
ple, a first time use triggered by extreme trauma might
[Begin Spoilers] result in a powerful effect - but also the character
passing out. See further down for information on what
The magic present in Remnant is heavily tied to the happens when these powers are activated.
specific setting and the characters in it - depending on
how closely your particular game follows the lore and A character may also want to explicitly call upon
setting of the main series, things may vary dramatical- the power of their Silver Eyes. In such a situation,
ly. a special roll should be performed. The Silver Eyed
Warrior should roll their Will # of d8s, and they should
Silver Eyes subtract from this a # of d4s equal to their current total
Short Term and Long Term Emotional Turmoil sum. A
Silver Eyes are a trait seemingly introduced into
penalty should be applied to those using Silver Eyes
humanity via the God of Light, and are manifested
without sufficient training. To someone with the bare
just as they are described, as eyes that are silver in
minimum understanding of how Silver Eyes work, a
color. The Silver Eyes trait comes from a rare genetic
-4 penalty might be applied, and to someone with a
line - rare now as it seems like those born with Silver
vague but working knowledge, a -2 penalty. If a penal-
Eyes are actively hunted by Salem, humanity’s pri-
ty is applied, it will take 2 Actions in combat for these
mary antagonist in the world of Remnant. Taking this
powers to manifest - one to conjure up the appropriate
trait in some senses marks the character, and if they
mental imagery of people who love them and things
have any degree of publicity, in the canonical setting,
that are worth protecting, and another to unleash the
they will eventually find themselves being hunted. If
power. A player making this roll should be encouraged
captured by Salem, those with Silver Eyes may be
to narrate what their character is imagining during this
subject to any matter of inhumane experimentation
time, and if their imagery is well motivated by their
- see “Silver-Eyed Warrior Grimm”. Those born with
character or well narrated, the Storyteller may award
Silver Eyes are said to be destined to be warriors
them an additional d4 to their roll. Once this special
who can destroy Grimm with a glance, and in fact the
roll has been made, the results will determine the
Silver Eye property allows these Silver Eyed War-
effectiveness of the power of the Silver Eyes. If this
riors to emit a brilliant piercing light from their eyes
power is being used in a 2 turn sequence, as de-
in the presence of Grimm through the channeling of
scribed above, the roll should be made at the begin-
emotions relating to the protection of life. This light,
ning of the second turn.
depending on a variety of unknown factors, can petrify
or outright destroy Grimm.
If the sum of the roll is 0 or less, the character is
unable to focus their mental willpower into a manifes-
In character creation, it is possible that a player
tation of the power of their Silver Eyes.
wishes to make a character with Silver Eyes. The
If the sum of the roll is > 0, the following effect occurs:
suggested cost in the General Traits and Other Fea-
All Grimm with health less than or equal to the result
tures section, +4, is suggested with the assumption
of the roll, who are within Far range and within the
the character has essentially no knowledge of Silver
line of sight of the user are vaporized instantly. All
Eyes or how to use them. In this case, it is possible
unvaporized Grimm remaining with health equal to or
their powers will activate on their own, but only in very
less than 3 times the amount of the roll within Very
extreme situations, such as witnessing the death of
Far range and line of sight of the user are petrified;
a friend. If a player would like to take this trait with
as such they are no longer alive and their stone forms
some ability to use their Silver Eye powers, I would
can be broken as normal rock. Any remaining Grimm
recommend increasing the cost. I would recommend
with more than 3 times the amount of health as the
costing the ability to use Silver Eyes on demand at
roll result, within Very Far range and line of sight of
~15 points.
the user, are encased in stone - Grimm may be able
to break free of this encasement only if their Strength
is greater than 7. Any of these effects may be overrid-
For the powers latent in Silver Eyes to activate, the
den or modified as your Storyteller sees fit.
user must be in the presence of Grimm. These pow-
ers can activate passively, through the witnessing of
a traumatic or near traumatic event. This event would
definitely be one that causes the character to gain
34
Magic ments to converse as the powers are passed on. The
“Magic” is a gift that was given to humanity by the four Maidens are canonically important for a variety
God of Darkness. Being able to use magic is an of reasons relevant to the central conflict of RWBY,
exceedingly rare trait, found in Ozpin, Salem, and which may be relevant if your game’s setting is similar
some others whom Ozpin has donated a portion of to the show.
his powers. “Magic” represents an extremely broad
range of abilities, from directing energy, telekinetics, The four Maidens are pre-existing characters in the
shapeshifting, to manipulating the elements. Unlike canonical setting, but if your story takes place outside
Semblance usage, magic usage does not drain Aura, of the main setting, players may be interested in being
nor is it dependent on Aura being intact to function. a Maiden at character creation. I would recommend
costing being a Maiden at ~35+ points, depending
While it is most likely not suitable for a character to on the specified limitations. The powers of a Maiden
have access to magic during character creation, it can seem to start as more unrefined and limited, and grow
be handled if necessary. Magic which is equivalent to considerably with use and experience. You might
the powers of Salem (not including the effects of the express this though the meta progression that is used
curse placed on her by the God of Light or the conse- to improve other aspects of the average character, or
quences of her interactions with the Pools of Grimm through some other means. As with magic generally, it
(immortality and some degree of control/communica- might make sense for a Maiden to have their relation-
tion with Grimm respectively)), should cost approx- ships be closely connected to this trait - as if they are
imately 50+ points, depending on the details of its known to be a Maiden, several groups may be trying
limits. A more canonically obtainable source of magic to alternatingly hunt or protect them. As with magic in
is powers distributed by Ozpin. While some of these general, while it is likely not suitable that a character
powers are grand and dramatic, such as the Maiden should have access to these powers at character cre-
powers, there are also characters with more limited ation, if they do, I would recommend that the corre-
powers, such as Raven and Qrow, who have the sponding player has strong knowledge of the setting,
abilities to shapeshift into a Raven and Crow respec- and that they should consult with their Storyteller to
tively. These powers might be costed at ~15 points. see if this would be appropriate.
Any sort of power can be potentially handled, and I
would recommend using the costs and cost justifica- The power of the Maidens typically revolve around the
tions present in the Semblance tier list as a point of manipulation of natural forces, as well as telekinetic
comparison, keeping in mind that magic use has less abilities. These powers include shooting fireballs,
of an inherent cost and restrictions. Ideas about how calling lighting strikes from the sky, creating whirl-
Maidens can be handled during character creation are winds of freezing cold, and levitating or flying. When a
detailed in the appropriate section below. If a charac- Maiden is using her Maiden powers, her eyes become
ter does take some kind of magical power in this way, surrounded with a fiery telltale glow that matches her
and your story is set in the canonical (or near enough) Aura color. For a showcase of a Maiden using their
universe in the show they will likely have very close powers, you should see here. If a player ever needs
ties with Ozpin, which the player should detail and to specify the extent of these powers, you should
likely reflect in their relationships. I would recommend attempt to describe the limitations of these powers as
only allowing players with a strong knowledge of the you would a Semblance, but recall that magic does
setting to take something magical related during char- not consume nor require Aura.
acter creation - definitely ask your Storyteller to see if
this would be appropriate for your story. [End Spoilers]
Good luck!
36
Bestiary ries will employ any kind of complex strategy - and
typically Grimm in these age groups will be the only
ones to counterattack, with ancient Grimm counterat-
The Grimm tacking more frequently than adult Grimm.
The Grimm are monsters which have preyed on Man
and the Faunus ever since the dawn of Mankind. His-
tory is a story of struggle between Man and Grimm,
and Man’s struggle to survive. The Grimm typically
resemble large, monstrous forms of normal animals
like wolves, bears, or wasps. Most species of Grimm
are pitch black, have red eyes, and are covered in
bony protrusions. Additionally, the bony plates of
many Grimm are covered in arcane red Grimm mark-
ings, which are usually common across a species of
Grimm.
Stats:
Will: 2/3/3/3
Intuition: 4/4/4/5
Strength: 4/4/5/6 (+ 0/0/1/2 bonus to melee)
Reflexes: 3/3/4/4
Stats:
Will: 2/2/2/3
Health: 3/4/5/8
Intuition: 3/3/4/5
Strength: 5/6/6/7 (+ 1/2/2/3 bonus to melee)
Attacks:
Reflexes: 2/2/3/3 Tusks: 2d8/2d8/2d8/3d8 Range: Close/Close/Close/
Close
Health: 2/3/4/8 Spin Dash: 2d10/2d10/2d10/3d10 Range: Medium/
Medium/Medium/Medium [See Notes]
Attacks:
Claws, Fangs: 2d8/2d8/2d8/3d8 Range: Close/Close/ Movement: .65”/.6875”/.8125”/.875”
Close/Close
Notes:
Movement: .9”/.9”/1.15”/1.3” Armored Face:
When the Borbatusk is attacked head on (from the
front, if the Boarbatusk is not incapacitated), reduce
all damage taken from kinetic attacks by 1.
Spin Dash:
A Spin Dash can be performed without penalty from
Medium or Close range. During this attack, the Boar-
batusk charges towards its target, ending the attack
directly next to the target if it deals damage. If all of
the damage from a Spin Dash is avoided (and not
counterattacked) the Boarbatusk will not be able to
stop until the full 3” range of the attack has been trav-
eled. A Spin Dash can only be performed once per 6
second combat round.
39
Centinel Creep
Description: Description:
Centinels are large insectoid Grimm that resemble Creeps are squat bipedal Grimm that resemble
centipedes or millipedes. Adolescent and adult Centi- lizards. Creeps have bony protrusions along their
nels measure about 6 feet long, though ancient Centi- back and around their face, and their limbs end in
nels seem to be able to grow dozens of feet in length. dual-claws. Creeps attack with their tails, claws, and
All Centinels have the ability to burrow through rock teeth. Adult Creeps grow to be about 6 feet long and
and dirt at their full movement speed, often popping 2 feet wide. Though rare, Ancient Creeps can grow to
out of walls or floors in large numbers in underground much larger sizes of 20+ feet tall.
areas. Besides their many legs and large pincers,
Centinels can also spit an acid strong enough to
corrode metal, though it is rarely used as their primary
mode of attack.
Stats:
Will: 2/2/2/3
Intuition: 2/2/2/3
Strength: 1/2/2/5 (+ -1/0/0/1 bonus to melee)
Stats:
Reflexes: 2/2/2/2
Will: 2/3/3/4
Intuition: 2/3/3/4
Strength: 1/2/3/6 (+ 0/0/0/2 bonus to melee) Health: 1/2/3/7
Reflexes: 2/3/3/4
Attacks:
Claws, Tail: 2d6/2d6/2d8/3d8 Range: Close/Close/
Health: 1/2/3/8
Close/Close
Attacks:
Pincers: 2d6/2d6/2d6/2d10 Range: Close/Close/ Movement: .65”/.7”/.7”/.95”
Close/Close
Acid Spit (damage type: caustic): 2d4/2d4/2d6/2d8
Range: Medium/Medium/Medium/Medium
Movement: .7”/.95”/1”/1.4”
Notes:
Burrowers:
Centinels can move through rock and dirt at their full
movement speed.
Wall Walkers:
Centinels can crawl along ceilings and walls as if they
were normal terrain.
