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Unofficial RWBY Tabletop RPG Guide

The document outlines the Unofficial RWBY Role Playing Game, which is designed to emulate the action-packed world of Remnant from the RWBY series. It describes the roles of players and the Game Master (GM), the mechanics of gameplay including skill checks, the Rule of Cool, and various character attributes. Additionally, it details weapon design, advanced abilities, and the importance of creativity and collaboration in the tabletop experience.

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hihifi1326
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0% found this document useful (0 votes)
21 views22 pages

Unofficial RWBY Tabletop RPG Guide

The document outlines the Unofficial RWBY Role Playing Game, which is designed to emulate the action-packed world of Remnant from the RWBY series. It describes the roles of players and the Game Master (GM), the mechanics of gameplay including skill checks, the Rule of Cool, and various character attributes. Additionally, it details weapon design, advanced abilities, and the importance of creativity and collaboration in the tabletop experience.

Uploaded by

hihifi1326
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Introduction and weaknesses, abilities and backgrounds.

They
come from every kingdom of Remnant and enjoy
a certain fame among the masses.
Remnant is a world where Man was brought GMs shoulder the weight of every enemy, obstacle
to the brink of extinction. Driven back by the and non-player character (NPC). The GM is the
creatures of darkness known as Grimm, Man ultimate window into Remnant, part storyteller,
was nearly helpless. However, in time Man’s referee, general, and actor. It requires the ability
ingenuity led to the development of Dust. Dust to plan epic adventures and improvise when the
is nature’s wrath in physical form, and with Dust, plan falls apart. The GM works both with and
Man could bend the forces of nature, and by against players simultaneously, giving them
extension, the creatures of Grimm to his will. In obstacles to overcome, but never their enemy. It
the time since, great Huntsmen and Huntresses is a great responsibility to take on the role of GM,
have been selected and trained to protect Man but no game would be possible without them.
and all his kingdoms from the creatures of Grimm,
who are always ready to strike and the first sign of
weakness, and destroy Man forever.
RWBY (Pronounced “Ruby”) is an American
anime created by Monty Oum and produced by
Rooster Teeth Productions. Its unique style, both
art and animation has inspired many dedicated fans
to produce their own art, fiction, and stories set
in this universe. The Unofficial RWBY Role Playing
Game is an attempt to emulate the action packed
feel, and over the top antics of RWBY and
Remnant as a whole. The Unofficial RWBY RPG
uses the “RoC System” of dice and mechanics to
bring Remnant to the classic pen-and-paper
table top genre.
Like almost every “Tabletop” game that has come
before it, the Roc System is a social experience.
It is fueled mostly by imagination, with a little bit
of randomness in the form of dice to keep things
interesting. There is no winning or score or time
limit, cooperation is key. The game is meant to be
played with a handful of friends gathered around a
table, playing the role of amazing characters, both
heroes and villains as they explore an unknown,
and often dangerous world. The RoC System is
optimized for 4 players and 1 Game Master (GM),
but groups as small as 2 to as many as 6 players is
[Link] assume the roles of Huntsmen
and Huntresses in training that will become the
first and last line of defense of Remnant. Each
Character is unique, with their own strengths

2
would apply. Attack rolls are not denoted this Ultimately, what is and is not “Cool” is at
way as the exact attributes used vary greatly GM judgment. Every GM is different, some being
depending on the Character. All skill checks come quite generous, others more fickle. Most will
in increments of 5, starting at 15. fall somewhere in the middle. Players have no
concrete way to generate RoC, and instead must
Advantage & Disadvantage rely on their own creative processes rather than
an in game mechanic.
Advantage and Disadvantage are terms to RoC comes into play as an additional d10 added to
describe further modifiers to the players dice. the table. This die is added to every player to add
Advantage describes anything that would give the to every roll. RoC dice are for the entire party,
Character the upper hand. High ground, Ambush, if one player succeeds at their attempted action
and Cover are all examples of Advantage. When and impress their GM, every member of the party
Advantage is applied, a player rolls their dice, gains a d10. For every addition d10 available on
and before success or failure is determined, can skill checks, players also gain an additional d6 for
roll their lowest die and take the better result. all damage rolls.
Anytime the character is at a disadvantage, such
darkness or being attacked by unknown assailants, To generate RoC a player must firstly impress
Disadvantage is applied. Disadvantage is equal and their GM with a cool idea, then succeed on the
opposite of advantage, the players take their Skill checks required for the Cool idea. Players
highest die and re-roll it, taking the worse result. also automatically generate RoC upon rolling a
Advantage and Disadvantage are used to note Natural 20. When Roc is generated, it does not
slight variables. Some variables are significant come into play until the next immediate turn
phase, unless the RoC was generated by a
enough to merit an entirely new tier of check.
Natural 20, in which case the extra d10 is

