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Definitely Not A

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.

A specific thank you also to the RWBY Wiki at https://


rwby.fandom.com/ and everyone that contributes to
it. This website was an extremely helpful resource
during this project.

This system is inspired by every RPG I have ever


read. Specifically, thank you to: Burning Wheel,
Ryuutama, Hackmaster Basic, Exalted, Blades in the
Dark, Whitehack, and many many more.

And if you have somehow found this RPG passion


project, and are reading it right now, thank YOU very
much for giving me the time of day.

- 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.

There is no formal way to win or lose this game, and


the game is definitely not a battle between the players
and the Storyteller; players should work together to
set their own goals and create their own story in the
world of Remnant.
2
Character Creation and arbitrator. Formal teams, including who is placed
in the leader position, are canonically picked by the
Character creation in this game uses a point buy
academy the Huntsmen attend. You should talk with
system. The Storyteller should give your character or
your Storyteller and teammates about who should be
your team of characters a point cap, indicative of an
your team’s leader, and what relevance, if any, you
appropriate power level for your team’s adventure.
It is suggested that all players on a team make their want that position to have to your game.
characters at the same time and in the same place
so that they can bounce ideas off of one another and While it’s certainly possible for new teammates to
complement each other’s designs. Keep in mind also be strangers, with little connection between them,
that this system is a suggestion - if you and your Sto- during character creation you may want to consider
ryteller would like to deviate from it, you certainly can. what relationships and dynamics exist between your
teammates. Did you know one of your teammates
beforehand? Do you have any mutual relationships?
For a power level approximating students entering
Do you have an interesting conflict of beliefs with your
Beacon, the academy where students train to become
teammates?
Huntsmen and Huntresses, consider an individual
point limit of 24, or a team point limit of 96.

The things that are available to spend points on in


character creation include your personalized weapon
and its abilities, your Semblance (like a superpower),
the four core stats, skills, any money or Dust you’d
like to have at the beginning of the game, and option-
ally, any other miscellaneous feature of your character
that might provide a mechanical benefit. Don’t feel like
you need to spend all of your points! Any extra points
you have can be either donated to your teammates or
saved for later, as explained at the end of character
creation.

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:

If you are approaching character creation with no https://twitter.com/montyoum/sta-


familiarity with the world of Remnant, I recommend tus/406894139746172928/photo/1
that you and your group watch this short fight scene,
as (without any spoilers), it provides some really great To summarize, a character’s name has to either be a
examples of almost every element you will encounter color, sound like a color, mean a color, or make you
in character creation. think of a color. Here are some examples of names
that follow the color naming rule: Ruby Rose (Two col-
What’s Your Story? ors in the name), Lie Ren (Ren is from the Japanese
In this first section of character creation, you will be kanji for lotus, which has a distinct white, pink, and
figuring out the core of your character. What do they green color profile), and Neptune Vasilias (Neptune
look like? Who do they know? What do they believe in is the Roman God of the sea, bringing to mind the
or fight for? Specifically, in this section you will deter- ocean and its distinctive color).
mine your name and appearance, your beliefs, and
your relationships. Teams also have names and follow the color naming
rule, with an additional stipulation - the team name
must be a 4 letter acronym consisting of the initials
Teams of each team member’s first name (rarely, the initial
Depending on the type of game you are playing and from a team member’s last name is used instead). For
the number of players in your game, you may be example, if your team members were named Ruby,
creating a team. Typically a team consists of 4 Hunts- Weiss, Blake, and Yang, you might name your team
men, one of which is the team’s leader of the team, RWBY, following the color rule. The initial of the team
and is responsible for being the team’s coordinator leader takes the first slot in the team name.
3
Here are some examples of team names that follow Relationships
the color names rule: CFVY (Coffee, which is a color), Your character, coming into your story, is a person
SSSN (Sun, which has a distinctive color), and FNKI with existing relationships which will affect that sto-
(Funky, which evokes a distinct color palette). ry. When crafting a relationship, you should name
the person whom you have the relationship with and
Typically, the color that your character’s name rep- describe their connections with you and within the
resents is represented to some degree in your char- setting at large. If you aren’t sure what kind of rela-
acter’s appearance. Write a one or two sentence tionship would be appropriate for your game, talk to
description of what your character looks like (hair the other players about what they think. 
color, eye color, clothes…). This is hard, so feel free
to come back to it at the end. Below are two tables of descriptors that you should
use to better describe your relationships. The strength
In the show, it’s common for characters to be based of the relationship (Table 1) details the prominence
loosely off of characters from real world myths or you want that relationship to have in your story. Each
legends. If you need inspiration, this is a good place relationship may be descriptively modified by any
to start. number of points of interest, which are detailed in
Table 2.

For your first 2 relationships, you will receive one


Spark for each point of interest you use to modify the
relationship. (Sparks are metacurrency, which allow
you to improve your rolls or avoid damage in game,
see Sparks, Hope, and Progression for more informa-
tion). You can receive up to 2 Sparks in this way for
one of these relationships, and 1 Spark in this way for
a second relationship. You must take at least one re-
lationship of moderate or strong strength at character
creation. (Though more are recommended) 

You cannot take a relationship with another player


character. Relationships do not cost points.
Emblems (Optional Rule)
An emblem is a personal symbol, like a crest, that
is used by Huntsmen to represent themselves. An
emblem is a simple logo which is often inspired by
the character’s name or name meaning, weapon, or
overall themes. A character’s emblem is often found
on their outfit or weapon.

Optionally, you can create an emblem for your charac-


ter. There’s a space for it in the Portrait section of the
character sheet, and you can add a description in the
Appearance section if you so choose.
4
Table 1: Relationship Strengths Examples: 
• Loyal 
• Obsessive
Strong: You can count on this • Brave
person to show up in the story • Prideful
prominently.
If you would like your character to have any other
Moderate: This person should significant physical or mental features that will either
occasionally show up in the help or hinder them mechanically, they should be
story. considered here. Talk with your Storyteller for point
Weak: This person will be a rela- values, and consider the following list of examples for
tively minor factor in the story. recommendations.

Table 2: Relationship Points of Interest Examples:


• Silver Eyes: +4
o See Silver Eyes, Maidens, and Magic
Enemies (section contains show spoilers)
• Missing a limb: -3
Family o Might grant a -2 to attack rolls and a -4
Forbidden/Taboo to other rolls
• Robotic Limb: +1
Caused 1 Emotional Turmoil o Might grant a +1 to melee attack rolls,
or a -1 to kinetic damage received and
(Detail what this relationship did to cause you long a +2 to non-kinetic damage received
term emotional distress, can be taken up to twice
total in character creation)
Deceased/Missing

(This person will or may not appear in the story


directly, but may be referenced or known by other
characters)

Emotional Turmoil (In Character Creation)


Besides the 4 core statistics which you will determine
later in character creation, there is one auxiliary sta-
tistic that represents a character’s emotional wellbe-
ing. This statistic, Emotional Turmoil, starts at 0, and
can only be increased in character creation through
relationships, up to twice. If you take this Emotional
Turmoil, note that it should go in the Long Term Emo-
tional Turmoil section of your character sheet. Long
Term Emotional Turmoil is representative of some-
thing majorly traumatic that happened to the char-
acter in the past - for example, the death of a loved
one, abandonment, physical trauma and so on. The
mechanical effects of this statistic are explained in a
later section, but in general, having Emotional Turmoil
creates problems for your character, which, with good
roleplay, could turn into rewards.

General Traits and Other Features


Choose up to 3 words to describe your character’s
personality or disposition. Playing to these charac-
teristics through roleplay can be rewarded with meta-
currency. You may find these also help to inform what
kind of Semblance your character will have, later in
character creation.
5
Race and Other Significant Body Modifications
In the world of Remnant there are primarily 2 human-
oid races, the Humans and the Faunus. The Faunus
are a race which look very similar to humans, but
are distinguished by each having one animalistic
trait, which is usually but not always mammalian. If
you would like to play as a Faunus (and receive a
mechanical bonus for your animalistic traits) the trait
might be scored and placed in General Traits and
Other Features. You could also say that it grants
you a skill level, or increases your core stats. These
should be priced as if they were being bought normal-
ly during character creation.

Examples: You must also choose a defining issue. A defining


• Night Vision (Can be taken with another ani- issue is like a belief, but is usually harder to achieve
malistic trait): +1 point and has a more specific scope. Characters tend
• Superhuman hearing (From rabbit ears): +1 to have a central conflict either with themselves or
Intuition, costed as per Stats someone else that they are striving to resolve in the
• Gliding and short flight (From bat wings): +5 long term.
points
• Skill: Balancing (From tail): Costed as per Examples: 
Skills • I want to make myself stand out. I want to be
known as more than just another member of
If you’d like to play as, say, a robot, or some other the influential Schnee family.
dramatic deviation, this is possible. Talk to your Sto- • My mom left my dad Taiyang when I was
ryteller about how this should be costed and how it young and I’ve been searching for information
might fit into your story. about her my whole life. I need to find her and
find out why she left (though I will never let
Beliefs and Defining Issue that search control me).
Your character has desires and goals they want to
achieve either in the short or long term; they may If you are unsure what your character believes in or
also adhere to philosophies that guide their actions. struggles with, talk to your other players and Storytell-
Come up with 2 beliefs for your character. These be- er.
liefs could be things that your character wants to do,
achieve, push towards, learn, or overcome. Alterna- Beliefs do not cost points. Note that your beliefs
tively, they could be a general guideline or philosophy and defining issue will change; once one of these is
that will shape how your character acts. completed, or whenever you think it’s appropriate, the
belief or defining issue is replaced by a new one you
Examples:  create.
• I know my sister, Ruby, is a little awkward at
the best of times. I want to help her come out
of her shell and make friends.
• I cannot allow my friends or allies to be hurt.
I will always choose to run away from my prob-
lems rather than put them in danger.
• I, as a truly exceptional and deserving individ-
ual, deserve to be the leader of the best team
at Beacon.
6
Weapon Creation minigun) or multiple components (blades on guns, a
In RWBY, Hunstmen and other skilled fighters have sword and shield). 
a signature weapon that is an important part of their
character. This weapon is in many ways an extension A good way to think of a form is of a physically differ-
of the character, and its design is usually related to ent weapon your weapon can mechanically change
the character’s history. A weapon is usually designed, into. Typically only one form can be used at a time.
created, or inherited by its user.
A good way to think of a component is as a unique
In this section you will design the weapon that your vector for attack or defence, such as a blade on your
character uses, and specify all of its attacks and ca- gun, a spring loaded steel wire connecting to the
pabilities. You will spend points in this section based blade on your gun that can shoot it across the room,
on the number of things your weapon can do, as well or a retractable shield on your gauntlet.
as how powerful its attacks are. The power of each
attack, and your weapon overall, is something you will You should begin creating your weapon by thinking
determine for yourself. about what form or forms to base it off of, what ad-
ditional components your weapon might have, and
How Combat Works (Roughly) what makes your weapon distinct or unique. The first
2 forms or components of your weapon cost 0 points,
Before you start creating your weapon, it might be and each additional form or component costs 1 addi-
beneficial to understand how combat will work. A more tional point. The tables below contain sample lists of
thorough description can be found in the Combat sec- forms and components which are not complete, but
tion, as well as Steps to Resolve an Attack, but here’s intended to spark your creativity. You also may wish
what you’ll need to know for this section: to look in the Sample Characters section for complete
weapon examples.
• When you make an attack, you will make a sin-
gle damage roll, which is your attack’s damage.
As part of the weapon creation process, you will
freely choose the damage rolls you make with
each attack.
• In response to an attack, your target will typically
make a single roll of their Defense Die (based
on their Reflexes, and factors like cover). This roll
is subtracted from the damage roll you made
in your attack. If your attack roll is greater than
their defense die roll, the difference is inflicted as
damage to your target.
• Most weapons in the show are able to attack at
range and in melee, though you should expect to
be in melee most frequently.

