You are on page 1of 72

INTRODUCTION This is a fan-made RWBY Tabletop RPG

and is not endorsed by Rooster Teeth. This is for fans,


by fans and completely free!

Thank you for taking a look at Paradigm’s RWBY TTRPG system!


The purpose of this rule set is to reimagine the Unofficial RWBY TTRPG it
was inspired from in order to provide a much more challenging and
rewarding system to play with while providing a higher sense of
character progression. While you will still be able to trounce
Beowolves and the like, individuals that are much more unique
or special will be much more difficult to overcome and will
truly be an achievement to defeat! This TTRPG system aims to allow
Characters to perform a variety of cool and unique abilities each turn
rather than focus on one specific manner of attacking or defending.

The content within this document also adds a number of new


mechanics while adding a plethora of additional
options for specializations, assets, and other surprises! These
changes are highly recommended for use in a battlemap style
of combat over theater of mind style of combat.

If you are familiar with the rule system that was used as inspiration,
great! You will see elements of it still remain, however many have evolved.
This is a standalone rulebook and will be laid out for you in the following
pages to make sure you are eased into this variation of the RWBY
universe in Tabletop RPG format.

An independent document is available for Game Masters that curates


the tenets of my own personal experience as a Game Master to provide
satisfying experiences for Players.

A GM may always make changes or edit things to better suit their


own style and group’s desires. This document provides an idea of
what content I have added to make the game more enjoyable for
both the GM and the Players. Expect the rules in this document
to reflect the start of fledgling Huntsmen and Huntresses or
students just starting to attend a major Academy in Remnant. As
characters progress in a Campaign, they will become stronger and
will be able to handle challenging tasks.

2
TABLE OF CONTENTS
TTRPG VERSION: 1.4
04 CHARACTER CREATION
5. The Basics
6. Attributes
7. Resources
7. Character Progression
8. Specialization Selection
9. Build Your Weapon
11. Lien
12. Discover Your Semblance
14. Signature Action
16. Example Character Sheet

20 GAME MECHANICS
21. How To Play 27. Action Resolution
22. Terminology 28. Damage
23. Skill Checks 29. Actions
24. Advantage/Disadvantage 31. Status Effects
25. Critical Success/Failure 32. Falling Damage
25. Encounters 32. Player vs. Player
26. Rule of Cool 33. Character Defeat
26. Range Increments 33. Destiny

34 Specializations
35. Character Specializations
44. Negative Specializations
46. Faunus Specializations
48. Weapon Specializations
54. Pilot Specializations
64. Vehicle Specializations

56 Assets
57. Consumable Assets
59. Permanent Assets
60. Dust
62. Vehicles
64. Vehicle Chassis

70 REFERENCE
70. Index

3
Character Creation “You’re a Huntress! Can
I have your autograph?”
The following sections will lead you on the path to understanding
the setting that RWBY takes place in, creating your first Character
and becoming familiar with key Elements of the Character Sheet.

4
The Basics

Welcome to the World of Remnant where its lands are inhabited by Humans, Faunus, and the deadly creatures of Grimm. Gifted
individuals attend one of the many prestigious Academies across Remnant with the dreams of becoming a Huntsman or
Huntress. Huntsmen and Huntresses are the defenders of Remnant and beacons of hope when such a prospect is devoid of
one’s vision. Faunus, human and animal hybrids, face much discrimination in the world, needing to work harder in many areas,
especially outside of Vale to find acceptance. Remnant is still full of mysteries, long forgotten artifacts and even whispers of
magic. What will you pursue as a Huntsman or Huntress of Remnant?

Character Outline
Name: The name of your Character. Usually Characters in Remnant have names based on a color. This can be either a first or
last name.
Description: What does your Character look like? Hair color? Eye color? Physical build? Clothing style?
Age: How old is your Character? Typically Huntsmen and Huntresses are enrolled in to combat schools in their teens.
Height: Your Character’s height.
Heritage: Which Kingdom does your Character consider themselves from? Vale, the most central Kingdom on Remnant with a
diverse and inclusive population. Vacuo, the western Kingdom with a desolate and harsh desert where only the strong and
hardy survive. Mistral, the eastern Kingdom with vast amounts of art, libraries, and exotic vegetation. Atlas, the northern
Kingdom with its frigid lands and militaristic society. Perhaps you came from simple villages outside of the major Kingdoms
where you developed your own community or perhaps became more…opportunistic. Are you a Faunus that lived in Menagerie?
The tropical and cramped island community away from the hardships and discrimination of Humans?
Gender: What Gender does your Character identify as?
Personality: How does your Character act? Do they have quirks? What makes them happy, mad, etc?
History: How did your Character get to where they are today? Try breaking up your Character’s history into 3 major events.
Early life, midlife and present day.

GRADIENTMGZ 5
ATTRIBUTES
Attributes determine how skilled a Character will be when attempting a specific task before them. Do
they struggle with lifting large or heavy objects? They will probably have lower Strength. Can they
take a bit more punishment than others once their Aura is broken? Endurance is something that
Character has invested in then.

Strength (STR) Perception (PER)


Your ability to perform physical tasks when Your ability to defend yourself relies on
trying to physically exert and overpower an your Perception. Perception is used to spot
obstacle uses Strength. Strength is one of weaknesses or incoming Attacks to better
the primary attributes used for those who defend oneself as well as hone in on your
possess great melee prowess. own intuition about others.

Agility (AGI) Willpower (WIL)


Your ability to move quickly, precisely, and Your ability to Influence others, understand
with poise. Tasks that require accurate and the world, and manipulate your
precise movement or use of delicate Semblance. You also have a knack for
maneuvers require Agility. Agility is one of understanding how to approach aggressive
the primary attributes used by those and delicate social interactions.
excelling in ranged combat. It also affects
your movement bonus.

Endurance (END) Discipline (DIS)


Your ability to take punishment after your Your ability to be studious and keep calm.
Aura has been broken and how long you Characters with high Discipline exhibit
can perform any task that requires physical extreme form and finesse when wielding
exertion. Withstanding hazardous envir- Dust. Individuals with high Discipline are
onmental and physical trauma is also a key highly skilled with Dust without applying it
aspect of those with high Endurance. to a weapon.
Additionally, Endurance determines a
Character’s Health Points.

Movement (MOV)
Your ability to move around a battlefield at a certain speed. Your default Movement is 15ft +5ft for
every 4 points of Agility you possess.

Attribute Assignment
Higher values indicate a Character who is more adept at that particular Attribute, while lower values
indicate inadequacy with that set of skills. Your Attributes will dictate how successful you are at
performing future Skill Checks as well as your performance in Combat environments.

Specialized Assignment
In order of importance to your Character, assign each Attribute from 1 to 6 without duplicates. This
Attribute assignment caters to those looking for a focused build where you excel in a handful of
categories, but not all. Work with Team Members to cover your weaknesses!

Balanced Assignment
Assign three 4’s and three 3’s to your Attributes. While leveling you cannot exceed a difference of 2
between any Attribute. This Attribute assignment caters to those looking for a more balanced build
where you do not necessarily excel in one category or another greatly.

With GM discretion, you may use alternate homebrew methods to allocate stats such as point buy or a randomized method. A GM may
need to adjust the suggested Encnounters to accommodate for larger variations and higher ends of Attributes to provide a challenge.

6
Resources
The listed Resources are used when an Action requires them to be expended, your Character takes Damage, a special effect
activates, etc. Health Points, Aura, Capacity, and Supplies are restored to their maximum values after each Episode unless your
GM specifies otherwise. Effects cannot exceed a resource’s maximum values unless specified. It is reasonable to believe that
Characters rest, heal, and gather new supplies in between Episodes.

Health Points (HP) Aura


Health Points = END+1 Aura = WIL+DIS+2

How much Damage a Character can withstand without their The physical manifestation of a Character’s soul. Every
Aura before becoming Defeated. Health Points are commonly Huntsman and Huntress is trained in its capabilities. Aura acts
referred to as HP. When your HP is 0, your Character is as a layer to protect your body from Damage. When your Aura
considered Defeated. Only HP restoration can bring a is 0 your Character cannot use their Semblance; any Damage
Character out of the Defeated state. inflicted will be directed to your HP. Beware! Some Attacks
may bypass Aura!

Armor Barrier
Max Barrier = 1 + LEVEL / 2
Max Armor = 1 + 1 for every 4 points of STR
An additional layer of protection generated from Dust or another
Some Characters wear extra Armor, or a Faunus may have source. Barrier protects you from all incoming Damage and is
natural Armor. Decrease any Damage that would be directed to always decreased first before Aura and HP.
your HP by 1 for every point of Armor you possess to a
minimum of 1. Beware! Some Attacks may bypass or even
destroy Armor! Capacity
Capacity = Determined by Ranged Weapon Form

The amount of ammunition left in a magazine, emergency


Destiny supplies, or easily accessible Dust a character possesses.
A special Resource that is always available. It allows a re-roll of Capacity is expended when a Character performs a Ranged
any die in the game! Attack, Dust Skill Check, or other Additional Actions. When your
Capacity is 0 your Character cannot perform Actions that
require Capacity to be performed. Capacity may be restored to
Rule Of Cool (RoC) its maximum by using a Minor Action called Reload.
Max RoC = 5
Supplies
A special resource available in Combat Encounters. Rule of Supplies = 2
Cool may be awarded by GM for a lavish and cool description
of an Attack, a partner Attack, team Attack, or anything at all Representing the amount of backup ammunition, Dust, or other
they feel deserves it. essentials the Character has on their person but not readily
available. Supplies are expended by 1 when a Character
performs a Reload. When your Supplies are 0 your Character
cannot perform a Reload.

Character Progression
Your starting level is 1. Character levels are
awarded based on GM discretion, story milestones,
or character milestones. When leveling, you may Even Level: Increase
want to consider rounding out your Character by maximum HP or Aura by 1.
focusing on areas that they don’t excel in. Or, you
may even want to pump up a single stat to extreme Odd Level: Increase any
levels. But, do be careful. Some challenges may Attribute by 1.
require a diverse set of skills to overcome. Choose
wisely! The table to the right is the recommended Every 4th Level: Select a
progression rewards. new Specialization to
obtain.
The 4th Level progression bonus replaces the HP/
Aura increase that is normally obtained on an even GRADIENTMGZ 7
level. You obtain this bonus at level 4, 8, 12, etc.
Specialization Selection
Specializations are unique characteristics and advantages that your Character or Weapon have for you to leverage and gain an
extra edge in and out of Combat. Some Specializations have negative effects on a Character, either chosen at creation or
developing over the course of a Campaign.

Specializations are broken up into multiple categories. Character Specializations, Faunus Specializations, Negative
Specializations, Pilot Specializations, Vehicle Specializations, and Weapon Specializations. When building your Character, you
must select any combination of Character Specializations and/or Weapon Specializations totaling 3.

You may select 1 Negative Specialization for your Character. If you do so, you may take a 4th Character or Weapon
Specialization. You cannot gain further Character or Weapon Specializations by taking additional Negative Specializations. You
cannot take a Faunus Specialization if you take a Negative Specialization.

Your Character must be a Faunus to take a Faunus Specialization. You may select 1 Faunus Specialization as a 4th
Specialization. You cannot take a Negative Specialization if you take a Faunus Specialization.

Vehicle Specializations and Pilot Specializations are unique to Vehicle Assets and outlined in the Assets and Specializations
sections of this ruleset. When you obtain a Vehicle for the first time, you may select 1 Piloting Specialization.

Specialization Types

Character Specializations Weapon Specializations


Character Specializations will always apply to Weapon Specializations apply based on the Weapon
your Character except in rare circumstances Form you currently wield as an active weapon. Some
such as from Actions or Status Effects. Look to Weapon Specializations are only active with certain
your GM to make the call on how to proceed Weapon Forms!
with certain situations that may arise.

PILOT Specializations Vehicle Specializations


Pilot Specializations will always apply while Vehicles Specializations will always apply to
your Character Pilots a vehicle. These the current form of your Vehicle. Each vehicle
Specializations provide unique ways that you has a variety of ways to customize its abilities.
maneuver, perform, and interact while utilizing
a vehicle.

Negative Specializations FAUNUS Specializations


Negative Specializations are designed with Faunus Specializations are specifically for
the intent to have a significant impact on your Characters that are Faunus and combine
Character and are major choices that could aspects of Negative Specializations and
be tied to the backstory of your Character. Character Specializations to provide a trait
You may even be able to overcome these that can be leveraged to your advantage and
Negative Specializations through incredible against you as a disadvantage.
work and roleplay. Discuss this with your GM.

8
Build Your Weapon
When constructing your weapon, consider it an extension of your Character. It
should fit thematically with your Character concept and flow with their preferred
method of combat. You may only have one Melee and Ranged Form Active at
any time. The Specialization that is unique to each Weapon Form applies only
while that weapon form is Active. Construct your weapon with the template
below:

Weapon Name: The name of your Weapon. Select an appropriate name for
what it may do or be inspired from!
Weapon Description: What does your weapon look like? Does it take the form
of something common or does it have a more unique appearance? Make it
unique here!
Melee Form: Select 1 Melee Form.
Ranged Form: Select 1 Ranged Form.

Melee Forms
AEGIS Aggressive ATTUNED
Aegis weapons are defensive in Aggressive weapons often come in Fluid weapons harmonize or are
nature, often forming a shield or large sizes, using pure ferocity to symbiotic in nature with the soul
barrier to better protect the user defeat their enemies and inflict and often tied to one’s Semblance
and their Allies. You may replace large amounts of Damage. in some manner.
your Ranged Weapon Form with
the Aegis Melee Form. ● Attacks from Aggressive Weapon ● Attacks from Attuned Weapon
Forms are performed at Adjacent Forms are performed at Adjacent
● Attacks from Aegis Weapon range. range.
Forms are performed at Adjacent
range. ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
your Strength and Endurance. your Strength and Willpower. 2D10
● While rolling to Attack, you utilize 2D10 + STR + END + STR + WIL
your Strength and Capacity. 2D10
+ STR + CAPACITY ● Aggressive weapons always ● Attuned weapons always apply
apply the Aggressive Power the Attuned Nature Specialization.
● Aegis weapons always apply the Specialization.
Enduring Bastion Specialization.

● Your Maximum Capacity is 5 and


replaces your Ranged Form’s
Maximum Capacity.

Dust Weaver Elegant Precise


You are able to command the Elegant weapons are often Precise weapons are adept at
elements of Dust with incredible dazzling to watch in action and are seeking out the cracks in an
finesse, even so far as rapidly difficult for opponents to defend opponent’s defenses to inflict
creating waves of an element at against due to their unique nature. Damage.
point blank range in the face of
danger. ● Attacks from Elegant Weapon ● Attacks from Precise Weapon
Forms are performed at Adjacent Forms are performed at Adjacent
● Melee Attacks from a Dust range. range.
Weaver are performed at Close
range and are infused with 1 of ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
your Active Dust. your Strength and Discipline. 2D10 your Strength and Agility. 2D10 +
+ STR + DIS STR + AGI
● While rolling to Attack, you utilize
your Discipline and Endurance. ● Elegant weapons always apply ● Precise weapons always apply
2D10 + DIS + END. the Elegant Flourish Specialization. the Precise Strikes Specialization.

● Dust Weaver may only be utilized


by Characters with the Dust
Weaver Specialization.
GRADIENTMGZ 9
Build Your Weapon
Ranged Forms
Automatic
Automatic weapons come in various calibers, ranging from sub machine guns to assault rifles. These weapons usually compensate for
accuracy and distance with volume of fire.

● Automatics may be fired at Medium range.


● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Automatics always apply the High Rate of Fire Specialization.
● Your Maximum Capacity is 6.

Dust Weaver
The ability to summon projectiles or rain down elemental chaos from Dust with hand gestures alone.

● Ranged Attacks may be performed at Medium range and are infused with 1 of your Active Dust.
● While rolling to Attack, you utilize your Discipline and Agility. 2D10 + DIS + AGI
● You must select the Dust Weaver Specialization.
● Your Maximum Capacity is 8.

Energy
Weapons that use an energy source instead of manufactured bullets to fire projectiles. This provides a unique capability and is often the
standard for many Atlas soldier’s weaponry.

● Energy weapons may be fired at Medium range.


● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Energy weapons always apply the Limiter Release Specialization.
● Your Maximum Capacity is 6.

Explosive
Weapons that fire explosive payloads come in various forms. Grenade launchers and rocket launchers contain impressive firepower that
can clear large groups of Grimm with a few blasts.

● Explosives may be fired at Long range.


● While rolling to Attack, you utilize your Agility and Strength. 2D10 + AGI + STR
● Explosive weapons always apply the High Explosive Specialization.
● Your Maximum Capacity is 4.

Heavy Automatic
Heavy Automatic weapons come in larger platforms such as a minigun or machine gun fed with belts or drum magazines.

● Heavy Automatics may be fired at Medium range.


● While rolling to Attack, you utilize your Agility, Strength, and Endurance. 2D10+ AGI + (STR / 2) + (END / 2)
● Heavy Automatics always apply the High Rate of Fire Specialization.
● Your Maximum Capacity is 5.

Linked
Linked weapons act as an extension of yourself and often take odd or unorthodox design forms. They usually are attached or float in
various manners that bond to one’s Aura.

● Linked weapons may be fired at Medium range.


● While rolling to Attack, you utilize your Agility and Willpower. 2D10 + AGI + WIL
● Linked weapons always apply the Soul Coupler Specialization.
● Your Maximum Capacity is 5.

Nonconventional
Weapons that fire arrows, darts, shurikens, etc are quieter than firearms and provide better ambush opportunities.

● Nonconventional weapons may be fired at Medium range.


● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● While selecting a Nonconventional Weapon Form, you may select the Silent or Nozzle Disbursement Specialization.
● Your Maximum Capacity is 6.

10
Build Your Weapon
Pistol
Small or miniaturized firearms are built into your weapon. You may carry a sidearm instead of an integrated ranged component to your
Weapon.

● Pistols may be fired at Close range.


● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS / 2 + (LEVEL / 2)
● Pistols always apply the CQB Ergonomics Specialization.
● Your Maximum Capacity is 7.

Shotgun
A sawed off or full sized shotgun in your weapon employs an effective range with every trigger pull.

● Shotguns may be fired at Close range.


● While rolling to Attack, you utilize your Agility and Endurance. 2D10 + AGI + END
● Shotguns always apply the Collateral Damage Specialization.
● Your Maximum Capacity is 5.

Sniper
Weapons that utilize powerful ammo and long barrels are usually larger weapons by nature that can fire at further distances than most
firearms.

● Snipers may be fired at Extreme range.


● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Snipers always apply the Heavy Caliber Specialization.
● Your Maximum Capacity is 5.

Lien
The currency of Remnant. This is used to purchase services, pay for goods, bribe individuals, or any
other creative venture you may want to investigate. Players may earn Lien in a variety of methods such
as undertaking missions, working a part time job or through more questionable methods…

Standardized Starting Lien Randomized Starting Lien


Each Character starts with a fund of 150 Roll 2D10 twice and take the higher
Lien available to them. result. Multiply that result by 10 to obtain
your starting Lien.

When determining which method to use for your starting Lien, use whichever method you find more enjoyable. The Lien resource at the start is not as
major of a power differential as Attributes are. I encourage Players to choose whichever method they would like to use. Your GM may recommend
otherwise.

GRADIENTMGZ 11
Discover YOUR SEMBLANCE
Every Huntsman and Huntress has a Semblance, whether it is known to them or not. (Up to you as a Player!) Semblances are
manifestations of the soul and can vary in a number of different abilities. During Character Creation it is important to keep in
mind your Character’s personality and style, which should serve as a direct influence on their Semblance’s manifestation. A
Semblance Skill Check and Semblance Defense Check may be utilized until your Character’s Aura is 0.

Passive Semblance
Passive Semblances do not apply their effect if your Aura is 0. These Semblances are typically less powerful than Immediate or
Channeled Semblances, but provide a constant benefit without the need for Semblance Skill Checks or Semblance Activations.
Refer to Yang Xiao Long’s Burn as an example of a Passive Semblance.

Immediate Semblances
An Immediate Semblance is an activated ability that performs its effect and then deactivates. You must use a Semblance Skill
Check to activate an Immediate Semblance and your Aura cannot be 0. Immediate Semblances should use a tiered Semblance
Difficulty Check. Refer to Ruby Rose’s Petal Burst as an example of an Immediate Semblance.