The Rule of Cool


added immediately to the attempted roll and
all subsequent rolls on the player’s turn. RoC
remains for every player until either the end of
The Unofficial RWBY Tabletop does its best
the encounter, a natural 2 is rolled, or if the
to emulate the “feel” of the RWBY series.
player’s actions stagnate. Earning a low level of
One of RWBY’s great claims is its over the top
cool then sitting on it can cause it to decrease.
action style and extremely complex animations.
Players earn and loose cool as a team.
A concept usually introduced as a “House Rule”
for tabletop games is the Rule of Cool, referred It is impossible to note every possible way to
to here as “RoC”. Basically, if the GM is impressed generate RoC, as it is reliant entirely on GM
by a player’s creativity, or simply the spectacle of judgment. GMs are suggested to read into their
an action, normal hindrances are ignored, and players own tastes and find a balance. However,
sometimes even bonuses are added. The RoC simple ideas can be used as starting points for
System uses the Rule of Cool as a fundamental RoC to be inspired.
building block integrated into every facet.

4
Strength (STR): Skill Checks
Represents the Character’s ability to manipulate
the world through physical effort. STR is primarily Skill Checks are a combination of two base
used in melee attack rolls for accuracy and attributes, using their ranking as a modifier to add
damage. Any checks that involve the to the character’s d10 rolls. Every named check
Character trying to physically overpower given here is the epitome of the attributes
an obstacle use STR. associated with it, the attributes are the
Agility (AGI): important part of every skill check, not the name.
Represents the Character’s ability to move There are infinite skill checks that can be
quickly or precisely. AGI is primarily used for attempted, and these are designed to give an idea
ranged weapon accuracy. Checks that require of the relevant abilities to make them possible.
sudden and rapid movement; or fine, precision
STR + AGI Acrobatics
movements use AGI.
STR + END Lift
Endurance (END):
STR + PER Grapple
Represents the Character’s stamina and durability.
END primarily determines Health. Checks that STR + WIL Intimidate
involve withstanding a hazard or maintaining effort STR + DIS Sunder
over a long period of time use END.
AGI + END Athletics
Perception (PER): AGI + PER Dodge
Represents the senses, and the strength of their
Aura. PER primarily determines the strength of AGI + WIL Sleight of Hand
the Character’s Aura, and is used in all defense AGI + DIS Stealth
checks. Checks that require a keen eye or the
END + PER Resistance
ability to pick up on hidden clues use PER.
END + WIL Performance
Willpower (WIL):
END + DIS Mental Fortitude
Represents the Character’s ability to influence the
world with their mind, and also contributes to the PER + WIL Influence
Character’s Aura, but does not directly correlate PER + DIS Detection
with its strength. WIL is used mostly for
WIL + DIS Wealth
Semblance checks, and can also be used for more
mundane influence, such as lying or bribing.

Discipline (DIS):
Represents the Character’s study and experience.
DIS is primarily used to determine Capacity and
Complexity of a Character’s weapon.
DIS is used for all Dust checks to
bend the substance to the Character’s desires.
Checks that require a clear mind and controlled
thoughts are DIS checks.

6
Defensive Rolls to Aura. When Aura is depleted, Characters may
not add PER to their defense checks, and either
avoid attacks on success of the primary attribute
Any time the Characters come to a hazard
roll or take full damage on failure. Any status
that can do them harm, whether it be an entity
effects applied on successful strikes last a number
actively trying to attack them or simply a part of
of turns equal to the damage.
the world that carries no particular malice. In such
scenarios characters roll a Defense Aura Check. Characters who avoid attacks entirely may make
Defense checks are one of five different rolls, and a simple reaction. A simple reaction is any action
which attribute is rolled is dependent on how the that does not normally require a roll, such as
character chooses to overcome the obstacle. basic movement, reloading, or manipulating
simple objects.
Parry- STR Characters who avoid an attack by 5 or more
Preempting the strike, and redirecting the damage may make a counter attack as their reaction.
elsewhere. They may also choose to perform any
sufficiently complex task that requires a roll or a
Dodge- AGI simple action. Characters may at any time choose
Moving out of the way as quickly as possible. to do nothing with their reaction.
Resist-END
Reliance on the durability of the body to absorb Example 1
any ill effects A Character is attacked by a Ursa. The Ursa’s
attack value is 20/3. The Character rolls a 21 with
Semblance- WIL AGI alone and avoids the Ursa easily, and gets a
Utilizing Semblance to avoid damage, but how “Non-Attack Reaction”, using it to move 15ft away
exactly the Semblance is used is left to the player. from the Ursa.
The Character must have at least 1 point of Aura
to make this check. Example 2
A Character is attacked by a Ursa. The Ursa’s
Dust- DIS attack value is 20/3. The Character rolls 17 for
Utilizing currently selected Dust to avoid damage, AGI alone and is hit by the Ursa. However, the
but how exactly that dust is used is left to the Character’s PER is 4, bringing the new total to 21,
player. The Character consumes 1 Capacity to allowing their Aura to Mitigate the attack. The
make this check. Aura takes 1 point of damage. Ursas also have the
The primary attribute roll is compared against ability Bear Hug, and the character is staggered
the difficulty threshold of the hazard. If the roll next turn.
exceeds the hazard’s threshold then the hazard
is avoided and no damage is dealt. If however, the
primary attribute is not sufficient, PER is added on
top of it. If the new result is enough to beat the
hazard, then the character’s Aura takes 1 point of
damage. If the new result is not enough to beat
the threshold then the hazard does its full damage