40
Lancer Notes:
Description: Flying:
Lancers are flying Grimm which resemble wasps. The Lancer can fly, and therefore pass through range
They have bone masks with Grimm markings, bony bands usually untraversable by the player.
carapaces down their backs, four red translucent
wings, and intimidating claws, mandibles, and sting- Stinger:
ers. An adult Lancer measures about 10 feet from If a stinger attack deals damage to a structure (or
head to stinger. Adolescent to adult Lancers are often health damage to a humanoid), if the Lancer wish-
found in swarms. Rarely, you can find a swarm being es, the Lancer’s stinger lodges in the target, and the
headed by the far more dangerous ancient Lancer, or Lancer becomes tethered to the target. When teth-
Queen Lancer. The Lancer’s primary means of attack ered to a target, a Lancer moves with the target, and
are harpoon-like stingers that they can launch from may not move further from the target than Medium
their abdomens. These stingers remain tethered to range. Depending entirely on the Storyteller’s discre-
the Lancers after they are fired, allowing them to latch tion based on the material of the target, Lancers may
on to mobile flying targets. Lancers seem to be able then attempt to retract their stinger, consequentially
to coordinate better than many other Grimm, and are pulling the target to them. The stinger attack may not
capable of coordinating as a team to restrain and take be used again while a target is tethered.
down large targets, even self-sacrificing so that the
rest of their group can succeed in their goal.
Stats:
Will: 3/3/3/3
Intuition: 3/4/4/4
Strength: 3/4/6/7 (+ 0/0/2/3 bonus to melee)
Reflexes: 3/3/3/4
Health: 3/5/6/85
Attacks:
Claws, Mandibles: 2d8/2d8/2d8/3d8 Close/Close/
Close/Close
Stinger: 1d12/1d20/1d20/3d10 Medium/Medium/Medi-
um/Medium
Bone Shrapnel: -/-/-/2d20 -/-/-/Medium
Movement: 1”/1.1”/1.2”/1.4”
41
Manticore Notes:
Description: Flying:
The body and head of a Manticore resemble a lion The Manticore can fly, and therefore pass through
with bull-like horns and a mane of bones. Manticores range bands usually untraversable by the player.
can fly, and have large feathered wings as well as a
scorpion-like tail. Like many other Grimm, their body Stinger:
features bony protrusions, and their bone face mask Despite their stinger attack being strictly worse, Manti-
is marked with red Grimm symbols. Adult manticores cores will occasionally use it!
are about 5 feet tall on all fours, to the top of their
heads, though their stinger, wings, and mane all ex- Variant: Cold Adapted:
tend considerably higher. Some Manticores, found in cold climates, are adapted
to the cold. Their skin and bones are frozen over in
patches of ice. These Grimm take ½ damage from Ice
type damage and will never be hindered or damaged
by cold temperatures.
Stats:
Will: 2/2/2/2
Intuition: 2/2/2/2
Strength: 2/3/5/5 (+ 0/0/1/1 bonus to melee)
Reflexes: 2/3/3/3
Health: 4/7/9/11
Attacks:
Paws, Teeth, Horns: 2d10/2d10/2d10/2d12 Range:
Close/Close/Close/Close
Fireball (damage type: fire): 1d6/2d6/3d6/3d6 Range:
Medium/Medium/Medium/Medium
Stinger: 1d8/1d10/1d12/1d12 Close/Close/Close/
Close
Movement: .7”/.9”/1”/1”
42
Ravager Sabyr
Description: Description:
Ravagers are fierce looking Grimm that resemble Sabyrs are large creatures that resemble prehistoric
large bats. The head of the Ravager is covered by a saber tooth tigers. On all fours, adults are about 6 feet
bony faceplate with red Grimm markings. The head long and 4 feet wide. Sabyrs are black, with red eyes
also features a mouth filled with large, sharp canines and a bone masked face featuring intimidating ~1 foot
and two black, pointed ears. The red, leathery wings long canines. Adapted to cold environments, on Sab-
of the Ravager are webbed by its digits, as a bat’s yrs the typical Grimm bony protrusions appear to be
wings. The Ravager’s black body has a crest of bony infused with ice, and surrounding patches of their skin
spines extending down its back and is covered with appear white or frozen.
various bony plates - finally, two legs end in claws
with sharp talons. The wingspan of an Adult Ravager From a gameplay perspective, Sabyrs are very similar
is about 35 feet, and the body of an adult Ravager to Beowolves, and share a core stat block (repeated
approaches 8 feet long. This Grimm is known for let- here) excepting that Sabyrs are resistant to cold, and
ting out sharp sonic screeches, the exact purpose of exclusively inhabit cold environments.
which is unknown.
Stats:
Will: 2/2/2/3
Intuition: 3/3/4/5
Strength: 5/6/6/7 (+ 1/2/2/3 bonus to melee)
Reflexes: 2/2/3/3
Stats:
Will: 2/2/3/3 Health: 2/3/4/8
Intuition: 2/2/2/3
Strength: 2/4/6/6 (+ 0/0/2/2 bonus to melee) Attacks:
Reflexes: 2/2/3/3 Claws, Canines: 2d8/2d8/2d8/3d8 Range: Close/
Close/Close/Close
Health: 2/5/7/9
Stats:
Will 3/3/3/3
Intuition: 3/3/3/3
Strength: 1/1/1/1 (+ -1/-1/-1/-1 bonus to melee)
Reflexes: 1/1/1/1
Health: 4/5/6/7
Attacks:
Claws: 2d2/2d2/2d2/2d2 Range: Close/Close/Close/
Close
Will Draining Scream: [See notes]
Movement: .25”/.25”/.25”/.25”
44
Beringel Cenitaur
Description: Description:
Beringels are Grimm that resemble large gorillas, with Cenitaur are rather grotesque looking Grimm reminis-
adults standing about 10 feet tall. Beringels have a cent of Centinels. Cenitaurs have long, segmented,
bone face mask and several spots of bone plate cov- millipede-like bodies, which grow to about 12 feet
ering their bodies, with red Grimm markings on bone long in the adult age category. The Cenitaur has 2
covering their backs. thin, black arms, with sharp bone arm blades taking
the place of forearms. The Cenitaur’s back is covered
by segmented bone plates with red Grimm markings,
with each segment below the arms featuring a pair of
short, bony, insectile legs. The top half of the Ceni-
taur’s underside is extremely bloated and glows green
with acid. This distension means that the Cenitaur will
typically rest its weight on its backmost legs and raise
the rest of their torso vertically, bringing the Cenitaur
to a “standing” height of about 8 feet. A twisted mass
of pipelike organs connects the Cenitaur’s distend-
ed stomach to its mouth, allowing it to spit acid as
a means of attack. Cenitaurs are capable of quickly
burrowing through stone and similar materials, and
may catch a Huntsman unaware by popping out of the
Stats: ground or a wall.
Will: 3/3/3/3
Intuition: 2/2/3/3
Strength: 5/6/8/9 (+ 1/2/4/5 bonus to melee)
Reflexes: 3/3/4/4
Health: 12/28/40/55
Attacks:
Punch, Slam: 2d8/2d8/2d8/3d8 Range: Close/Close/
Close/Close
Movement: .525”/.55”/.7”/.725”
Notes:
Variant: Winged:
While not found naturally, a Beringel given wings (see:
the show) can fly and therefore pass through range
bands usually untraversable by the player. Stats:
Will: 3/3/4/4
Intuition: 2/3/3/3
Strength: 2/3/4/4 (+ 0/0/0/0 bonus to melee)
Reflexes: 3/4/4/5
Health: 7/10/12/15
Attacks:
Arm Blades: 3d6/4d6/5d6/6d6 Range: Close/Close/
Close/Close
Acid Spit (damage type: caustic): 2d6/2d8/2d10/2d12
Range: Medium/Medium/Medium/Medium
Movement: .775”/1”/1.1”/1.225”
Notes:
Burrowers:
Cenitaurs can move through rock and dirt at their full
movement speed.
45
Death Stalker Geist
Description: Description:
Death Stalkers are Grimm that resemble scorpions, Geists are floating Grimm, which resemble humanoid
with 10 red eyes, a golden stinger, and largely cov- sized ghosts from the torso up, their body fading into
ered by a bony exoskeleton with red Grimm markings. tatters below the torso. Geists are black, with faces
Ancient Death Stalkers can grow to be about 100 resembling bony masks with Grimm markings and
feet long from claw to tail, with a body and legs about a single yellow eye. Geists have bony protrusions
30 feet across and its stinger poised to strike about extending from their shoulders. Older Geists may ap-
50 feet in the air. Their size varies widely across age pear more full bodied / less tattered than their younger
ranges - neophyte Death Stalkers are closer in size counterparts.
and strength to a medium sized dog.
Geists have the unique ability to possess and con-
trol inorganic matter. Geists typically use this ability
in combat to form hulking, powerful, mech-like con-
structs constructed from nearby materials such as
boulders or trees, which they can pilot with surprising
speed and coordination.
Stats:
Will: 1/3/4/5
Intuition: 1/2/3/5
Strength: 2/5/8/10 (+ 0/1/4/6 bonus to melee)
Reflexes: 2/3/3/4
Health: 1/7/24/40
Attacks:
Pincers: 2d4/2d6/2d8/2d10 Range: Close/Close/
Close/Close
Stinger: 1d4/1d6/1d8/1d10 Range: Close/Close/
Close/Close
Notes:
Ethereal:
Geists float as if they were flying, and therefore pass
through range bands usually untraversable by the
player. Geists are also thin and nimble, and can navi-
gate quickly through narrow spaces.
46
Possession: Notes:
If found in their base form, Geists will typically attempt Made of Stone:
to flee in order to possess a construct. Over a period All damage done to the Petra Gigas is reduced by 10,
of 15 combat seconds, a Geist can possess objects after mitigation from Defense Die.
in its immediate environment to form a construct. In
this form, the Geist maintains its Will and Intuition, but Possession:
gains a new Strength determined by the materials that If the Geist suffers the destruction of a limb it may
it possesses. The Reflexes of the construct are equal possess a new limb as an action in addition to mak-
to the Reflexes of the Geist - 2 (Max 4). ing normal attacks, once per action phase. Geists
may eject themselves from their constructs as a
Petra Gigas quick action, and when not possessing a construct,
A Petra Gigas is a possessed construct whose body, may spend 15 seconds assembling a new construct.
four limbs, and head are formed from large boulders During this period of time they will possess a new
or similar material. This stat block and its notes is body part every ~2 seconds, starting with the head
an example, and stats or other properties should be and body.
modified depending on the materials the Geist is pos-
sessing. A Petra Gigas is approximately 30 - 50 feet in Removing the Brain:
height, with limbs ~20 feet long. The Geist can be removed from its construct before
the head is destroyed. A character who somehow
grapples the mask of the Geist which protrudes from
the head of the construct can perform a contested
Strength roll (using the Strength of the base form of
the Geist) to eject the Geist from its construct.
Smart:
Geists of all ages are fairly intelligent Grimm, and
seem to fight using tactics one might expect of an an-
cient or adult Grimm in most other species. They are
particularly adept at using their environment to their
advantage, both in assembling their constructs and
Will: - making use of environmental features.
Intuition: -
Strength: 11 (No bonus to melee [See Notes]) Smash:
Reflexes: - Due to its impressive size, the Petra Gigas is able to
make its “Smash” attack at both Close and Medium
Health: range without penalty.