Channeled Semblance
A Channeled Semblance is a Semblance that persists over time and must be maintained each turn and any time you take
Damage in order to continue its effect. Channeled Semblances are usually very strong due to their nature of requiring more
focus and training to utilize effectively. You must use a Semblance Skill Check to activate a Channeled Semblance and your
Aura cannot be 0. Maintaining a Channeled Semblance does not require the use of an Action when you perform the Semblance
Skill Check. In order to maintain a Channeled Semblance’s Effects and abilities after activating it, refer to the steps below for
maintaining a Semblance. Refer to Jaune Arc’s Aura Amp as an example of a Channeled Semblance.

Maintaining a Semblance
1. Each time you take Damage, you must roll a successful Semblance Skill Check at a DC defined by the GM to maintain your
Semblance’s effect. The higher the Damage, the more difficult your Semblance will be to maintain.
2. At the start of each of your turns, you may elect to maintain your Semblance by performing a Semblance Skill Check with a
DC defined by the GM. The longer you maintain a Semblance during an Encounter, the higher the DC value. This difficulty
increase persists even if you deactivate your Semblance and reactivate it immediately. The difficulty decreases as time
passes. GM discretion is advised here.

Hybrid Semblance
A Hybrid Semblance is much more intricate than most Semblances and often contains a combination of the three dominating
classes in effects. The Semblance Training Specialization is required to modify your Semblance into a Hybrid Semblance. You
cannot start with a Hybrid Semblance unless you select Semblance Training. Refer to Weiss Schnee’s Glyphs as an example of a
Hybrid Semblance.

Semblance Creation Guidelines


While developing a Semblance with a GM, ensure your Semblance has room to grow if you choose to undergo Semblance
Training in the future. To ensure Semblances provide additional options and solutions for you rather than be a one size fits all
solution, use the following guidelines.

● Simple Semblances are easy to remember and quick to work with.


● Immediate Semblances work best with 3 tiers of DC’s. The recommended tiers are 10, 20, and 30.
● Channeled Semblance maintenance is recommended to be 10 + 2 (For each Combat Round elapsed) and 10 + Damage inflicted
when your Character takes Damage.
● Semblances should not solve all problems. It should provide options over stat increases.
● Gaining or inflicting effects that are from the RoC table should be avoided to keep RoC and Semblances unique and purposeful.
● When assigning values to your Semblance as it performs Damage, benefits, penalties, or etc, it is best to use the formula of your
WIL / 2 to ensure the Semblance scales later on as you progress. This could be used to determine the damage inflicted, the
number of Allies or Adversaries affected, the amount of a custom resource you may hold, etc.

Work with your GM to create unique tiers to your Semblance as your character progresses. Taking the Semblance Training Specialization
will allow you to enhance your Semblance abilities.

12
SEMBLANCE EXAMPLES
Yang Xiao Long’s Jaune Arc’s Weiss Schnee’s
Burn Aura Amp Glyphs
Passive Semblance Immediate Semblance Channeled Semblance Hybrid Semblance
This Semblance is always Active unless Apply 1 effect based on your Semblance While this Semblance is channeled, up Apply 1 effect based on your Semblance
the Character’s Aura has reached 0 or a Skill Check. You may elect to use a lower to X Entities within Close range gain 1 Skill Check. You may elect to use a
Detrimental Status Effect has negated DC effect if you roll above a desired Aura Point at the end of your Turn lower DC effect if you roll above a
it. effect. where X is equal to WIL / 2. desired effect.
DC10 = You may immediately perform a
Intimidate Skill Checks are performed Move Action equal to your Movement You may perform the following to DC10 (Immediate) = Place a Glyph
with Advantage. without being impeded by terrain or another Entity that is within Adjacent Marker within Close range. You may
entities. range with a Minor Action. move to this Glyph Marker at any time
If you are missing at least half of your with a Minor Action during your Turn as
Maximum Aura, you may replace Boost DC20 = You may immediately perform a Expend your Aura by a value up to your long as it is within Long range. An
with Empower on your Melee Attacks/ Move Action equal to your Movement +10 WIL / 2. Target Entity restores Aura Attack performed after moving to a
Damage. Unarmed Attacks/Damage may without being impeded by terrain or equal to that amount. Glyph Marker is performed with
utilize Empower. entities. and gain Advantage on all Dodge Advantage. Glyph Markers persist until
Defense Checks until the start of your Expend your HP by a value up to your used. You may have a maximum amount
next turn. WIL / 2. Target Entity restores Aura of Active Glyph Markers equal to your
equal to that value multiplied by 2. WIL / 2.
DC30 = You and up to 3 Close range
Entities may immediately perform a Move DC20 (Immediate) = Your Glyph Markers
Action equal to your Movement +10 are not removed when used. Allies may
without being impeded by terrain or also use your Glyph Markers with the
entities and gain Advantage on all Dodge same rules.
Defense Checks until the start of your
next turn. Entities must end their DC30 (Channeled) = Summon an Entity
movement Adjacent to you if they elect that you previously defeated while
to be moved with this effect. maintaining this Semblance. It acts on
your Turn and may act the Turn it is
summoned.

These are example versions of canon Characters and their Semblances. You may have come up with a different idea on how these operate and that’s
totally fine! Use these examples as a base to create the rules around your Semblance and work with your GM to strike a balance of power with it.

13
Signature Action
Create Your Signature Action
Create a Signature Action that utilizes your Character’s characteristics and personality! These Actions may be described and flavored up to
you! Signature Actions may be performed once per Episode, cannot be performed as Charge Attacks and cannot be performed with any Rule
of Cool effect that inflicts a Detrimental Status Effect or Critical Damage. The requirements to perform Signature Actions are dependent on the
features they possess. Create your Signature Action by following the steps below:

● Select 2 different Attributes you wish to utilize while performing your Signature Action. You gain additional benefits dependent on which
Attributes are selected. The Signature Action formula and Attribute Benefits are as follows:

Signature Action = 2D10 + Primary Attribute + Secondary Attribute

Strength (STR) Agility (AGI) Endurance (END)


Your Signature Action Damage gains A Signature Action that requires a Major
Restore HP equal to your
Double Advantage. Action now requires a Minor Action to
Signature Action / 10 or remove 1
perform.
Detrimental Status Effect.
A Signature Action that requires 2 Major
Actions now requires 1 Major Action to
perform.

Perception (PER) Willpower (WIL) Discipline (DIS)


You may add an additional Detrimental You may add an additional Beneficial Your Signature Action gains Double
Status Effect to your Signature Action if Status Effect to your Signature Action if Advantage.
you selected one to inflict while performing you selected one to provide while per-
your Signature Action. forming your Signature Action.

● Select what type of Signature Action you are performing: Melee, Ranged, or Other.
Melee: Your Signature Action is performed within your Active Melee Weapon Form’s Range and benefits from applicable Weapon
Specializations.
Ranged: Your Signature Action is performed within your Active Ranged Weapon Form’s Range and benefits from applicable
Weapon Specializations.
Other: Your Signature Action is performed within Medium range and may be performed as a Dust Skill Check or Semblance Skill
Check. Apply Character Specializations that utilize Dust Skill Checks or Semblance Skill Checks. Your Semblance Skill Check
does not perform the effect or your Semblance.

● Select the amount of RoC required to perform your Signature Action.


● Signature Actions requiring 1 Rule of Cool expend 1 Major Action to perform.
● Signature Actions requiring 2 and 3 Rule of Cool expend 2 Major Actions to perform.
● Select a number of Signature Action Effects equal to the amount of Rule of Cool required to perform your Signature Action. You
may not select a duplicate Signature Action effect or multiple Detrimental/Beneficial Status Effects.

14
Signature Action
Signature Effects
Detrimental Status Effects: Beneficial Status Effects:
● Bleeding ● Charged
● Burning ● Cover (Until the end of your next Turn)
● Chilled ● Diffraction
● Disoriented ● Extinguish
● Exposed ● Harmonized
● Poisoned ● Regeneration
● Shaken ● Reinforced
● Strained
● Weakened

Area of Effect Fortify


Your Target and Close range Adversaries and Allies to the You may distribute a total amount of Armor equal to your
Target are affected by your Signature Action. Signature Action / 10 among yourself and Allies affected.

If you are utilizing the Anti-Material Weaponry, Cleaving, Initiative Change


Collateral Damage, High Explosive, or Returning Weapon You and Allies affected re-roll Initiative and you may apply
Specializations, the effect changes to the following: the new Initiative at the start of the next Combat Round.
Your Initiative roll is performed with Advantage equal to the
Perform Signature Action Damage with Advantage instead if value of Rule of Cool required to use your Signature Action.
any of the previous Weapon Specializations apply.
Multi Target
Critical Threshold You may Target Entities within range of your Signature
Decrease the Critical Threshold of Adversaries affected by Action up to the value of the Rule of Cool required to use
your Signature Action by 5 while calculating Signature your Signature Action.
Action Damage.
Outmaneuver
Defense Bypass You and Allies affected may immediately perform a Move
Ignore Barrier and Armor of your Target while calculating Action with a Capacity Move that does not expend a Minor
Damage from your Signature Action. Decrease any Barrier Action.
and Armor of your Target by half after your Signature Action
resolves. Range
Increase the range of your Signature Action up to the value
Disrupt of the Rule of Cool required to use your Signature Action.
While Targeting 1 or more Adversaries, you may move them
up to 15ft in any direction and decrease their position by 1 in Recycle
the Initiative Order. Restore Capacity equal to your Signature Action / 10.

Dust Bolster Safeguard


You and Allies affected apply the strongest Status condition You may distribute a total amount of Barrier equal to your
if applicable from any Dust infused to your Signature Action. Signature Action / 10 among yourself and Allies affected.
Add +5 to your Signature Action for the purposes of calculat-
ing any Dust inflicted Status Effect that inflicts Damage Siphon
when dividing by 10. Restore Aura equal to your Signature Action / 10.

Teamwork
Allies affected may immediately perform 1 Action. This
Action utilizes their current Combat Round’s Action Pool.

Performing Your Signature Action


● Signature Actions may perform the Boost Action and may be infused with Dust while utilizing the Melee and Ranged Types.
● While performing your Signature Action, always apply Damage and Detrimental Status Effects to Adversaries affected by your
Signature Action.
● While performing your Signature Action, always apply Beneficial Status Effects to yourself and Allies affected by your Signature
Action.
● If your Signature Action possesses effects that do not rely on a roll and does not inflict Damage, perform your Signature Action roll
with your Target selected. Provide the affected Entity or Entities stacks of Advantage to their next Action equal to your Signature
Action / 10 in addition to all applicable Signature Effects.
● An Ally is affected by a Signature Effect if it specifically mentions Allies in its effect.

15
Example Character Sheet

16
Example Character Sheet

17
Example Character Sheet

18
Example Character Sheet

19
Game Mechanics “Good luck studying. That’s
wrong by the way.”
The following sections will lead you on the path to understanding
the setting that RWBY takes place in, creating your first Character,
and becoming familiar with every aspect of the Character Sheet.

20 GRADIENTMGZ
How to Play
Join or create your own group to play with and make sure someone is able to take on the GM role!
You may need to reference topics in other sections of this ruleset in order to gain a better understanding of all your options.

This tabletop game system uses D10 to perform most of its primary rolls. Each game that you play is considered an Episode,
similar to how you would watch an episode of RWBY. A collection of Episodes create a Campaign Arc, or just Arc for short. Splitting
up your Campaign into multiple Episodes to form an Arc allows you to provide a final climatic event in which Players are awarded
something special outside of the normal progression for their achievement. All Characters restore their HP, Aura, Capacity, and
Supplies to their maximum values at the end of each Episode unless otherwise specified by your GM.

If you are playing with physical items, the minimum number of dice you need are 2D10 and 1D6. Extra dice can be helpful in
common situations such as Advantage or Rule of Cool bonuses. Below is a bulleted list of the recommended items to bring to a
game. You also have the option to play digitally through online mediums.

● 3D10
● 8D6
● Printed Character Sheet
● Pencil
● Eraser

The first 2D10 that you roll are classified


as your Natural D10s. These dice repres-
ent your Action. In some cases, there will
be modifiers that increase your roll by a
set value or even an additional D10.
These instances will be covered further
into this ruleset.

D6 dice are primarily used for determining


Damage dealt during Combat Encounters.
The first 1D6 that you roll is classified as
your Natural D6. Most Damage rolls start
with 1D6 and can be modified from there
based on other effects and variables.
Whenever you are dividing numbers and a
remainder is left over, you will always
round remainders of 5 and above up while
remainders of 4 and below are rounded
down.

Your Character sheet contains all the information to play your character, keeping your Attribute modifiers and Resources available
at a glance over the course of an Episode. Always look to your GM if you are unsure how to proceed in a situation. They will
instruct you on any checks you must perform or additional modifiers that apply which can be positive or negative depending on
the situation!

Your GM will guide you through a number of scenes, and often coax out Character interactions. While Roleplay may seem
daunting at first, don’t be afraid to take the initiative and interact with the world around you. Talk to your teammates and
NPCs! Investigate! Explore the world of Remnant and together make a journey to remember!

In the event that a rule or effect is forgotten after the roll is made, and is not caught immediately, my personal GM recommendation is to simply move
on. Even if the result may have been significantly different with the alteration. Retroactively changing the past has the potential to stall a game to a
standstill, and at the end of the day, we’re all human and make mistakes.

GRADIENTMGZ 21
Terminology
Action: A Major Action, Minor Action, or Miscellaneous Action.
Action Pool: The collection of your Major and Minor Actions that you may perform in a Turn. At the start of your Turn, your Action
Pool is set to 3.
Active: A Weapon Form, Asset, or other special rule that is currently in effect or can be utilized.
Adversary: A hostile Entity.
Ally: A friendly Entity other than yourself.
Arc: A collection of Episodes in a Campaign.
Attack: Any Action that is used offensively.
Attribute: How skilled a Character will be when attempting a specific task before them.

Campaign: The overall story that has developed with your GM through the course of multiple Arcs.
Character/PC: The Character you control and roleplay as.
Combat Encounter: A turn-based combative scenario against one or more Adversaries.
Combat Round: The collection of Turns from all Entities engaged during a Combat Encounter.
Critical Threshold: The value at which Critical Damage occurs.

Entity: A Character, Nonplayable Character (NPC), or Inanimate Object.


Episode: A single game session.

Game Master (GM): The individual who creates and runs each Episode for the Players. They assist in moving the story forward,
resolving the Players’ creative solutions and above all ensure that the game meets everyone’s expectations.

Inactive: A Weapon Form, Asset, or special rule that is not currently in effect or cannot be used.
Infuse: Utilizing dust with creative, destructive, or supportive potential.
Initiative Order: The order in which Entities take their Turn in a Combat Encounter.

Major Action: A type of Action available in your Action Pool. Major Actions are reserved for high impact or complicated tasks such as
Attacking. You may only perform 2 Major Actions per Turn unless otherwise specified by a special rule or effect.
Minor Action: A type of Action available in your Action Pool. Minor Actions are used for tasks that would be stressful while in the
heat of battle or Additional Actions. There is no limit to the number of Minor Actions you may perform as your Action Pool permits.

Player: The individual playing as a Character.

Resource: A limited amount of Aura, Armor, Barrier, Capacity, Health Points, and Supplies: used primarily in Combat Encounters.
Roleplay: Speaking and interacting with other Characters or NPCs as if you were your Character.
Rule of Cool (RoC): A special resource based on the performance of one or more Characters In action, roleplay, or anything the GM
deems worthy.

Skill Check: A test of a Character’s prowess and abilities to ensure they can complete a task.
Social Encounter: A non-combat scenario in which one or more Characters must prevail with their mind, creativity, and social skills.
Specialization: Unique characteristics, advantages, and disadvantages that your Character, Vehicle, or Weapon have for you to
leverage and gain an extra edge.
Status Effect: Detrimental or Beneficial effects that persist for a certain period of time.

Target: The intended Entity you wish to interact with or perform an Action against.
Turn: A single Character or NPC’s time to perform Actions within a Combat Encounter. A Turn ends when you have no Actions left to
perform or have chosen to pass with remaining Actions available.

Weapon Form: A Melee Form or Ranged Form.

22
Skill Checks
At times in play your GM will call for a Skill Check, providing a hurdle for Characters to overcome. While
success can offer reward, be wary of the consequences of failure. In this section the eighteen types of
Skill Checks are outlined, along with their applications.

Carry Deceit Dust


Carry = 2D10 + STR + END Deceit Check = 2D10 + AGI + WIL Dust Check = 2D10 + DIS + (LEVEL / 2)

Ugh! The ability to carry large or heavy Look at this! You have a knack for Try this! Harnessing the power of Dust, you
objects without tiring or collapsing. Ex: concealing away your true intentions, attempt to bend the environment to your
Carrying a number of wounded Huntsmen/ information, and your own body language will, adding or molding it in a manner you
Huntresses to safety or lugging around a to make yourself hard to read. Ex: see fit. You may perform a Dust Attack by
large case with a prototype technology. Convincing a security guard that you are a utilizing a Major Action. Ex: creating a wall
contract worker coming to do work, slipping of ice, an updraft of air, or creating a raised
a note to an ally, or lying to an adversary pedestal of earth. Refer to Dust under
about your skills. Assets for more information on how to use
a Dust Skill Check.

Endure Engineering Expertise


Endure Check = 2D10 + END Engineering Check = 2D10 + AGI + Expertise Check = 2D10 + DIS + WIL
+ (LEVEL / 2) (LEVEL / 2)
I know that! You have extensive knowledge
Grrr! Being able to tough out pain to your Careful! Working on simple or complex in one or more particular fields that you
body whether it be external or self-induced equipment takes a delicate hand. have read or studied in some manner.
from overexertion. Ex: Taking a strong Ex: Working on your weapon, hotwiring the Ex: Understanding complex dust formulas,
Attack from a Grimm, resisting a poison security of a door, or performing disabling a weapon system on a
that attempts to take hold of your body, or unauthorized upgrades to your scroll. dangerous vehicle or connecting to the
fighting an illness brought on by a security cameras of an entire warehouse.
mysterious gas.

First Aid Force Grapple


First Aid Check = 2D10 + PER + END Force Check = 2D10 + STR + (LEVEL / 2) Grapple Check = 2D10 + STR + PER

Every second counts! You are able to identify Brute force! Use your Character’s might to Gotcha! Having the keen eye and strength
and understand the limits of the physical destroy or remove an obstacle in your path to keep hold of your Target. Ex: Latching
body’s tolerances. This allows you to provide that is preventing you from moving forward. on to a fleeing foe to keep them in place or
medical attention, stabilize an individual or Ex: Smashing down a door, pushing heavy throwing out a grappling hook to an ally in
assess what an individual is specifically rocks away from a cave entrance or even need. During Combat Encounters, you may
suffering from. Ex: Stabilizing a critically shoulder tackling through a number of perform a Grapple Skill Check within
wounded ally or finding the cause behind an weaker adversaries to break through to the Adjacent range of another Entity. Compare
individual’s inability to walk. other side. your Grapple Skill Check against the
Defense or Ability/Skill Check of your
Target. Success inflicts the Grappled
Detrimental Status Effect. You must
perform a successful Grapple Skill Check
during your following Turn or if an Entity
attempts to free itself to maintain the
Grappled Detrimental Status Effect.

Intimidate Intuition Investigate


Intimidate Check = 2D10 + STR + WIL Intuition Check = 2D10 + PER Investigate Check = 2D10 + PER + DIS
+ (LEVEL / 2)
Hey you! Attempting to use impending What’s that? Careful observation and
force or tone of voice to force another It’s quiet…too quiet. Through quick checking of a particular item, individual, or
individual to be persuaded or give up. Ex: listening and observation, you are able to location may reveal more than what is on
Interrogating a defeated enemy, preventing identify someone being deceitful of their the surface. Ex: Performing a thorough
a robber from escalating to violence, or intentions, or something off about your investigation of an oddly placed statue in a
threatening someone with your voice so surroundings. Ex: Determining if another manor or taking the time to examine a
they will cease their actions. individual is lying to you, observing an snow-covered cavern where you swore
oddity of the environment, or figuring out if you saw an area glow.
someone is hiding a key piece of
information.
GRADIENTMGZ 23
Skill Checks
negotiate PERFORMANCE Reflex
Negotiate Check = 2D10 + WIL + PER Performance Check = 2D10 + END + DIS Reflex Check = 2D10 + AGI + PER

Let’s calm down! Taking in the atmosphere Putting your expertise to work is tough! No Uh oh! You have trained your motor skills
and feeling of the situation, you are able to matter how long you are showing off to to perform precise movements and react in
attempt to negotiate, diffuse a situation, or your friends or allies with your skills, it can a trained manner to a variety of situations.
convince someone of an alternative. take a toll on you. Ex: Playing an Ex: Rolling out of the way of falling debris,
Ex: De-escalating a situation between you instrument at a concert or cooking meals performing a delicate dance with your
and other Huntsmen/Huntresses or for the entirety of Beacon Academy! weapon or side stepping to avoid falling
haggling for a better deal with a specialty through a hole.
shop.