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.

Picking Forms and Components


Weapon designs are very freeform and personalized.
What follows is a framework of how to build your
weapon, and how, roughly, to assign it a point value.

Weapons often have multiple forms they mechanically


transform between (a javelin to a rifle, a purse to a
7
Table 3: Weapon Form Examples Table 4: Weapon Component Examples

Katana Attached Shotgun


Spear Attached Or Separate Shield
Assault Rifle Attached Taser
Umbrella
Underbarrel Blade
Sniper Rifle
Attached Grappling Hook
Chainsaw
Net Thrower
Rocket Launcher
Warhammer Detachable Rope Dart
Shotgun Telescopic Pogo Stick
Nunchucks Alternate Fire Mode
Fishing Pole Launchable Blade(s)
Whip
Costing Complex Forms and Components
Pistol If you’re not sure how many points a form or com-
ponent should cost, consider the following: In each
Longbow
form or component there is a distinction between the
Purse appearance and the mechanical effect or effects. In
the case of a sword or rifle, the mechanical effect is
Gauntlets the singular thing you would expect based on the ap-
pearance. A sword is a melee weapon and a rifle is a
Trident ranged weapon. In the case of less traditional weap-
Flamethrower ons or components (fishing rod, fruit picker, hover-
board, etc.) the mechanical function provided may be
Trumpet less clear. In these instances, players should consider
Staff what the mechanical function(s) of these components
might be based on how the player wants to use them. 
Cattle Prod
Claws Some of these forms or components may appear as
just one thing, such as a large shield, but will serve
Minigun
multiple mechanical purposes - you might be able to
Throwing Knives attack with it, while it also provides defence. Here it’s
more appropriate to cost this component as 2 compo-
nents mechanically even though it is wrapped as one
component. Remember that points are an approxi-
mation of character power level, so forms or com-
ponents that let you do several things, or provide
several benefits, should have a cost that reflects
this.

While exact costs of most miscellaneous mechanical


benefits are left to the Storyteller and player, read
on to the end of this section for some recommend-
ed guidelines for a few common situations, namely
weapon movement, and defense from weapon com-
ponents.
8
Attacks Examples:
Next, you will have to sketch out the different ways • Sword, Morningstar, Spear: 2d6, Close
your weapon can injure someone or something else. • A Hail of Bullets: 3d4, Medium
An attack represents a brief period of assault, whether • Sniper Shot: 1d20. Very Far (+3 points from
that be several shots, a flurry of blows, or the swing of average damage of 10.5)
a sword. Generally, each component or form of your • Crossbow Bolt: 1d12, Medium
weapon will have at least one associated attack.  • Shotgun Blast(s): 4d4, Close (+3 points from
average damage of 10.0)
As explained in How Combat Works (Roughly), you • Launched Grenade Cluster: 6d4, Far (+15
will roll once to determine an attack’s damage, and points from average damage of 15.0, Optional-
this roll can always be reduced by a response roll ly add points based on desired Area of Effect)
from your target. An attack that is more likely to miss
or be dodged should be represented by having a Note that while all of the examples use only one type
larger range (less dice, bigger numbers), while a more of dice in their damage rolls, if you think a combina-
consistent attack should be represented with a tighter tion of dice types would better suit your weapon, feel
range (more dice, smaller numbers). free to use them.

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”

For a general frame of reference, melee attacks are


Close range, most bullet weapons or bows are Me-
dium range, many explosive weapons like bazookas
or grenade launchers, as well as some rifles are Far
range, and long ranged rifles are Very Far ranged.

Note that the range band of an attack is not a contrib-


uting factor to its cost.

Below are dice and range band recommendations for


common attacks. These are examples of numbers
that may be suitable, but you can pick your own as
long as the Storyteller and group agrees that it makes
sense. A “normal” attack will do 2d6 damage - and
increasing the damage beyond that will cost points, as
detailed in the next section. 

Each attack has a basic description, the damage, and


a range band at which it is most effective (see “Range
and Range Bands” below). 
9
Attack Costs - Damage
If you would like an attack to have higher average damage than 3d4, it will cost points. This cost increases
geometrically the higher the average damage of the attack, with an attack up to 1.5 average points of dam-
age higher costing one point, and the cost increasing cumulatively every 1.5 points of average damage after-
wards. See Figure 1 below for a visualization of the cost of attacks. 

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.

Figure 1: Total Point Cost of Attacks By Average Damage

Figure 2: Attack Rolls By Average Damage


10
Attack Costs - Area of Effect by Dust does not cost additional points. It just requires
When considering any given attack, you may want that you have Dust. It may be beneficial to think about
to target an area instead of a single target. You may what ways your weapon can use Dust and if there are
spend points to give an attack an area component. An any ways you can intrinsically incorporate the use of
Area of Effect (AoE) of .5” should cost +1 point, and Dust into the design of your weapon to give it unique
the cost should scale such that 1” is +3 points, 1.5” is properties.
+6 points, and so on. If you are considering adding an
AoE to a non explosive attack, consider how it would While using Dust crystals to augment weapons/as
work in the fiction compared to a single target attack ammo/etc. does NOT cost points, if a specific weapon
- it may make sense to lower the damage for an area attack, such as an explosive, supercharged shot, or
version of an attack. Consult with your Storyteller if similar, requires Dust to be effective, you may give it a
you aren’t sure what would be best for your game. cost reduction. I would suggest a cost reduction of -1
Damage from an AoE attack can not waterfall (as in points for an attack that costs 4 Dust uses (1/5th of a
Multiple Enemies and the Damage Waterfall). Dust crystal), -3 for 20 Dust uses (1 Dust crystal), or
values of a similar scale for other usage amounts. An
You do not have to spend points to make an attack attack cost can never go below 1, regardless of the
AoE if you don’t want to - a grenade, rocket, or sim- base cost or reductions.
ilar without points spent to make it AoE will have an
explosion which will only affect a single target. Dust will have to be purchased with Lien Sums, a cur-
rency which can be acquired during character creation
and as a result of adventuring. If you want Dust to be
an integral part of your weapon, keep this in mind or
consult with your Storyteller.

Name And Brief Description 


Your weapon should be given a name. It does not
have to follow the color naming rule, but it should
ideally relate to the theming of your character or the
weapon. You should write a brief 1 sentence descrip-
tion of your weapon so that other players can easily
understand what you’ve made.

Attack Costs - Two Weapon Fighting No Weapon And Unarmed Fighting


Taking a second of the same weapon can be done for While very uncommon, it is possible for a Huntsman
free - if you would like to receive a benefit for having a or Huntress to not use a weapon of any kind, and fight
second weapon, you can spend 1 point for the op- only with their body. This costs no points, but con-
tional two weapon fighting bonus detailed in the Two sult with your Storyteller before choosing this option.
Weapon Fighting section. A second weapon which is Typically, an unarmed strike will do 1d6 + (Strength
mechanically distinct from the first should probably value - 3) damage, in addition to the normal scaling
count and be costed as a separate component. received from Strength.

Attack Costs - Dust in Weapons Additional Notes


Many weapons can make use of Dust. Dust is a vital Make sure to note details and specifics about your
part of the world of Remnant; it is the primary power weapon that you have in mind but may not be obvi-
source used to power cities, vehicles, and gadgets, ous, and any unique mechanical effect your weapon
and humanity’s greatest defense against the Grimm, might have. For things that mechanically impact the
the monstrous creatures that inhabit the majority of abilities of your weapon, consult with your Storyteller
Remnant. Dust is a crystal which can produce energy to agree on a point cost.
manifested through forms such as fire, earth, gravity,
and so on, depending on the type of Dust. Dust can Example - Weapon Movement
be used in weapons, infused into clothing, or even
Something frequently seen in the show is characters
injected directly into one’s body. See the Dust section
propelling themselves rapidly using their weapons,
for more information about the types of Dust and how
either by using the force of a fired bullet or the effect
they can be used to modify attacks. of Dust. One way to handle your character doing this
is as an additional note. For example, you might say
Most weapons have the capacity to use Dust am- something like: “Once per action phase, Yang can
munition, crystals, or blades in some way. The basic use her gauntlets to double the distance of her move
functionality to have your weapons attacks modified action (+1 point)”. Alternatively, a movement could be
11
an effect of a particular attack noted in character cre-
ation. For example “When [my character] uses Rocket
Powered Sword Thrust, they launch themselves up to
0.5” towards their target (+1 point)”. This cost should
only be used for dramatic movements - standard
propulsion with weapon can and should be used in
narration of moving/avoiding damage/attacking as
appropriate.