Head: 5
Body: 10
Right Arm: 5
Left Arm: 5
Right Leg: 5
Left Leg: 5
Attacks:
Smash: 1d10 Range: Close or Medium (0.5” AoE)
[See Notes]
Movement: 2”
47
The Sum of Its Parts: Goliath
When attacking the Petra Gigas, an attack may be Description:
targeted to a specific body part. If an attack is target- Goliaths (and their cold adapted cousin, the Mego-
ed at the head, the Geist receives a Defense Dice liath) are large elephantine Grimm that are strong,
advance as long as it has any limbs, as it prioritizes resilient, intelligent, and often found in herds. Unlike
protecting this weak point. If unspecified, the part may many other Grimm, Goliaths older than adolescent will
be randomly determined. When a body part loses its typically avoid conflict with Huntsmen in the interest
health, it is destroyed. of self preservation, making exception for what they
might perceive as prime opportunities for destruction.
As its body parts are destroyed, the Petra Gigas is Adult Goliaths are a little over 20 feet tall, while an-
impacted: cient, or “Alpha” Goliaths seem to range from ~35-60
• For each body part destroyed, the Petra Gigas feet.
suffers a Defense Dice regression.
• If a limb is destroyed, the Petra Gigas may
melee attack only once, instead of the usual
twice, per 6 second period.
• If the body is destroyed, the limbs are de-
stroyed as well.
• If a Petra Gigas has no limbs, it may not at-
tack.
• A Petra Gigas loses 1” of movement for each
missing leg.
• If the head is destroyed, the Geist is ejected
from the construct and assumes the stats and
behavior of its base form.
Stats:
Will: 2/3/3/4
Intuition: 3/4/5/5
Strength: 6/7/7/9 (+ 2/3/3/5 bonus to melee)
Reflexes: 2/2/2/2
Health: 8/12/22/45
Attacks:
Stomp, Gore: 3d8/4d8/4d8/5d10 Range: Close/Close/
Close/Close
Movement: .475”/.55”/.575”/.65”
Notes:
Natural Armor:
Reduce all damage done to the Goliath by 1/2/3/4
Variant: Megoliath:
Megoliath are similar to Goliaths, but their appearance
more closely resembles a prehistoric mammoth than
a modern day elephant. Notably, Megoliaths have 2
sets of eyes and tusks, while Goliaths only have one
of each. Megoliaths are adapted to the cold and their
skin and bones are frozen over in patches of ice.
These Grimm take ½ damage from Ice type dam-
age and will never be hindered or damaged by cold
temperatures. Furthermore, Megoliaths get a bonus
of 1/1/1/1 to their Natural Armor, mitigating that much
more damage in addition to what their Goliath coun-
terpart would receive.
48
Griffon King Taijitu
Description: Description:
Griffons are large flying Grimm, with adults standing The King Taijitu is a large Grimm resembling a snake
about 10 feet tall on all fours. The Griffon’s body is with a head on each end. One half black, and one
feline, though it sports large feathered wings, a bird- half white, these halves are both essentially intelli-
like head, and intimidating talons. Like many other gent creatures that share a body and work together in
Grimm, the Griffon has bony protrusions, particularly combat. An adult King Taijitu is about 4 feet wide and
on the top of its wings and around its tail, and a bony 120 feet long, with each head having fangs a few feet
faceplate. Adult Griffons are typically found in groups in length. Despite their immense size, they are typi-
of 4+, and to be as threatening as other Elite Grimm, cally coiled, and not extended to their full length. The
they should be encountered in groups of this size. bone protrusions and Grimm markings typically found
profusely on Grimm are relatively lacking on the King
Taijitu, found primarily on each head, with the bulk of
the King Taijitu composed of black or white scales.
Stats:
Will: 2/2/3/3
Intuition: 2/2/3/3 Stats:
Strength: 4/5/6/7 (+ 0/1/2/3 bonus to melee) Will: 2/3/4/5
Reflexes: 2/2/3/3 Intuition: 2/3/4/4
Strength: 4/6/7/7 (+ 0/2/3/3 bonus to melee)
Health: 8/16/25/30 Reflexes: 3/3/4/4
Attacks: Health:
Claws, Beak: 2d8/2d10/3d8/3d10 Range: Close/
Black Half: 10/15/20/25
Close/Close/Close
White Half: 10/15/20/25
Movement: 1.2”/.1.275”/1.725”/1.8”
Attacks:
Fangs: 2d8/2d10/2d12/2d20 Range: Close/Close/
Notes:
Flying: Close/Close
Griffons can fly, and therefore pass through range
bands usually untraversable by the player. Movement: 0.85”/1”/1.25”/1.3”
49
Notes: Leviathan
A Balance Between Two Halves: Description:
The King Taijitu has two health bars, one for each half The Leviathan is a massive amphibious, primarily
of its body. When targeting the King Taijitu, a specific aquatic, Grimm. Its head and tail vaguely resemble
half may be targeted. If one half of the King Taijutu that of a dolphin, while its body more closely resem-
is defeated, the other half may fight on, though their bles a hulking lizard. The claws and feet of the Levi-
movement speed is reduced by 75% of its total, and athan are webbed, as is the crest of large spines that
the King Taijitu can no longer counterattack twice, as runs down its back. As with many other Grimm, the
per “Two-pronged attack”. An attack that does AoE Leviathan is covered in bony protrusions and sports
damage to one of the Taijitu’s halves may not do dam- a Grimm marked mask of bone on its face. While
age to the other half, at the Storyteller’s discretion. Leviathan are hard to measure, ancient Leviathan’s
appear to be about 150-200 feet tall.
Two-pronged Attack:
The King Taijitu attacks twice in a 6 second combat
round, as normal, but additionally may counterattack
twice.
Stats:
Will: 2/2/2/2
Intuition: 2/2/2/2
Strength: 9/11/13/15 (No bonus to melee [See Notes])
Reflexes: 2/2/2/2
Health: 20/40/60/80
Attacks:
Energy Beam (damage type: fire and electric):
10d4/20d4/28d4/36d4 Range: Medium/Medium/Medi-
um/Medium [See Notes]
Claws: 1d8/1d10/1d12/1d12 Range: Medium/Medium/
Far/Far [See Notes]
Jaws: 1d8/1d10/1d12/1d12 Range: Close/Close/
Close/Close [See Notes]
Movement: .525”/.575”/.625”/.675”
Notes:
Claws and Jaws:
A Claws or Jaws attack can only be made once every
6 seconds. If the Leviathan does > 0 damage with
Claws, add 20/30/40/50. If the Leviathan does > 0
50
damage with Jaws, add 40/60/80/100. A Jaws attack Monstra
can only be made on a target directly in front of where Description:
the Leviathan is facing. A Claws attack counts as Monstra are truly gargantuan Grimm that resemble
being in its favored range from Close to Medium/Me- sperm whales. While difficult to measure, the esti-
dium/Far/Far range, due to the size of the Leviathan. mated length of an ancient Monstra is 9000 feet; their
The Leviathan does not add its strength bonus to its estimated height is 1000 feet, and they appear to be
Claws or Jaws attack. about 750 feet wide at the head. Due to this colossal
size, Monstra are not typically harmed by convention-
Energy Beam: al weapon attacks. Monstra are black, with huge bony
The Leviathan’s Energy Beam is a special attack. The spines running down their backs in a mane, and scat-
Leviathan may take any 3-5 consecutive seconds to tered bony plates along their sides. The skull of the
charge its energy beam - this charging will be appar- Monstra is translucent, and glows orange in a fashion
ent to anyone watching - and then can fire the Energy reminiscent of the Seer. At the base of the skull, the
Beam for an amount of seconds equal to double the Monstra has a long mouth, filled with several rows of
time that they spent charging the attack. Anyone di- large incisors. Parallel to and behind the line of the
rectly in the path of the beam must make an environ- mouth, down the first half of the Monstra, there are 5
mental roll with a target number of 16 while anyone sets of ragged red fins, resembling the wings/fins of a
in Close range must make an environmental roll with Sea Feilong, and ending in a bony tip. Monstra also
a target number of 13. A failure will result in taking have a long red whale tail, which is made of a similar
the attack’s full damage, a partial failure, ½ damage, material. While one might assume Monstra would be
a partial success, ¼ damage, and a full success, no waterbound, the species seems to be capable of sur-
damage. Structures in the path of the beam are typi- viving in terrestrial environments: ancient Monstra are
cally destroyed. The Leviathan moves slowly outside known to assimilate colossal quantities of gravity Dust
of water, and can only be expected to adjust the path onto their bodies, allowing them a ponderous form of
of a beam being fired a small amount each second. flight.
The Leviathan cannot perform any other attacks while
it is firing or charging its energy beam attack.
Firing My Laser:
The Energy Beam attack counts as in its favored
range in the medium to very far ranges.
Natural Armor:
All damage done to the Leviathan is reduced by 5. Stats:
Will: 3/3/4/5
Intuition: 2/3/3/3
Strength: 150/200/250/300 (No bonus to melee [See
Notes])
Reflexes: 2/2/2/2
Health: 120/170/200/250
Attacks:
Crush: [See Notes]
Bite: 20d20/25d20/30d20/40d20 Range: Close/Close/
Close/Close [See Notes]
Notes:
Bite:
Monstra, being in possession of a mouth almost 1000
feet long and 100 feet tall in the ancient age catego-
ry, are capable of a fearsome bite attack. If a player
character ever finds themselves in the mouth of a
Monstra as it’s biting, instead of the normal attack
process, they should make a contested Reflexes roll
with the Monstra. A complete success from the player
indicates that the player completely avoids the attack.
A partial success from the player indicates that they
51
will only take 1/10 of the rolled damage, a partial fail- Monstra can be reached from within it, and the empty
ure 1/5, and a complete failure the full damage of the space between the internals of the Monstra is so large
attack. Monstra will typically not use this attack unless that they can be comfortably used as passages and
they are aware of something inside their mouths. rooms by large parties.
Crush:
The Monstra seems more inclined to crush things
with its colossal mass rather than attack them more
traditionally. A neophyte Monstra crushing a character
should be treated as approximately equivalent to a
skyscraper crushing the character - and older age cat-
egories far exceed that. This is to say - the damage
that is dealt, and how it is avoided in such a situation
is entirely up to the discretion of the Storyteller based
on the environment and positioning of the Monstra
relative to the character.
Flying:
If a Monstra has assimilated a sufficient amount of
gravity Dust crystals onto its body, it gains the ability
to fly through the air in a controlled manner with the
use of its fins with a maximum height relative to its
weight and the amount of gravity Dust assimilated.
Grimm Liquid:
The Monstra has the ability to spew a torrent of
Grimm liquid from its mouth. Ancient Monstra have
the ability to spawn potentially 100s of Grimm at a
time, including any type of fodder Grimm, and some
elite Grimm such as the Apathy, Goliaths, Teryxes,
and Ursai.
Like Gnats:
Monstra, particularly larger Monstra, will typically not
notice human sized combatants attacking them. This,
combined with the cumbersome nature of their move-
ment, means the Monstra will almost never counterat-
tack.
Movement:
The size of the Monstra means that it is unlikely that
it will be represented on the battlemat in its entirety at
any point. Consider that in many situations, the move-
ment of the Monstra may be irrelevant (if for example,
the players are in or on it). The numbers supplied
here therefore are largely theoretical, especially since
it is unknown how the speed of the Monstra changes
in water.