RESOLVE Semblance Stealth


Resolve Check = 2D10 + END + WIL Semblance Check = 2D10 + WIL Stealth Check = 2D10 + AGI + DIS
+ (LEVEL / 2)
Mind over matter! You are able to steel Shhh! You make adjustments while moving
your mind and nerves against negative Activate! Your mind is calm and clear, quickly, making sure you are both unheard
influences that would otherwise cause focusing for a split moment on using the and unnoticed with the utmost care and
doubt. Ex: Resisting the thoughts seeded gift you possess. Your semblance comes to precision of movement through practice.
by a nefarious Grimm or continuing to push power or has always been there. Ex: Sneaking into an abandoned ware-
through when hope is bleak. Semblance Skill Checks are used to house under the cover of night, avoiding
activate or Maintain your Semblance. detection from security, or covertly moving
Passive Semblances do not require a through the thickets of a forest.
Semblance Skill Check. You cannot
perform a Semblance Check if your Aura is
0. Ex: Ruby Rose sweeping up her friends
from danger.

Advantage / Disadvantage
Advantage and Disadvantage are provided based on unique ideas by Players with GM approval, a Specialization, RoC effect or a
unique ability from an NPC. When a GM declares that you have either Advantage of Disadvantage on a specific roll, perform that roll
twice. For Advantage, you may take the highest value rolled. For Disadvantage, you must take the lowest value rolled. For example, if
you have Advantage and roll a 16 and a 21, you may use either the roll for 16 or 21. In the case of Disadvantage with the same rolls,
you would use the roll of 16. If circumstances cause a roll to have both Advantage and Disadvantage, your roll is considered to have
neither as the bonus and detriment negate each other.

Double Advantage / Disadvantage


If a GM provides you with an additional stack of Advantage/Disadvantage while you already have Advantage/Disadvantage,
perform your roll three times. For example, if you have Double Advantage and roll a 16, 21 and 24, you may use either the roll for
16, 21, or 24. In the case of Double Disadvantage with the same rolls, you would use the roll of 16.

Triple Advantage / Disadvantage


In rare cases, but with incredible coordination, team work or misfortune, if your GM provides an additional stack of Advantage/Dis-
advantage while you already have Double Advantage/Disadvantage, perform your roll four times. For example, if you have Triple
Advantage and roll a 16, 21, 24, and 11, you may use the roll for 11, 16, 21, or 24. In the case of Triple Disadvantage with the
same rolls, you would use the roll of 11. You cannot gain any further benefit or detriment past Triple Advantage/Disadvantage.

24
Critical Success / Failure
When a Player performs any Action that involves their Natural 2D10, a result of two 10s is considered a Critical Success while two
1s is considered a Critical Failure. Any additional D10s added by other bonuses or effects are not used when determining a Critical
Success or Critical Failure as these are not the Natural 2D10 from the roll. A Critical Success will always result in a success.
Likewise, a Critical Failure will always result in failure. It is up to your GM to consider how a Critical Success or Failure will play out
during a Roleplay or Social Encounter.

In Combat Encounters, a Critical Success will always succeed while performing an Action, Inflict Critical Damage, Increase your
Rule of Cool by 3 and every other Team Member’s Rule of Cool by 1. The Rule of Cool gained by performing a Critical Success
does not count towards your personal or team Rule of Cool for that turn. In Combat Encounters, a Critical Failure will always fail
while performing an Action and decrease your Rule of Cool by 1. The GM may even rule that you have fumbled your weapon or
some other catastrophic event in the result of a Critical Failure!

Encounters
Social Encounters
Some types of Encounters may be Social Encounters in which a Player or Players engage in Roleplay with NPCs that pose a
challenge to overcome not with violence, but with words. The results of Social Encounters could advance a plot, impact a personal
journey or reveal a key piece of information that had remained hidden. A GM may not always ask for a roll during a Social En-
counter and it’s not expected that you will always perform a Skill Check during a Social Encounter except in cases where a major
request or accusation is made. Sometimes no conclusion can be reached and more aggressive communication becomes
introduced!

Combat Encounters
When negotiating a peaceful outcome or when an opposing individual or individuals just can’t be reasoned with, a Combat
Encounter may occur in order to resolve the problem! Sometimes they can be initiated by the Player Characters, catching their
opponents off guard or vice versa! Usually, most Combat Encounters are initiated with both parties aware of each other. Many of
your Resources will come into play during a Combat Encounter, including Combat Encounter only mechanics such as Rule of Cool
and Combat Abilities. When entering a Combat Encounter, a GM will call for an Initiative roll. The GM will note the values rolled by
the Player Character team by ordering them accordingly in an Initiative Order. Players and Entities take their Turn based on the
Initiative Order. A Turn is classified as the moment when you are able to act in the Initiative Order. Each Turn your Action Pool is
set to 3 Actions. You may only ever perform 2 Major Actions during a Turn unless otherwise specified by a specific effect or rule. A
Combat Round is the collection of Turns performed by all Entities involved in the Combat Encounter. Once all Entities have
performed a Turn, that Combat Round ends and a new Combat Round begins from the top of the Initiative Order.

GRADIENTMGZ 25
Rule Of Cool (RoC)
RoC is a resource accumulated throughout combat encounters and social encounters based on how flavorful and dazzling your
Character and other Characters perform. Your RoC becomes 0 once a GM declares a Combat Encounter has started or ended.
You may activate all RoC option below while in a Combat Encounter. While out of Combat, you may only activate the RoC options
that increases an Action by 1D10. A GM may award RoC after an Action when a Character’s Actions are described in eloquent/
vivid detail, curious/interesting dialogue, team attacks (all participating members will gain RoC), etc. A GM has the option to not
award RoC if a Character’s Actions are repetitive, the same team Attack is used in the encounter, and any other place the GM finds
it relevant. The maximum RoC you may possess is 5. You may gain 1 RoC by performing Personal, Partner, and Team attacks/
interactions. While gaining Partner or Team RoC, gain 1 RoC at the end of your Turn. Characters utilizing the Balanced Attribute
Assignment gain 1 RoC at the end of their Turn if they earned a Personal RoC. You may not select duplicate RoC options while
performing an Action during your Turn. Expend RoC to perform the effects below.

● Gain an additional Minor Action this Turn.


1 Rule of COol
● Re-roll your Initiative and you may apply the new Initiative at the start of the next Combat Round.
● The following RoC options may be used during Action Resolution and Damage Calculation.
■ Increase an Attack, Defense Check, or Skill Check by 1D10.
■ Increase Damage by 1D6.

2 Rule of COol
● Gain an additional Major Action this Turn (This may exceed your allotment of 2 Major Actions performed in a Turn).
● All Attacks, Defense Checks, and Skill Checks are performed with Advantage until the end of the next Combat Round.
● The following RoC option must be declared prior to performing your Attack.
■ Apply Stagger with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage.

3 Rule of COol
● The following RoC options must be declared prior to performing your Attack.
■ Apply Crippled with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage.
■ Apply Broken with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage.
■ Apply Impaired with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage.
■ Perform Critical Damage with your next Attack this Turn. That Attack rolls double the dice for Critical Damage.

Range Increments
Distances are measured from one Character to another Entity or Location. Range Increments are measured in feet. When using a
battlemap, each tile would count as 5ft.
Long: Long range Entities or Locations are
Adjacent: Adjacent Entities or Locations are within 60ft of the Character. Reserved for only
within 5ft of the Character. Directly next to the modified weapons or those with additional
Character. Melee Attacks are commonly at this sighting capabilities.
range.
Extreme: Extreme range Entities or Locations
Close: Close Entities or Locations are within are within 90ft of the Character. Reserved for
15ft of the Character. Melee weapons with only high range weapons like Snipers or
enhancements or modifications can reach this vehicle mounted weapons.
range along with some niche ranged weapon
forms. Distant: Distant range Entities or Locations are
past 90ft of the Character. This distance is out
Medium: Medium range Entities or Locations of reach of Actions. It is also difficult to see
are within 30ft of the Character. Most Ranged anything that is Distant, requiring magnification
Attacks have Medium range as their upper or excellent vision.
limit.
26
Action Resolution
ATTACK RESOLUTION
During your Turn you may perform an Attack that Targets an Entity using your offensive method of choice. Perform an Attack
following the steps below:

1. Declare an Attack to perform. Check the range of your Attack to your Target. If your Target is not within range, you cannot
perform that Attack.
2. If the Target is within range, perform the Attack against the Target, expending any Resources required. You may expend 1
Capacity to infuse your weapon with 1 Active Dust’s Offense effect. Dust Weavers always infuse their Attacks with 1 Active
Dust without expending 1 Capacity.
3. If the Target is a Player Character, a Defense Check is performed and compared, otherwise compare the Total Attack against
the Defense of the Target. If the Attack is infused with Dust or is an offensive Semblance, compare the Total Attack against the
Special Defense of the Target instead.
4. A Targeted Adversary may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. You may respond after your
Adversary elects to perform or not perform one of the previous options. Repeat this process until both Entities cease per-
forming these options.
5. If the Attack does not meet or exceed the Target’s Defense, Defense Check, or Special Defense, the Attack fails, otherwise
perform Damage Calculation.
6. Apply all applicable Effects simultaneously from the Attack. Check if a Detrimental Status Effect is afflicting the Target that can
be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Attack Resolution if an effect would
apply to do so.

SKILL CHECK RESOLUTION


During your Turn you may perform a Skill Check that Targets an Entity using the skill set of your Character. Perform a Skill Check
following the steps below:

1. Declare a Skill Check to perform. Check the range of your Skill Check to your Target. If your Target is not within range, you
cannot perform that Skill Check.
2. The Skill Check Difficulty will be defined by an effect detailed in the rulebook or by the GM in creative scenarios from Players.
3. If the Target is within your range, perform the Skill Check against the Target, expending any Resources required.
4. A Targeted Adversary may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. You may respond after your
Adversary elects to perform or not perform one of the previous options. Repeat this process until both Entities cease per-
forming these options.
5. The Skill Check is evaluated against the Difficulty. If the Skill Check does not meet or exceed the Difficulty, the Skill Check
fails, otherwise apply the effect or your Skill Check if there are rules for it and/or the result determined by the GM.
6. Perform Damage Calculation if applicable.
7. Apply all applicable Effects simultaneously from the Skill Check. Check if a Detrimental Status Effect is afflicting the Target that
can be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Skill Check Resolution if an
effect would apply to do so.

Defense CHECK RESOLUTION


Adversaries will Attack you either by instinct or through intelligent reasoning. Whenever you are affected by an Adversary’s Action,
you may Defend by following the steps below unless otherwise specified:

1. Declare a Defense Check to perform.


2. Apply modifiers to the Defense Check as directed by the GM.
3. Perform the selected Defense Check.
4. You may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. Your Adversary may respond and perform or not
perform one of the same options. Repeat this process until both Entities cease performing these options.
5. If your Defense Check is equal to or higher than the value of the Action, the Action fails against you. If your Defense Check
exceeds the value of the Action by 5 or more, you may perform your Defense Check’s effect if applicable during the final step
of Defense Check Resolution.
6. If your Defense Check is lower than the value of the Action, follow the steps for Damage Calculation if applicable.
7. Apply all applicable Effects simultaneously from the Action or Defense Check. Check if a Detrimental Status Effect is afflicting
you that can be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Defense Check
Resolution if an Action would apply to do so.
GRADIENTMGZ 27
Damage
Base Damage
Each Attack inflicts varying Damage when you are successful. The list below displays the Damage values for each Attack.

● Melee: 1D6 + STR ● Dust: 1D6


● Melee (Dust Weaver): 1D6 + (DIS / 2) ● Unarmed: 1D6
● Melee (Aegis): 1D6 + (CAPACITY / 2) ● Thrown Melee: 1D6 + (STR / 2)
● Ranged: 1D6 ● Signature Action: (RoC Required x 1D6)
● Ranged (Dust Weaver): 1D6 + (Level / 2)
● Charge Attack: Damage +
(Capacity Expended x 1D2)

Critical Damage
A Target’s Critical Threshold is 15 above its Defense and Special Defense. If Critical Damage would apply multiple times during an
Attack, inflict Critical Damage with Advantage for each additional time. Critical Damage is added to Damage when determining Total
Damage dealt.

Determine the additional number of D6 to roll for Critical Damage with the following formula:
Critical Damage = Attack / 10

Ex. A Ranged Attack’s final result is 28. 3D6 would be used for Critical Damage.

Damage Calculation
Subtotal Damage = Base Damage + Additional Damage + Critical Damage
Total Damage = Subtotal Damage - Damage Reduction Total
Damage Calculation follows the steps below:
1. Perform an Attack’s Base Damage.
2. Calculate Additional Damage by summing all applicable Damage modifying effects.
3. Perform Critical Damage if it occurred.
4. Calculate the Subtotal Damage and then perform Diffraction’s effect against the Subtotal Damage if applicable.
5. Identify the Resource that would be decreased.
6. Calculate the Damage Reduction Total by summing all Damage reducing effects.
7. Decrease the Resource by subtracting the Total Damage from it.
8. If the Resource is depleted and there is Total Damage remaining, repeat steps 5-7 using the remaining Total Damage as the new
Subtotal Damage.

28
Actions
Each Turn you are alloted 3 Actions. The following Actions may be performed during Combat. Defense Checks are performed as many
times as required during an opposing Entity’s Turn and do not use your Action Pool. You may only perform 2 Major Actions during your
Turn unless otherwise specified by a special rule or effect.

Charge Attack
Major Actions
You may expend 2 Major Actions to perform a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack as a Charge Attack.
When declaring you are performing a Charge Attack you may expend up to 3 Capacity. Increase your Attack by XD2 and any Damage
by XD2 where X = the amount of Capacity expended. Your Charge Attack and Damage are performed with Advantage.

Dust Skill Check


You may expend a Major Action to perform a Dust Skill Check infusing a location or Target within Medium range. Dust Skill Checks
must expend 1 Capacity and are performed using 2D10 + DIS + LEVEL / 2. Dust Skill Checks are used to create various environmental
advantages that the GM will determine the outcome of. Refer to page 59 for possible effects.

Melee Attack
You may expend a Major Action to perform a Melee Attack using your weapon’s Melee Form. Follow the rules under Action Resolution
to resolve a Melee Attack. You must expend 1 Capacity to perform a Dust Weaver Melee Attack.

Ranged Attack
You may expend a Major Action to perform a Ranged Attack using your weapon’s Ranged Form. Follow the rules under Action
Resolution to resolve a Ranged Attack. You must expend 1 Capacity to perform a Ranged Attack or Dust Weaver Ranged Attack.

Signature Action
You may expend your Rule of Cool and Action(s) to perform your Signature Action. Signature Actions may only be performed once per
Episode and cannot be performed with any Rule of Cool option that inflicts a Detrimental Status Effect or Critical Damage. Refer to
Signature Actions on page 28 to build your Character’s Signature Action and view their full rules.

Thrown Melee Weapon Attack


You may expend a Major Action to perform a Thrown Melee Weapon Attack against a Target within Medium range. A Thrown Melee
Weapon Attack is performed by using 2D10 + STR + AGI. You gain the Detrimental Status Effect Disarmed at the end of a Thrown
Melee Weapon Attack’s resolution. You must pick up your weapon at the Target’s location to remove Disarmed. The Returning
Specialization modifies this Action. Refer to page 51 to view Returning’s effect.

Unarmed Attack
You may use a Major Action to perform an Unarmed Attack against a Target in Adjacent range. An Unarmed Attack is performed by
using 2D10 + STR + END / 2 + AGI / 2. You may not infuse Unarmed Attacks with Dust. Dust Check effects, Dust Focus effects, Dust
Weaver effects and Weapon Specializations do not apply to an Unarmed Attack. The Unarmed Proficiency Specialization modifies this
Action. Refer to page 40 to view Unarmed Proficiency’s effect.

Dust Swap
Minor Actions
You may expend a Minor Action to change your Active Dust with an Inactive Dust.

Move
You may expend a Minor Action to move in any direction up to your Movement. If a Character wishes to move up or down, they must
make an appropriate Skill Check to do so.
● Capacity Move
● You may expend your Capacity by 1 to increase the distance you travel during a Move Action by up to 10ft. You may only
use a Capacity Move if you are not under the effect of Disarmed. You may only perform a Capacity Move once per Move
Action.
Reload
You may expend a Minor Action to reload your Capacity to its maximum value. While performing a Reload, you must declare any Dust
you are Activating.

Skill Check
You may expend a Minor Action to leverage your Character’s skills to perform a creative task. Declare what you are attempting to do
and the GM will provide you an appropriate Skill Check to roll in order to accomplish this task. The GM will determine the Difficulty and
result of the scenario on a case by case basis.

GRADIENTMGZ 29
Actions
Weapon Transformation
You may expend a Minor Action to change your Active Melee Form to an Inactive Melee Form or change your Active Ranged Form to
an Inactive Ranged Form that you have available. When you Activate a new Ranged Weapon Form, modify your current Capacity to
the new Active Weapon Form’s maximum Capacity If your Capacity would exceed your maximum Capacity.

MISCELLANEOUS Actions
Ambush
An Ambush occurs when one or more Entities Attack Adversaries who are unaware before Initiative is rolled. An Attack with Advantage
may be performed by each Entity that is performing the Ambush.

Boost
Once per Action you may expend your Capacity by 1 to Increase a Melee Attack, Ranged Attack, Thrown Melee Weapon Attack, Parry
Defense Check, Dodge Defense Check, Dust Defense Check, or Dust Skill Check by 1D3. You cannot use Boost if you are under the
effect of Fumbled or Disarmed. Boost may be used after you see your roll. Characters may utilize their Dust/Ammunition to obtain an
extra boost to their Actions.

Defense Check
When you are targeted for an Attack by another Entity, you may perform any of the following Defense Checks. You may only perform
the effects of each Defense Check once per Combat Round unless otherwise specified.

● Dodge Defense Check = 2D10 + PER + AGI


● When you successfully perform a Dodge Defense Check and exceed the Attack by 5 or more, you may perform a Move action in
any direction after all Attacks from Entities within Adjacent range have resolved.
● Dust Defense Check = 2D10 + PER + DIS
● You must possess Dust and at least 1 Capacity to perform this Defense Check. When you successfully perform a Dust Defense
Check and exceed the Attack by 5 or more, you may gain the Support effect based on the type of Dust you have Active by
expending 1 Capacity.
● Parry Defense Check = 2D10 + PER + STR
● When you successfully perform a Parry Defense Check and exceed the Attack by 5 or more, you may inflict X Damage to your
Attacker where X is your PER. You cannot use a Parry Defense Check against Ranged Attacks.
● Resist Defense Check = 2D10 + PER + END
● When you successfully perform a Resist Defense Check and exceed the Attack by 5 or more, remove 1 Detrimental Status Effect
except Disarmed, Fumbled, Grappled, or Poisoned from yourself after the Attack has resolved. When you fail a Resist
Defense Check, you may take the Damage to your HP instead of your Aura and may use this effect multiple times per Turn. A
Resist Defense Check may utilize the Persevere Action.
● Persevere
● You may decrease your HP by 1 to increase your Endure Skill Check or Resist Defense Check by 1D6. You cannot
perform this Action if your HP is 1. You may only perform Persevere once per Endure Skill Check or Resist Defense
Check.
● Semblance Defense Check = 2D10 + PER + WIL
● When you successfully perform a Semblance Defense Check and exceed the Attack by 5 or more, you may activate your
Semblance’s effect if it is not a Passive Semblance effect. You may only activate your Semblance this way once per Combat
Round. A Semblance Defense Check may utilize the Empower Action. Semblance Defense Check cannot be used if your Aura
is 0.
● Empower
● You may decrease your Aura by 1 to increase your Semblance Skill Check or Semblance Defense Check by 1D6. You
cannot perform this Action if your Aura is 0. You may only perform Empower once per Semblance Skill Check or
Semblance Defense Check.

Hold Action
You may hold 1 Major Action or 1 Minor Action per Combat Round to be used during another Character’s Turn (With their consent) or
after an Adversary has resolved their Action. Actions performed by multiple Characters during the same Turn are considered to execute
simultaneously with one another.

Initiative
Performed at the start of a Combat Encounter when the Players and other Entities are aware of one another. This is also performed
after any Ambush has occurred, either from the Players or other Entities. Players use 2D10 + PER + AGI to determine their Initiative
Order. NPC Entities will use their Speed attribute to determine their placement in the Initiative Order.