Defense - A Shared Pool Between Weapon, Reflex-


es, and Weapon Training
When creating your weapon, you may have included
a shield, or some other component or ability that you
will use to advance your Defense Die (See Reflexes
and The Defense Die Chain Pool). Because these,
and later in character creation, the Reflexes stat and
the Weapon Training (Guarding) skill all increase
defense in the same way, Weapon defense increas-
es, Reflexes, and Weapon Training (Guarding) all
share one geometric cost pool. So, as we just saw
with attack costs, the first increase costs +1, the sec-
ond +2, then +3 and so on.

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

Table 5: Example Semblance Tiers and Costs

Tier, Description, and Apx. Cost Examples (Listed in Approximate Order of


Strength)
S: These Semblances are extremely power- Illusions (targeting one or two people and
ful, and usually define not only a character’s controlling what they perceive), powerful teleki-
fighting style, but a large part of their character. nesis (throwing boulders, repairing buildings),
They generally excel in all 3 categories of fight- Invulnerability (60 seconds of complete invinci-
ing Grimm, fighting humans, and general utility. bility once a day)
An S tier Semblance may not be appropriate
for your adventure - consult with your Storytell-
er before selecting it.
Cost: +15
A: These Semblances are very powerful and Controlling magnetism, creating teleportation
typically have a wide variety of uses. They are portals between selected people, amplifying
generally strong in all categories (but not quite Aura powers (of yourself and other)
as game breaking as the S tier ones). Consult
with your Storyteller to make sure your A tier
Semblance is appropriate for your adventure.
Cost: +10
B: These Semblances are strong, and usually Absorbing matter into a pocket dimension,
excel in 2 of 3 previously listed categories. creating shadow copies of yourself to dodge
Cost: +5 attacks, disrupting another person’s Aura by
touch so their health can be attacked directly

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.

Strength Thanks. I hate it. (Optional Rule)


• Health (injury and damage taken beyond Aura
amount, benefits capped at 5) If you are unsatisfied with your roll for your Aura
• Modifies melee damage amount, you may spend 1 point to instead take the
average expected roll, minus 1.
Reflexes
• Damage reduction Strength and Attack
• Attack resolution order With a Strength between 2 and 4 (which would repre-
sent the vast majority of the general population) your
The Numbers… What Do They Mean? (Stats) melee damage is not modified by your Strength. At a
Strength of 1, you suffer a -1 to all melee attack rolls.
It may be helpful to have the intended meaning of dif-
Conversely, for every point  in Strength past 4, you
ferent stat values to judge what is appropriate for the
receive a +1 to all melee attack rolls. So, at 5 Strength
character you are trying to build. Below is an approx-
you would have a +1, at 6 Strength a +2 and so on.
imate description of what each stat value is intended
to represent:

1 is noticeably worse than average or expected. They


may be described as a pushover/oblivious/weak/clum-
sy.
2 is below average for a beginning Huntsman. They
may struggle slightly to keep up with their peers.
3 is average for a beginner Huntsman - higher than
an average citizen, though not by too much.
4 means the character exhibits natural talent or train-
ing in this attribute, among Huntsmen.
5 means that the character strongly exhibits that
attribute; their friends think of them as willful/knowing/
strong/quick.
6 means that the character is far above an average
citizen, and considerably above average when com-
pared to fellow Huntsmen - in terms of physical stats
15
Reflexes and the Defense Dice Chain Pool Specific Skills
The Reflexes stat is used to avoid an incoming attack To determine a situation with an uncertain outcome,
by parrying or dodging as much of it as you can. In you will often make a dice roll. Your character may
this game, you have the option to avoid an attack by have one or a few areas in which they are proficient.
rolling dice that are collectively called your Defense These are your skills, and they will grant you bonuses
Dice. The amount rolled on your Defense Dice is when you make rolls when they are relevant. Below is
subtracted from the damage of the incoming attack, a list of suggested or example skills, along with a brief
potentially mitigating it entirely. The Defense Dice description of their applicable scenarios:
Chain is a series of increasing dice sizes: d2 > d4 >
d6 > d8 > d10 > d12.  • Acrobatics: Gymnastics, performing feats of
flexibility and athleticism
The Defense Dice you will use are determined by • Deception: Having your lies or deceptions be
your Reflexes - at 3 Reflexes, your character has a believed
d8 Defense Dice - for every point above or below • Gather Information: Performing research by
that starting amount, your Defense Dice moves up or any means
down the Defense Dice Chain respectively. For exam- • Intimidation: Scaring someone into submission
ple, a Reflexes of 5 would grant a d12 Defense Dice, • Notice: Surveying details that would be missed
and a Reflexes of 2 would grant a d6 Defense Dice. upon casual inspection
The position on the dice chain can be modified by a • Operate Vehicle1: The ability to operate vehi-
variety of things, including actions taken in combat, cles in general
shields, and Semblances. • Persuasion: Winning someone over to your
side in a good faith argument
Moving up the Defense Dice Chain is referred to as • Stealth: Remaining unnoticed
advancing your Defense Dice, and moving down the • Tracking: Locating Grimm or humans
Defense Dice Chain is referred to as regressing your • Weapon Training (Offense)2: Representing
Defense Dice. If your position on the Defense Dice years of training in the use of your specific
Chain ever advances past the top/higher than d12, weapon, focusing on offensive techniques.
represent this by adding another dice to your Defense • Weapon Training (Guarding)2: Representing
Dice starting at d2 - so a character with a Reflexes of years of training in the use of your specific
5 and a shield granting one advance on the Defense weapon, focusing on defensive techniques.
Dice Chain would have a d12 and a d2 for their De-
fense Dice. Skills can also be proposed to the Storyteller, if you
want your character to specialize in other areas.
(You can roll a d2 by rolling a d4 and dividing the Which should be at most as broad as the skills above,
result by 2, rounding up) and as specific as you would like. Some other skills
might be hacking, swimming, grappling, sharpshoot-
ing… anything your Storyteller agrees is appropriate.
Stats and Movement
Your movement starts at .5” per combat second. A skill costs 1 point, and scales up for each level that
For each point of Will, Intuition, and Strength above you buy in the same manner as stats, so getting a skill
the baseline of 3, add .025” to your movement, and to level 2 would cost 3 points total. 
symmetrically subtract .025” for each point below the
baseline of 3. For your Reflexes, you should add .075”
Whenever you make a roll that specifically leverages
for each point above the baseline of 3, and subtract
a skill you have a level in, you will roll an additional d6
.075” for each point below the baseline. 
for each level of the skill. 
If you like math, the formula is: .5 + (Will + Strength +
Intuition - 9) * .025 + (Reflexes - 3) * .075
16
1
When Operate Vehicle is taken, you should specify Leftover Points
the class of vehicle that you have proficiency in. Most If you are happy with your character, or aren’t sure
characters can drive, but operate vehicle should be where to put your points, remember that your team
tested for difficult maneuvers while driving. does not have to spend all of the points allotted to
them.
2
Weapon training is a special skill that applies only to
one particular weapon the character is specialized in. With leftover points you can:
Instead of the usual skill bonus, Weapon Training (Of- • Ask your teammates if they need any more
fense) provides a +1 to attack rolls with that weapon points to finish their character concepts
for each level of the skill. Similarly, Weapon Training • Convert your leftover points to an equivalent
(Guarding) provides a +1 to parry rolls made with the amount of Hope. Hope is a metacurrency, de-
weapon for each level of the skill. scribed in the Sparks, Hope, and Progression
section that can be used in the same way as
The Numbers… What Do They Mean? (Skills) points in character creation. In this way, you
It may be helpful to have the intended meaning of dif- can essentially save some points for later.
ferent skill values to judge what is appropriate for the
character you are trying to build. Below is an approx-
imate description of what each skill value is intended
to represent:

0 means the character has no particular training or


strong aptitude
1 means the character has moderate training or expe-
rience
2 means the character has significant training or ex-
perience
3 means the character is an expert in this area

Values of 4 and above approach absolute mastery


Thanks. I hate it. (Redux) (Optional Rule)
Cash Money At least for me, whenever I first try a new RPG sys-
While Lien is the currency of Remnant, this system tem, I have no concept of what is important in a
uses abstracted units of Lien called Lien Sums (LS) character and I invariably end up making someone
to conceptualize important purchases. Your character who, after a few sessions, I realize I probably should
is assumed to have enough money to buy food, basic have made very differently. To combat this, after 2-3
ammunition, lodging and other necessities and so full sessions of play players can revise their character,
these transactions and items are not tracked. LS are as if they were still in character creation, to any extent
used to limit important or impactful purchases such as they see fit as long as they remain within their original
Dust or hired services. In character creation, the only point limit. When play continues, as far as anyone is
thing you may want to consider purchasing is Dust, to aware, the character has always been that way.
use with your weapon.

Your character starts with 0 LS. You can spend +1


point to gain one LS, non-cumulatively; so starting
with 4 LS would cost +4 points total. Common Dust
can be purchased at the rate of 4 crystals per one
LS, and rare Dust can be purchased at the rate of 2
crystals for one LS. The types of Dust, their uses, and
their use limits are detailed in the Dust section.
17
Sample Character: Ruby Rose Roman Torchwick: A flamboyant thief who seems
to be in charge of various operations stealing Dust
For clarity, the total point value of each section is around the city. Strong, Enemies (+1 Spark).
bolded at the top of the section. Within each section, Qrow Branwen: My drunk uncle. He was like a father
each part that accrued a cost has the point cost im- to me growing up and trained me to use my scythe.
mediately next to it in parentheses. 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
with the loss. Strong, Family (+1 Spark), Deceased
(+1 Spark), Caused Emotional Turmoil (by way of
immense grief in childhood)
18
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.

Qrow Branwen: My drunk uncle, he was like a father to


me growing up and trained me to use my scythe. He
Defining Issue doesn’t like to talk about why he drinks. Moderate,
I’m worried about fitting in. I need to become a Family.
good team member and leader and make sure my
team can work together.

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

Semblance Description and Limitations


Ruby can transform herself and anything touching her that she desires into a cloud of rose petals which can
then move at super speed in any direction.