Natural Armor:
All damage done to the Monstra is reduced by
25/30/40/50, due to the thickness of their massive
bodies.
Vast Internals:
Monstra are typically so large that characters can
actively explore, or even take up residence in their
interiors while the Monstra is alive. Squads of airships
are able to dock, board, and take off from an ancient
Monstra. While labyrinthine, all major parts of the
52
Nevermore Nuckelavee
Description: Description:
Nevermores are avian Grimm that resemble large The Nuckelavee is a single Grimm which resembles
black birds. In addition to a white bone mask, Never- a horse and its rider. The humanoid body resembles
more have 4 glowing eyes, large talons, a fierce beak, a gaunt torso fused to the back of its steed, and has
and two wings ending in finger-like claws. Nevermore large curved horns and exaggeratedly elongated arms
vary hugely in size and strength by age category, with ending in claws. The equine body has a similarly ema-
wingspans of approximately 4”/10”/40”/200”. Ancient ciated torso, which its ribs extend from. The back two
Nevermore grow to be larger than multiple large build- legs of the equine body are hooved, while the front
ings. two are clawed. Both the horse and rider have sparse
bony protrusions, and a bone face mask with Grimm
markings.
Stats:
Will: 1/2/3/3
Intuition: 2/2/3/4
Strength: 1/4/6/12 (+ -1/0/2/8 bonus to melee)
Reflexes: 1/2/3/4
Health: 1/6/12/35
Attacks:
Beak, Talons: 1d4/3d6/6d6/3d20 Range: Close/Close/
Close/Close
Razor Sharp Feathers: -/2d12/3d12/4d12 Range: -/
Very Far/Very Far/Very Far
Movement: 0.675”/1.2”/1.725”/2.925”
Stats:
Will: 3/3/4/4
Notes:
Intuition: 3/3/3/4
Flying:
Strength: 3/4/5/5 (+ 0/0/1/1 bonus to melee)
Nevermores can fly, and therefore pass through range
Reflexes: 3/3/3/4
bands usually untraversable by the player.
Health: 40/60/75/90
Variant: Cold Adapted:
Some Nevermores, found in cold climates, are adapt-
ed to the cold. Their skin and bones are frozen over in Attacks:
patches of ice. These Grimm take ½ damage from Ice Stretchy Arms Swipe: 3d8/4d6/4d8/4d8 Range: Medi-
type damage and will never be hindered or damaged um/Medium/Medium/Medium
by cold temperatures. Stretchy Arms Spin: 3d6/3d6/3d8/3d10 (2” AoE, cen-
tered on self)
Hooves, Claws: 3d8/4d6/4d8/4d8 Range: Close/
Close/Close/Close
Movement: .5”/.525”/.575”/.675”
53
Notes: Sea Feilong
Grapple: Description:
If the Nuckelavee does > 5 damage with their Stretchy The Sea Feilong is an aquatic Grimm resembling a
Arms Swipe, the target of the attack becomes pinned. dragon, with a long skinny body and fins in a ridge
When a target is pinned, the Nuckelavee cannot on its upper back as well as around its head and tail.
perform any other action with the pinning arm, includ- The Sea Feilong has a multitude of spikes running
ing the Stretchy Arms Spin attack. While a charac- down its long back, and has the bone mask typical of
ter is pinned, they count as paralyzed for any other most Grimm, as well as bony plating with red banding
incoming attacks. Each combat second, a character running along its underbelly. An adult Sea Feilong is
may make a contested check to break free, with a -1 about 100 feet long, though its body is only about 8
penalty to their roll. Suggested roll consequences: A feet wide.
complete victory will result in the character breaking
free, a partial victory will grant a cumulative +1 to Sea Feilongs have large wings which unfurl from the
their next attempt, a partial failure will also grant a fins on their back which give them the ability to fly
cumulative +1 to their next attempt, but also result in through the air. The Sea Feilong attacks primarily by
the pinned character taking 1d6 damage. A failure will shooting the Lightning Beam attack from its mouth.
result in no effect. Sea Feilongs are rarely seen outside of the deep
ocean.
Horse and Rider:
The Nuckelavee cannot perform actions or move-
ments with its humanoid and equine bodies simulta-
neously.
Stats:
Will: 2/3/4/5
Intuition: 2/2/3/4
Strength: 3/5/8/11 (+ 0/1/4/7 bonus to melee)
Reflexes: 3/4/5/6
Health: 6/12/24/32
Attacks:
Lightning Beam (damage type: electric):
3d4/6d4/9d4/12d4 Range: Far/Far/Far/Far
Jaws, Lashing Tail: 2d6/2d10/3d10/3d12 Range:
Close/Close/Close/Close
Movement: .9”/1.2”/1.6”/2”
Notes:
Firing My Laser:
The Lightning Beam attack counts as in its favored
range in the medium to very far ranges.
Flying:
Sea Feilongs can fly, and therefore pass through
range bands usually untraversable by the player.
54
Nimble Hunter: Seer
Once every 6 combat seconds, when the Sea Feilong Description:
avoids half or more damage from an attack, they may Seers are strange Grimm that resemble floating crys-
freely move a distance equal to ½ of their movement. tal balls with slender, red tentacles hanging from them
like jellyfish. While Seers do not have a recognizable
Rushing Winds: face, their crystal ball “head” is covered in plates of
As a quick action, the Sea Feilong may flap its wings bone and features a collar of bony spikes around its
and send a powerful gust of air at all targets within base. Seers exhibit strange and somewhat mysteri-
Far range in front of it. Each character should make a ous telepathic powers, as detailed in “Notes” below.
contested Strength roll against the Sea Feilong, and Ancient Seers have tentacles tipped in bony barbs,
for every 4 less they get than the Sea Feilong, they greatly increasing their attack power over Seers of the
are pushed in the direction of the gust of wind .1”. adult age category and lower who do not have these
barbs. Seers are about 4 feet tall from their crystal
balls to their tentacles, and typically float about 1 foot
off the ground.
Stats:
Will: 3/3/3/3
Intuition: 3/3/3/3
Strength: 2/3/3/3 (+ 0/0/0/0 bonus to melee)
Reflexes: 3/3/3/3
Health: 3/4/4/5
Attacks:
Tentacles: 4d4/4d4/4d4/6d6 Range: Close/Close/
Close/Close
Movement: .375”/.4”/.4”/.4”
Notes:
Floating:
Seers float above the ground, though they cannot
float upwards above the height of an average person.
Telepathic Communication:
Seers can uniquely be used as a means of communi-
cation. One Seer can be used to establish a long dis-
tance connection to another Seer (there is no known
limit to the distance of this connection), and parties on
either side may talk to and see each other. Based on
your setting, this may require the use of magic (which
55
may be the case in the canonical setting). Additionally, Silver-Eyed Warrior Grimm
magic may enhance the connection between a user NOTE: This entry contains spoilers for RWBY volume
and a Seer, allowing them to control the Seer. 8. Due to incomplete knowledge, this section contains
some unconfirmed extrapolation. This entry may not
Telepathically Controlled: be applicable in settings that diverge from canon.
In a rare instance where a Seer is being controlled by
another creature, the Will and Reflexes of the Seer in- Description:
crease to the controller’s Will, up to a maximum of 5. Those born with Silver Eyes are said to be destined
The Intuition of the Seer increases to the controller’s to lead the life of a warrior - and it seems that desti-
Intuition, up to a maximum of 5. ny often finds them, one way or another. Silver-Eyed
Warrior Grimm were once humanoid Silver-Eyed
Warriors, but have been fundamentally broken in both
body and mind and turned into the core of a powerful
and intelligent Grimm. The humanoid core is com-
pletely embedded within a body that resembles a
more traditional Grimm. In the world of Remnant, this
type of Grimm seems to have arisen through experi-
mentation by Salem, and they are completely under
Salem’s control.
Attacks:
Claws, Jaws: 4d6 Range: Close or Medium [See
Notes]
Movement: .825”
Notes:
Blind:
The Hound is blind, and locates its targets through
smell and sound.
Stats:
Will: 2/3/4/5
Intuition: 3/3/3/4
Strength: 2/4/6/7 (+ 0/0/2/3 bonus to melee)
Reflexes: 2/2/3/4
Health: 15/30/45/60
Attacks:
Paws, Teeth: 2d6/2d8/3d8/4d6 Range: Close/Close/
Close/Close
Fireball (damage type: fire): 1d10/3d10/5d10/7d10
Range: Medium/Medium/Medium/Medium
Movement: .6”/.7125”/.9375”/1.275”
Notes:
Flying:
Sphinxes can fly, and therefore pass through range
bands usually untraversable by the player.
Snake Tail:
While in Close range, the sphinx can make a
1d8/1d10/1d12/2d8 attack in addition to its normal
attack action by striking with its snake tail.
58
Sulfur Fish considerably greater strength. Two known transforma-
NOTE: Due to the Sulfur Fish’s limited appearance in tions are described below, a group of approximately
the show, this section contains unconfirmed extrapo- 50-100 Sulfur Fish will form Combination A, and a
lation based on this Grimm’s concept art. group of approximately 100-150 Sulfur Fish will form
Combination B. Sulfur Fish prefer one single large
Description: combination over a few smaller combinations of Sulfur
The Sulfur Fish is an insectile Grimm resembling a Fish.
silverfish. The Sulfur Fish is approximately one foot
tall and two feet long. They have 6 legs covered in Combination A
bone plate and a similarly armored back ending in Description:
a 3 pronged fiery stinger. Their skull-like face mask Typically composed of 50-100 Sulfur Fish, Combi-
has horns protruding from the eye sockets and one nation A is the name given to a vaguely humanoid
glowing eye peeking out of the nasal cavity. Sulfur amalgamation of Sulfur Fish. This construct consists
Fish are individually weak, but have the unique ability of a body and 4 limbs, with the fists/feet of each limb
to combine with other Sulfur Fish to create powerful consisting of about 8-12 Sulfur Fish, and the central
amalgations, as detailed on the following pages. body consisting of about 30 tightly packed Sulfur Fish.
The tails of the Sulfur Fish intertwine to connect each
fist/foot with the central body, creating glowing orange
arms and legs. On two legs, this construct stands
about 5-6 feet tall.
Stats:
Will: 1/2/2/2
Intuition: 1/2/2/3
Strength: 1/1/2/2 (+ -1/-1/0/0 bonus to melee)
Reflexes: 2/2/2/2
Health: 1/1/1/1
Attacks: Stats:
Searing Tail (damage type: fire): 1d6/2d4/2d4/2d4 Will: 4
Range: Close/Close/Close/Close Intuition: 4
Strength: 5 (+ 1 bonus to melee)
Movement: .4125”/.4875”/.525”/.5625” Reflexes: 4
Notes: Health: [See Notes]
Heat Resistant:
The Sulfur Fish emanates heat, and takes ½ damage Attacks:
from fire typed attacks. The Sulfur Fish will never be Punch, Kick: 3d8 Range: Close
hindered by heat or high temperatures.
Movement: 1”
Tactics and Transformations:
The individual Sulfur Fish is quite weak and avoids Notes:
conflicts it suspects it will not be able to win. Groups Health:
of about 5-15 Sulfur Fish will attempt to swarm over Combination A’s health is equal to the combined
single targets. Uniquely, in sufficiently large numbers, health of the Sulfur Fish composing it.