30
Status Effects
A variety of effects and ailments can be applied by Weapons, Abilities, the environment, or Entities during Encounters! An Entity may only be
affected by 1 of each Status Effect unless otherwise specified. Status Effects that accumulate and utilize stacks may never exceed 9. Consider
the following for tracking stacks. If you are playing in person, utilize D10s and rotate them to meet the stack number for Detrimental Status
Effects next to Entities. If multiple are afflicted such as a group of Beowolves, I would recommend tracking it via a piece of paper. For VTT and
Roll20, there are methods to assign numerical values and icons to Tokens. Utilize these to track Status Effects.

Detrimental Status Effects


Bewildered Exhausted
Decrease Attacks and Abilities by 2 until the end of the next Combat Round. If Decrease Defense, Dodge, Parry, and Resist Defense Checks by 4 until the
Bewildered would be applied while an Entity is already Bewildered, upgrade end of the next Combat Round. Persevere cannot be used.
Bewildered with Blinded. If an Entity is Blinded, Bewildered does not apply.
Exposed
Bleeding Critical Damage occurs from an Attack that rolls at least a single 10 on its
Take Damage equal to the stacks of Bleeding you possess at the end of your Natural D10s. Lose Exposed after Critical Damage is inflicted.
Turn. Bleeding may only be applied when an Action with this effect is directed to
HP. If Bleeding would be applied, inflict stacks of Bleeding equal to the Action / Fumbled
10. Bleeding stacks may be decreased by performing a First Aid Skill Check. You may not perform Boost, Dust Swap, and Reload Actions until the end of the
Decrease Bleeding stacks equal to a First Aid Skill Check / 10. Bleeding next Combat Round. If Fumbled would be applied a second time while an Entity
persists until removed. is already Fumbled, also gain Disarmed.

Blinded Frostbitten
Decrease Attacks and Abilities by 4 until the end of the next Combat Round. Move and Capacity Move distance is decreased by 10ft until the end of the next
Combat Round. The next Action performed requires an additional Action of that
Broken type to be performed. If an Entity is Frostbitten, Chilled does not apply.
Decrease Defense, Resist Defense Checks, Parry Defense Checks, and Dodge
Defense Checks by 5 until the end of the Combat Encounter. Grappled
You cannot perform the Move Action. All Actions performed against an Entity
Burning with Grappled are performed with Advantage except for the Grapple Skill
Take Damage equal to the stacks of Burning you possess at the end of your Check. If the Action performed does not utilize a roll, it adds +5 to its value
Turn. If Burning would be applied, add stacks of Burning equal to the Action / instead.
10. Burning stacks may be decreased by performing a relevant Action (GM
Discretion). Decrease Burning stacks equal to the Action / 10. Burning persists Impaired
until removed. Decrease Special Defense, Dust Defense Checks, and Semblance Defense
Checks by 5 until the end of the Combat Encounter.
Chilled
Move and Capacity Move distance is decreased by 5ft until the end of the next Immobilized
Combat Round. The next Move Action or Skill Check performed requires an Move Actions cannot be performed until the end of the next Combat Round.
additional Action of that type to be performed. If Chilled would be applied while
an Entity is already Chilled, upgrade Chilled with Frostbitten. Poisoned
Decrease all Aura and HP restoration by the number of Poisoned stacks you
Concussed possess. Take Damage equal to half the stacks of Poisoned each time a new
Decrease Special Defense, Dust Skill Checks, Semblance Skill Checks, and Detrimental Status Effect is afflicted to you. Poisoned may only be applied when
Semblance Defense Checks by 4 until the end of the next Combat Round. an Action with this effect is directed to HP. If Poisoned would be applied, add
Empower cannot be used. stacks of Poisoned equal to the Action / 10. Poisoned stacks may be removed
by performing a First Aid Skill Check. Remove Poisoned stacks equal to a First
Confused Aid Skill Check / 10. Poisoned persists until removed.
While performing an Action that results in failure, inflict Damage equal to their
Action / 10 until the end of the next Combat Round. Shaken
All of your Actions are performed with Disadvantage and you do not gain
Crippled benefits from effects that require rolling at least a single 10 on your Natural
Decrease Attacks, Abilities, and Skill Checks by 5 until the end of the Combat D10s until the end of the next Combat Round.
Encounter.
Staggered
Disarmed Decrease your Action Pool by 1 until the end of your next Turn. If Staggered
You may not perform an Attack with 1 weapon until the end of the next Combat would be applied while an Entity is already Staggered, upgrade Staggered with
Round. Stunned. If the Target is Stunned, Staggered does not apply.

Disoriented Strained
Decrease Special Defense, Dust Skill Checks, Semblance Skill Checks, and Take Damage equal to the Action / 10 that inflicted Strained the next time a
Semblance Defense Checks by 2 until the end of the next Combat Round. Move Action is performed. Lose Strained after Damage is inflicted from
Empower cannot be used. If Disoriented would be applied while an Entity is Strained.
already Disoriented, upgrade Disoriented with Concussed. If an Entity is
Concussed, Disoriented does not apply. Stunned
Decrease your Action Pool by 2 until the end of your next Turn.
GRADIENTMGZ 31
Status Effects
Weakened
Decrease Defense Dodge, Parry, and Resist Defense Checks by 2 until
the end of the next Combat Round. Persevere cannot be used. If
Weakened would be applied while an Entity is already Weakened,
upgrade Weakened with Exhausted. If an Entity is Exhausted, Weakened
does not apply.

Beneficial Status Effects


Charged Harmonized
You may perform a free Boost with any Ability, Attack, Defense Check, Your next Empower is performed with Advantage. Lose
or Skill Check. Lose Charged after this effect has resolved. Harmonized after this effect has resolved.

Cover Fleet Footed


Decrease Damage received from Attacks by 1 (Minimum 1). Lose At the start of your Turn, you may expend Fleet Footed to Re-roll
Cover if you are no longer Adjacent to the Entity. The Entity stops your Initiative and you may apply the new Initiative at the start of
granting Cover if Damage inflicted is 2 or greater after Damage the next Combat Round. While you benefit from Fleet Footed,
reduction. Increase Movement by 10ft and Lose Fleet Footed after per-
forming a Move Action.
Diffraction
The next Damage greater than 1 inflicted to you is halved before Regeneration
performing any other Damage reduction effects. Lose Diffraction after At the end of your Turn, restore 1 HP and remove 1 stack of
this effect has resolved. Regeneration. If Regeneration would be applied, add stacks of
Regeneration equal to the Action / 10.
Extinguish
Nullify the next Detrimental Status Effect that would be applied. Lose Reinforced
Extinguish after this effect has resolved. Armor can decrease Damage to 0 instead of a minimum of 1.
Your next Persevere is performed with Advantage. Lose
Reinforced when Damage is decreased to 0 from an Action or a
Persevere Action is performed.

FALLING Damage
If your Character is falling and unable to control their descent, use the following guidelines to determine what occurs. You take 1D6
Damage for every 10ft fallen. Each Turn in a Combat Encounter that you are falling is equal to double the distance fallen from the
previous Combat Round. Prevent falling Damage by creatively using Skill Checks to land safely or slow your descent.

Player vs. Player


Sometimes conflict breaks out between individuals that are on your team! A
difference of opinion, an unsettled score, or the culmination of poor choices from a
team leader may rapidly spiral into violence. When 2 or more Player Characters
engage in a Combat Encounter, use the following rules.

● The Defender always wins ties while resolving Actions except for Clash.
● You gain 1 Rule of Cool at the end of your Turn. GMs do not award Rule of Cool.
● Critical Successes do not provide you Rule of Cool.

Damage Changes
While performing Damage Calculation, your Total Damage changes to the table
below. The left side of the table is your original Total Damage and the right side
indicates what your Total Damage now becomes during PvP. Damage from
Detrimental Status Effects are considered a separate calculation of Damage for
each unique Detrimental Status effect.

1-5 = 1 Damage
6-12 = 2 Damage
32 13+ = 3 Damage
Player vs. Player
Clash
You and your adversary are skilled at attempting to match each other’s skill. You may Clash once while in a Player vs. Player Combat En-
counter. If an Action were to defeat your Defense Check, the Defender may declare a ‘Clash’. The Defender must expend resources while
performing a Clash in the example of a Dust Skill Check, Ranged Attack, Signature Action, Charged Attack, etc.

1. To perform a Clash, the Defender declares Clash after they resolve a failed Defense Check.
2. The Defender performs the same Action that was performed against them. Compare the results of the Attacker’s Action and Defender’s
Action. Ties do not count towards successes of either the Attacker or Defender.
3. Repeat step 2 until a Player obtains 3 successes. The Action that was Clashed resolves as normal using the results of the Clash.

Character Defeat
A Player Character becomes Defeated when their HP reaches 0. They lose all Beneficial Status Effects and Detrimental Status Effects.

While Defeated, a Player may not perform Actions and can still be Targeted by Actions. With each passing moment, they inch closer to critical
injury. If a Defeated Character's HP reaches or exceeds a negative value that is double the negative value of their maximum HP, they have
become critically injured. A Character recovers from Defeated if their HP becomes a positive value and may only recover from Defeated once
per Episode.

A First Aid Check performed by an Ally in Adjacent range restores HP equal to the First Aid Skill Check / 10 while a Character is Defeated.

When a Player would normally take their Turn as their Character, that Player rolls a Defeated Check. Roll 1D10 and perform the following
based on the Defeated Check.

● 1: Your Character’s health stability begins to fail rapidly... Inflict 2 Damage to your
HP ignoring all Damage reduction effects.

● 2-5: Your Character continues to lose their grasp on life... Inflict 1 Damage to
your HP ignoring all Damage reduction effects.

● 6-9: Your Character can maintain their stability against their injuries for
now...Nothing happens.

● 10+: Your Character miraculously finds a hidden burst of strength from within
whether this is the will to survive or from a need to protect their allies, etc. Restore 2
Aura and return your HP to 1. You may perform 1 Action the Turn you recover from
Defeated.

As a GM, it is your call as to what happens when a Character reaches a point that they are critically injured or dead. Work with the player(s) after the
Episode to determine what happens next. It’s not good storytelling for a Character’s story to end abruptly because of some poor dice rolls! Of course, a
Player may decide that it is time to close the book on the Character. Communication is key with your Players to come to a satisfying conclusion!

DESTINY
“Do you believe in destiny?”

Do you see the strands of fate? Everyone has a destiny that they can forge. Destiny points are the
rarest resource available and are only ever awarded at the end of an Arc or after an intense amount of
character development. You may use this rare resource to avert what would have been a Critical
Failure or create a Critical Success even! Use this power wisely!

At the start of each Episode, roll 1D10 for each Destiny point you possess. Immediately after viewing
the results of a roll performed by you or that affects you during the current Episode, you may replace a
single D10 rolled with one of your Destiny point values that were rolled at the start of the Episode. If
modification to the roll would result in a Critical Success, you gain 1 RoC instead of 3 RoC from that
Critical Success.
GRADIENTMGZ 33
Specializations “I was raised outside the
Kingdoms. If you can’t
fight, you can’t survive.”
Make your character unique within the world of remnant with
Specializations. All Specializations are outlined in the following
sections.

34
Character Specializations
Character Specializations always apply to you even if your weapon or gear has been confiscated, lost, or destroyed. Assets granted by
Character Specializations however can still be removed. Advanced Character Specializations require significant investment to utilize.
Basic and Dust Weaver Character Specializations do not have Attribute requirements. You may not select duplicate Character
Specializations unless otherwise specified.

Basic
Acrobatic
Restrictions: N/A
Once per Turn, after performing a successful Melee Attack or Unarmed Attack within Close range, you may expend 1 Capacity to
immediately place yourself anywhere in Close range from your Target of that Attack.

Finding an opening, you springboard in the air with finesse.

Additional Dust
Restrictions: N/A
Select 2 colors of Dust you do not currently possess and add them to your Assets. This Specialization may be taken multiple times.

An Aura activated energy source born from the ingenuity of Humankind.

Anchor
Restrictions: N/A
While performing a Defense Check against a Target that possesses a higher initiative than you, gain Reinforced if you are inflicted with
Damage greater than 0 after resolving the Defense Check.
The Detrimental Status Effect Shaken must be applied twice to you during a Combat Round to take effect.

I am unshakeable!

Aura Control
Restrictions: N/A
Barrier may be expended instead of Aura while performing an Empower Action.
You may perform a Semblance Skill Check to Activate the following effect. Successes against Adversaries in Adjacent range of your
Character are knocked back 15ft and inflicted with Damage equal to your WIL / 2.

You have trained to manipulate your Aura in a way to provide breathing room in the face of tough or multiple adversaries.

Battering Ram
Restrictions: N/A
Gain Advantage while performing a Force Skill Check. While performing a Force Skill Check, you may perform the Persevere Action.
Performing a Force Skill Check against a Target decreases Armor equal to your Force Skill Check / 10 on a success.

Get out of the way!

Camouflage
Restrictions: N/A
Your Stealth Skill Checks are performed with Advantage. If you did not perform a Defense Check during the previous Combat Round and
current Combat Round, your first Attack performed this Turn is done so with Advantage. Once per Combat Round, you may perform a
Stealth Skill Check instead of performing your normal Defense Check to Defend. When you succeed against an Attack by 5 or more, you
cannot be selected as an Attack Target by Entities in Medium range or further except by Attacks that affect an area until the end of your
next Turn.

Characters may have Faunus physiology or a garment that assists in concealment.

Confidence
Restrictions: N/A
Your Resolve Skill Checks are performed with Advantage. Ignore the first time the Shaken Detrimental Status Effect would be applied to
you during a Combat Round. If an Ally fails a Resolve Check within Close range of you, you may provide them your support through
words or energy. Perform a Resolve Skill Check that becomes their new Resolve Skill Check and evaluate the Action against the new
Resolve Skill Check. Provide your Ally with a short description of your encouragement.

I don't care what you say! We WILL stop them, and I WILL stop you! BET ON THAT!

Coordinator
Restrictions: N/A
Your Expertise Skill Checks are performed with Advantage. Once per Turn, if you gain an RoC for Teamwork, gain an Action during your
following Turn. 35
Ladybug! Checkmate! Bumblebee! Ice Flower!
Character Specializations
Defender
Restrictions: N/A
Whenever a Defense Check is failed by an Ally within Adjacent range, a Character with Defender may intercept the Attack and perform a
Defense Check. You may also use this effect at Close range with an stack of Disadvantage. Damage is inflicted to the Character with
Defender on a failed Defense Check. Only one Character can perform the effect of Defender per attack.

Your Character has the virtue and capabilities to take a hit for another.

Detail Oriented
Restrictions: N/A
You gain Advantage while performing Investigate Skill Checks. While performing a Skill Check that utilizes Perception, if you roll at least a
single 10 on your Natural D10s, gain 1 Rule of Cool. You may gain 1 Rule of Cool per Combat Round in this manner. You always know the
remaining health on Grimm and Robotic Entities previously encountered.

You notice the little details about Grimm, weapons, objects, or remember minor details that people mention in passing.

Determination
Restrictions: N/A
Your Endure Skill Checks are performed with Advantage. You may expend Aura instead of HP while performing the Persevere Action. Once
per Episode, you may decrease Damage inflicted to you equal to your Level / 2. Determination’s effect can decrease Damage to 0.

Do you think I’m going down that easily?!?

Diplomatic
Restrictions: N/A
Your Negotiate Skill Checks are performed with Advantage. Gain 1 RoC if you roll a single 10 on any of your Natural D10s while performing
a Negotiate Skill Check. While purchasing Assets or services, you may attempt to gain a discount. Roleplay a conversation and perform a
Negotiate Skill Check. Decrease the cost of the Asset or service by a percentage equal to your Negotiate Skill Check / 2.

Surely you can provide some hard-working Huntsmen and Huntresses a competitive offer, right?

Dust Focus
Restrictions: You cannot select the Additional Dust or Mixologist Character Specializations. You can only possess 1 Dust.
You gain 1 Dust of your choice.

● While applying the Offense effect of your Dust from a Dust Skill Check, you may select an additional Target to receive its benefit by
expending 1 Capacity.
● While applying the Support effect of your Dust from a Dust Skill Check, you may select an additional Target to receive its benefit by
expending 1 Capacity.
● Add +5 to calculate the result of a successful Offense or Support Dust effect that involves dividing by 10.

While performing a Dust Skill Check, gain the following option:


20+: Create a temporary platform, slide, pillar, etc of your chosen Dust that lasts until the End of the next Combat Round at 1 location
(5ftx5ft). Any Entity that ends their Move Action on the platform, slide, pillar, etc may immediately move 15ft in any direction.

Your Dust Defense Check changes to the following:


You must possess Dust to perform this Defense Check. When you successfully perform a Dust Defense Check and exceed the Attack by 5
or more, you may gain the Support effect of the Dust you possess by expending 1 Capacity and you may Target an Ally within Medium
range to receive the Support effect by expending 1 Capacity.

Studying and mastering one Dust alone is an accomplishment in itself and you have proven it through your mastery of a single color of
elemental power.

equipment Bracers
Restrictions: N/A
You may expend an Action in place of Capacity while performing a Boost Action and you gain Cover until the end of the next Combat
Round.

Come on, hold together!

36
Character Specializations
Ferro Polymer Materials
Restrictions: N/A
Your reloads do not use an Action and your Boost Action gains Advantage.

Magazines, containers, and phials you carry are ergonomic and lighter.

Grappler
Restrictions: N/A
You may expend your Capacity by 1 to perform a Grapple Check against a Target at Medium range or 2 to pull a Target at Medium range
to Adjacent range of you. Your Grapple Skill Checks are performed with Advantage.

You have a grappling hook, chain, rope, etc that allows you to grapple Targets further away.

Headliner
Restrictions: N/A
Your Performance Skill Checks are performed with Advantage.

Once per Turn, you may perform a Performance Skill Check to remove 1 stack of Disadvantage from Performance Skill Check / 10 Allies
within Medium range.

You may expend a Major Action to provide an Ally within Close range the effect of 1 of your Character Specializations excluding Additional
Dust, Dust Focus, Headliner, and Semblance Training until the end of their Turn. An Ally may benefit from the effect of Headliner once per
Combat Round.

You want my autograph??? Sure!

High Capacity
Restrictions: May not be selected with the Proprietary Equipment Negative Specialization.
Gain each bonus for how many times you have taken this Specialization.

Level 1: Increase your Maximum Capacity by 2.


Level 2: Increase your Maximum Supplies by 1.
Level 3: Increase your Maximum Capacity by 2. Once per Turn, you may perform a Boost Action or Infuse an Attack with Dust without
expending Capacity.

You carry extended magazines, satchels to hold dust, or variable magazines that allow you to carry more Capacity into missions. This
Specialization may be taken up to 3 times.

Hybrid Containers
Restrictions: N/A
All Dust you possess becomes Active. Your Dust Skill Checks are performed with Advantage.

You carry innovative containers, magazines, or phials to allow multiple dust types to be utilized at any time.

i Like These Odds


Restrictions: N/A
While there are 2 or more Adversaries within Adjacent range of your Character, gain Charged at the start of your Turn.

Decrease Damage taken from Adjacent Adversaries by 1 for each Adversary (Minimum 1).

They outnumber us three to one! Then it will be an even fight.

Inner Focus
Restrictions: May not be selected with the Soul Instability Negative Specialization.
Your Semblance Skill Checks are performed with Advantage. If you roll at least a single 10 on your Natural D10s while performing a
Semblance Skill Check, 1 Empower Action during the current Combat Round does not expend Aura.

I can do this!

in The Zone
Restrictions: May only be selected if your Character utilizes the Balanced Attribute Assignment.
Perform Rule of Cool effects that add 1D10 or 1D6 with Advantage.

Never miss a beat. Never miss a beat. Never miss a beat!

GRADIENTMGZ 37
Character Specializations
improviser
Restrictions: N/A
While performing an Action, you may expend 1 Capacity to remove 1 stack of Disadvantage affecting your Action. Skill Checks may
perform the Boost Action if they cannot perform the Empower Action or Persevere Action.

Everything can be a solution if you think about it!

Knuckle Cracker
Restrictions: N/A
Your Intimidate Skill Checks are performed with Advantage. Once per Turn, Target an Entity and perform an Intimidate Skill Check. You
may perform Boost Actions without expending Capacity equal to your Intimidate Skill Check / 10 while performing Unarmed Attacks
against that Target this Turn.

Their bark is just as bad as their bite.

Lightning Reflexes
Restrictions: N/A
Your Reflex Skill Checks are performed with Advantage. If you have traversed at least 60ft or more during a Combat Round, gain the
Beneficial Status Effect Diffraction.