Dust Type Uses Injury Tracker: Notes, Possessions, etc.


/ Major Trauma:
>= [Strength + 12] and < [Strength + 27] damage past Aura
/
/ 3rd Level Injury:
>= [Strength + 6] and < [Strength + 12] damage past Aura
/
/ 2nd Level Injury:
>= [Strength + 3] and < [Strength + 6] damage past Aura
/
/ 1st Level Injury:
>= [Strength - 1] (Min 2)

/ damage past Aura

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.

When Dust is used to augment an attack, commonly it Yellow, or Electricity:


modifies the attack to cause more damage, and addi- • As ammo: Add 1d4 - 1 (minimum 1) damage,
tionally changes the damage type of the attack. Below change damage type to electric. May briefly
are the types of Dust that can be typically found in the disrupt electronics.
world of Remnant, and suggestions of some common • As attack: Shoot bolt of electricity at enemy.
mechanical usages. Dust has many uses, far more Does 1d20 damage. If this attack does > 10
than are listed in the following section, and if you damage, the target is paralyzed for 1d2 com-
would like to use it in a way not mechanically de- bat seconds. Far range.
scribed below, work with your Storyteller to determine
the details. Light Blue, or Ice:
• As ammo: Change damage type to ice. If your
The below types of Dust are ones that are typically attack does damage, roll a d4. On a 4, the
sold. At your Storyteller’s discretion, you may be able body part you’ve hit is frozen. The Storytell-
to combine Dust of different types to produce a new er should determine what body part makes
type of Dust. sense, and what the mechanical consequence
should be. 
• As attack: Shoot large icicles at your foe. Does
Common Dust can typically be purchased at a rate
2d8 damage. Medium Range.
of 4 crystals per one LS, and Rare Dust at a rate of 2
• As action: Create a 1” wide and tall wall of ice
crystals per one LS. within Close range. This can absorb 10 points
of damage before breaking.
Common Dust
Blue, or Water: Brown, or Rock:
• As ammo: Add 1d4 - 1 (minimum 1) damage, • As attack: Shoot a boulder at your enemy.
change damage type to water. Douses sur- Does 1d10 damage. If this attack does > 0
roundings. damage, add 6 damage to it.
• As an attack: Shoot a stream of water that • As action: Create a wall of rock within Close
does 2d8 damage. Douses surroundings. range. This can absorb 15 points of damage
Medium range. before breaking.
• As an attack: Create a lashing whip of water
targeting multiple opponents in a 0.5” AoE Rare Dust
and doing 2d4 to each and knocking prone if
Black, or Gravity:
damage is dealt. Douses surroundings. Medi-
• As action/ammo: Create an attractive or re-
um range.
pulsive gravitational field at either the attacks
point of origin or destination. This field has the
Red, or Fire: approximate power to move a human sized
• As ammo: Add 1d4 - 1 (minimum 1) damage, object 1”/10 feet and disperses afrer this com-
change damage type to fire. May set surround- bat second.
ings on fire.
• As an attack: Shoot a fireball that does 4d4
Cyan, or Hard Light:
damage. May set surroundings on fire.
• As action: Create a hard light shield which
• As an attack: Create a wave of flame target-
can sustain 50 damage. This shield lasts for 6
ing multiple opponents, doing 2d6 damage to
combat seconds. Costs 10 usage points.
each. Medium range.

Light Green, or Wind: Using Dust


• As ammo: Add 1d4 - 1 (minimum 1) damage. Each Dust crystal typically has 20 usage points. A
Sends target flying backwards .3” and knocks typical use of Dust, either for attack or utility costs
prone. 4 usage points. After a use which reduces the total
• As attack: Create a miniature tornado to send number of usage points to 0, the Dust crystal is com-
at a target. Does 1d12 damage. If this attack pletely consumed.
22
Lien Sums in Play
While for some groups, Lien Sums may hardly come Burning
up at all, the uses of LS can and should be expand- While a humanoid or Grimm is burning, they should
ed to fit what you think is suitable for your story. Lien take 1d6 damage. If the result is a 5 or 6, the fire
Sums can be used as a reward for completing boun- burns itself out. Otherwise, this burning damage will
ties, to motivate a player’s beliefs, to upgrade gear, or repeat 6 seconds later, also burning out on a 5 or
to make any other major purchase the group wishes 6. This continues until the fire has burned out, or 3
to track. Some recommendations for LS rates and instances of damage have been taken.
costs are below:
If the burning object is covered in some kind of ac-
Rates: celerant, make the same roll, but inflict two times the
Easier Bounty: 1 LS total rolled damage.
Harder Bounty: 2 LS total
Very Difficult Bounty: 3+ LS total Other Status Effects
Storytellers will likely need to make new status effect
Costs: rulings through the course of play. If a player is plan-
Weapon Upgrades: See character creation costs - ning a unique effect as part of their character (poison-
use LS as points in character creation ing, ensnaring, etc.) make sure it is discussed with
Bionics: 1-2 LS, for most bionics (arms, legs, eyes), the Storyteller, and costed appropriately in Character
3+ LS for larger scale bionics or bionics featuring sig- Creation.
nificantly enhanced abilities.
When the Storyteller makes a ruling about a new
Feel free to modify these rates and costs as you think status effect, they should feel free to use the above
is appropriate for your group’s story. status effects as a basis, and communicate with the
other players about what you’re thinking - the most
Damage Types important part of making a ruling is that the whole
The damage types are fire, water, ice, electric, caus- group agrees it is reasonable. You can always change
tic, and kinetic. it in the future if you change your mind!

A damage type represents the physical characteristics


of an attack. It should serve as a reminder of second-
Fall Damage
ary effects the damage might cause, or what effect Huntsmen are generally adept at falling long dis-
the attack might have on its target or surroundings, tances, and typically can avoid taking fall damage
for example freezing it, setting trees on fire and so on. at all through their own “landing strategy”. However,
Some enemies may also resist certain damage types, if a Huntsman or Huntress is ever flung or falls a far
or a Semblance may have a unique interaction with a distance in a way where they cannot stop themselves
particular element. If a damage type is not specified, it gracefully, they should take 1d6 damage for every 1” /
is kinetic. 10 feet fallen.

Common Status Effects Injury Tracking And Recovery


Prone When an Aura reaches ~15%, it visibly flickers. When
an Aura reaches zero, it breaks with a visible shatter-
When a humanoid or Grimm is prone, their Defense ing. Once your Aura breaks is when you have to be
Dice regress once. It costs half of their normal move- careful. Now formerly trivial things like bullets might
ment to get up. actually hurt you, and badly.
Frozen When damage goes past your Aura and hits your
When a humanoid or Grimm is frozen (typically, one health you may take an injury based on the damage.
or 2 limbs encased in ice), their Defense Dice regress Note that damage past Aura is calculated per combat
once. If a limb or body part is frozen, the target is un- second - if you are hit twice in the same combat sec-
able to use it effectively while it is frozen, which may ond for 3 and 3 damage past Aura, you should take
result in an inability to move, attack, or defend. They one injury resulting from 6 damage past Aura.
unfreeze after 5 damage is done to the ice encasing
them, or any amount of fire damage. You have 7 injury slots, 3 for 1st level, or minor, inju-
ries, 2 for 2nd level, or impactful, injuries, and 1 for a
Paralyzed 3rd level, or severe, injury. The final injury slot beyond
When a humanoid or Grimm is paralyzed, they cannot severe injury is a major trauma. Too much past a ma-
move and their Defense Dice regress a number of jor trauma, and your injury is instantly fatal. 
times equal to their Reflexes.
23
If you receive an injury and all of the injury slots at that level are full, the new injury is promoted to the next
level of injury; e.g., if you take a second major trauma before your first is treated, it would be fatal.

Table 6: Injuries By Damage Past Aura

Injury Level Damage Past Aura


Fatal >= [Strength* + 27]
Major Trauma >= [Strength* + 12] and < [Strength* + 27] 
3rd/Severe >= [Strength* + 6] and < [Strength* + 12]
2nd/Impactful >= [Strength* + 3] and < [Strength* + 6]
1st/Minor >= [Strength* - 1] (Min 2) and < [Strength* + 3]
No Injury < [Strength* - 1] (Min 2)

Note: In table 6, Strength* is the character’s Strength, or 5 if the character’s Strength is greater than 5.

Table 7: Injury Effects and Recovery Time

Injury Level Effect Recovery Example Injuries


Time
Fatal Death is immediate, or within a few short min- - -
utes, barring a miraculous intervention
Major Trau- Dramatic mechanical effect until treatment (can’t - Lost limb, lost eye
ma perform certain attacks, can’t move…)
3rd/Severe 3rd level injury slot fills, sincere mechanical effect 1 month Fractured hand, fractured
(-2 to stat, lose dice on attacks, can’t run...) rib, deep gash
2nd/Impactful 2nd level injury slot fills, minor mechanical effect 5 days Gashes, badly twisted
(-1 to stat, -1 to attack roll...) ankle
1st/Minor 1st level injury slot fills 1 day Moderate cuts, bruises,
welts

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

As a Storyteller, don’t neglect using formal missions


as a tool to interact with player’s beliefs and drive the
plot forward!
26
Combat Move 
By selecting this action, you choose to move a dis-
tance on the battlemat up to your character’s move-
Overview ment. If your character’s end position is more than .25
Combat is a very important part of RWBY, and the inches away from your character’s starting position,
combat system presented here is designed with the your Defense Dice advance once during this second
intent of trying to match the style of combat in the due to your mobile nature. You must physically move
show, which is fast paced, dramatic, team driven, and your character across the battlemat from origin to des-
creative. tination during this second in the action phase. This
movement may be augmented by your Semblance as
Combat takes place on a gridless battlemat in simul- appropriate.
taneous semi real-time action and consists of a series
of turns, each of which consists of a planning phase Setup 
followed by two action phases.
This action covers any significant, miscellaneous,
tactical maneuvers you may want to take such as
In the planning phase, the Storyteller will give the shooting a pile of Dust crystals, creating a distraction,
players 30 seconds, and players have this time to dragging the body of a teammate to cover, or assist-
quickly discuss with their teammates how they’re ing with a teammate’s attack through Semblance us-
going to work together over the next 2 action phases. age or other means. Depending on the setup action,
Players can end the planning phase early if they are this may require a general or contested roll. Setting
ready - if all players push forward their skip tokens, up for teammates can greatly increase the power of
play immediately continues to the first action phase in
their attacks!
the turn.