Sulfur Fish have the ability to combine, connecting
their bodies with many other Sulfur Fish in a highly
coordinated fashion to form an organized construct of
59
Heat Resistant: Stats:
Combination A emanates heat, and takes ½ damage Will: 4
from fire typed attacks. Combination A will never be Intuition: 4
hindered by heat or high temperatures. Strength: 6 (+ 2 bonus to melee)
Reflexes: 4
Made of Stingers and Claws:
The “skin” of Combination A is a living mesh of Sulfur Health: [See Notes]
Fish, and while each one works to control the greater
whole, they also retain some ability to be an individual Attacks:
unit, capable of attack. If a melee attack from Close Bite: 4d6 Range: Close
range made on Combination A does 0 or less damage Fire Breath (damage type: fire): 3d8 Range: [See
post-mitigation, the Sulfur Fish composing Combi- Notes]
nation A closest to the attacker will be able to take
advantage of this fumble, lashing out and dealing 1d4 Movement: 1.05”
fire typed damage which cannot be avoided.
Notes:
Patchwork Construct: Fire Breath:
As the construct takes damage, the Sulfur Fish During this attack, the heat generated by the Sulfur
composing it will be killed. When the health of Com- Fishes’ tails at the core of Combination B lets loose,
bination A is less than half of its original HP, the form and a 45° cone of fire extends from Combination B’s
that the Sulfur Fish have taken cannot be consistently mouth out to Medium range. This attack does not
held together and the majority of the remaining Sulfur suffer range penalties at Medium or Close range, but
Fish composing the construct (equal to the number of cannot deal any damage to targets further away than
remaining HP) will scatter and attempt to flee. A few Medium range.
younger Sulfur Fish may attempt to stay and fight.
Health:
Combination B Combination B’s health is equal to the combined
Description: health of the Sulfur Fish composing it.
Typically composed of about 100-150 Sulfur Fish,
Combination B is an amalgamation of Sulfur Fish that Heat Resistant:
resembles a serpentine or draconic mouth and neck The Sulfur Fish emanates heat, and takes ½ damage
emerging from the ground. The “skin” of Combination from fire typed attacks. The Sulfur Fish will never be
B is mostly black Grimm flesh and bone plate - most hindered by heat or high temperatures.
of the Sulfur Fishes’ tails are pointed inwards to form
a fiery core. The mouth is large and imposing, with the Made of Stingers and Claws:
legs of individual Sulfur Fish forming its “teeth”. Fully The “skin” of Combination B is a living mesh of Sulfur
extended, the length of the neck and mouth is approx- Fish, and while each one works to control the greater
imately 12 feet - the large mouth opens to a height of whole, they also retain some ability to be an individual
about 4.5 feet. unit, capable of attack. If a melee attack from Close
range made on Combination A does 0 or less damage
post-mitigation, the Sulfur Fish composing Combi-
nation B closest to the attacker will be able to take
advantage of this fumble, lashing out and dealing 1d4
fire typed damage which cannot be avoided.
Patchwork Construct:
As the construct takes damage, the Sulfur Fish
composing it will be killed. When the health of Com-
bination B is less than half of its original HP, the form
that the Sulfur Fish have taken cannot be consistently
held together and the majority of the remaining Sulfur
Fish composing the construct (equal to the number of
remaining HP) will scatter and attempt to flee. A few
younger Sulfur Fish may attempt to stay and fight.
Radiating Heat:
Such a high concentration of Sulfur Fish radiates a
dangerous level of heat. Each combat second, all
creatures in Close range of Combination B take 1d2
fire typed damage which cannot be avoided.
60
Tempest Death Grip:
Description: When the Tempest grips an object with multiple ten-
The Tempest is a massive jellyfish-like Grimm that is tacles, its grip strength greatly increases. For each
capable of floating high in the air. The top of a Tem- tentacle grappling an object, increase the Tempest’s
pest resembles a black bulbous cap, ringed with 8 bonus to melee by 0/1/1/1.
equally spaced downward facing bony spikes. Below
the cap hangs a red flower-like mass, presumably Floating:
housing the mouth, from which hang 12 large red ten- Tempests are capable of floating to great heights,
tacles. While hard to measure, an ancient Tempest, typically found floating among the clouds. Within
from the bottom of the tentacles to the top of their cap, Remnant’s atmosphere, there’s no known limit to the
seems to be capable of reaching lengths of about heights they can reach.
500 feet. Notably, Tempests are capable of generat-
ing electrical current and channeling it through their Tentacle:
bodies. Due to their immense size, these currents When a target receives >0 damage from the Tentacle
are capable of disturbing the atmosphere around the attack post-mitigation, have them make a contested
Tempest and creating thunderstorm-like conditions. Reflexes roll against the Tempest. A complete suc-
Tempests seem to use this to their advantage as a cess by the Tempest means that the target becomes
method of concealing their otherwise exceedingly grappled by the tentacle. On a partial success, the
obvious presence. Tempest achieves a loose grip - the target is grappled
but gets a +8 on attempts to break free in subsequent
turns. On a partial failure, the target is not grappled,
but tripped, and their movement in the next combat
second is reduced by half. On a complete failure, the
target is not grappled and there is no further effect.
Movement: .5”/.6”/.625”/.7”
Notes:
At This Time of Year, at This Time of Day, in This Part
of the Country, Localized Entirely Around the Tem-
pest?:
Tempests have the ability to generate swirling thunder
clouds around them as a side effect of their genera-
tion of electrical current, such that their bodies and the
surrounding sky are covered by cloudbank. Tempests
of all age ranges are typically found disguised in this
manner.
61
Teryx Ursa
Description: Description:
Teryxes resemble raptors with large, red, membra- The Ursa is a large, bear-like Grimm. Ursai are black,
nous wings. Adult Teryxes are about 30 feet long with a bone faceplate, two glowing eyes, large claws,
from head to tail. Teryxes have a bone faceplate and and various patches of bone speckled across their
various bony protrusions, including a plume of bony bodies. On all fours, an adult Ursa is about 12 feet
spines at the top of their head and a heavily spiked long, 5 feet across and 6 feet high. Ancient Ursai are
tail. Adult Teryxes are typically found in groups of 4+, commonly referred to as “Ursa Major”.
and to be as threatening as other Elite Grimm, they
should be encountered in groups of this size.
Stats:
Will: 2/2/3/3
Intuition: 2/2/2/3
Strength: 5/7/8/9 (+ 1/3/4/5 bonus to melee)
Reflexes: 2/3/3/3
Health: 6/15/21/28
Attacks:
Claws, Teeth, Tail: 2d8/2d10/3d8/3d10 Range: Close/
Close/Close/Close
Movement: 1.275”/1.65”/1.8”/1.95”
Stats:
Notes: Will: 2/2/2/2
Flying: Intuition: 2/2/3/4
Teryxes can fly, and therefore can easily travel Strength: 5/6/7/8 (+ 1/2/3/4 bonus to melee)
through range bands not usually traversible by play- Reflexes: 2/2/3/3
ers.
Health: 7/10/13/16
Variant: Cold Adapted:
All Teryxes seen in the series so far are found in cold Attacks:
climates, and are adapted to the cold. Their skin and Claws, Teeth: 1d8/1d10/1d12/2d6 Range: Close/
bones are frozen over in patches of ice. These Grimm Close/Close/Close
take ½ damage from Ice type damage and will never
be hindered or damaged by cold temperatures.
Movement: .6375”/.675”/.8775”/.9375”
62
Notes: Wyvern
Slow but Strong: Description:
If Claws, Teeth deals more than 0 damage post-miti- The Wyvern is a colossal Grimm resembling a
gation, add 15/18/20/25 damage to the attack. wyvern, as the name suggests. The Wyvern has 2
translucent, red, bat-like wings tipped in bony claws,
Variant: Cold Adapted: and jagged spines running down its back and tipping
Some Ursai, found in cold climates, are adapted to its back-leg claws and tail. The Wyvern’s mouth and
the cold. Their fur and bony protrusions are frozen jawline, somewhat grotesquely, stretch past its skull
over in patches of ice. These Grimm take ½ damage and down its neck. An ancient Wyvern on all fours is
from Ice type damage and will never be hindered or about 60 feet tall, and about 200 feet long from head
damaged by cold temperatures. to tail. Wyverns drip Grimm liquid from their bodies,
from which other Grimm spontaneously form.
Stats:
Will: 3/4/4/5
Intuition: 3/4/5/5
Strength: 6/9/12/15 (+ 2/5/8/11 bonus to melee)
Reflexes: 3/4/4/5
Health: 40/60/75/90
Attacks:
Massive Fangs, Massive Claws: 6d6/8d6/10d6/12d6
Range: Close/Close/Close/Close
Movement: 2.875”/3.1”/3.5”/4.2”
Flying:
The Wyvern can fly, and therefore can easily travel
through range bands not usually traversible by play-
ers.
Grimm Liquid:
Every combat second the Wyvern is flying, a drop of
Grimm liquid, enough to form a puddle about 8 feet
across, falls from the Wyvern’s body. Upon landing,
this Grimm liquid can spawn 1-2 fodder Grimm, or 1
of the “smaller” Elite Grimm (such as an Ursa) at the
Storyteller’s discretion.
Natural Armor:
Reduce all damage done to the Wyvern by 1/2/2/2.
63
Robots Atlesian Knight-200
Used almost exclusively by the kingdom of Atlas, Description:
these robots represent the cutting edge of military Atlesian Knights are a mass produced android unit
technology, and are widely seen in a handful of stan- with a slender humanoid appearance. The Knight is
dardized forms offering safety, security, and maintain- intended to replace the common footsoldier, police-
ing order for civilians of all stripes; all without putting man, or any other rank and file military or peacekeep-
human lives in danger. ing personnel. They, and their weapons, are primarily
white in color with black highlights. Atlesian Knights
The above description was definitely not provided by are fairly intelligent machines, and while they respond
the Atlesian military. to orders coming from a centralized command center,
they are autonomously capable of carrying out com-
Robots are completely destroyed when they reach 0 plex tasks such as driving, locking down and patrolling
health or lower. Analogously to Grimm, when a robot areas, and holding enemies at bay. That being said,
reaches 50% of its health or lower, it should be shown they are no match for an experienced Huntsman, or
that the robot is damaged; this could potentially be sufficiently powerful or numerous Grimm, and typically
shown by major damage to the robot - it loses an arm need to be deployed in large numbers to be effective.
or a leg or similar. When the robot reaches 25% of
its health or lower, it should be shown that the robot
is heavily damaged; which might also be reflected
through a missing robotic limb, as appropriate.
Stats:
Will: 3
Intuition: 2
Strength: 3 (+ 0 bonus to melee)
Reflexes: 2
Health: 1
Attacks:
Automatic Rifle: 2d4 Range: Medium
Arm Blades: 1d8 Range: Close
Movement: .4”
64
Atlesian Paladin-290 The Standard Humanoid Mook
Description: The “standard humanoid mook” is intended to be a
The Atlesian Paladin is a fearsome machine capable quick statblock for general purpose use and modifi-
of heavy combat with Grimm and humanoids alike. cation as appropriate. This statblock can be used as
The Paladin is a hulking mech suit measuring about a basis for White Fang goons, bandits, generic Atlas
20 feet high and 14 feet wide. Paladins are primarily military personnel, and so on. You should definitely
white in color, with black highlights. They are typically feel free to change this sample block as appropriate to
controlled by a pilot from an interior cockpit, where your story. For the mooks, you should allow reaching
they have access to a variety of sensors and displays, 0 HP to signify them being “knocked out” … unless
as well as full control of the robot - however, Paladins your players specify otherwise.
can also operate and carry out simple tasks autono-
mously. Paladins are armed with a variety of heavy Huntsmen, and other named humanoid enemies,
weapons, including energy weapons and missiles. should likely have their own sheet, including a weap-
on and possibly Semblance, instead of using these
stats.