Barely touched me!

Miracle Worker
Restrictions: N/A
Your First Aid Skill Checks are performed with Advantage. Once per Turn, you may perform a First Aid Skill Check Targeting an Entity
other than yourself in Adjacent range. Expend Capacity up to the First Aid Skill Check / 10 to restore HP equal to the Capacity expended.
You may return another Character from Defeated 1 additional time during an Episode.

You take precautions to bring medical aid and supplies with you when venturing out on missions. You’re prepared for the worst should it
happen.

MixologIST
Restrictions: You cannot select the Dust Focus, Dust Manipulation, or Dust Trapper Character Specializations.
Increase the number of Active Dust you may infuse by DIS / 2 whenever you infuse Dust during an Action. While declaring an Attack
Targeting an Adversary or Dust Skill Check Targeting an Ally, you may infuse the Offense or Support effect of any Dust your Target
possesses to your Action. While infusing 2 or more Dust, you expend 1 less Capacity for each unique Dust you have infused before
performing an Action using this effect.

Experimenting with resources in the field…how…chaotic…and fun!

Mobility
Restrictions: N/A
Double the movement bonus from a Capacity Move. You may expend 1 Capacity at the end of your Turn to perform a Move.

You dart about the environment with apparent ease, traversing at a pace few can match.

Multitasker
Restrictions: N/A
Do not use an Action the first time a Consumable Asset would be used during your Turn.
One of the following effects may be performed once per Combat Round.
● While performing a Skill Check against a Target that possesses a higher initiative than you, you may re-roll any 1’s on your Natural D10s
against that Target.
● While performing a Skill Check against a Target that possesses a lower initiative than you, that Skill Check may perform the Boost
Action for free.
● You may expend any amount of Capacity to provide another Entity within Close range the Capacity you expended.

You are adept at multitasking and keeping track of multiple pieces of information at once, even during the heat of battle.

Overwatch
Restrictions: You cannot select the Additional Weapon Specialization.
At the end of the Combat Round, you may perform 1 Ranged Attack Targeting an Entity that performed a Move Action.

I’ve got your back.

38
Character Specializations
Prodigious Understanding
Restrictions: N/A
Your Intuition Skill Checks are performed with Advantage. Once per Turn, you may perform an Intuition Skill Check Targeting an Entity in
Medium range. Reveal Special Rules and/or Abilities equal to the Intuition Skill Check / 10.

Your thought process works fast when up against the unknown, forming theories as to what you may be up against.

Rate of Fire Control


Restrictions: N/A
Ranged Attacks past your second each Turn do not expend Capacity (You must still expend Capacity while performing Charge Attacks,
Infuse Dust, and Boost.)

You utilize only the necessary amount of fire needed to engage a Target.

Saboteur
Restrictions: N/A
Once per Turn, you may perform an Expertise Skill Check Targeting an Adversary within Close range. Compare your Target’s Special
Defense or Defense Check against your Expertise Skill Check. On a success, perform 1 of the following effects:
● Remove 1 Beneficial Status Effect from the Target.
● Upgrade a Detrimental Status Effect the Target is afflicted with.
● Increase the stacks of Bleeding, Burning, or Poisoned by your Expertise Skill Check / 10.

Exploiting vulnerabilities…now!

Semblance Training
Restrictions: N/A
Work with your GM to develop a Hybrid Semblance if you do not possess one already or enhance your current Semblance. This
Specialization may be taken multiple times and may only be taken once for every 4 levels you possess.

Your Semblance is like a muscle. The more you practice with it, the stronger it will become. But if you only focus on one aspect of it, if you
fail to test the limits of what you think is possible, then you'll never truly grow.

Soul Communion
Restrictions: N/A
You may provide Allies in Close range your Aura to perform the Empower Action. You and Allies in Close range may perform an Empower
Action instead of the Boost Action while performing a Defense Check.

Life will test each of you, but if you face your challenges together, you can overcome almost anything.

Stalwart
Restrictions: N/A
Once per Turn at the start or end of your Turn, you may gain or provide an Ally 1 of the following effects until the end of the Combat
Round. Your effect options change based on the number of Allied Player Characters in Close range of you when performing the effect of
Stalwart. An Entity may only benefit from Stalwart or provide the effect of Stalwart once per Combat Round.

● 1 Player Character Ally: Advantage on 1 Skill Check.


● 2 Player Character Allies: Advantage on 1 Defense Check.
● 3 Player Character Allies: Advantage on 1 Attack.

You take pride in being with your teammates and they inspire you and all around you.

Strong Willed
Restrictions: N/A
Increase your Maximum Barrier by 1. You start each Episode with 1 Barrier (Unless specified otherwise by your GM).

A new Rule of Cool option becomes available to you. Once per Episode, perform your Signature Action, even if you have already per-
formed it this Episode by expending 1 additional Rule of Cool in addition to your Signature Action's Rule of Cool requirement.

Don’t underestimate me!

GRADIENTMGZ 39
Character Specializations
Subterfuge
Restrictions: N/A
Your Deceit Skill Checks are performed with Advantage. Once per Episode, while you have 0 Capacity, you may perform an Action that
requires Capacity as if you had the Capacity required (Excludes Charge Attacks). You may perform a Deceit Skill Check instead of an
Intuition Skill Check while determining if an Entity is trying to hide the truth or deceive you through their Actions.

I’ve got a few tricks up my sleeve and I know yours.

Swagger
Restrictions: N/A
Perform a Negotiate Skill Check at Close Range or Performance Skill Check at Medium Range against a Target’s Special Defense.

● On a Negotiate Skill Check success, the Target must Attack you with its next Attack if able until the end of its next Turn and you gain
Advantage while performing a Defense Check against that Attack.
● On a Performance Skill Check success, the Target must Attack you with its next Attack if able until the end of its next Turn.

You are able to attract the attention of most individuals with words or flair.

Tinkerer
Restrictions: N/A
Your Engineering Skill Checks are performed with Advantage.

The Beneficial Status Effect Charged may stack when applied to you up to a maximum of 2.

You may expend a Major Action to provide an Ally within Adjacent range the effect of 1 of your Weapon Specializations to their Weapon as
applicable until the end of their Turn. An Ally may benefit from the effect of Tinkerer once per Combat Round.

Hey! I got this new piece of gear! Try it out!! Don’t worry, it’s totally modular and safe!!! I think…

Toughness
Restrictions: N/A
This Specialization may be taken up to 3 times. Gain each bonus for how many times you have taken this Specialization.

Level 1: Gain 1 Maximum Armor. Gain 1 Armor at the start of a Combat Encounter. Your Persevere Actions are performed with
Advantage.
Level 2: Gain 1 Maximum HP. Once per Episode, if you are to be Defeated by an Action, instead stand resolute and survive with 1 HP.
You may add 1 to any Defeated Checks you make.
Level 3: Gain 1 Maximum HP and 1 Maximum Armor. Gain 1 Armor at the start of a Combat Encounter. Once per Combat Round, the first
Action that can be decreased to 0 Damage afflicts 0 Damage to you.

Heavier armor, a unique technology, or scales make the Character more durable than normal.

Unarmed Proficiency
Restrictions: N/A
This Specialization may be taken up to 3 times. You gain each bonus based on how many times you have taken this Specialization.

Level 1: Add 1D6 Damage to your Unarmed Attacks. Unarmed Attacks expend a Minor Action instead of a Major Action.
Level 2: Roll Damage from an Unarmed Attack with Advantage. If you roll at least a single 10 on your Natural D10s performing an
Unarmed Attack, you may perform an additional Unarmed Attack for free. You may perform free Unarmed Attacks equal to your AGI / 2
each Turn.
Level 3: You may infuse your Unarmed Attacks with Dust. Unarmed Attacks benefit from Dust Check effects and Dust Weaver effects.

The character has trained rigorously without a weapon so that they are still able to effectively combat threats when disarmed.

Uncanny Parrying
Restrictions: N/A
You may perform Parry Defense Checks against Ranged Attacks (GM discretion). The Parry Defense Check effect now inflicts additional
Damage equal to the Parry Defense Check / 10. Parry Damage against Ranged Attacks is halved.

Your parrying abilities are unparalleled and catch many off guard.

40
Character Specializations
Unpredictable Fighting Style
Restrictions: N/A
You may replace your fighting style to reflect another Weapon Form Type. At the start of your Turn, lose your Melee Weapon Form Type’s
Specialization that it possesses until the end of your Turn and replace it with one from the table. Roll on the table below and gain the
effects of that selection until the end of your Turn.
1: Enduring Bastion 4: Elegant Flourish
2: Aggressive Power 5: Precise Strikes
3: Attuned Nature 6: You may select up to 2 of the Weapon Specializations from this table. You cannot select duplicates.

I’ve been trained in all of the Huntsmen and Huntress arts!

Weighted Efforts
Restrictions: N/A
While performing a Melee Charge Attack, you may expend HP or Capacity. HP expended counts as 2 Capacity.
Your Unarmed Attacks and Unarmed Damage may perform a Persevere Action.

This is going to hurt you a lot more than it hurts me!

Wow!
Restrictions: N/A
Your Carry Skill Checks are performed with Advantage.
You may perform a Carry Skill Check within Adjacent range against a non-Vehicle Target’s Defense. On a success until the end of the
Combat Round, when you move, the Target selected for the Carry Skill Check moves with you and you benefit from the Cover Beneficial
Status Effect.
You may utilize the Entity under the effect of WOW! as a Thrown Melee Weapon Attack with Advantage.

You’re lighter than I thought!

Advanced
Adrenaline
Restrictions: May only be selected if you have 8 or more Strength.
Once per Turn when you defeat at least one opposing Entity, gain an additional Major or Minor Action. Whenever you expend RoC you
may immediately perform a free Move Action.

The rush of triumphing over an opponent provides you the energy to force your way.

Defensive Mastery
Restrictions: May only be selected if you have at least 4 in each Attribute.
Defense Checks do not require you to succeed by 5 or more to activate their effects and may be activated when you succeed on a
Defense Check.

You leverage a variety of defensive techniques to keep your opponents guessing.

Implacable
Restrictions: May only be selected if you have 8 or more Endurance.
Whenever you expend RoC you may remove one Detrimental Status Effect afflicting you or an Ally within Close range. An Entity may only
benefit from this effect once per Combat Round.

Your body and soul pulsate with energy, resonating on a primal level and ousting negative effects from yourself or another in close
quarters.

Opportunist
Restrictions: May only be selected if you have 8 or more Agility.
At the start of a Combat Encounter, you may choose where to place your Turn in the Initiative Order instead of using your Initiative. While
performing 1 Action against a Target that you are immediately before in the Turn Order, gain Advantage on that Action.
Whenever you expend RoC you may move your Turn in the Initiative Order by 1 position.

You react in time and make quick decisions on when is the best time to interject yourself into a situation.

Role Model
Restrictions: May only be selected if you have 8 or more Willpower.
You may provide your Personal RoC to an Ally instead of gaining it yourself. If done so, immediately gain an Action. Whenever you
expend RoC, you may Target 1 Ally within Medium range. The Target gains Advantage on 1 Action until the end of their Turn. The effect of
Role Model is not cumulative when providing Advantage to an Ally.
GRADIENTMGZ 41
You lead by example anywhere you are. Your teammates and others who see you spring into action and aspire to become like you.
Character Specializations
Sixth Sense
Restrictions: May only be selected if you have 8 or more Perception.
The first Defense Skill Check you perform each Combat Round gains Advantage. Whenever you expend RoC, you may Target 1 Ally within
Medium range. The Target loses Disadvantage on 1 Action until the end of their Turn. The effect of Sixth Sense is not cumulative when
removing Disadvantage from an Ally.

You predict future actions based on observing others or the energy of the environment of what may come to pass.

Tactician
Restrictions: May only be selected if you have 8 or more Discipline.
At the start of a Combat Encounter, select one Ally. You and that Ally may independently choose to perform a free Move Action before any
Entity’s Turn.

At the end of a Combat Round, roll 1D10. On a roll of a 10, all Allies, including yourself, gain 1 RoC regardless if any individual had already
earned their Personal, Partner and/or Team RoC during that Combat Round.

You can formulate strategies on the fly and rapidly adapt to a combat situation.

Dust Weaver
Distillation
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Dust Manipulation
Character Specialization.
Once per Turn, you may perform a Dust Skill Check Targeting an Ally that possesses a Weapon and expend 1 additional Capacity. They gain
Capacity equal to your Dust Skill Check / 10.

It looks like you lied when you said you were out of ammo and dust.

Dust Bulwark
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
Perform a Dust Skill Check Targeting an Entity and expend 1 additional Capacity. They gain each Dust Bulwark effect below until the end of
the next Combat Round. Dust Bulwark effects are not cumulative.

15+: The Target may use Dust Defense Checks and does not expend Capacity while performing its effect. Inflict DIS / 2 Damage to their
Attacker if the Attacker is within Close range.
20+: The Target adds your DIS / 2 to their Dust Defense Checks. Entities Adjacent to your Target are inflicted with DIS / 2 Damage at the end
of your Target’s Turn.
25+: The Target performs Dust Checks and Boost Actions utilized while performing Defense Checks for free.

You surround an ally with elemental Dust to protect them against Attacks.

Dust Empowerment
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
Perform a Dust Skill Check Targeting an Entity and expend 1 additional Capacity. They gain each Dust Empowerment effect below until the
end of their next Turn. Dust Empowerment effects are not cumulative.

15+: The Target infuses the Offensive effect of 1 of your Active Dusts to their Weapon and always applies the strongest status condition of that
Dust if applicable.
20+: The Target adds your DIS / 2 to their Attacks.
25+: The Target infuses the Offensive effect of 1 of your Active Dusts to their Weapon and always applies the strongest status condition of that
Dust if applicable. The Target adds your DIS / 2 to their Damage.

You are able to imbue another’s weapon with Dust and its special properties.

Dust Manipulation
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Distillation or Mixologist
Character Specialization.
Increase the range of your Dust Skill Checks and Ranged Attacks by 1 range increment. If you roll at least a single 10 on your Natural D10s
while you perform a Dust Check, Melee Attack or Ranged Attack, that Action does not expend Capacity. You must still expend Capacity to
perform a Boost or Charge Attack.

You are able to manipulate Dust beyond normal limits and allow for greater possibilities.

42
Character Specializations
Dustsmith
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
Utilizing a Major Action, you may expend Capacity equal to half of your Maximum Capacity to form a Dustsmith Weapon with a single
Active Dust. Add an Additional Weapon Form to the wielder’s Character Sheet that utilizes one of the Melee Weapon Forms except Aegis.
This weapon is Active until the end of the Combat Encounter.

● Attacks are performed against a Target’s Special Defense.


● Attacks are performed at Adjacent range.
● Dustsmith Weapons do not possess Weapon Specializations.
● Cannot perform Boost Actions except if the bearer has an Active Dust color that was utilized to create the Dustsmith Weapon.
● Attacks may only be infused with the color of Dust utilized to create the Dustsmith Weapon.

A beautiful weapon for the civilized.

Dust To Dust
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Dust Trapper
Character Specialization.
Gain Advantage while performing your Melee Attack and Ranged Attack Damage.
While performing a Charge Attack, add 1 to the Capacity expended without expending the Capacity.

Grind your Adversaries into Dust.

Dust Trapper
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Mixologist or Dust
To Dust Character Specialization.
Utilizing a Major Action, infuse a 15ftx15ft area with a Dust Trap of 1 Active Dust you possess. You may trigger the Dust Trap as if it were
a Dust Skill Check from 1 Dust Trap at any time with a Minor Action. Entities are affected with a successful Dust Skill Check against them
within the Dust Trap’s area.

A marker is placed on the ground subtly before fading away. It could be in the form of your Semblance or a subtle hue of the Dust’s color.

Dust Weaver
Restrictions: May only be selected if you choose to not utilize a Weapon.
You do not use a Weapon or Weapon Specializations. Instead, you can manipulate Dust directly through mediums held directly on your
person. This can take the form of a crystal adorned necklace, dust-infused garments, or even simple phials. Your Melee and Ranged
Weapon Forms become the Dust Weaver Forms. Gain either the Additional Dust Specialization or Dust Focus Specialization when
selecting the Dust Weaver Specialization.

A fighting style that is only inhibited by your imagination.

Gemini Hooks
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
When you infuse Dust, you may expend an additional Capacity to infuse a second Dust effect to your Melee Attack, Ranged Attack, or
Dust Skill Check even if that Dust is Inactive. Perform Damage from a Dust Skill Check with Advantage.

You carry Dust phials and crystals in potent combinations.

prismatic Filter
Restrictions: Dust Weaver Only
Once per Turn, Target another Entity other than yourself, you expend 1 Capacity and expend 1 of their Beneficial Status Effects. If the
Beneficial Status Effect utilizes stacks, remove all stacks. Perform an effect below based on the Beneficial Status Effect expended:

● Harmonized
Target restores Aura equal to your WIL / 2.

● Regeneration
Target restores HP equal to your END / 2.

● Diffraction
Target increases Barrier or Armor equal to your DIS / 2.

You filter the effects of dust and other elements through your Aura as a prism, granting additional boons based on your own capabilities.

GRADIENTMGZ 43
Negative Specializations
You may select 1 Negative Specialization and gain an additional Specialization during the character creation process. You are welcome to
take multiple Negative Specializations, however, you may only gain 1 bonus Specialization during character creation. Additional Negative
Specializations may be gained over the course of a Campaign based on GM discretion. Negative Specialization effects always apply and
cannot be negated.

Clumsy
While out of a Combat Encounter whenever you roll doubles on your Natural D10s (Except for 10s), your Action is performed with
Disadvantage.

While in a Combat Encounter whenever you roll doubles on your Natural D10s (Except for 10s) your Action fails unless you perform one of the
following:
Dust Check/Ranged Attack: Expend 1 Capacity, 1 Minor Action, or take 1 Damage.
Offensive Semblances/Melee Attack/Thrown Melee Weapon Attack/Unarmed Attack: Expend 1 Minor Action or take 1 Damage.

You mishandle your weapon, dust weave, or martial arts causing a misstep or misfire.

Complicated Fighting Style


Whenever you roll at least a single 1 on any Attack with your Natural D10s, your Attack is performed in error with decreased effectiveness. For
that Attack, the Damage dealt is halved and any Dust effect(s) are not applied. Any bonus effect that results while rolling at least a single 10
on your Natural D10s requires you to expend 1 Capacity. Capacity utilized outside of combat requires an additional Capacity.

Your fighting style is incredibly complicated with a number of various physical maneuvers, mechanical parts, or complex algorithms. A fighting
style is never perfect and is prone to error or malfunctioning from time to time.

dust Adverse
Damage you take from a Dust infused Attack is increased by 1.

Any time Dust is utilized by another Entity within Close range of your Character or a Dust Skill Check is performed within Close range of your
Character, you take 1 Damage after it resolves.

If you perform an Attack utilizing Dust in your weapon or perform a Dust Skill Check, you take 1 Damage after resolving that Attack or Dust
Skill Check.

Your character has negative reactions to the presence of Dust and its effects.

Fragile
While performing Damage Calculation, the Subtotal Damage taken by your Character is increased by 50%.

Your character has had previous Damage to their bodies or their body is naturally less resilient to being injured. It takes extra effort to exert an
Aura to defend against Attacks as well.

Inefficient
You must expend 1 additional Capacity whenever you expend Capacity.

I don’t care, just do it!

Insecure
Whenever you roll at least a single 1 on your Natural D10s while performing a Skill Check, gain Disadvantage while performing that specific
Skill Check until the end of the Episode. Disadvantage can be accumulated up to Triple Disadvantage.

You’re not sure if you’re cut out for this Huntsman and Huntress thing…

Paranoid
You cannot perform any Attack, Skill Check, or Action that would be a duplicate from the previous Combat Round except for a Boost,
Empower, Grapple (Only to maintain a Grapple with an Entity attempting to break free), Persevere, Move, and Capacity Move. Skill Checks
are performed at Disadvantage unless you are assisted by an Ally.

Your mind races during the rush of adrenaline and you always seem to do something different and never fall into habit and become
predictable…or so you hope.

44
Negative Specializations
Proprietary Equipment
Decrease your maximum Supplies and Capacity by 1.

Your weapon or Dust holsters are highly customized and incredibly time consuming to construct. These proprietary pieces of equipment
make it extremely difficult to gain additional pieces and often leave you in short supply

Sensory Impairment
Skill Checks utilizing Perception never gain Advantage.

Whenever you roll at least a single 1 on your Natural D10s while performing a Defense Check, gain Disadvantage while performing that
specific Defense Check until the end of the Episode. Disadvantage can be accumulated up to Triple Disadvantage.