During an action phase, the Storyteller will count Quick Action 


up from 1 to 6, through the 6 seconds of the action This action represents any miscellaneous and trivial
phase. These seconds are referred to as combat action your character would like to take which would
seconds. If a player would like their character to make take no more than a second. Some common exam-
any action (attack, setup, move, quick action, or some ples include shouting a few words to a teammate,
combination) during a combat second, the player switching between the forms of your weapon, loading
must declare that with the appropriate tokens at the or changing a Dust cartridge in your weapon, or drop-
beginning of that second. ping a held item. Any action which would take multi-
ple seconds or require a test should be represented
instead with the setup action.
Actions Tokens and Actions
In combat, each player will have 5 action tokens, Action Limits and Details
which represent 5 distinct declarations of action. One
During an action phase, a character can either per-
of these, the skip token, is only used during the plan-
form up to two melee attack actions, or one ranged
ning phase. The attack, move, setup, and quick action
attack action. Any time your character could perform
tokens are used only during the action phases.
an attack action, they may instead perform a setup
action, which counts towards the attack limit as a
Skip melee attack. For example, if a character performs a
If all players play this token at any point during the melee attack action and a setup action in an action
planning phase, the remainder of the planning phase phase, they cannot perform any more attack or setup
is skipped and the next action phase begins. actions.

Attack  The move action as well as the quick action can be


By taking this action, you are selecting the second in taken any number of times in the action phase and
an action phase where you strike. You must declare can be chosen concurrently with an attack or setup
your target and ask them what their response to being action. Attacks are resolved at the end of the second
attacked is. An attack action may be a weapon at- they are declared. If multiple actions occur during the
tack, an attack using your Semblance, Dust, or any same second, they are resolved in the order of high-
other similar major attacking action. You can choose est to lowest Reflexes. Characters with tied Reflexes
to modify any attack (or other action) with your Sem- should roll off each time they attempt to take simul-
blance if appropriate. In each 6 second action phase taneous action to determine the resolution order for
you can use either a ranged attack or up to 2 melee their actions.
attacks.
27
Teamwork and Setup
If you choose to use a setup action to help your You may also assist in another character’s Defense
teammate more effectively make an attack, such as through use of your Semblance as appropriate at any
through launching them towards their target, using time.
Dust to make platforms to assist them, and so on,
your teammate should add 1d12 to their roll for each Roleplay Bonuses
teammate helping them with a setup action. Up to two times per character in a combat, if an attack
is narrated in such a way that is deemed very cool,
Levels of Setup (Optional Rule) uses the environment in a creative or interesting way,
At the Storyteller’s discretion, less interesting, less or is driven by a belief, the Storyteller (or players, if
teamwork focused, or repeated setup actions may the Storyteller is narrating for an NPC) can grant the
have a reduced effect. Ex. Using a setup action to dis- character up to two additional d4 on their attack. 
tract an opponent may only award a d6 to your friends
attack vs. a more involved strategy. If an action is exceptionally cool or creative, the Sto-
ryteller should acknowledge it as such - if the player
likes, they may spend one Spark to add a d10 to their
Reactions roll. This bonus should almost always require team-
When You Are Attacked work of some kind.
When attacked, you have an automatic option to parry
or dodge the incoming attack. Collectively, these ac- The level of coolness or creativity required for each
tions are called avoid actions. Each of these actions level will vary by group; these incentives should be a
are represented by rolling your Defense Dice which, tool that you use to push players to be creative and
at base, is determined by your Reflexes stat. Your engaged with combat - start off with a low barrier of
Defense Dice may be further modified by an action coolness, and as the players get more comfortable,
you or your opponent took, or circumstances such as push them to take it farther.
cover or Semblances as appropriate. 

If you choose to parry, add your Weapon Training


Range
(Guarding) skill level to your roll. Note that some Each attack has a selected optimal range band. For
attacks (usually Dust based, or at your Storyteller’s each range band away from the optimal range a
discretion) are un-parryable, meaning that they cannot weapon is attacking from, the target of that attack
be mitigated with the parry reaction. advances their Defense Dice twice. So, a sniper shot
with an optimal range of Very Far attacking from a
range of Close would grant the target 6 Defense Dice
As appropriate, you may augment any avoid action
advances, because the Close range band is 3 away
through Semblance usage. from the Very Far range band (Very Far > Far > Me-
dium > Close). Attacks cannot be made from ranges
Alternatively, if you are being attacked by any melee that do not make sense for the attack. For example,
attack, you may also attempt to counter-attack. To a sword swing attack cannot be made from far range.
counter-attack, make an attack roll in response. If you What “makes sense” might vary based on specific
roll higher than the opponent’s attack, take no dam- circumstances. In general, it is up to the players and
age from their attack and inflict your damage on them. Storyteller to decide what they think is reasonable. If a
If you roll equal to or lower than their roll, take the full target moves between range bands during the action
damage from their attack. Each character may only phase, use the most beneficial range band for your
make a counterattack once per action phase, and a attack.
counterattack does not count towards the total num-
ber of standard attack actions a character can use Close range is 0-0.5”, Medium range is 0.5-3.0”,
in an action phase. Damage that is passed via the Far range is 3.0-6.0”, and Very Far Range is > 6.0”
damage waterfall cannot be counterattacked.
Range and Height
As appropriate, you may augment this counter-attack
through Semblance usage. When fighting an enemy at a different height from
you, such as a flying Grimm, this height is taken into
account. The range band between the two characters
When Someone Else is Attacked is the greatest value between the horizontal and verti-
When anyone else on the field of combat is attacked, cal distances.
if you are within Close range of the target you may
choose to take the attack for them. You can roll to
avoid this incoming attack with two Defense Dice
regressions.
28
Cover Example Pieces of Cover:
Cover is an important part of a dynamic battlefield, • Bush: 1 HP, flimsy penetrability
and each piece of cover is different. How many hits • Average tree: 3 HP, moderate penetrability
can it take? Is it penetrable or strong? How much of • Waist high metal barrier: 6 HP, impenetrable
yourself is covered? All of these things should be tak-
en into account when determining how much a piece Engagement and Attacks of Opportuni-
of cover will defend you from incoming attacks.
ty
If you are within Close range of another character,
Levels of Cover and one character has attacked the other since that
The level of cover is a property of cover referring to range was entered, you are engaged with that char-
how much of a character can be concealed by the acter. If you are engaged with a character and attempt
cover, and is measured in quarters. The levels of to leave Close range, the character you are engaged
cover, in descending order, are fully covered, ¾ cov- with may make an attack of opportunity. 
ered, ½ covered, ¼ covered, and uncovered. During a
combat second in which you attack from behind cover, An attack of opportunity is a Close range attack of
reduce the provided level of cover by one quarter. any kind, which does not count towards that charac-
ter’s attack actions for the action phase. A character
Durability may avoid or counterattack an attack of opportunity,
Cover is only so strong, and can take damage and though with 2 Defense Dice regressions and a -3
be destroyed - when a piece of cover loses half of to their counterattack respectively. If a character is
its health or more, if the cover is not impenetrable, engaged with multiple other characters and tries to
reduce its level of cover by one quarter. Impenetra- leave their radius, only one attack of opportunity may
ble cover can only be reduced by being completely be made. If you move around an enemy who you are
destroyed. engaged in without leaving Close range, you will not
be subject to an attack of opportunity, you also do not
receive the standard Defense Dice advance normally
Penetrability
received from moving greater than .25 inches.
How well can your cover actually protect you?
Flimsy: No reduction to incoming damage. Additional-
ly, inflict the full unmitigated damage to the cover.
Moderate: Reduce the incoming damage to your
character by 1 for each quarter of your character cov-
ered/level of cover. Additionally, inflict the full unmiti-
gated damage to the cover.
Impenetrable: Reduce the incoming damage to your
character by 2 for each quarter of your character cov-
ered/level of cover. Damage cannot pass through this
cover if you are fully covered. Inflict the full unmitigat-
ed damage to the cover.

Obscured From Sight


If you are ¾ covered, increase your Defense Dice by
one. If you are totally covered, increase your Defense
Dice by two.

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.