Stats:
Will: 3
Intuition: 2
Strength: 10 (+ 6 bonus to melee)
Reflexes: 2
Health: 18
Attacks:
Retractable Fists: 3d8 Range: Close
Missile Pod Barrage: 6d4 Range: Medium (AoE 1.5”) Stats:
Energy Gun: 2d8 Range: Medium Will: 2 to 3
Intuition: 2 to 3
Movement: .575” Strength: 2 to 3 (+ 0 bonus to melee)
Reflexes: 2
Notes:
Heavily Armored: Health: 1
Decrease all kinetic damage done to the Paladin by 4.
Example Attacks:
Heavy Ammo: Automatic Gun/Rifle/Pistol: 2d4, Medium
The Missile Pod Barrage attack can only be used Sword/Cleaver/Bladed Weapon: 1d8, Close
twice before the Paladin needs to resupply missiles. Fists: 1d6 + (Str - 3), Close
Piloted:
Movement: .35” - .425”
If the pilot of a Paladin has a higher Will or Intuition
than the Paladin, increase the Paladin’s stats to
match the pilots. If the pilot has a Reflexes of 4 or
greater, increase the Paladin’s Reflexes up to the pi-
lots stat minus 2, up to a maximum of 4 total Reflexes
for the Paladin.
65
Notes: Making a Monster
Skills: As different areas of Remnant are explored, inevita-
Consider that some mooks, especially those serving bly new types of Grimm are encountered. Canonical
in the military, might have a level or two in skills like Grimm may be all your game needs, but you may
Weapon Training (Offense)! also occasionally want to invent new Grimm or Grimm
variants. Here’s some general advice for making your
Fun Things You Can Add To A Group Of Mooks own stat blocks:
• A slightly tougher mook (4 Health, 3 Reflexes,
2d6 Damage…) who coordinates advanced • Look to existing statblocks for references for
mook strategy stats/health/damage! The given Grimm stat-
• Give one of them a rocket launcher (3d8, Far, blocks have had a good amount of effort put
.5” AoE) into them to reflect how the stats of the Grimm
• Some of them use Dust ammo/crystals to aug- in the show might translate to this system.
ment their attacks Even if Grimm are not conceptually similar, it
• One of them uses a smoke/stun grenade may be good to ground yourself with a base-
line you can make changes to.
• You can expect an average player to do ~ 3.5
damage against an opponent with a Reflex-
es of 3. Keep this in mind whether you are
making fodder Grimm that you want to be one
shotted, or Grimm that you want a team of 4 to
take a few rounds to kill!
• For some Grimm, you may want to reinforce
that individual attacks do very little, and team-
work is required to take down the Grimm. A
good way to do this is with flat damage reduc-
tion (As on the Wyvern, Leviathan, Goliath,
etc.).
• Remember most Grimm are based on exist-
ing or mythical creatures - these are definitely
good things to reference for a base for a new
Grimm, especially for possible unique powers
or attacks.
• Tweaking an existing stat block can make it
feel unique - for example, adding wings to
Beringels, frozen variants to any number of
Grimm, or incorporating any of the mutations
seen on the island of Dr. Merlot can complete-
ly change how players approach combat with
existing Grimm.
Ranged:
Bow: 1d12/1d10/2d6 (Depending on type), Medium/
Far (Depending on type)
SMG/AR/Machine Pistol: 3d4, Medium/Far
Sniper Rifle: 1d20, Very Far
Revolver: 1d10 + 1d4, Close/Medium
Shotgun: 4d4, Close
Rocket Launcher: 3d8, Far
Minigun: 6d4, Medium/Far
68
Skills Table 13-B: Semblance Theme
Roll 1d12 twice on Table 12. For each result, increase
your character’s skill level in that stat by 1. All skills
Roll Semblance Theme
(except Weapon Training Offense/Guarding) start
at 0. Duplicate results will result in a skill level of 2. 1-2 Strength
Weapon Training (Offense) and Weapon Training
(Guarding) for all characters made in this system start 4-6 Speed/Travel
at 1, and are modified through Table 10, and is there-
7-8 Projections/Clones/Illusions
fore not included in Table 12.
9-11 Aura Projection/Extension/Manipulation
Table 12: Skill Modification 12-14 Emotions/Psychological
15-17 Manipulating inorganic matter
Roll Skill 18 Protection
1-2 Acrobatics 19 Passive area effect
3 Deception 20 Special/Other (Glyphs, Marrow Armin’s
Semblance, Marcus Black’s Sem-
4 Gather Information blance… Reroll if tier is below A)
5 Intimidation
The relationships and beliefs your character may have
6-7 Notice
will be highly specific to your game, and so they are
8 Operate Vehicle left to you to outline if necessary.
9-10 Persuasion
11 Stealth
Aura
To calculate the Aura amount of your character mul-
12 Tracking tiply their Will by 16, and add it to their Intuition multi-
plied by 8. Now add 2d8, and then subtract 2d8.
Semblance
Roll twice, first 2d20 on table 13-A to determine a Movement
Semblance tier, and second 1d20 on Table 13-B to To calculate the movement of your character, use the
determine a theme for the power of the Semblance. movement formula provided in the core rules:
Look back on what you rolled for your name for inspi- .5 + (Will + Strength + Intuition - 9) * .025 + (Reflexes
ration on the details of the power of your character’s - 3) * .075
Semblance!
A link to the form fillable version of this character sheet can be found on this page: https://ben77chess.itch.io/
definitely-not-a-rwby-rpg
72
Sample Characters with the loss. Strong, Family (+1 Spark), Deceased
(+1 Spark), Caused Emotional Turmoil (by way of
These characters follow the same format as the sam-
ple character in the character creation section (which immense grief in childhood)
is repeated here). Point totals for each section are Roman Torchwick: A flamboyant thief who seems
in bold next to the section name, and features which to be in charge of various operations stealing Dust
cost points have the point cost denoted next to them around the city. Strong, Enemies (+1 Spark).
in parentheses. Explanations for point costs are also Qrow Branwen: My drunk uncle. He was like a father
included where necessary. Lastly, the final character to me growing up and trained me to use my scythe.
is shown transposed onto a character sheet. He doesn’t like to talk about why he drinks. Moderate,
Family.
Ruby Rose
General Traits and Other Features: +4
(As of her arrival to Beacon Academy)
Stats: +2
Naive
Will: 5 (+3)
Bubbly
Intuition: 2 (-1)
Determined
Strength: 2 (-1)
Silver Eyes (+4)
Reflexes: 4 (+1)
Appearance:
Movement: .575” Ruby is a young girl with Silver Eyes and medium
length, red tipped, black hair. Ruby wears a black skirt
Aura: 105 (20d4 + 4d4 + 30 + 6) with red trim and a red cape. She wears a belt that
holds miscellaneous ammo cartridges and features
Long Term Emotional Turmoil: 1 her rose emblem as a buckle.
Short Term Emotional Turmoil: 0
Weapon: +6
Skills: +6 Name: Crescent Rose
Acrobatics: 0 Description: A large red and black bolt action sniper
Deception: 0 rifle that can transform into a scythe.
Gather Information: 0 Forms: Sniper Rifle, Scythe
Intimidation: 0 Components: Double Pronged Blade (+1)
Notice: 0
Operate Vehicle: 0 Dust Usage: Can use various types of Dust ammo in
Persuasion: 1 (+1) order to shoot bullets that have a modified effect.
Stealth: 0
Tracking: 0 Attacks:
Weapon Training (Offense): 2 (+3) Sniper Shot: 1d20, Far(+3)
Weapon Training (Guarding): 1 (+2 (already has one Scythe Swings: 2d6, Close
defense advance from Reflexes 4)) Double Pronged Blade: 2d4, Close
Storm of Blades: 2d6, Close, AoE .5” (+1)
Beliefs:
I have always wanted to be a hero. I will train hard at Additional Notes: The sniper rifle can also be fired in
Beacon Academy in order to hone my skills and be- Scythe mode. A sniper scope folds out of the weapon
come a Huntress who can protect the people of Vale. in this form, changing the range to Very Far. (+1)
I’m coming into Beacon younger than everyone else! I Semblance: +5
need to make friends, and fast! Name: Petal Burst
Description: Ruby can transform herself and anything
Defining Issue: touching her that she desires into a cloud of rose
I’m worried about fitting in. I need to become a good petals which can then move at super speed in any
team member and leader and make sure my team direction.
can work together. Tier: B (+5)
Relationships: (Assuming Weiss, Blake, and Yang are Lien Sums: 0
the other player characters)
Summer Rose: My kind, scythe-wielding, Silver Eyed, Total Points: 23
Huntress mother who I adored. She died mysteriously
on a mission while I was young and I’m still grappling
73
74
Name Team Name
Ruby Rose RWBY
Portrait Appearance
Ruby is a young girl with silver eyes and medium length, red tipped, black hair. Ruby
has silver eyes and wears a black skirt with red trim and a red cape. She wears a belt
that holds miscellaneous ammo cartridges and features her rose emblem as a buckle.
Emblem General Traits and Other Features Race and Other Significant Body Modifications
Naive, Bubbly, Determined, Silver Human, N/A
Eyes
Beliefs: Relationships:
Belief 1
I have always wanted to be a hero. I will train hard at Summer Rose: My kind, scythe-wielding, silver eyed,
Beacon Academy in order to hone my skills and huntress mother who I adored. She died mysteriously
become a huntress who can protect the people of on a mission while I was young and I’m still grappling
Vale. with the loss. Strong, Family, Deceased, Caused
Emotional Turmoil (by way of immense grief in
childhood)
Belief 2
I’m coming into Beacon younger than everyone else! Roman Torchwick: A flamboyant thief who seems to
I need to make friends, and fast! be in charge of various operations stealing Dust around
the city. Strong, Enemies.
Statistics: Skills:
Will 5 Long Term Em. Turmoil 1 Acrobatics 0 Tracking 0
Intuition 2 Short Term Em. Turmoil 0 Deception 0 WT (Offense) 2
Strength 2 Aura 105 / 105 Gather Information 0 WT (Guarding) 0
Reflexes 4 Melee Attack Bonus +2 Intimidation 0
Ranged Attack Bonus +2 Notice 0
Metacurrency:
Defense Dice 1d10+1 Operate Vehicle 0
3 0 Movement .575 inches Persuasion 1
Sparks Hope Stealth 0
75
Weapon Name
Crescent Rose
Weapon Portrait Weapon Description
A large red and black bolt action sniper rifle that can transform into a scythe.
Forms Attacks
Sniper Rifle, Scythe Name Damage Range/AoE
Components Sniper Shot 1d20 Far
Double Pronged Blade
Scythe Swings 2d6 Close
Dust Usage
Can use various types of Dust ammo in order to shoot bullets that havePronged
Double a modified
2d4effect.