Your senses have deteriorated at a faster rate than most. Maybe you have been exposed to loud sounds without hearing protection for
prolonged periods. Perhaps you may have poor eyesight that prevents you from reacting appropriately.

Soul Instability
Each time you perform a Semblance Skill Check, take 1 Damage after it resolves.

If you possess a Passive only Semblance, replace the previous effect with the following. Perform a Semblance Skill Check at the end of
each of your Turns against the following Difficulty Check: 10+(WIL/2 + X) where X is the number of Turns that have elapsed since your
last failed Semblance Skill Check. You take 1 Damage when you fail this Semblance Check.

Your semblance is prone to volatile reactions when invoked or in the presence of other Semblances. Perhaps there is unresolved trauma
that causes such instability in one’s soul.

weakened Recovery
Decrease all Aura and HP restoration values to you by half.

Detrimental Status Effects apply double the amount of stacks you are afflicted with.

Detrimental Status Effects last an additional Turn.

Your body processes medical treatment and aura recovery differently than most. Your body has a hard time fighting off ill effects inflicted
upon it.

GRADIENTMGZ 45
FAUNUS Specializations
If your Character is a Faunus, you may take a Faunus Specialization. You may only possess 1 Faunus Specialization. Below is not a
comprehensive list, but an attempt to fit multiple Faunus features.

Acute Hearing
Once per Turn, you may perform an Intuition Skill Check to discover the location of all hidden Entities within Range Increments equal to
your Intuition Skill Check / 10, starting at Close Range.

Your first Defense Check that you perform each Combat Round gains Advantage.
While afflicted with Concussed, Disoriented, or a loud noise such as Pink Dust (GM Discretion), you lose Acute Hearing’s effect.

Wait! I heard something…

Cold Blooded
Once per Turn, While performing an Action with Red Dust or if you start your Turn within Close range of a strong source of warmth such
as a fire, you may gain Charged if you are not afflicted with Chilled or Frostbitten. If you possess Chilled or Frostbitten, remove that
Detrimental Status Effect instead of gaining Charged.

Whenever you are inflicted with Chilled or Frostbitten, you are also inflicted with 1 HP Damage.
You do not gain additional Movement from your Agility Attribute while not benefitting from Charged due to Cold Blooded’s effect.

I need a moment to warm up.

Dextrous Body
You are able to adjust yourself while in free fall and do not have to perform a Skill Check to slow your descent or land safely.
Increase your Capacity Move and Movement by 5ft.

While afflicted with Grappled, Immobilized, Strained, or inhibited by another force such as hard light restraints (GM Discretion), you lose
Dextrous Body’s effect.

Thought these were just for show huh?

Distinctive Vision
When you select Distinctive Vision for your Character, you must select 1 and only 1 effect from the following list:
● Night and low light conditions have no effect on you. Ranged Damage is performed with Advantage.
● Your first successful Attack each Turn decreases a Target’s Armor equal to the Attack / 10.
● Inflict Exposed to your Target if you exceed their Defense or Special Defense by 10.

When afflicted with Bewildered, Blinded, or by a bright light such as Black Dust (GM Discretion), you lose Distinctive Vision’s effect.

I see you even when you cannot see me.

natural Weapons
When you select Natural Weapons for your Character, you must select 1 and only 1 Weapon Specialization from the following list:
● Aggressive Power
● Cleaving
● Precise Strikes

Your Unarmed Attacks benefit from the Weapon Specialization selected above. Unarmed Attacks are considered Melee Attacks for the
selected Weapon Specialization.
While afflicted by a Detrimental Status Effect, your Unarmed Attacks are performed with Disadvantage.

Even when fighting with fist or claw, you are a fearsome fighter, especially if backed into a corner.

Reactive Features
When you select Reactive Features for your Character, you must select 1 and only 1 Detrimental Status Effect from the following list:
● Bleeding
● Poisoned
● Strained

Whenever you are Grappled, hit by a Melee Attack, or hit by an Unarmed Attack; your Attacker is inflicted with Reactive Features’ selected
Detrimental Status Effect. Use your Defense Skill Check for Detrimental Status Effects utilizing the formula Action / 10. When utilized
outside of combat, use GM Discretion.

I’m poisonous! Cool, I’ve got spikes!

46
FAUNUS Specializations

GRADIENTMGZ 47
Weapon Specializations
Weapon Specializations only apply to you while you have the appropriate Weapon Form Active. Some of these Specializations only
provide their benefits when your weapon is in a specific Weapon Form. Each Weapon Specialization will state which Weapon Forms it is
compatible with. When selecting a Weapon Specialization, you must select which Weapon Form it will apply to. You may not select
duplicate Weapon Specializations unless otherwise specified.

additional Form
Applies To: All Weapon Forms.
Gain 2 additional Weapon Forms. This Specialization may be taken multiple times.

Your weapon has multiple melee or ranged configurations to deal with a variety of situations.

Additional Weapon
Applies To: All Weapon Forms.
While performing a Melee Attack or Ranged Attack, you may perform any number of Additional Weapon Attacks of the same Form against
an Entity in range. The number of Additional Weapon Attacks you may perform each Combat Round is equal to the amount of times you
have taken the Additional Weapon Specialization. While performing Additional Weapon Attacks, do not apply Character Specializations,
Weapon Specializations, Assets, or other Actions/Effects. You and your Target are always affected by any Detrimental Status Effects
applied. This Specialization may be taken multiple times.

Your weapon has the capabilities to assail your adversaries with a flurry of attacks.

Aggressive power
Applies To: Aggressive Weapon Form.
While you perform a Melee Attack, inflict your Endurance in Damage to Adversaries in Adjacent range of your Target (You cannot apply
RoC modifiers to this Damage) and perform Damage with Advantage if you roll at least a single 10 on your Natural D10s.

Cull even the strongest of adversaries with a critical strike of power.

Anti-Material Weaponry
Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization.
Ranged Attacks ignore Armor and pierce through your Target. Draw a line up to your Ranged Weapon Form’s maximum range from your
Character through the Target. All Entities under this line are considered to be Attacked by your Ranged Weapon.

Ammunition contains a high-density point made of inert dust that allows the projectile to penetrate even the thickest of Armor and
barricades.

Attuned Nature
Applies To: Attuned Weapon Form.
Add Willpower to one Skill Check until the end of the next Combat Round if you roll at least a single 10 on your Natural D10s while you
perform a Melee Attack.

Your weapon resonates with your soul, granting you proficiency with your skillset.

blasting Finisher
Applies To: Melee Weapon Forms
While performing Damage from a Melee Attack, your Boost Action increases your Damage by the value of your Boost. If you roll a 6 on
your Natural D6 for Damage while performing a Melee Attack, you may perform a Ranged Attack that requires 1 additional Capacity and
does not use a Major Action as a follow up immediately against the same Target. This Ranged Attack cannot inflict Critical Damage.

Click, click, boom.

bursting Rounds
Applies To: Ranged Weapon Forms.
Your Ranged Attack increases all stacks of Bleeding, Burning, and Poisoned of the Target by your Ranged Attack / 10. If you performed a
Boost Action during your Ranged Attack, Increase Damage equal to the number of different Detrimental Status Effects afflicting your
Target on a successful Ranged Attack. You may only equip 1 Weapon Specialization with “Rounds” in its name.

Your rounds fragment with shrapnel to deal increased Damage and spread the effectiveness of their payloads.

48
Weapon Specializations
Cleaving
Applies To: Melee Weapon Forms
● Inflict half of your Total Damage to Adversaries that are in Adjacent range to the Target on a successful Melee Attack.
● Inflict 1 Damage to your Target and Adversaries that are in Adjacent range to the Target on a failed Melee Attack. You cannot apply RoC
modifiers to this Damage.

Your weapon can sweep in wider arcs and cover wider angles to hit multiple Targets at once.

Collateral Damage
Applies To: Ranged Weapon Forms. You cannot select the High Explosive Weapon Specialization.
● Your Target is inflicted with your Total Damage and you may divide your Total Damage among any number of Entities that are in Close
range to the Target on a success.
● Inflict 1 Damage to your Target and Adversaries that are in Close range to the Target on a failure. You cannot apply RoC modifiers to
this Damage.

Your weapon has a wide cone of effect, an extremely wide spray pattern, or a ricochet effect.

Condensed Powders
Applies To: Explosive Weapon Forms.
You expend 1 less Capacity when infusing Ranged Attacks with Dust. Until the end of your Turn after you have performed a Charge Attack
with your Ranged Weapon, your next Move becomes a Capacity Move that does not expend Capacity.

Dust is tightly packed into each payload to ensure effective results.

CQB ERGONOMICS
Applies To: Ranged Weapon Forms except Explosive and Sniper.
While performing a Ranged Attack within Close range, you expend a Minor Action instead of a Major Action.

Your weapon is tuned to maneuver and acquire Targets efficiently in a confined area.

Critical Module Sight


Applies To: Automatic, Heavy Automatic, Nonconventional, and Sniper Weapon Forms.
While you perform a successful Ranged Attack, inflict Critical Damage if you roll at least a single 10 on your Natural D10s. Your Critical
Damage is rolled with Advantage. You may only select 1 Weapon Specialization ‘Sight’ in its name.

An optic with a special function to run various features of a Target through a proprietary database to identify critical or weak points.

Crystalline Reflectors
Applies To: Melee Weapon Forms.
While performing a Dust Defense Check or Parry Defense Check, you may expend 1 RoC on a success to inflict 1 of your Active Dust’s
Offense effect.

A weapon for a more civilized Huntsman or Huntress

Defensive Rounds
Applies To: Ranged Weapon Forms.
Once per Combat Round, you may perform a Ranged Attack instead of rolling your normal Defense Check to Defend. This may be
performed against an Action Targeting an Ally that failed their Defense Check within range of your Active Ranged Weapon form. You may
perform the Support effect of Dust Skill Checks using a Ranged Attack instead of a Dust Skill Check. You must still expend Capacity to
infuse your Ranged Attack. You may only equip 1 Weapon Specialization with “Rounds” in its name.

Don’t worry, it doesn’t hurt…I think.

Echo Thermal Sight


Applies To: Ranged Weapon Forms.
While you perform a Ranged Attack, you do not need line of sight to your Target. Your Target does not gain the benefit of Cover or any
type of concealment and is inflicted with Exposed on a successful Ranged Attack. You may only select 1 Weapon Specialization with
‘Sight’ in its name.

An optic with a special function to acquire Targets through walls via advanced imaging, a camera network, or sonar technology and mark
key components.

Efficient Systems
Applies To: Ranged Weapon Forms.
If you roll at least a single 10 while performing a Ranged Attack, gain a Minor Action during that Turn.
GRADIENTMGZ 49
The weapon cycles rounds efficiently, provides optimal trigger response, and features enhanced longevity by using high-quality parts.
Weapon Specializations
Elegant Flourish
Applies To: Elegant Weapon Form.
Add Discipline to your next Boost Action until the end of your next Turn if you roll at least a single 10 on your Natural D10s while you
perform a Melee Attack.

You wield your weapon with finesse, utilizing all of your training to create perfection.

Energy Conservation
Applies To: Energy Weapon Form.
If you roll at least a single 10 while performing a Ranged Attack, increase your Capacity by 1 for each 10 rolled.

Energy reserves self recycle, eventually providing you power back to your weapon.

Enduring Bastion
Applies To: Aegis Weapon Form. You cannot select the High Capacity and Expanded Reserves Specializations.
Gain 1 Capacity If you roll at least a single 10 on your Natural D10s while performing a Defense Check. Lose Enduring Bastion if you are
afflicted with the Disarmed or Grappled Detrimental Status Effect.

You may expend 1 Capacity at the start of your Turn to gain the following effects. You grant the Cover Beneficial Status Effect to Allies in
Adjacent range of you. While performing Damage Calculation for each Entity in Adjacent range, you may inflict the Damage to your
Capacity for that Entity instead. If your Capacity is 0, you may elect to inflict the Damage to yourself following Damage Calculation rules.

Perfect complementary teamwork. Oh, yeah, I want to have my friends' backs just like that.

expanded Reserves
Applies To: Heavy Automatic and Explosive Weapon Forms.
Increase your Supply by 2. You may perform a free Reload Action immediately after expending your last Capacity while performing a
Ranged Attack.

I can do this for days!

fast Response Machinery


Applies To: All Weapon Forms.
You may perform 1 free Weapon Transformation each Turn. If your following Action is an Attack after performing a Weapon Trans-
formation, you may gain Advantage to your next Attack or Damage for each time you have performed a Weapon Transformation during
your Turn. You cannot Activate a Weapon Form you previously had Active this Turn while possessing this Weapon Specialization.

You have optimized the gears, machinery, or other components of your weapon to operate faster in the heat of battle.

Gyroaccelerator
Applies To: All Weapon Forms. You cannot select the Gyrostabilizers Weapon Specialization.
While performing a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack, you may expend half of your Weapon’s maximum
Capacity to treat an Attack with your Weapon as if you rolled at least a single 10 on your natural D10s. This effect cannot modify your
Attack to become a Critical Success.

The inner workings of your weapon energize on demand with precision activations.

Gyrostabilizers
Applies To: All Weapon Forms. You cannot select the Gyroaccelerator Weapon Specialization.
While performing a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack, a Weapon Specialization effect that would activate by
rolling at least a single 10 from your Natural D10s now activates by rolling at least a single 1 or 10 on your Natural D10s. You cannot
critically fail an Attack with a weapon that possesses Gyrostabilizers.

The inner workings of your weapon have been finely tuned to always be at equilibrium.

hands Free
Applies To: All Weapon Forms.
While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Fumbled and Disarmed must be applied twice to you
during a Combat Round before they take effect. Gain Advantage on Skill Checks requiring you to physically interact with the environment
around you.

Your weapon can be wielded without direct contact.

50
Weapon Specializations
heavy Caliber
Applies To: Ranged Weapon Forms.
Add your DIS / 2 while performing Damage from a Ranged Attack that is successful.

The rounds used in your weapon are a larger size, inflicting incredible Damage when discharged.

high Explosive
Applies To: Explosive Weapon Form. You cannot select the Collateral Damage Weapon Specialization.
Gain each bonus for how many times you have taken this Specialization. While Red Dust is utilized, increase your Ranged Attack’s
Damage by 1D6 instead of using the Offense effect of Red Dust.

Level 1: Your Ranged Attack inflicts half Damage to all Entities within Close range to your Target. If your Ranged Attack fails, inflict half
Damage to your Target. While performing Damage from a Ranged Attack, add 1D6.
Level 2: Decrease Armor by 1 on a Ranged Attack regardless of success or failure. If any Natural D10s are rolled while you perform a
Ranged Attack are a 10, increase your Damage by 1D6.
Level 3: Your Ranged Attacks inflict Bleeding. While performing Damage with your Ranged Attack, each 6 rolled allows you to roll an
additional 1D6 for Damage. Critical Damage dice do not apply this effect.

Extra explosive residue produces intense results upon detonation.

high Rate of Fire


Applies To: Ranged Weapon Forms except Explosive.
Once per Ranged Attack excluding Charge Attacks, you may change 1 Advantage roll to a Ranged Attack by expending 1 Capacity (This
counts as a Ranged Attack and cannot gain Advantage). Ranged Attack failures inflict Damage equal to your Ranged Attack / 10 to your
Target.

Your weapon has a high rate of fire and is able to graze its Targets.

Kinetic Reserves
Applies To: Melee Weapon Forms.
● If you have performed a Move Action during your Turn, gain Advantage to your next Melee Attack this Turn.
● If you have performed a Melee Attack during your Turn, your next Move Action gains +5ft this Turn.

You may use each effect of Kinetic Reserves once per Turn.

Bounding around and swinging with your weapon builds up a small energy reserve that is released for additional offense or
maneuverability.

Legion Ordinance
Applies To: Explosive Weapon Form.
While performing a Ranged Attack, You may select additional Targets up to the amount of Actions you have remaining in your Action Pool.
Each additional Target expends Capacity to Attack. While using this effect, High Explosive’s Level 1 effect changes to the following:

If your Ranged Attack fails, inflict half Damage to your Target. While performing Damage from a Ranged Attack, add 1D6.

Dodge this!

Limiter Release
Applies To: Ranged Weapon Forms.
Remove the Capacity limit while performing a Charge Attack with your Ranged Weapon Form.

Remove the safety limiters on your weapon to allow additional energy buildup on Attacks.

nozzle Disbursement
Applies To: Nonconventional Weapon Form. You cannot select the Anti-Material Weaponry, Silent, and Trick Shot Weapon
Specializations.
Your Ranged Attack range becomes Close range and cannot be increased. Select a direction to face. Your Ranged Attack Targets all
Entities within Close range of you in the selected direction.

Say hello to my little friend!

GRADIENTMGZ 51
Weapon Specializations
overcharged Capacitors
Applies To: Energy Weapon Form.
While performing a Ranged Attack, you may perform a Boost Action without expending Capacity. Inflict Fumbled to yourself after your
Ranged Attack has resolved.

While performing damage from a Ranged Attack, you may Inflict additional Damage equal to your remaining Capacity. Inflict Fumbled to
yourself after your Ranged Attack has resolved.

Warning! Performing this function multiple times can have disastrous results!

Over-Engineered
Applies To: All Weapon Forms. Your Weapon must possess at least 4 different Weapon Form Types.
Lose the RoC Option to perform Critical Damage with 3 Rule of Cool.
Each Combat Round, you may perform Charge Attacks once per Weapon Form Type with 1 Major Action instead of 2. The Critical
Threshold of your Target is decreased by each Capacity expended while performing that Charge Attack.

This thing is like a swiss army knife!

point Blank
Applies To: Ranged Weapon Forms.
While resolving a successful Ranged Attack at Close range, you may either increase Damage by 3 or inflict Bleeding.

Your weapon is highly effective at closer ranges due to an increased energy discharge from its ignition.

precise Strikes
Applies To: Precise Weapon Form.
While you perform a successful Melee Attack, add Agility to your Damage if you roll at least a single 10 on your Natural D10s.

Your patience and observation allow you to hit specific locations that would hinder an opponent.

Preparatory Mechanisms
Applies To: Melee Weapon Forms.
At the start of each Episode, declare how you are preparing your weapon’s mechanisms by selecting 1 and only 1 Detrimental Status
Effect from the following list:

● Bleeding
● Burning
● Poisoned

While resolving a successful Melee Attack, you may replace your Total Damage inflicted to the Target with stacks of the selected
Detrimental Status Effect. Damage that would exceed a Target’s maximum Detrimental Status Effect’s stacks is lost.

I’m fine-tuning this to match your tastes. Vent the dust energy to the blade or maybe reroute the dust exhaust on
contact…decisions…decisions.

range Finder
Applies To: Ranged Weapon Forms.
You may perform a Ranged Attack past your weapon’s maximum range by expending 1 Minor Action for each range increment exceeding
your weapon’s maximum range.
The Boost Action is free while performing Ranged Attacks past your weapon’s maximum range.

Your weapon is equipped with a sight that allows you to fire at Targets far past your standard range by rapidly recalibrating to account for
the additional distance.

Reach
Applies To: Melee Weapon Forms.
Melee Attacks may be performed at 1 Range increment higher.

You utilize a method to extend your weapon’s reach.

52
Weapon Specializations
Returning
Applies To: All Weapon Forms.
While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Thrown Melee Weapon Attack Damage becomes 1D6 +
(STR / 2) + (AGI / 2). Select another Entity in Close range of your Target that must also defend against your Attack if you roll at least a
single 10 on your Natural D10s while you perform a Thrown Melee Attack. Repeat this effect until there are no eligible Entities. A Target
cannot be Attacked more than once from this effect.

Your weapon will return to you once it reaches an endpoint or you recall it.

Rev System
Applies To: Melee Weapon Forms.
Once per Turn If your following Action is an Attack or Move Action after performing a Weapon Transformation, you may perform 1 free
Boost with your Attack or a Capacity Move with your Move Action.

Your weapon contains miniature engines that are engaged to provide extra power.

Short barreled sniper


Applies To: Sniper Weapon Form.
Decrease your Ranged Attack range by 2 increments. Rule of Cool options that inflict a Detrimental Status Effect may be performed
expending 1 less RoC and 1 additional Major Action.

A shorter barreled sniper still packs a punch, allowing for precision shots to impede foes at closer ranges.

Silent
Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization.
Your Ranged Attacks are performed with Advantage at Medium range and beyond if you did not perform a Defense Check during the
previous and current Combat Round.

The weapon has a suppressor to dampen sound or is naturally quiet. It may also be a bow, crossbow, shuriken launcher, etc that
produces low decibels of volume when fired.