Example:  Holding Back


You are fighting 4 adolescent beowolves to defend Sometimes you might realize you’re hitting harder
your friends, all within Close range of you. You roll than you really intended. At any point during an at-
2d6 for your Sword Slashes attack and gain an addi- tack, including after damage is rolled, you can declare
tional 1d4 from roleplay bonuses for a total of 14 dam- you are holding back, and reduce the damage of your
age. The Grimm you initially attack rolls their Defense attack by half.
Dice of 1d6, and gets a 3. 11 damage is therefore
inflicted to them. The Grimm has 3 health and is bru-
tally dismembered - and the 8 damage of the original
Disarming
11 which has not yet been inflicted can then waterfall Disarming should not happen very commonly in com-
onto another Grimm. The next Grimm rolls their De- bat, but if it ever comes up, here are some rules to
fense Dice and gets a 1. Of the remaining 8 damage, handle how to disarm generally.
1 is mitigated by the second Grimm’s Defense Dice,
and 7 is inflicted to them, which kills them in a similar Before an attack roll is made, it must be declared that
fashion to the first Grimm. Since this Grimm has 3 it is a disarming attack. If this attack does 10 or more
health, there is 7 - 3 = 4 damage left to continue the points of damage post mitigation, (or, if the attack is
waterfall onto the 3rd Grimm. The third Grimm rolls a part of a counterattack, the roll is 5 or greater than the
2 on their Defense Dice, and so of your remaining 4 opponent’s roll) that damage may be translated into a
damage, you inflict 2, which is not enough to kill, but disarm attempt. In either case, only half of the dam-
the severity of the damage is shown by you lopping age is inflicted on the target. A disarm attempt is a
off one of its arms. Since you are out of damage, the contested roll of Intuition and Reflexes. If the disarmer
waterfall ends here. wins the contested roll without the need to compro-
mise, the weapon flies in a direction of the disarmer’s
choice up to a distance of .2” for each point of dam-
Two Weapon Fighting age that was translated into the disarm attempt. If the
This section describes an example two weapon disarmer wins by a margin that dictates a compromise
fighting bonus that a character may purchase during must be made, it flies in a direction of the disarmees
character creation. Players can also create their own choosing.
bonuses, as long as they Storyteller agrees it is ap-
propriately costed. Someone who is disarmed must move to their weap-
on, and pick it up using a quick action before they
When fighting with two weapons, it’s easier for you can use it again. While someone is disarmed, they do
to deal with multiple opponents quickly. The first time not receive any bonuses from Weapon Training, or
your damage waterfalls, add three to it, i.e. 7 damage any other skills or bonuses that imply the use of their
waterfalling onto a second enemy becomes 10 dam- weapon.
age.
30
Example: Steps To Resolve An Attack
As Qrow Branwen fights Tyrian Callows at Close
1. At the beginning of any particular second of
range, Tyrian rolls an attack, and before doing so, de-
the action phase, reveal the token indicating
clares that this will be a disarming attack. Tyrian rolls
you will perform an attack
extremely well, and Qrow rolls very poorly, and Tyrian
2. Declare your target as well as your attack
has 15 damage after mitigation to translate to a dis-
3. At the end of the combat second, the attack
arm attempt. Half of this damage (8) is done to Qrow.
begins resolution; determine situational De-
Both Tyrian and Qrow make their Intuition and Reflex-
fense Dice advances or regressions from the
es rolls. Tyrian rolls a 33, while Qrow rolls a 30. Since
range band, opponent’s action, or other factors
Tyrian has won by fewer than 5, he achieves his goal
such as cover or Semblance use. Remember
with a compromise, as per the standard contested roll
that the resolution order of multiple actions
rules. In this case, this means Qrow decides the direc-
within the same second is in order of high to
tion his weapon goes flying in. Qrow is disarmed, and
low Reflexes.
his weapon, Harbinger, flies only 1.4” before becom-
4. Describe your attack! Remember, executions
ing lodged in the nearest wall. that are cool, creative, or belief driven may
grant you additional dice to use with your
Resolving Tricky Things attack!
The biggest takeaway from this block is that the at- 5. Before you roll, ask the target how they
tacker will always choose at what precise moment in respond. The target chooses whether to avoid
the combat second an attack will occur. or counterattack if applicable. Roll your attack
dice, and the target rolls their Defense Dice or
With so much possibility in weapons, Semblances, attack as appropriate.
strategies, and movement, a lot of weird situations 6. If the target avoided: The target takes dam-
can and do occur. To attempt to resolve these things, age equal to the attack die sum minus the
remember the following: Defense Dice sum.
If the target counterattacked: The larger at-
tack roll goes through and is inflicted on its
• The attacker will always choose at what pre-
cise moment in the combat second an attack target without mitigation.
will occur. For example, if an attacker targets
a player who moves from medium to far range
during a turn, the attacker can choose which
range the attack will have occurred at. Similar-
ly, if a target moves to cover during a combat
second, the attacker can choose to attack
them before the cover is reached.
• If two players are taking actions which directly
contradict one another, resolve it immediate-
ly, usually with a contested roll. For example,
during an avoid action, the defender augments
their dodge with their Semblance, which con-
structs a wall of stone in front of them, provid-
ing cover - however, the attacker has already
narrated their attack to be modified by their
speed Semblance and zip around to the back
of the defender. Is the defender quick enough
to realize this, and turn and put the wall behind
him? This is a perfect time to use a contested
roll with Reflexes. Have the players agree on
the consequences of each side’s complete
or partial success, and then resolve what the
outcome is.
• If a player moves/teleports as part of an attack
or other action, for Semblance reasons or oth-
erwise, do the movement whenever the action
is being resolved. This helps keep movement
coherent, and minimizes the  interference and
confusion with other players’ actions.
31
32
Sparks, Hope, and Progression creative, and your Storyteller recognizes it as
such, you may spend a Spark to add 1d10 to
Sparks and Hope are metacurrency rewards for
the attack roll. (Once per roll)
players who roleplay their characters well and drive
• You may consume all of your Sparks (mini-
the plot through their actions. Sparks and Hope are
mum 1) to reduce any instance of damage to
awarded at the end of each session and can help
you by half, rounding down.
players to accomplish their goals. 
Hope
When a session ends, the Storyteller should ask the
other players the following questions: You can derive strength from Hope. At any time in
• Did you use your beliefs or defining issue to
between sessions, you can spend your Hope on your
drive the plot forward? character in the same way that you would spend
• Did you roleplay your general traits in a way
points in character creation, for example, to increase
that was interesting or impacted the story? your stats, purchase a skill, upgrade your weapon, or
• Did you have any emotional outbursts that
develop a new feature of your Semblance. As in char-
meaningfully impacted the story or were well acter creation, work with your Storyteller to figure out
roleplayed? how to appropriately cost different features you may
• Did you complete any beliefs? be interested in buying.

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]

The Four Maidens


The four Maidens are a particular set of four young
women whom Ozpin gifted a significant portion of his
powers. These four Maidens are typically denoted as
corresponding to the four seasons, Winter, Spring,
Summer, and Fall. The powers of the four Maidens
are tied primarily to the manipulation of the elements.
When one Maiden dies, these powers seek out a
new young female host. This new host will be the last
person that the previous Maiden was thinking of as
she died - if the previous Maiden was not thinking of
someone else, the powers will transfer to a seemingly
random suitable host. When this transfer occurs, the
soul of the previous Maiden will seek out the soul of
the new Maiden, and they will have a few brief mo-
35
How To Start A Game
Now that you know how the game works, how do you
start a game? Firstly, all players should meet and
talk about what kind of game they want to play. What
kind of characters do they want to play as? Students
entering school? Licensed Huntsmen? Does this
game take place during the time of the show? Before?
After? In an alternate universe setting? Where in the
world is this game taking place? What organizations
and conflicts are present in the world, and how do you
want to relate to them initially? Do you want the tone
to be wholesome? Gritty? It’s everyone’s story, so
everyone should get a say in it and feel good about its
direction. In order to get the best background, ideally
all of the players should have seen the show, but if
they haven’t at least show them clips to give them an
idea of what the theme of combat in the show is like,
and to inspire them. (Try this and this)

Once you’ve figured out what kind of game you want


to play, you should figure out how to incite the events
of the campaign. What will make sense here depends
on what kind of game it is - what I’ve found generally
works in RPGs is to start in media res. In other words,
an event is happening or has just happened as the
game begins, and the player’s need to decide how
best to react.

For the Storyteller, it is important that whatever initial


situation you are presenting to the players challeng-
es their beliefs by providing them with something to
overcome. A belief should not be completed easily, it
should require struggle and work. Make sure you use
their relationships and put every player in a situation
where they can express their traits and individuality,
and try to watch or listen to the show to keep fresh in
your mind what the system is trying to convey.

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.

Grimm are creatures that lack a soul. As a result, they


do not have a normal lifespan, Aura or Semblance.
Grimm are not born, but spring into existence from a
Grimm liquid. When young, Grimm are no more intelli-
gent than predatory animals, though over long periods
of time they grow both stronger and smarter. When
a Grimm dies, their body immediately disintegrates.
Grimm want nothing more than to destroy life in any
capacity.

Grimm are drawn to negative emotions. In this game,


that is reflected by each character’s Emotional Tur-
moil score. A party with a high net Emotional Turmoil
is more likely to attract the Grimm.

Grimm should always be relevant to your game - even


large cities defended by hundreds of soldiers can
occasionally experience a breach of security, and set-
tlements out in the wilderness can be easily wiped out
by bands of roving Grimm. Remember that Grimm are
attracted to negative emotions, and so if large num-
bers of people are feeling unsafe, it will likely cause a
Grimm attack.

The Grimm in Play


Each Grimm has four potential ages, representing
their growth in both size and intelligence over time,
neophyte, adolescent, adult, and ancient. In the
statblocks, each field will have 4 values, separated by
slashes, and each of these will represent that stat in
each of the progressive age categories. 

Because Grimm do not have Auras, instead of an


injury tracker, they have a more traditional health bar.
When a Grimm reaches 50% health or less it should
be indicated that they are injured, which can option-
ally manifested as an injury like a limb being lost.
When a Grimm reaches 25% health or less it should
be indicated they are heavily injured, which may also
be reflected through an injury like a limb being lost, if
appropriate.

Typically, only Grimm in the adult or ancient catego-


37
38
Fodder Grimm Boarbatusk
Fodder Grimm are typically encountered in large Description:
numbers ~(6-20). They have very little health, and can Boarbatusks are quadrupedal Grimm resembling
usually be defeated in 1-2 attacks. Groups of fodder boars. Some notable features are bony protrusions
Grimm might have 1 ancient member, and the remain- with Grimm markings, a ridge of black hair going
der in lower ages. down the center of their backs, and 4 red eyes.
Boarbatusks have two large main tusks which curve
Beowolf outward from the bottom of their snout, as well as two
auxiliary sets of tusks, one walrus-like, and another
Description: smaller set protruding from the top of the snout. An
Beowolves are large Grimm that resemble were- adult Borbatusk is about 7 feet long from snout to tail
wolves. Beowolves are black, with glowing red eyes and about 5 feet tall. The signature move of the Boar-
and a bony face mask as well as sharp claws, a crest batusk is a Medium ranged rolling charge in which it
of bone spines running down their back, and various curls into a ball and rolls at high speeds into its target,
other bony protrusions. On all fours, adults are about ramming them.
6 feet long and 4 feet wide. Ancient beowolves are
known as “alpha beowolves”.