Blade Close
Additional Notes
Storm of Blades 2d6 Close, 0.5" AoE
The sniper rifle can also be fired in Scythe mode. A sniper
scope folds out of the weapon in this form, changing the
range to Very Far
Semblance Name
Petal Burst
Note: The value of Strength used is the lesser between the character’s strength and 5.
/ Injury Details
/
Lien Sums:
76
Weiss Schnee General Traits and Other Features:
(As of her arrival to Beacon Academy) Proud, Haughty, Spoiled
Stats: +1
Will: 4 (+1) Appearance:
Intuition: 3 (+0) Weiss is a young heiress with blue eyes, pale skin,
and long white hair in an off center ponytail. Weiss
Strength: 2 (-1)
wears a white thigh length dress and a white bolero
Reflexes: 4 (+1) with red interior lining and the emblem of the SDC on
the back. Her outfit is gradated from white to light blue
Movement: .575” at the edges of her clothing.
Emblem General Traits and Other Features Race and Other Significant Body Modifications
Proud, Haughty, Spoiled Human, N/A
Beliefs: Relationships:
Belief 1
I, as a truly exceptional and deserving individual, Winter Schnee: My older sister who works for the Atlas
deserve to be the leader of the best team at Beacon. Military. She is my only real friend or ally from my
family. Moderate, Family
Defining Issue
I want to make myself stand out. I want to be known
as more than just another member of the influential
Schnee family.
Statistics: Skills:
Will 4 Long Term Em. Turmoil 1 Acrobatics 1 Tracking 0
Intuition 3 Short Term Em. Turmoil 0 Deception 0 WT (Offense) 2
Strength 2 Aura 81 / 81 Gather Information 0 WT (Guarding) 2
Reflexes 4 Melee Attack Bonus +2 Intimidation 0
Ranged Attack Bonus +2 Notice 0
Metacurrency:
Defense Dice 1d10+2 Operate Vehicle 0
3 0 Movement .575 inches Persuasion 0
Sparks Hope Stealth 0
79
Weapon Name
Myrtenaster
Weapon Portrait Weapon Description
A silver rapier passed down through the Schnee family. The hilt features a
revolver-like barrel that can be loaded with various types of Dust.
Forms Attacks
Rapier Name Damage Range/AoE
Components Rapier Strikes 2d6 Close
Revolving Dust Barrel in Hilt
Dust Usage
Expansive - see additional notes
Additional Notes
Myrtenmaster is designed to channel the Dust it holds to
coordinate complex maneuvers with my Semblance,
Glyphs.
Semblance Name
Glyphs
Note: The value of Strength used is the lesser between the character’s strength and 5.
/ Injury Details
/
Lien Sums: 0
80
Blake Belladonna From Faunus:
(As of her arrival to Beacon Academy) Night Vision - Can see in near darkness/at night as in
daytime (+1)
Stats: +5 Catlike Reflexes - Manifested by a Reflexes of 5, Ac-
Will: 4 (+1) robatics of 1 (Points counted in section)
Intuition: 4 (+1) Cat Ears - Intuition of 4 (Points counted in section)
Strength: 3 (+0)
Reflexes: 5 (+3) Appearance:
Blake is a young Faunus with pale skin, golden eyes,
Movement: .675” and long, wavy, black hair. Blake wears a black vest
with coattails over a white sleeveless cropped under-
Aura: 98 (16d4 + 8d4 + 24 + 12) shirt. Blake wears white shorts with black to purple
gradated stockings, and a black ribbon on her head,
Long Term Emotional Turmoil: 1 which hides her black cat ears, her Faunus trait. Blake
Short Term Emotional Turmoil: 0 has a black detached sleeve on her left arm, and
wears black ribbons wrapped around both forearms.
Skills: +9
Acrobatics: 2 (+3) Weapon: +3
Deception: 0 Name: Gambol Shroud
Gather Information: 0 Description: A black sheathed katana which can be
Intimidation: 0 wielded in one hand, or dual wielded with the sheath.
Notice: 0 The katana can transform into what resembles a
Operate Vehicle: 0 kusarigama with a hooked blade, though instead of
Persuasion: 0 the traditional chain, Blake uses the ribbon she keeps
Stealth: 1 (+1) wrapped around her arms. The kusarigama also fea-
Tracking: 1 (+1) tures an attached pistol.
Weapon Training (Offense): 1 (+1) Forms: Katana + Sheath, Kusarigama
Weapon Training (Guard): 1 (+3 (already has two Component: Pistol (+1)
defense advances from Reflexes 5))
Dust Usage: Gambol Shroud can be loaded with Dust
Beliefs: that will affect Blake’s Semblance, Shadow.
I am afraid to be myself. I can’t let people know that I
am a Faunus or a former member of the White Fang. Attacks:
Katana and sheath dual wield 3d4, Close
I cannot allow my friends or allies to be hurt. I will Katana or sheathed blade 2d6, Close
always choose to run away from my problems rather Pistol/kusarigama, 2d6, Close
than put them in danger. Pistol/kusarigama, 2d4, Close, .5 AoE (+1)
Pistol, 2d6, Medium
Defining Issue:
Your hopes have become my burden, I will find my Additional Notes:
own liberation. I must create my own destiny and fight I’ve chosen to price the Sheath+Katana as one form,
for the rights of the Faunus, separate from the White given that dual wielding the sheath does not provide a
Fang. mechanical advantage.
Relationships: (Assuming Ruby, Weiss, and Yang are Since the ribbon Blake uses has several potential
the other player characters) uses (swinging, throwing teammates, clotheslining
Adam Taurus: The leader of the Vale branch of the people etc.) Which are mechanically different from the
White Fang. He is a spiteful manipulator who wants attack of the kusarigama, I have chosen to give it an
nothing more than for Humans to kneel before the additional (+1).
Faunus. I worked for(?) him and was very close to him
for a long time. It took me a long time to realize that Semblance: +5
what he was doing was wrong and leave him, due to Name: Shadow
his extremely manipulative nature. Strong, Enemies Description: Blake’s Semblance allows her to create a
(+1 Spark), Caused 1 Emotional Turmoil (+1 Spark) shadow clone at her location, and push herself in any
through manipulation and emotional abuse. direction (~.5”). These clones, at base, have 1 HP and
last for one combat second.
General Traits and Other Features: +1
Bookish When Gambol Shroud is loaded with Dust, the shad-
Reserved ow clones can take on properties of that Dust type.
Outspoken (specifically about the Faunus) For example, earth Dust for a solid clone, fire Dust for
81
a fiery clone, ice Dust to create a clone that can freeze people who hit it, and so on.
Total Points: 23
82
Name Team Name
Blake Belladonna RWBY
Portrait Appearance
Blake is a young Faunus with pale skin, golden eyes, and long, wavy, black hair. Blake
wears a black vest with coattails over a white sleeveless cropped undershirt. Blake
wears white shorts with black to purple gradated stockings, and a black ribbon on
her head, which hides her black cat ears, her Faunus trait. Blake has a black detached
sleeve on her left arm, and wears black ribbons wrapped around both forearms.
Emblem General Traits and Other Features Race and Other Significant Body Modifications
Bookish, Reserved, Outspoken Cat Faunus: Night Vision, Catlike Reflexes -
(specifically about the Faunus) Manifested by increased Reflexes, Acrobatics.
Cat Ears - Intuition of 4
Beliefs: Relationships:
Belief 1
I am afraid to be myself. I can’t let people know that Adam Taurus: The leader of the Vale branch of the
I am a Faunus or a former member of the White White Fang. He is a spiteful manipulator who wants
Fang. nothing more than for the Humans to kneel before the
Faunus. I worked for(?) him and was very close to him
for a long time. It took me a long time to realize that
what he was doing was wrong and leave him, due to his
Belief 2 extremely manipulative nature. Strong, Enemies,
I cannot allow my friends or allies to be hurt. I will Caused 1 Emotional Turmoil through manipulation
always choose to run away from my problems rather and emotional abuse.
than put them in danger.
Defining Issue
Your hopes have become my burden, I will find my
own liberation. I must create my own destiny and
fight for the rights of the Faunus, separate from the
White Fang.
Statistics: Skills:
Will 4 Long Term Em. Turmoil 1 Acrobatics 2 Tracking 1
Intuition 4 Short Term Em. Turmoil 0 Deception 0 WT (Offense) 1
Strength 3 Aura 98 / 98 Gather Information 0 WT (Guarding) 1
Reflexes 5 Melee Attack Bonus +1 Intimidation 0
Ranged Attack Bonus +1 Notice 0
Metacurrency:
Defense Dice 1d12 + 2 Operate Vehicle 0
2 0 Movement .675 inches Persuasion 0
Sparks Hope Stealth 1
83
Weapon Name
Gambol Shroud
Weapon Portrait Weapon Description
A black sheathed katana which can be wielded in one hand, or dual wielded with the
sheath. The katana can transform into a form resembling a kusarigama with a
hooked blade, though instead of the traditional chain, Blake uses the ribbon she
keeps wrapped around her arms. The kusarigama also features an attached pistol.
Forms Attacks
Katana+Sheath, Kusarigama Name Damage Range/AoE
Components Katana and sheath3d4
Dual Wield Close
Pistol
Katana or sheathed blade
2d6 Close
Dust Usage
Can be loaded with Dust that will affect Blake’s Semblance, Shadow.
Pistol/kusarigama2d6 Close
Additional Notes
Pistol/kusarigama2d4 Close, 0.5" AoE
Gambol Shroud's ribbon has many potential
non-traditional uses: swinging across a battlefield, throwing
Pistol 2d6 Medium
teammates, clotheslining people etc.
Semblance Name
Shadow
Note: The value of Strength used is the lesser between the character’s strength and 5.
/ Injury Details
/
Lien Sums:
84
Yang Xiao Long General Traits and Other Features:
(As of her arrival to Beacon Academy) Extroverted
Blunt
Stats: +6 Confident
Will: 5 (+3)
Intuition: 3 (+0) Appearance:
Strength: 5 (+3) Yang is a young, fair-skinned huntress with long,
Reflexes: 3 (+0) bright golden hair and lilac eyes. Yang wears a tan
jacket over a yellow crop top, as well as a brown belt
Movement: .6” with brown cloth hanging from the back half of it over
black shorts. Yang wears knee high boots and over
Aura: 102 (20d4 + 6d4 + 30 + 6) the knee orange socks, and black fingerless gloves
under her distinctive yellow gauntlets and weapon,
Long Term Emotional Turmoil: 1 Ember Celica.
Short Term Emotional Turmoil: 0
Weapon: +6
Skills: +6 Name: Ember Celica
Acrobatics: 0 Description: A pair of yellow shotgun gauntlets that
Deception: 0 Yang always wears. They can be used for shotgun
Gather Information: 1 (+1) punching at close range with devastating effect, or to
Intimidation: 1 (+1) launch explosive shells at a distance.
Notice: 0 Forms: Shotgun Gauntlets
Operate Vehicle (Motorcycle): 1 (+1) Component: Explosive Shells
Persuasion: 0
Stealth: 0 Dust Usage: Dust ammo can be used.