Soul Coupler
Applies To: Linked Weapon Form.
Ranged forms may also utilize your Aura instead of Capacity to perform Ranged Attacks. You may expend Aura instead of Capacity to
perform a Ranged Attack, Boost Action for a Ranged Attack, or Charge Attack for a Ranged Attack.

Linked weapons act as an extension of yourself and often take odd or unorthodox design forms.

Trick Shots
Applies To: Ranged Weapon Forms. You cannot select the Nozzle Disbursement Weapon Specialization.
Once per Turn, you may bounce a failed Ranged Attack to another Entity within Close range of your Target. If there are no Entities within
Close range of your Target, your failed Ranged Attack may be performed a second time against the same Target and you cannot perform
a Boost Action or Infuse Dust.

Your study of ballistics has taught you how to turn failures into opportunities.

unwieldy Designs
Applies To: Melee Weapon Forms.
If you roll a 1 on your Natural D6 while performing Damage, your next Minor Action expends a Major Action.
If you roll a 6 on your Natural D6 while performing Damage, roll an additional 1D6 for Damage. Each 6 rolled allows you to roll an
additional 1D6 for Damage. Critical Damage dice do not apply this effect.

Do I boop you with the big end or the tiny end?

volatile Dust Rounds


Applies To: Ranged Weapon Forms.
If you infuse Dust while performing a Ranged Attack, replace that Dust by performing the following:
Roll 2D10 and infuse 1 Dust by selecting 1 of the 2D10 values (Each Dust is numbered in the Dust section of the book). Your Ranged
Attack benefits from the Offense effect of the Dust selected with this effect. If doubles are rolled while determining which Dust you infuse
from this effect, add Damage equal to half of your Ranged Weapon Form’s maximum Capacity on a successful Ranged Attack. You may
only equip 1 Weapon Specialization with the “Rounds” in its name.

Dust rounds glow with arcs of energy coursing within them due to alterations to their formula.

GRADIENTMGZ 53
PILOT Specializations
When creating a Vehicle, you must select 1 Vehicle Specialization with the word “Chassis” in its title and 1 Pilot Specialization. These
provide special rules and changes to your Vehicle. You may not select duplicate Pilot Specializations. GMs are encouraged to expand and
create additional Chassis Specializations to add to their games/modify the existing ones to fit their game. As your progress in a Campaign,
you may be able to upgrade your Chassis to gain additional Vehicle Specializations or Weapons. Work with your GM as you progress!

Ace Bravado
Restrictions: Applicable only while piloting an Asset.
Once per Turn, you may transfer 1 RoC from yourself to an Ally who has line of sight to you. An Entity may only receive 1 RoC per
Combat Round from an Ally in this manner.

Inspiration takes all forms, including stupid or skilled stunts.

Dangerous Piloting
Restrictions: Applicable only while piloting an Asset.
Gain the effects below while piloting an Asset.
● While performing a Dodge Defense Check, you may decrease your piloted Asset’s HP by 1 to increase your Dodge Defense Check by
your Dodge Defense Check / 10.
● While performing a Move Action, you may decrease your piloted Asset’s HP by 1 to Increase your Move Action’s distance by 10ft.

You outmaneuver your foe with extreme speed. You push your vehicle’s limits and exceed safety measures while piloting.

Enhanced imaging
Restrictions: Applicable only while piloting an Asset.
Once per Turn by expending a Minor Action, you may Target an Entity in Long range. Identify one of the following features and gain the
appropriate bonus.

● Weapon Systems: Reveal 1 Weapon and its capabilities. If you perform a successful Attack against this Target, you apply a negative
modifier to the revealed weapon when it fires next equal to your Attack / 10. This effect is not cumulative.
● Structural Systems: Reveal the current HP, Armor, or Barrier. If you perform an Attack against this Target, decrease Armor or Barrier by
1 the next time you inflict Damage this Turn.

You have an Augmented Reality device equipped within your glasses, goggles, or interfaced through your scroll to your vision. “Initiate
enhanced imaging!”

Grease Monkey
Restrictions: N/A
While piloting an Asset or while your Character is Adjacent to a pilotable Asset, you may expend a Major Action to partially repair that
Asset. Expend the Target’s Capacity by 1 and perform an Engineering Check. Restore HP to the Asset equal to your Engineering Check /
10. You may only perform the effect of Grease Monkey once per Turn.

Your home is in the garage or mechanic shop and you’re no stranger to making hasty repairs with what you have available in a pinch by
yourself or with tools equipped by your vehicle.

Natural Instincts
Restrictions: Applicable only while piloting an Asset.
While piloting an Asset, each Defense Check bonus may be performed twice per Combat Round.

You let your gut do the piloting, often getting you out of bad situations or into better ones.

54
PILOT Specializations
Sentimental
Restrictions: Applicable only while piloting an Asset.
● Each Combat Round that you do not take Damage to your Asset, increase your Sentimental effect by 1.
● If you take Damage to your Asset, decrease your Sentimental effect by 1.
● The maximum Sentimental effect value you can accumulate is 5. Your Sentimental bonus cannot fall below 0.

At the start of each Combat Round, declare what your Sentimental effect will apply to from the following categories of Actions. Melee
Attacks, Ranged Attacks, Defense Checks, or Skill Checks.

You have been through thick and thin with your Asset and it feels like an extension of yourself when you get behind its controls.

Steel willed
Restrictions: Applicable only while piloting an Asset.
Anytime you would be inflicted with a Detrimental Status Effect while piloting an Asset, you are not. This does not prevent Detrimental
Status Effects from impacting your Asset.

Even under the pressure of an intense situation or heavy fire, you are able to keep your nerves calm.

SNAP SHOT
Restrictions: Applicable only while piloting an Asset.
Once per Turn when you complete a Move Action, you may perform a Snap Shot with one Ranged Weapon Form that your Asset is
equipped with. Snap Shot’s Ranged Attack is performed with Disadvantage. Snap Shot does not use an Action.

Your reflexes allow you to instantly snap around to your Targets while piloting an Asset at extreme speeds.

GRADIENTMGZ 55
Assets “Oh my god, you really
Exploded.”
Your assets come in two forms, consumable or permanent.
Consumable assets are removed upon use. Permanent assets are
not removed upon use and remain with characters until they
are either destroyed or lost.

56 GRADIENTMGZ
Consumable Assets
Antidote Stimulant Concentration Stimulant
Removes the Poisoned Detrimental Status Effect. Increase your Willpower by 1 until the end of the Episode. This
A white tube with a flat end once the forest green cap is effect is not cumulative. Only 1 Attribute modifying Stimulant
removed. This Stimulant is able to rapidly counteract poisons may be affecting you at any time.
and toxins.
A neon yellow tube with a flat end once the cap is removed.

ATLAS A-5 GRENADE This provides a temporary boost to your Willpower.

Atlas A-5 Grenades do not expend Capacity and are removed


from your Assets when used. Perform a Force Skill Check to
throw an Atlas A-5 Grenade. On a success, inflict 6 Damage
Filtered Serum Stimulant
Removes all Status Effects except Burning, Poison, Toxic, and
to your Target and 3 Damage to Entities within Close range to
Defeated.
that Target.

On a failure, Inflict 3 Damage to your Target and 2 Damage to A white tube with a flat end once the lime green cap is
Close Entities to that Target. removed. This Stimulant is able to cure most internal ailments.

Finesse Stimulant
Atlesian manufactured grenades in their 5th iteration. A silver
spherical device that fits in the palm of a hand. A blue ring
around the device’s equator indicates the device has not
Increase your Agility by 1 until the end of the Episode. This
been armed. This band of light blinks red once twisted to
indicate that it has been engaged. effect is not cumulative. Only 1 Attribute modifying Stimulant
may be affecting you at any time.

Basic Adrenaline Stimulant A neon green tube with a flat end once the cap is removed.
Increase RoC by 1 point. This does not count towards your maximumThis provides a temporary boost to your Agility.
earned RoC each Round.

A bronze tube with a flat end once the orange cap is removed. This Fortification Stimulant
Stimulant provides slightly heightened senses and reactions. Increase your Endurance by 1 until the end of the Episode.
This effect is not cumulative. Only 1 Attribute modifying

Basic Aura Stimulant Stimulant may be affecting you at any time.

Restore 1D3+1 Aura. A neon purple tube with a flat end once the cap is removed.
This provides a temporary boost to your Endurance.
A bronze tube with a flat end once the blue cap is removed.
This Stimulant provides a slight restoration to Aura.
Full Aura Stimulant
Basic Health Stimulant Restore a Character’s maximum Aura value.

Restore 1D3+1 HP. A platinum tube with a flat end once the blue cap is removed.
This Stimulant provides full restoration to Aura.
A bronze tube with a flat end once the red cap is removed. This
Stimulant provides a slight restoration to HP.
Full Health Stimulant
Clarity Stimulant Restore a Character’s maximum HP value.

Increase your Discipline by 1 until the end of the Episode. This A platinum tube with a flat end once the red cap is removed. This
effect is not cumulative. Only 1 Attribute modifying Stimulant Stimulant provides full restoration to HP.
may be affecting you at any time.

A neon blue tube with a flat end once the cap is removed. This
provides a temporary boost to your Discipline.

GRADIENTMGZ 57
Consumable Assets
High-Grade Adrenaline Stimulant
Increase RoC by 3 points. This does not count towards your
maximum earned RoC each Round.

A jet black tube with a flat end once the orange cap is removed.
This Stimulant provides extraordinarily heightened senses and
reactions.

High-Grade Aura Stimulant


Restore 3D3+3 Aura.

A jet black tube with a flat end once the blue cap is removed.
Standard Aura Stimulant
Restore 2D3+2 Aura.
This Stimulant provides an extreme restoration to Aura.
A silver tube with a flat end once the blue cap is removed. This
Stimulant provides a moderate restoration to Aura.

High-Grade Health Stimulant


Restore 3D3+3 HP.
Standard Health Stimulant
Restore 2D3+2 HP.
A jet black tube with a flat end once the red cap is removed.
This Stimulant provides an extreme restoration to HP.
A silver tube with a flat end once the red cap is removed. This
Stimulant provides a moderate restoration to HP.
Lien
You will need to use Lien in order to pay for services,
purchase items, or any other task you may find a use for it.
Lien is typically held in the form of thin plastic-like cards that
have various denominations. Scrolls can also be linked to a
sTEROID Stimulant
Increase your Strength by 1 until the end of the Episode. This
Character’s financial account for stores and services that offer effect is not cumulative. Only 1 Attribute modifying Stimulant
cashless payment options. may be affecting you at any time.

A neon red tube with a flat end once the cap is removed. This
Sensory Stimulant
Increase your Perception by 1 until the end of the Episode. This
provides a temporary boost to your Strength.

effect is not cumulative. Only 1 Attribute modifying Stimulant


may be affecting you at any time.

A neon pink tube with a flat end once the cap is removed. This
provides a temporary boost to your Perception.

Standard Adrenaline Stimulant


Increase RoC by 2 points. This does not count towards your
maximum earned RoC each Round.

A silver tube with a flat end once the orange cap is removed.
This Stimulant provides moderately heightened senses and
reactions.

58
Permanent Assets
Aura Overdriver
You may activate the Aura Overdriver by performing a
Semblance Augmentor
Once per Episode, you may Empower a Semblance Skill
Semblance Skill Check. Restore your Aura equal to your Check or Semblance Defense Check twice.
Semblance Skill Check / 10. Take 1 HP Damage for every 5
Aura restored with this effect. A technology developed by Atlas that appears like a blackened
fingerless glove with a dust core energy source on the
The Aura Overdriver pushes your body and soul to its limits, backside. Metallic supports protrude from the dust core that run
providing you enhanced defensive capabilities at the cost of parallel to the fingers without impeding dexterity. These metal
strain on one’s body. It usually takes the form of a belt with a supports appear to have simple pads that rest on the tips of the
power source attached to it that integrates with your vitals. fingers and connect to the device. There is a noticeable
numbing sensation when the device is activated, however no

Backup Vital Stabilizer


Once per Episode, if your HP falls to 0 or less, you may expend
other side effects seem to appear.

1 RoC, restore 1 HP and half of your maximum Aura. If an


Ally’s HP is 0 or less and they have not become Critically
Surveillance camera
The wireless connection to your scroll and the Surveillance
Injured, you may expend 1 RoC and they restore 1 HP and half Camera can extend up to 300ft. Any further distance will result
of their maximum Aura. in a lack of signal.

Emergency medical supplies are built into a bracelet or some A remote camera that can be accessed via one’s Scroll to
other object on your person that will inject you should the observe an area. These are typically used to observe the
technology detect that you have fallen unconscious. entrance/exit of a location or perhaps obtain information on
something or someone suspicious.

High Powered Binoculars


You are able to see past Long range and view items of interest
that are at Distant range.

Strong magnification binoculars that are able to enhance a


user’s vision when equipped.

Night Vision Goggles


You are able to see at night or in the dark without issue.

A heavy set of goggles. The vision is slightly grainy, but allows


you to see in the dark when equipped.

Prototype Emotion Mask


Generator
You may activate the Prototype Emotion Mask Generator with a
Major Action in Combat or at any time out of combat. This
device masks the presence of all Humans and Faunus within
Close range for approximately 1 minute before the battery runs
out.

A small device in the shape and aesthetic of an Atlas infantry


grenade, the delicate object is able to be powered for a short
period of time to mask the presence of users within Medium
range from weak and less intelligent Grimm.

GRADIENTMGZ 59
Dust
Dust is a natural resource that is mined across the world of Remnant. It is commonly used as an energy source or propellent,
but can be activated by those trained in their Aura. Each color of Dust represents an aspect of nature. The physical form of raw
Dust appears as a crystal. It can be refined into a powder that can be utilized in ammunition or woven into clothing. Dust is a
Permanent Asset, Dust effects of the same color are not cumulative, and Dust infused Attacks are compared against a Target’s
special defense. Dust only affects the Target selected for an Attack and does not apply to other Entities even with Attacks that
can hit multiple Entities such as the Anti-Material Weaponry Specialization.

Black (Light) - 1
Flashes of light flare to either incapacitate opponents or provide
Orange (Lightning) - 5
Electric arcs wreath your weapon, sparking off of it every so
a shield of light to allies. often.

Offense: Your Attacks and Dust Checks that are successful Offense: If the Action utilizing Orange Dust Targets a single
inflict Bewildered. Entity and succeeds, you may Inflict Damage equal to the
Action that utilized Orange Dust / 10 to another Entity within
Support: Gain Barrier equal to the Action utilizing Close range of your Target. You may perform this Damage
Black Dust / 10. again using the previous Entity selected as the new origin point
for determining a new Target to inflict this Damage to.

Blue (Water) - 2
Torrents of water are utilized to disrupt your opponents or
If the Action utilizing Orange Dust Targets multiple Entities or
inflicts Damage in an area, inflict Strained against each Entity
soothe others in a restorative shower. that your Action is successful against.

Offense: Your Attacks and Dust Checks that are successful Support: Gain Charged.
inflict Fumbled and remove a Beneficial Status Effect.

Support: Gain Regeneration. Pink (Sonic) - 6


Vibrations with a unique frequency disrupt your opponents or
harmonize with the other souls.
Brown (Acid) - 3
Acidic coating drips from your weapon, allowing it to burn Offense: Your Attacks and Dust Checks that are successful
through other materials it touches or neutralize impurities. inflict Disoriented.

Offense: Your Attacks and Dust Checks that are successful Support: Gain Harmonized.
decrease Armor by 1 until the end of the Combat Encounter. If
your Target does not have Armor, inflict Damage equal to the
Action that utilized Brown Dust / 10. Red (FIRE) - 7
Flames lick across your weapon, burning away at your Target
or eliminating incoming detrimental effects.
Support: Remove 1 Detrimental Status Effect except
Disarmed, Grappled, Fumbled, or Poisoned.
Offense: Your Attacks and Dust Checks that are successful
inflict Burning to your Target.
Green (Wind) - 4
You feel as light as a feather, providing additional flexibility Support: Gain Extinguish.
when it comes to utilizing your weapon or gaining an
advantageous position.

Offense: Attacks and Dust Skill Checks are performed at 1


range increment higher. The Critical Threshold of your Target is
decreased equal to the Action / 10 for that Action.

Support: Gain Fleet Footed.

60
Dust
Violet (Force) - 8
Violent shockwaves are emitted on impact from your weapon,
Yellow (Earth) - 10
A heavy weight of crusted earth forms on your weapon,
causing your Target to be blown away on impact regardless of allowing heavy blows against your Target to weaken them. A
friend or foe. diamond coating may also form over a Target granting them
Armor from Attacks.
Offense: Your Attacks and Dust Checks that are successful
knock back your Target equal to the Action utilizing Violet Dust Offense: Your Attacks and Dust Checks that are successful
rounded to the nearest 5ft. If your Target would impact another inflict Weakened.
Entity or solid structure, Inflict Damage equal to the Action that
utilized Violet Dust / 10 to your Target and any Entity they Support: Gain Armor equal to the Action utilizing
collide into. Yellow Dust / 10.

Support: Immediately be propelled a distance up to the Action


utilizing Violet Dust rounded to the nearest 5ft.

White (Ice) - 9
Frost trails your weapon that freezes portions of a Target’s
clothing, body, or armor.

Offense: Your Attacks and Dust Checks that are successful


inflict Chilled.

Support: Gain Diffraction.

DUST Skill CHECK EFFECTS


Dust Skill Checks are used to directly influence the environment, providing advantages that your teammates will be able to leverage
to gain simple bonuses. You may pitch an idea to your GM that is not detailed below and they will determine its effect and/or clarify it
accordingly. Dust Skill Check effects of the same bonus are not cumulative. Below are guidelines on the possible uses of Dust.

● Create an elemental wall, prohibiting movement and visibility of Entities. Your elemental wall length is equal to your Dust Check
rounded to the nearest step of 5 to determine its length. An Entity may break it by performing an Action that rolls a value higher
than your Dust Check used to create the Wall. If the Entity has a static value for an Attack, then it uses 1 Action to break it.

● Enhance your own or another Entity’s weapon with elemental fury. Select one bonus from the following to apply:
● 15+ Gain the Offense effect of the selected Dust once for each Attack type until the end of your Turn.
● 20+ Gain Advantage once for each Attack type until the end of your Turn.
● 25+ Gain Advantage once while performing Damage for each Attack Type until the end of your Turn.

● Support yourself or another Entity by imbuing them with Dust. Select one bonus from the following to apply:
● 15+ Gain the Support effect of your selected Dust.
● 20+ Gain Advantage while performing a Dodge, Dust, or Parry Defense Check until the next Combat Round.
● 25+ Gain a free Move Action with Capacity Move until the end of your Turn.

GRADIENTMGZ 61
VEHICLES
Vehicles are Permanent Assets until Critically Lost, however, their parts can be recovered and rebuilt at a large financial cost,
investment of time, and/or as an incredible favor from another individual. Scenarios in which Vehicles are utilized should involve
some planning with your GM due to the amount of additional options they provide, especially during Combat Encounters.
Sometimes a GM may have a scenario on whether you would be able to bring it due to various elements such as stealth,
weather conditions, missions, etc. The following are specific to Vehicles.

Piloting: The act of utilizing your Vehicle’s Specializations, Weapons, Resources, and Attributes instead of your Character’s.
You must use a Minor Action to either enter or exit your Vehicle. While piloting a Vehicle, your Character is referenced to as the
Pilot.

Ram: You can use your Vehicle as a weapon, ramming it against a Target. In order to perform a Ram, you must have previously
performed a Move Action during your current Turn. Perform a Melee Attack with an Aggressive Melee Form using your Vehicle
Character Sheet. On a success, you inflict Melee Damage to the Target and your Vehicle takes half of the Damage.

Critically Lost: A Vehicle that has sustained significant Damage will become Critically Lost. In this state, the Vehicle is no
longer operational and ceases to function. If you are still Piloting your Vehicle when this catastrophic event occurs, your
Character is inflicted with 3 Damage and you cannot apply any Damage reduction effects. In order to use your Vehicle again,
you must repair it (GM Discretion).