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

Attacks: Movement: .9”/.9”/1.15”/1.3”


Teeth, Claws: 2d4/2d6/2d8/3d8
Notes:
Movement: 1.2”/1.4”/1.9”/2.0” Variant: Cold Adapted:
Sabyrs take ½ damage from Ice type damage. Sabyrs
Notes: will never be hindered or damaged by cold tempera-
Flying: tures.
Ravagers can fly, and therefore can easily travel
through range bands not usually traversible by play-
ers.
43
Elite Grimm Notes:
Elite Grimm are usually encountered 1 at a time, often Infectious Apathy:
with a pack of fodder Grimm to support them. Elite For every 8 hours a non-Grimm spends within 150
Grimm are usually encountered in the adult/ancient feet of an Apathy or group of Apathy, reduce their Will
age group, and rarely in lower age groups. If these by 1. 
Grimm are encountered in the neophyte/adolescent
age group they may be encountered in greater num- Slow:
bers. The Apathy may only make an attack once per round,
and a group of Apathy may only perform a Will Drain-
Apathy ing Scream once per round.
Description:
The Apathy are tall, gaunt, shambling, zombie-like Will Drain:
Grimm with long and slender bodies, limbs, and digits. As a character loses Will from the Apathy, they stop
The Apathy are neither strong nor fast, but they have caring. If a character has lost Will due to the effects
the unique and horrific power to drain the Will of their of the Apathy, the affected character gains a new
victims, draining them of their passions, motivation, movement speed equal to [Original Movement Speed
will to move, and self-preservation instincts. Unlike * (Current Will/Total Will)]. Characters also subtract
most other elite Grimm, the Apathy are typically found 2x the amount of Will they’ve lost from all attack rolls,
in numbers comparable to fodder Grimm, in swarms and subtract 4x the amount of Will they lost on non-at-
or groups of 6-10+. tack rolls. If a character’s Will ever reaches 0 due to
the effects of the Apathy, that character loses con-
sciousness.

Will Draining Scream:


In lieu of attacking, a group of Apathy may let out a
piercing scream that affects all characters in earshot.
A contested roll should be made against the Apathy,
using Will. Each character who loses to the Apathy
loses 1 Will. The Apathy gain +1 to this roll for every
Apathy beyond the first emitting the scream.

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

Movement: .3”/.525”/.65”/.85” Base Form


Stats:
Notes: Will: 3/4/5/5
Armored Exoskeleton: Intuition: 3/4/4/5
All damage done to the Death Stalker is reduced by Strength: 1/2/2/2 (+ -1/0/0/0 bonus to melee)
0/1/1/2 Reflexes: 4/5/6/7

Dangerous Sting: Health: 1/2/2/2


If a Death Stalker does > 2 damage with its Stinger
attack post-mitigation, increase the damage done by Attacks:
0/8/18/45. Any damage past Aura done by the Stinger Ghostly Swipe: 2d8/3d6/3d6/3d6 Range: Close/Close/
attack will always cause at least a level 1 injury. The
Close/Close
injury inflicted by the stinger is a special injury named
Poisoned Sting, which reduces the target’s Strength
by 1/2/2/3. Movement: .9”/1.05”/1.1”/1.15”

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.

Slow but Very Strong:


If the Petra Gigas’ attack does > 0 damage, add 50.
The Petra Gigas does not get a bonus to its attack roll
from its Strength.

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]

Movement: 3.05”/4”/4.975”/5.925” [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.

Unlike most other Grimm, the Silver-eyed warrior


Grimm is highly intelligent, due to its still partially
intact humanoid mind. As a result, this class of Grimm
exhibits high levels of planning and self control. For
example, these Grimm have been seen patiently
stalking a party, understanding, and employing hos-
tage tactics - such as using a held person as a shield.
These Grimm, uniquely, are also capable of under-
standing speech and even some speech themselves.
Due to the artificial nature of the Silver-Eyed Warrior
Grimm, their bodies are very plastic - Grimm liquid
drips from them, and they have the ability to manifest
new appendages from this Grimm liquid at will, as
detailed in the notes below.

It is speculated that the specific abilities, and perhaps


even the physical forms these humanoid-derived
Grimm take are closely connected to the person serv-
ing as their core, and any innate abilities they may
have had. The example dictated below, The Hound, is
a Silver-Eyed Warrior Grimm with a fox or dog Faunus
Silver-Eyed Warrior at its core. Note that, due to their
artificial nature, Silver-Eyed Warrior Grimm do not
have multiple age categories.
56
The Hound Silver-Eyed Core:
Description: Due to the incorporation of some powers of the Light
The Hound usually resembles a large dog, and seems God via the Silver-Eyed Warrior at the center of the
to have a very fine ability to track people and objects Hound, the Hound is resistant to the usual effects of
by their smell. At the Hound’s core is a Silver-Eyed Silver Eyes on Grimm. The following effects apply
Faunus with the ears of a fox or dog - which is pre- when evaluating the Hound’s health compared to a
sumably the source of the Hound’s name, typical Silver Eyes roll result:
form, and tracking ability. The Hound can move and
attack both quadrapedally and bipedally; its bone Hound’s Health less than roll result, in Far range and
plate covered snout presents a large mouth filled with line of sight:
large canines, and a second mouth can be seen on • Much of the Grimm coating of the Hound is
the top of its neck. A thick gangle of bony spines runs vaporized. Over the next 48 combat seconds,
in a disorganized mane down its upper back. Standing it quickly reconstructs itself. During this time,
on two legs, the Hound is approximately 8 feet tall. On the Hound cannot attack and its movement is
all fours, the Hound is about 6 feet tall, 3 feet wide, reduced by three quarters.
and 8 feet long.
Hound’s health less than or equal to 3 times the roll
result, in Very Far range and line of sight:
• Some of the Hound’s Grimm flesh is seared
away. Over the next 24 combat seconds, this
flesh quickly reconstructs itself. During this
time, the Hound cannot attack and its move-
ment is reduced by three quarters.

Hound’s health greater than 3 times the roll result,


within Very Far range and line of sight:
• The Hound is briefly stupefied by the incoming
blast of light. For the next 6 combat seconds,
the Hound cannot attack, and its movement is
reduced by three quarters.
Stats:
Will: 5 Tracker:
Intuition: 5 The Hound can track targets by scent as a dog would.
Strength: 6 (+ 2 bonus to melee) The Hound can easily follow a scent trail less than
Reflexes: 5 24 hours old, barring extreme weather conditions or
attempted concealment, and is able to follow older
Health: 65 scents with slightly more hesitation.

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.

Grimm Liquid Body:


The Hound’s body is dripping with Grimm liquid. At
any time as a quick action the Hound may change
their body, adding or removing appendages made of
Grimm material including arms, legs, or wings. The
Hound will generally only do this when required or
obviously advantageous. The Hound is also capable
of using its elasticity to extend its reach during an at-
tack, and resultingly may use the Claws, Jaws attack
at a favored range of Medium as well as Close. The
Silver-Eyed warrior core is not malleable in this way.
57
Sphinx
Description:
Sphinxes are huge, feline Grimm with large feath-
ery wings, a mane, and a white snake for a tail. The
Sphinx’s face is covered with a white bone mask
and its body is covered with sparse bone plating and
bony protrusions. Sphinxes have the ability to launch
fireballs from their mouths as a form of attack. Adult
Sphinxes are about 30 feet tall on all fours, about 50
feet long, and have a winspan of about 120 feet.

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.

If a target is being grappled by one of the Tempest’s


tentacles, they suffer the following effects:
• The target’s movement becomes [The target’s
maximum movement] / [Number of tentacles
being grappled with + 1].
• The target cannot move beyond Medium
range of the Tempest.
• The target suffers a minus to all attack rolls
Stats:
equal to the number of Tentacles being grap-
Will: 2/3/3/4
pled with.
Intuition: 2/3/3/4
Strength: 8/10/11/12 (+ 4/6/7/8 bonus to melee)
In order to break free of a Tentacle, a target must suc-
Reflexes: 2/2/3/3
ceed in a contested Strength roll with the Tempest.
Health: 180/255/300/375
Zap:
This attack does not receive a melee attack bonus. If
Attacks:
targets are grappling with a tentacle, for each tentacle
Tentacle: 5d4/8d4/10d4/12d4 Range: Close/Close/
the target is grappling with, add 3d4/5d4/7d4/8d4 to
Close/Close [See Notes]
the attack.
Zap (damage type: electric): 5d4/8d4/10d4/12d4
Range: Close/Close/Close/Close (.5” AoE) [See
Notes]

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.

The Standard Humanoid Mook


Description: 
These enemies represent rank and file enemies,
unnamed members of a group or organization that are
relatively unimportant. They are usually encountered
in groups of 6+, and do not have custom made weap-
ons, or Semblances. Insert your own flavor here!

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.