Tracking: 0
Weapon Training (Offense): 2(+3) Attacks:
Weapon Training (Guard): 0 Shotgun Blasts 4d4 (+3), Close
Explosive Shells 2d8 (+1), Medium
Beliefs:
I’m a thrillseeker. I’m heading to Beacon to become a Additional Notes:
Huntress because I want to find my next adventure. Because of the similarity to unarmed fighting, Yang’s
close range shotgun gauntlets blasts receive the
I know my sister, Ruby, is a little awkward at the best same [Strength Value - 3] bonus as unarmed fighting
of times. I want to help her come out of her shell and (+2)
make friends.
Semblance: +5
Defining Issue: Name: Burn
My mom left my dad Taiyang when I was young and Description: Yang can deal the damage she has been
I’ve been searching for information about her my dealt back to her opponent, twice as hard. Yang may
whole life. I need to find her and find out why she left, use her Semblance as an action to launch an attack
though I will never let that search control me. which does 2x the total damage Yang has taken in
the current fight. When she uses her Semblance, the
Relationships: (Assuming Ruby, Weiss, and Blake are counter of damage she has taken during the fight
the other player characters) resets.
Raven Branwen: My mom. Raven left our family when
I was very young. I need to know why she left. Strong, Tier: B(+5)
Family(+1 Spark), Missing(+1 Spark), Caused 1 Emo-
tional Turmoil via longstanding abandonment issues. Lien: None
Taiyang Xiao Long: My dad, an instructor at Signal
Academy who is definitely supportive yet often seem- Total Points: 23
ingly distant. Maybe it has something to do with how
both of his former partners are dead or missing? Total Cost for Team RWBY: 97, or an average of
Weak, Family(+1 Spark) 24.25 per member
Junior: A local mob boss who I recently had a scuffle
with in an attempt to track down my mom. He might
still do me a favor, with some convincing… Weak,
Enemies
85
86
Name Team Name
Yang Xiao Long RWBY
Portrait Appearance
Yang is a young, fair-skinned huntress with long, bright golden hair and lilac eyes.
Yang wears a tan jacket over a yellow crop top, as well as a brown belt with brown
cloth hanging from the back half of it over black shorts. Yang wears knee high boots
and over the knee orange socks, and black fingerless gloves under her distinctive
yellow gauntlets and weapon, Ember Celica.
Emblem General Traits and Other Features Race and Other Significant Body Modifications
Extroverted, Blunt, Confident Human, N/A
Beliefs: Relationships:
Belief 1
I’m a thrillseeker. I’m heading to Beacon to become Raven Branwen: My mom. Raven left our family when
a Huntress because I want to find my next I was very young. I need to know why she left. Strong,
adventure. Family, Missing, Caused 1 Emotional Turmoil via
longstanding abandonment issues.
Statistics: Skills:
Will 5 Long Term Em. Turmoil 1 Acrobatics 0 Tracking 0
Intuition 3 Short Term Em. Turmoil 0 Deception 0 WT (Offense) 2
Strength 5 Aura 102 / 102 Gather Information 1 WT (Guarding) 0
Reflexes 3 Melee Attack Bonus +5 Intimidation 1
Ranged Attack Bonus +2 Notice 0
Metacurrency:
Defense Dice 1d8 Operate Vehicle 1
3 0 Movement .6 inches Persuasion 0
Sparks Hope Stealth 0
87
Weapon Name
Ember Celica
Weapon Portrait Weapon Description
A pair of yellow shotgun gauntlets that Yang always wears. They can be used for
shotgun punching at close range with devastating effect, or launch explosive shells at
a distance.
Forms Attacks
Shotgun Gauntlets Name Damage Range/AoE
Components Shotgun Blasts 4d4 Close
Explosive Shells
Explosive Shells 2d8 Medium
Dust Usage
Dust ammo can be used.
Additional Notes
Because of the similarity to unarmed fighting, Yang’s close
range shotgun gauntlets blasts receive the same [Strength
Value - 3] bonus as unarmed fighting (+2)
Semblance Name
Burn
Note: The value of Strength used is the lesser between the character’s strength and 5.
/ Injury Details
/
Lien Sums: 0
88
Glossary Advance: Moving to a higher step on the
Defense Dice Chain, for example, from d8
to d10 is one advance, and d8 to d12 is two
Action Phase: A phase consisting of 6 combat sec
advances. Advancing past d12 starts another
onds, where all combat actions take place
Defense Dice at d2 - so 2 advances past d12
Action Tokens: Tokens used during the combat for is d12 + d4
a player to declare whether they are going to attack,
Regression: Moving to a lower step on the
move, setup, perform a quick action, or skip the plan
Defense Dice Chain, for example, from d8 to
ning phase
d6 is one regression, and d8 to d4 is two re
Atlas: One of the 4 Kingdoms in the world of Rem gressions.
nant. Known for advanced technology and military
Defining Issue: A character’s main point of tension.
discipline
Similar to a belief but even more centrally important
Attack: A combat action where a character solely fo to the character. Completing or acting towards this is
cuses on attacking another character with their weap rewarded with metacurrency.
on or Semblance
Disarming: A special attack that can be made in com
Attack of Opportunity: An attack made automatically bat in order to send an opponents weapon flying out
by a character when their combat opponent moves of their hands
out of close range
Dodge: An avoid reaction where damage is reduced
Aura: A character unique manifestation of the soul. by Defense Dice
Most commonly works like a shield to protect you from
Dust: The primary energy source of Remnant. Used
harm
to power technology and fuel weapons
Break: When Aura is depleted. After this point,
Usage Points: How much a Dust crystal can
the person is susceptible to physical harm,
be used. Dust crystals start with 20 usage
and can no longer use their Semblance points, and a typical use costs 4 usage points.
Avoid: A reaction used to avoid incoming damage. The Dust crystal is consumed at 0 usage
The two types of avoid actions are dodge and parry points
Beacon: A Huntsman academy found in the world of Emotional Outburst: A consequence of having too
Remnant, on the continent of Vale much emotional turmoil. A character specific display
Beliefs: An actionable item a character has and they of stress
are trying to achieve, or a philosophy that guides a Emotional Turmoil: A measurement of the stress and
character’s actions. Completing or acting towards negativity a character is experiencing
these is rewarded with metacurrency. Long Term: A form of emotional stress which
Color Naming Rule: The naming convention which is is harder to acquire and lasts longer
used for nearly all denizens of Remnant. Their name Short Term: A form of emotional stress which
must be a color, sound like a color, mean a color, or is easier to acquire but lasts for a shorter peri
make you think of a color. od of time
Combat Second: The smallest unit of the action Engaged: When two characters are within close
phase in combat, where players declare and perform range of and have attacked each other. A character
actions. There are 6 combat seconds in an action leaving close range when two characters are engaged
phase. results in the other character making an attack of
Components: Elements of a weapon that represent opportunity
new vectors for attack or defense, such as a bayonet Environmental Roll: A roll used to resolve a difficult
or shield and uncertain situation presented by the world or en
Contested Rolls: A type of roll made between two vironment. Uses Intuition, one other stat, and appro
entities with opposing goals to see who succeeds, priate skills
such as in grappling, persuasiding, or stealthing Target Number: The number that an environ
Counter-attack: A reaction that allows players to mental roll must meet or beat in order to suc-
attempt to avoid damage entirely and inflict their own ceed
in return by making their own attack roll. The highest Faunus: A demi human race with animalistic charac
attack roll total is inflicted on its target teristics
Damage Types: Represents the physical properties Forms: Different mechanical functional appearances
of an attack. The damage types are fire, water, ice, a weapon can assume. Examples: Sword, Revolver,
electric, and kinetic. Fishing Pole
Defense Dice: Dice used in the avoid reaction to General Traits: Adjectives which describe a charac
reduce damage. Based primarily off of Reflexes ter. Playing to these is rewarded with metacurrency.
Defense Dice Chain: A progression of dice types that Grimm: Monsters which are attracted to negative
is traversed in order to determine a character’s De emotion. Humanity’s biggest threat.
fense Dice: d2 > d4 > d6 > d8 > d10 > d12. A charac
Neophyte: The youngest and weakest age
ter with a Reflexes of 3 starts at a d8 on this chain
group of Grimm
89
Adolescent: The second age category of a effective, and suffers penalties outside of.
Grimm Close: 0.0” - 0.5”
Adult: The third age category of a Grimm Medium: 0.5”-3.0”
Ancient: The fourth and final age category of Far: 3.0”-6.0”
a Grimm Very Far: Beyond 6.0”
Fodder: A class of Grimm that are easy to kill Reflexes: One of the four core statistics, used in the
and usually encountered in large numbers avoid reaction to determine Defense Dice, as well as
Elite: A class of Grimm who are more threat to determine resolution order in combat
ening and harder to kill than normal Grimm Relationships: The significant connections one char
- typically only one of a high age category is acter has with other NPC in the world
encountered at a time Remnant: The world in which RWBY is set
Heavily Injured: When a Grimm’s HP is < Semblance: The manifestation of Aura as a unique
25% of its maximum. power, ability, or effect.
Injured: When a Grimm’s HP is < 50% of its Setup: A combat action where one character assists
maximum. another character in performing their own action, usu
Holding Back: Intentionally reducing the damage ally an attack
dealt from an attack by half. Silver Eyes: A rare genetic trait. Those with silver
Huntsman/Huntress: A profession in the world of eyes are said to be destined to lead the life of a war
Remnant responsible for defending the average citi rior
zen from the Grimm Skills: The unique talents of a character. Contributes
Injury: The physical consequences of taking damage to the die sum of contested and environmental rolls
with a broken Aura when appropriate.
Minor: A small injury, like scratches or cuts Statistics/Stats: Will, Intuition, Strength and Reflex
Impactful: A moderate injury, like a twisted es. Number values representing the rough physical
ankle and mental profile of the character
Severe: A serious injury, like a broken rib Storyteller: The player who acts as the narrator of
Major Trauma: A traumatic injury, such as a the story
severed limb Strength: One of the four core statistics, used pri
Intuition: One of the four core stats. Used for con marily to modify melee attacks and for determining
tested and environmental rolls, and influences Aura injuries
amount. Turn: A set of phases in combat. One planning phase
Lien: The unit of currency in Remnant followed by two action phases
Lien Sums: An abstraction of Lien used in this sys Un-parryable: An attack that cannot be avoided with
tem as currency the parry action
Maiden: One of 4 canonical figures who have been Waterfalling Damage: When damage left over after
gifted magical powers. Their existence is typically kept dispatching one enemy is transferred to another ene
a secret, lest they be hunted or captured my in range of the attack
Magic: Distinct from Semblances and Aura, a gift Will: One of the four core statistics, used primarily to
given to humanity in the ancient past. Magic is rarely determine Aura amount
seen in the present day
Metacurrency: A currency awarded to a player (and
not their character). Used to reward player behavior
that is dramatic, engaging, or drives the plot forward
Sparks: Used to reroll dice, add dice to rolls,
or mitigate damage
Hope: Used as points in character creation
Move: A combat action where a player moves up
to their movement speed on the battlemat/combat
space.
Parry: An avoid reaction where damage is reduced by
Defense Dice. Weapon Training (Guarding) is added
to this roll.
Planning Phase: A combat phase in a turn where all
sides discuss their course of action for 30 seconds
Point of Interest: Descriptors that can be used to
modify a relationship in character creation
Range Bands: A physical measurement of range.
Each attack has a range bands in which it is most