Vehicle Character Sheet: A Vehicle has an independent Character Sheet and is played as a separate Entity that you control as
a Player. Use your Vehicle Character Sheet at all times when making any type of Action unless otherwise specified to use your
Pilot’s Character Sheet. Vehicles are unique and have access to specific amounts of Resources, Attributes, Defenses, and
Weaponry. The bonus for additional Movement distance from Agility does not apply to Vehicles. Vehicles cannot perform Parry
and Semblance Defense Checks. Vehicles cannot perform Semblance and First Aid Skill Checks. They can provide unique
opportunities to those that can leverage them in the right situations. The types of Vehicles are listed below:

► Ground Vehicles
► Air Vehicles
► Water Vehicles

Ground Vehicles Air Vehicles Water Vehicles


Movement: 25ft Movement: 35ft Movement: 25ft
Defenses: Resist, Dodge, Dust Defenses: Resist, Dodge, Dust Defenses: Resist, Dodge, Dust
HP Modifier: 4 HP Modifier: 2 HP Modifier: 3
STR: 6 STR: 4 STR: 5
END: 4 END: 4 END: 4
AGI: 4 AGI: 6 AGI: 5
PER: 0 PER: 0 PER: 0
WIL: 0 WIL: 0 WIL: 0
DIS: 0 DIS: 0 DIS: 0

Grounded Airborne Waterborne


This Vehicle may not traverse over or into This Vehicle must always be airborne and its This Vehicle may not traverse over the
water. If it enters water or any other liquid Chassis type will specify the distance it is ground. If it would traverse over ground or
terrain, it gains the status Immobilized. vertically from the ground. You may fly lower any other solid terrain, it gains the status
than the height specified, but never be Immobilized.
submerged in a liquid or use the ground to
traverse. This Vehicle takes full Damage
instead of half while performing a Ram
Action.

62
VEHICLES
When you obtain a Vehicle, it carries with it the characteristics of the selected type (Ground, Air or Water) and the traits of its
Chassis Specialization. Select a Type of Vehicle that you wish to start with as your base Vehicle. This could be obtained by a
reward from the Campaign or if your GM has provided you a location to purchase such an expensive Asset.

Your skills as a Pilot come into play and add to its Attributes. When you Pilot a Vehicle, add your Character’s DIS , PER, and
WIL Attributes to the Vehicle’s Character Sheet. If your DIS + PER Attributes are 4 or less, add your STR / 2 to your Vehicle’s
DIS and AGI / 2 to your Vehicle’s PER Attribute instead.

Select any Weapons and Specialization options the selected Chassis Specialization provides. Each Ranged Weapon possesses
a unique Capacity Resource but shares the same Supply Resource. You must always select a Chassis Specialization when you
obtain a Vehicle.

Vehicles may only select from the Ranged Weapon Forms below:
● Automatic
● Energy
● Explosive
● Heavy Automatic
● Nonconventional
● Shotgun
● Sniper

Vehicles may only select from the Melee Weapon Forms below:
● Aggressive
● Elegant
● Precise

Vehicle Maneuvers
Vehicle Maneuvers are special effects that may be activated after meeting specific conditions or paying a cost. Vehicle
Maneuvers do not require an Action, but must be declared before you perform an Action. You may perform 1 Vehicle Maneuver
per Turn.

Angled Impact
If you perform at least 2 Move Actions during your Turn, decrease Damage inflicted to you while performing 1 Resist Defense
Check by 3 (Minimum 1) until the end of the next Combat Round.
They took the hit to a non-critical area, I'll teach you how to do that when we get back.

Emergency Defense
You may expend 1 Capacity to gain Advantage while performing a Dust Defense Check. Gain Double Advantage if the Dust
Defense Check is performed against an Explosive Weapon Form Attack.

Formation
If at least 1 Ally is within Close range while you perform a Held Action during an Ally’s Turn, gain Advantage while performing
your Action. That Ally’s Action also gains Advantage.

Full Throttle
If you perform at least 3 Move Actions during your Turn, gain Advantage on Dodge Defense Checks until the end of the next
Combat Round.

Skirmishing
After performing a Move Action, If an Adversary is located directly between you and an Ally in Medium range, gain Advantage
while performing your next Ranged Attack and Ranged Attack Damage.

GRADIENTMGZ 63
Vehicle Chassis
When creating a Vehicle, you must select 1 Chassis. These provide special rules and changes to your Vehicle. GMs are encouraged to
expand and create additional Chassis to add to their games/modify the existing ones to fit their game. Vehicle Specializations only apply
while you are Piloting a Vehicle with one or more of these selected. You may not select duplicate Vehicle Specializations unless otherwise
specified. As your progress in a Campaign, you may be able to upgrade your Chassis to gain additional Vehicle Specializations or
Weapons. Work with your GM as you progress!

Aero Chassis
Restrictions: Air Vehicles only.
Your Vehicle takes the form of a dust-propelled jet engine craft that flies nearly unimpeded across the skies.

● You freely traverse over all types of terrain. Your Vehicle is considered to be at Distant range vertically from the ground. You must
always perform 1 Move Action during each of your Turns.
● Add 1 to a Vehicle’s AGI or END Attribute.
● Select 2 Ranged Weapon Forms for your Vehicle.
● Select 1 Vehicle Specialization.

Airship Chassis
Restrictions: Air Vehicles only.
Your Vehicle takes the form of a propeller-based airship that flies high above the ground.

● You freely traverse through all types of terrain. Your Vehicle is considered to be at Long range vertically from the ground. Decrease your
Movement by 5ft.
● Add 1 to a Vehicle’s STR or END Attribute.
● Select 1 Ranged Weapon Form for your Vehicle.
● Select 2 Vehicle Specializations.

Hover Chassis
Restrictions: Ground/Water Vehicles only.
Your Vehicle takes the form of a hovercraft that floats just a few inches above the ground or water.

● You may traverse over water and ground unhindered. Hazardous weather conditions that cause slippery surfaces do not affect your
Vehicle.
● Add 1 to a Vehicle’s AGI or END Attribute.
● Select 1 Ranged Weapon Form for your Vehicle.

Mech Chassis
Restrictions: Ground Vehicles only.
Your Vehicle takes the form of a walking mechanized battle robot with legs and arms.

● Your Vehicle gains the Parry Defense Check.


● Add 1 to a Vehicle’s STR or END Attribute.
● Decrease your Movement by 5ft.
● Select 1 Melee Weapon Form for your Vehicle.
● Select 1 Ranged Weapon Form for your Vehicle.
● Select 1 Vehicle Specialization.

Motorbike Chassis
Restrictions: Ground Vehicles only.
Your Vehicle is a fast mode of transportation such as a stylish open-topped motorbike.

● You may perform Attacks and the Semblance Defense Check from your Character Sheet instead of your Vehicle Character Sheet.
● Add 1 to a Vehicle’s STR or AGI Attribute.
● You may be targeted directly as the Pilot instead of your Vehicle.
● Select 1 Vehicle Specialization.

64
Vehicle Chassis
Treaded Chassis
Restrictions: Ground Vehicles only.
Your Vehicle takes the form of a treaded vehicle similar to that of a tank or a construction vehicle for use across all types of solid terrain.

● You may traverse over any ground terrain unhindered. Hazardous weather conditions that cause slippery surfaces do not affect your
Vehicle.
● Decrease your Movement by 5ft.
● Add 1 to a Vehicle’s STR or END Attribute.
● You do not take Damage when performing a Ram Action.
● Select 1 Ranged Weapon Form for your Vehicle.
● Select 1 Vehicle Specialization.

wave Rush Chassis


Restrictions: Water Vehicles only.
Your Vehicle takes the form of a personal watercraft that skims along in most bodies of water.

● You may perform Attacks and the Semblance Defense Check from your Character Sheet instead of your Vehicle Character Sheet.
● Add 1 to a Vehicle’s AGI or STR Attribute.
● You may be targeted directly as the Pilot instead of your Vehicle.
● Select 2 Vehicle Specializations.

GRADIENTMGZ 65
Vehicle Specializations
Ablative Armor
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name.
Increase your Vehicle’s maximum Armor by 1 and 3 HP. Once per Episode, the first time your Vehicle would become Critically Lost, it is
not. Instead set your Vehicle’s HP to 1.

You add additional armor plating to your Vehicle in key areas to provide further protection.

Armed and Ready


Restrictions: N/A
Select an additional Ranged Weapon form to equip your Asset with. Your Vehicle may have two Ranged Weapon forms Active instead of
one. You may perform the Boost Action twice while performing a Ranged Attack.

“It’s also a gun.”

Aura Matrix
Restrictions: N/A
Your Vehicle's Maximum Aura becomes half of your Maximum Aura. While entering your Vehicle for the first time during an Episode, you
may transfer any amount of Aura from your Character Sheet to the Vehicle’s Character Sheet.

A special system is integrated into your vehicle that allows you to project your Aura as an additional layer of defense for your Vehicle.

co-Pilot
Restrictions: N/A
An Ally who can perform Piloting duties shares the same Turn as the owner of the Vehicle as long as the Owner allows it. Both Entities
must agree on which aspect of the Vehicle they will perform Actions for. All Move Actions, Melee Attacks, Ranged Attacks, and Skill
Checks are performed from the owning Entity’s Vehicle. This does not count for the purposes of gaining Team RoC. Each Pilot performs
their normal allotment of Actions from their Action Pool in the same Turn.

A secondary seat is installed with your Vehicle that allows another individual to take over some responsibilities such as piloting, weapon
systems, and navigation.

Continuity Beam
Restrictions: Energy Weapon Form only.
While selecting a second Target with a Ranged Attack, any Entities in range between your first Target and second Target are inflicted with
1D3 Damage.

The continuous beam fires in a stream, sweeping across multiple objects to inflict damage.

Ejection System
Restrictions: N/A
Do not take Damage when your Vehicle becomes Critically Lost as it explodes, crashes, or has some other disastrous mechanical failure.
You may position yourself in Close range from your Vehicle when it becomes Critically Lost.

You stay in your Vehicle until the last possible moment before getting to safety. You immediately perform an emergency evacuation via an
ejection system from your vehicle when it becomes Critically Lost.

Emergency Hex Barrier


Restrictions: N/A
Once per Episode when your Vehicle’s HP becomes half or less, Your Vehicle increases Barrier by 1 at the start of each of your Turns until
the end of the Combat Encounter.

An Emergency Hex Barrier provides you additional protection when your Vehicle's integrity is at risk.

66
Vehicle Specializations
EXPENDABLE GEAR
Restrictions: N/A
Once per Turn you may expend 1 Armor to gain a Minor Action or expend a Weapon to gain a Major Action. Your Vehicle may be
equipped with any expended Weapon(s) again after docking for maintenance or at the start of a new Episode (GM Discretion).

No time for dead weight!

Grappler Hooks
Restrictions: Ground Vehicles only.
Perform a Grapple Check. You may fire your Grappler Hooks at a range equal to the Grapple Check roll rounded to the nearest step of 5.
You may either move your Vehicle to this location or you may attempt to pull another Entity to you if your Grapple Check beats their
Defense.

Anchors, hooks, or harpoons are installed in your Vehicle that allow a variety of maneuvering options.

Holo Designator
Restrictions: N/A
You may use Minor Action to mark a Target with Holo Designator. Increase the next Ranged Attack from allied Entities by your Perception
value against that Target. Remove the Holo Designator effect from that Target after this effect is resolved.

You designate a Target with a holographic marker to coordinate fire.

IRREGULAR MODIFICATIONS
Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
Lose the Dust Defense Check and Dust Skill Check while piloting a Vehicle. Increase the Maximum Capacity of each Weapon your
Vehicle possesses by 2. Increase your Vehicle’s Supply by 1.

Kinetic Recycler
Restrictions: N/A
Once per turn while in a Combat Encounter, if you perform 2 Move Actions, increase your Vehicle’s Capacity by 1.

With each movement and the mechanical rotation of your vehicle, your Kinetic Recycler converts momentum into stored energy.

Modified Dust Exhaust


Restrictions: N/A
Once per Combat Encounter, you may create a thick cloud of exhaust, smoke, or inert dust particles around your Vehicle’s location that
obscures up to Medium range. This obscuring cloud does not move with your Vehicle and lasts until the end of your Next Turn. All Entities
inside the cloud cannot be targeted by Ranged Attacks. Any Melee Attacks performed while within the cloud are done so with Dis-
advantage to Players and a -5 modifier to NPC Entities.

The energy built up from the dust engines or other power sources has a modified exhaust that allows you to create a cloud to obscure you
and other Entities from sight.

Multi Missiles
Restrictions: Explosive Weapon Only
While performing a Ranged Attack, You may select additional Targets up to your current Capacity. Each additional Target expends
Capacity to Attack. While performing a Ranged Attack with this effect, High Explosive’s Level 1 effect does not apply.

A rapid barrage of missiles are launched, designed to track down and destroy individual Targets. "Fire everything!”

GRADIENTMGZ 67
Vehicle Specializations
Omni Model Upgrade
Restrictions: N/A
You may select an additional Chassis type Specialization when customizing your Vehicle and may select a Chassis Specialization that is
not normally equipped by your Vehicle.

You may only have 1 Chassis Active. You may use a Minor Action to transform your Vehicle to another Chassis, utilizing another Vehicle
Chassis and its Vehicle Specializations. Your Supply Resource is shared across each Chassis.

Your vehicle has an additional layer of complexity that allows it to change forms to better suit various terrains.

Overdrive
Restrictions: N/A
Once per Turn, you may decrease your vehicle’s HP by 2 to perform one of the following effects:

● Double the distance of your next Move Action until the end of your Turn.
● Increase the range of 1 Ranged Weapon by 1 range increment until the end of your Turn.
● Triple the value of your Boost Action while performing a Melee Attack until the end of your Turn.

You override your Vehicle’s systems and safety measures to push limits.

Phoenix Missile
Restrictions: Explosive Weapon Form only.
While performing a Ranged Attack you may choose to lose the High Explosive Specialization to gain 2 range increments and decrease
Armor equal to the Total Damage / 2.

A specialized missile that uses additional fuel to increase its range over its destructive capabilities.

Reactive Armor
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name.
Increase your Vehicle’s Maximum Armor by 2. Your Vehicle starts each Episode with +2 Armor.
Explosive weapons inflict 1 less Damage to you (minimum 1) and do not decrease Armor.

A special armor that decreases the damage and penetration of high explosive weaponry.

Reflective Armor
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name.
Increase your Vehicle’s Maximum Armor by 2. Your Vehicle starts each Episode with +2 Armor.
When you take Damage from a Ranged Attack (GM discretion) that is not Explosive and your Vehicle still possesses Armor, inflict Dam-
age equal to your current Armor to the Entity that performed the Ranged Attack.

A special armor that is coated, angled, or has an adaptive property is outfitted to your vehicle, allowing it to reflect small Ranged Attacks.

Sentinel System
Restrictions: N/A
Expend your Capacity by any value when Targeted by an Attack. Decrease an incoming Attack by that amount multiplied by 2.

You have equipped your Vehicle with a decoy system that throws off hostile tracking by drawing power from your main systems utilizing
flares, holographic duplicates, and a point defense system.

Slug Shells
Restrictions: Shotgun Weapon Form only.
While performing a Ranged Attack you may choose to lose the Collateral Damage Specialization and gain 1 range increment and the
Heavy Caliber Specialization for that Ranged Attack.

Quality over quantity!

68
Vehicle Specializations
Stabilizers
Restrictions: Ground Vehicles only.
Once per Turn, you may perform one of the following effects.

● You may expend a Minor Action to provide your next Ranged Attack a bonus equal to your Ranged Attack / 10.
● You may expend a Minor Action to provide your next Resist Defense Check a bonus equal to your Resist Defense Check / 10.

You cannot perform Move Actions during your Turn after using the effect of Stabilizers.

A number of anchors or support legs protrude from your Vehicle to brace it for use of heavy weaponry or against an incoming strike.

Standardized Dust Energy Converter


Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
● You may expend a Minor Action and expend 1 Weapon’s Capacity by any value to increase your Barrier by the Capacity expended.
● You may expend a Minor Action and expend your Barrier by any value to increase 1 Weapon’s Capacity by the Barrier expended.

The dust utilized in the Vehicle’s systems powers both Weapons and Defenses.

Stress Tested
Restrictions: N/A
Once per Episode when your Vehicle becomes Critically Lost, it is not. Instead, you continue Piloting it as normal. Any additional Damage
inflicted to your Vehicle will be directed towards the Pilot instead.

Your Vehicle is designed to perform well even under the most stressful situations.

Targeting Link
Restrictions: N/A
Other Entities may fire at a Target that you are in range of even if they are not as long as they also have the Targeting Link Specialization.
They must subtract 1 from their Attack Rolls for each range increment they are out of range while performing an Attack using the Targeting
Link Specialization.

A sophisticated targeting system is linked to your Vehicle that allows it to network with others utilizing the same system for target
acquisition.

Tracers
Restrictions: Heavy Automatic and Automatic Weapon Form only.
While performing additional Ranged Attacks against the same Target during your Turn, increase your Ranged Attack by your
Level / 2.

The bright tracers allow you to track your Targets in all environments.

UAV Aid
Restrictions: N/A
Once per Turn, you may perform one of the following:

● You may expend a Minor Action to perform a Boost Action with Advantage during your Turn.
● You may expend a Major Action to perform a Ranged Attack against a Target outside of your weapon’s range.

Your vehicle utilizes smaller Unmanned Aerial Vehicles that will orbit and support your Vehicle.

GRADIENTMGZ 69
Index
Additional Damage…..28 Endure.....23 Supplies.....7
Actions.....29-30 Energy.....10 Thrown Melee Weapon Attack.....27-28
Action Resolution…..28 Engineering.....23 Triple Advantage.....24
Adjacent.....26 Expertise.....23 Triple Disadvantage.....24
Advantage.....24 Explosive.....10 Unarmed Attack.....27-28
Aegis.....9 Extreme.....26 Vehicle Chassis…..64-65
Aggressive.....9 Falling Damage.....32 Vehicle Maneuvers…..63
Agility.....6 Faunus Specializations…..8, 46-47 Vehicle Specializations.....8, 66-69
Ambush.....30 First Aid.....23 Vehicles.....62-69
Armor.....7 Force.....23 Weakened.....32
Assets.....56-59 Frostbitten.....31 Weapon Specializations.....8, 46-51
Attacking.....27 Grapple.....23 Weapon Transformation….30
Attuned.....9 Grappled.....31 Willpower.....6
Aura.....7 Heavy Automatic…..10 Weapon Form…..9, 22
Automatic.....10 Health Points.....7 Weapon Form.....9-11
Base Damage…..28 Hold Action.....30
Barrier.....7 Immobilized.....31
Beneficial Status Effects.....32 Initiative.....25, 30
Bewildered.....31 Intimidate.....23
Boost.....30 Intuition.....23
Bleeding…..31 Investigate.....23
Broken.....31 Lien.....11
Burning.....31 Long.....26
Capacity.....7 Medium.....26
Capacity Move.....28 Melee Attack.....27-28
Carry.....23 Melee Forms.....9
Character Progression.....7 Move.....28
Character Specializations.....8, 34-43 Movement.....6
Charge Attack.....29 Negative Specializations.....8, 44-45
Chilled.....31 Negotiate.....24
Close.....26 Nonconventional.....10
Combat Encounters.....25 Parry Defense Check.....30
Concussed.....31 Perception.....6
Confused.....31 Performance.....24
Consumable Assets.....57-58 Permanent Assets.....57
Cover.....32 Persevere.....30
Cripple.....31 Pilot Specializations…..8, 54-55
Critical Damage…..28 Pistol.....11
Critical Failure.....25 Player vs. Player.....32-33
Critical Success.....25 Poisoned.....31
Damage Calculation.....28 Precise.....9
Deceit.....23 Range Increments.....26
Defeated.....33 Ranged Attack.....27-28
Defending.....27 Ranged Forms.....10
Defense Check.....29 Reflex.....24
Destiny.....7, 33 Reload.....7, 28
Detrimental Status Effects.....31 Resist Defense Check.....30
Disadvantage.....24 Resolve.....24
Disarmed.....31 Rule of Cool.....7, 26
Discipline.....6 Semblance.....12-13, 24
Disoriented.....31 Semblance Defense Check.....30
Distant.....26 Shaken.....31
Dodge Defense Check.....29 Shotgun.....11
Double Advantage.....24 Signature Action…..14-15
Double Disadvantage.....24 Skill Check.....23-24, 29
Dust.....58-59 Sniper.....11
Dust Defense Check.....30 Social Encounters.....25, 70
Dust Skill Check.....23, 59 Specialization.....8, 34-55,66-69
Dust Weaver.....9,10, 42-43 Staggered.....31
Elegant.....9 Status Effects.....31-32
Encounters.....25 Stealth.....24
Empower.....30 Strength.....6
Endurance.....6 Stunned.....31

70
NOTES

GRADIENTMGZ 71
Thank you!
Game Master and Developer
Paradigm

Contributors and Editors


John Waltz Feldsky Pyrope
Sheeple DarkMagics Wan
Prime
Questions? Comments? Found Errors?
Contact me via Discord: vividparadigm
Join our Discord: https://discord.gg/U8S97vrNQ2

You might also like