Nearly all of this advice is applicable to new non-


Grimm enemies as well!
66
Randomly Generating Hunts- More name examples: Aurora, Monsoon, Umbra, Ray,
Nyx, [Any tree], Aqua(marine), Mycel, Shale, Ochre.
men and Huntresses
This section is intended for Storytellers who realize Weapon
that wow they suddenly need 4 new distinct Hunts- Roll 1d100 once on each of the two tables below to
men and they sure didn’t prepare any.  determine what forms this Huntsman’s weapon will
have. These results can be single or dual wielded as
That being said, the primary and important NPCs you think is appropriate.
in your campaign, heroes and villains alike, should
probably be characters that you do create through the
normal character creation process, but if you need Table 9-A: Melee Weapon Forms
characters quickly, or just want inspiration, feel free to
use the tables below. Of course feel free to modify or Roll Their weapon form is...
override any rolls you get that you don’t like.
1 None! (Unarmed if rolled on both tables)
Name 2-11 One Handed Sword (Any Type)
Names are hard - but very important to RWBY. Below 12-15 One Handed Axe
is a table of name inspirations - roll on the table and
choose a related name that you like. Once you have 16-18 Mace
the name, you can describe the character’s outfit/ap- 19-20 Club/Bat
pearance to match. Last name is up to you to match
(and not always relevant anyways). Roll 1d20. 21-31 Two Handed Sword
32-36 Two Handed Axe
Table 8: Name Inspirations
37-41 Spear
41-42 Javelin
Roll First Name Based On...
1 A red color 43-47 Scythe
2 A green color 48-49 Kama
3 A blue color 50-57 Shield and (Reroll)
4 A yellow color 58-60 Hammer
5 A metal 61-64 Warhammer
6 Earth/mud/rock 65-66 Nunchucks
7 A gemstone 67-68 Whip
8 An animal 69-70 Trident
9 A flower 71-72 Gauntlet
10 Forests/trees 73-74 Arm Blades
11 Deserts 75-78 Bo Staff
12 Rivers 79-81 One Handed Staff
13 Clouds 82-84 Halberd
14 Rain 85-86 Flail
15 Snow 87-92 Dagger
16 Fire 93 Cattle Prod/Taser
17 A season 94 Fishing Rod
18 A fruit 95 Umbrella
19 A dessert 96 Chainsaw
20 A spice 97-98 Boots/Shoes
99-100 Reroll - add one more form!
67
Table 9-B: Ranged Weapon Forms Extrapolate from or tweak these numbers as you see
appropriate.
Roll Their weapon form is... Now, roll 1d20 on Table 10 to determine an additional
1 None! (Unarmed if rolled on both special feature related to the character’s weapon.
tables)
2-13 Semi-automatic Pistol Table 10: Additional Weapon Features
14-19 Revolver
Roll Additionally...
20-24 Machine Pistol
1-3 +1 Weapon Training (Offense)
25-28 Submachine Gun
4-5 +1 Weapon Training (Guarding)
29-40 Assault Rifle
6-7 Exclusively uses Dust ammo/blades
41 Minigun
8 Imbued with a Water Dust crystal
42-52 Shotgun
9 Imbued with a Fire Dust crystal
53-57 Hunting Rifle
10 Imbued with an Electric Dust crystal
58-62 Sniper Rifle
11 Imbued with an Ice Dust crystal
63-66 Grenade Launcher
12 Imbued with a Rock Dust crystal
67-69 Rocket Launcher
13 Imbued with a Gravity OR Hard Light Dust
70-71 Flamethrower
crystal
72-75 Shortbow
14 Additional defense component - reroll
76-80 Longbow
15-19 Increase an attack by a die size/dice -
81-86 Crossbow reroll
87 Sling 20 Reroll twice
88-89 Bladed Boomerang
90-93 Throwing Knives
Stats
Roll 1d12 on Table 11 once per stat to see if that stat
94-96 Rope Dart should be modified from its baseline. All stats start at
97-98 Grappling Hook a baseline of 3.
99 Instrument
Table 11: Stat Modification
100 Reroll - add one more form!
Roll Stat Change
For base weapon damage, use the below damage
numbers and ranges as guidelines and feel free to 1-2 -1 to stat
tweak them higher or lower as desired.
3-5 No change
Melee: 6-9 +1 to stat
One handed weapon: 2d6, Close
Two handed weapon: 2d8, Close 10-12 +2 to stat

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!

Table 13-A: Semblance Tier

Roll Result Semblance Tier


1-7 Semblance Not
Unlocked
8-9 F
10-12 D
13-18 C
19-24 B
25-32 A
33-40 S
69
70
Character Sheet
71

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.

Qrow Branwen: My drunk uncle, he was like a father to


me growing up and trained me to use my scythe. He
Defining Issue doesn’t like to talk about why he drinks. Moderate,
I’m worried about fitting in. I need to become a Family.
good team member and leader and make sure my
team can work together.

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

Semblance Description and Limitations


Ruby can transform herself and anything touching her that she desires into a cloud of rose petals which can
then move at super speed in any direction.

Dust Type Uses Injury Tracker: Notes, Possessions, etc.


/ Major Trauma:
>= [Strength + 12] and < [Strength + 27] damage past Aura
/
/ 3rd Level Injury:
>= [Strength + 6] and < [Strength + 12] damage past Aura
/
/ 2nd Level Injury:
>= [Strength + 3] and < [Strength + 6] damage past Aura
/
/ 1st Level Injury:
>= [Strength - 1] (Min 2)

/ damage past Aura

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.

Aura: 81 (16d4 + 6d4 + 24 + 9) Weapon: +3


Name: Myrtenaster
Long Term Emotional Turmoil: 1 Description: A silver rapier passed down through the
Short Term Emotional Turmoil: 0 Schnee family. The hilt features a revolver-like barrel
that can be loaded with various types of Dust.
Skills: +9 Forms: Rapier
Acrobatics: 1 (+1) Component: Revolving Dust Barrel in Hilt
Deception: 0
Gather Information: 0 Dust Usage: Expansive - see additional notes
Intimidation: 0
Notice: 0 Attacks:
Operate Vehicle: 0 Rapier Strikes: 2d6, Close
Persuasion: 0
Stealth: 0 Additional Notes: Myrtenmaster is designed to chan-
Tracking: 0 nel the Dust it holds to coordinate complex maneu-
Weapon Training (Offense): 2 (+3) vers with my Semblance, Glyphs. (+3)
Weapon Training (Guarding): 2 (+5 (already has one
defense advance from Reflexes 4)) Semblance: +10
Name: Glyphs
Beliefs: Description: Weiss possesses the uncommonly
I, as a truly exceptional and deserving individual, de- hereditary Semblance of the Schnee family, Glyphs.
serve to be the leader of the best team at Beacon. Glyphs have a wide variety of uses, a primary exam-
ple being for propulsion, to propel someone in a di-
While the SDC may have made some questionable rection, exert a force, or act as a platform. Glyphs can
choices in the past, ultimately the Faunus are a far also be used to summon ethereal forms of previously
worse party - and so I will continue to support the defeated enemies. These enemies must have posed
name of the SDC, and deride the Faunus, and partic- a significant challenge and will aid Weiss in combat. 
ularly the White Fang. 
Glyphs can be modified by the Dust in Myrtenaster to 
Defining Issue: create a variety of effects such as shooting projectiles
I want to make myself stand out. I want to be known of the Dust element, modifying the elements of friend-
as more than just another member of the influential ly projectiles, and even T I M E D I L A T I O N.
Schnee family. Tier: A (+10)

Relationships: (Assuming Ruby, Blake, and Yang are Lien Sums: +5


the other player characters) 5 Lien Sums (+5)
Winter Schnee: My older sister who works for the Atle- Used to purchase:
sian Military. She is my only real friend or ally from my Common Dust: 3.5 LS
family. Moderate, Family (+1 Spark) Ice Dust x8
Jacques Schnee: My cold, cruel, and manipulative Fire Dust x3
father. He’s wormed his way to the head of my family Electric Dust x2
and torn it apart. In other news, the SDC is more prof-
Wind Dust x1
itable than ever. Weak, Family (+1 Spark), Caused
Emotional Trauma (+1 Spark) by way of emotional
abuse. Rare Dust: 1.5 LS
Hard Light Dust x3
Total Points: 28
77
78
Name Team Name
Weiss Schnee RWBY
Portrait Appearance
Weiss is a young heiress with blue eyes, pale skin, and long white hair in an off center
ponytail. Weiss wears a white thigh length dress and a white bolero with red interior
lining and the emblem of the SDC on the back. Her outfit is gradated from white to
light blue 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

Jacques Schnee: My cold, cruel, and manipulative


father. He’s wormed his way to the head of my family
Belief 2 and torn it apart. In other news, the SDC is more
While the SDC may have made some questionable profitable than ever. Weak, Family, Caused Emotional
choices in the past, ultimately the Faunus are a far Trauma by way of emotional abuse.
worse party - and so I will continue to support the
name of the SDC, and deride the Faunus, and
particularly the White Fang.

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

Semblance Description and Limitations


Weiss possesses the uncommonly hereditary Semblance of the Schnee family, Glyphs. Glyphs have a wide
variety of uses, a primary example being for propulsion, to propel someone in a direction, exert a force, or act
as a platform. Glyphs can also be used to summon ethereal forms of previously defeated enemies. These
enemies must have posed a significant challenge and will aid Weiss in combat.
Dust Type Uses Injury Tracker: Notes, Possessions, etc.
Ice Dust 160 / 160 Major Trauma:
>= [Strength + 12] and < [Strength + 27] damage past Aura
Fire Dust 60 / 60
Electric Dust 40 / 40 3rd Level Injury:
>= [Strength + 6] and < [Strength + 12] damage past Aura
Wind Dust 20 / 20
Hard Light Dust 30 / 30 2nd Level Injury:
>= [Strength + 3] and < [Strength + 6] damage past Aura
/
/ 1st Level Injury:
>= [Strength - 1] (Min 2)

/ damage past Aura

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.

Lien Sums: None

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

Semblance Description and Limitations


Blake’s Semblance allows her to create a shadow clone at her location, and push herself in any direction (~.5").
These clones, at base, have 1 HP and last for one second.

Dust Type Uses Injury Tracker: Notes, Possessions, etc.


/ Major Trauma:
>= [Strength + 12] and < [Strength + 27] damage past Aura
/
/ 3rd Level Injury:
>= [Strength + 6] and < [Strength + 12] damage past Aura
/
/ 2nd Level Injury:
>= [Strength + 3] and < [Strength + 6] damage past Aura
/
/ 1st Level Injury:
>= [Strength - 1] (Min 2)

/ damage past Aura

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.

Taiyang Xiao Long: My dad, an instructor at Signal


Belief 2 academy who is definitely supportive yet often
I know my sister, Ruby, is a little awkward at the seemingly distant. Maybe it has something to do with
best of times. I want to help her come out of her how both of his former partners are dead or missing?
shell and make friends. Weak, Family

Junior: A local mob boss who I recently had a scuffle


with in an attempt to track down my mom. He might
Defining Issue still do me a favor, with some convincing… Weak,
My mom left my dad Taiyang when I was young and Enemies
I’ve been searching for information about her my
whole life. I need to find her and find out why she
left, though I will never let that search control me.

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

Semblance Description and Limitations


Yang can deal the damage she has been dealt back to her opponent, twice as hard. Yang may use her Semblance
as an action to launch an attack which does 2x the total damage Yang has taken in the current fight. When she
uses her Semblance, the counter of damage she has taken during the fight resets.

Dust Type Uses Injury Tracker: Notes, Possessions, etc.


/ Major Trauma:
>= [Strength + 12] and < [Strength + 27] damage past Aura
Operate vehicle taken
/ for my motorcycle,
/ 3rd Level Injury: Bumblebee.
>= [Strength + 6] and < [Strength + 12] damage past Aura
/
/ 2nd Level Injury:
>= [Strength + 3] and < [Strength + 6] damage past Aura
/
/ 1st Level Injury:
>= [Strength - 1] (Min 2)

/ damage past Aura

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

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