8
Shadow Clone- AGI Transform- END
A semi-solid afterimage of the Character is left The Character can modify
behind, to distract enemies or shield allies. parts of their own body to
temporarily give themselves
Berserk- END bestial or even demonic traits
The physical capabilities of the Character are
increased significantly, at the cost of survivability. Illusions- PER
The Character can manipulate what
Telekinesis- STR other entities around them can see or
The Character can move objects with their mind hear, and can even remove any trace of
Ethereal- AGI something that is actually there.
The Character can dissolve their body into an
ethereal form, passing around or even through Weapon Design
most obstacles, becoming invisible or even
possessing unattended objects. Every Character begins with a weapon. Most
Huntsmen and Huntresses forge their own
Gravity- DIS
weapons, some inherit them from family.
The Character can manipulate the mass of ob-
Huntsmen and Huntresses spend almost their
jects, increasing and decreasing their effective
entire lives training with their signature weapon,
weight.
to the point where it is no longer a tool but an
Link- END extension of themselves. When using anything
The Character can establish a personal link with a besides their signature weapon, including being
single target by touch, allowing the transmission of unarmed, a character’s damage is cut is half,
thought, physical prowess, Aura and under rounding down.
incredible circumstances, Semblance. Every weapon begins its design as a single
Teleport- PER melee weapon and built in ranged component.
By connecting two points in space, the All damage is equalized at 1d6 regardless of base
Character can instantly transport themselves or weapon type, all ranged weapons have a fixed
others short distances. Attempting to teleport range of 100ft.
into solid objects results in auto failure. There are three variants of melee weapons and
three variants of ranged weapons. The chosen
Summon- DIS variant is decided at the beginning of weapon
With a deep connection to some Other place, the design and cannot be changed. None of these
Character is able to call simple, semi-corporeal classifications are clearly defined distinctions,
objects into existence and in some cases, with many specific weapons relying more on how
phantasmal entities the weapon is wielded rather than what it is. Each
variant relies on different base attributes to
determine accuracy.

10
Advanced Sights Martial Arts
Effect: Make ranged attacks at any distance. Effect: Unarmed strikes deal full Damage
Description: Either telescopic or advanced Description: Through rigorous training
computing software makes the ranged attacks of without their weapon, a Character is adept at
the weapon effective at any range. If the target can doing damage with their bare hands. The normal
be seen, it can be attacked. damage penalty for unarmed strikes does not
apply, additionally, an unarmed strike can be of any
Blunted weapon variant, but this variant
Effect: Non-lethal strikes deal full damage. cannot be changed.
Description: By carefully targeting non-vital
parts of the target, a character does not take a Mixed Capacity
damage penalty on Non-Lethal strikes. Effect: Declare an additional form of Dust
Description: During every reload, the
Extended Magazine Character declares two forms of dust they
Effect: Increase Capacity by 5 possess instead of one. All Capacity uses with
Description: The Character’s magazine capacity Mixed Capacity can be either of the two declared
is significantly increased through either less mas- forms, but never both at the same time.
sive ammunition or oversized loading mechanisms. Special: This modification may be taken any
Special: This modification may be taken any number of times, each level grants an additional
number of times, each level grants an dust that may be declared every action.
additional 5 capacity.
Reach
Hands Free Effect: Extended melee range
Effect: Weapon can be used without holding it. Description: The weapon is extremely long and
Description: The weapon can be used while the the Character does not need to be adjacent to
Character’s hands would be otherwise their target. Almost all pole arms, and even some
occupied. Usually, but not always, the weapon simple swords have reach. Weapons at the end of
must be attached to the Character in some way. whip-like structures have reach as well.
Special: These weapons are very easy to throw.

Hooked
Effect: Effectively grab objects, Tower Shield
terrain or enemies with weapon. Effect: Use Resistance, END+PER to block
Description: The weapon is shaped in such a attacks for nearby allies
way that it can effectively hold various things. Description: A weapon that includes a shield
Weapons such a scythes and whips can be of some kind can be made so massive that it can
considered “Hooked”. deflect damage for adjacent allies. Failed checks
result in damage being dealt to the Character
wielding the Tower Shield.

12
Characters cannot “trade” dust with each other Orange-Lightning
or NPCs. Each weapon is designed to use only the Arc Crystals- Deal 1 point of damage
selected colors of Dust, and additional Dust to every adjacent enemy to target
colors can only be used if the Characters are Stun Rounds- Target is Frozen
presented to opportunity to redesign their Phials- WIL
weapons or the GM offers an additional Dust Glows slightly in the dark.
type as a story reward. Keep away from electronics.
1. Magnetize- Object becomes
Color magnetically charged, wipe electronics.
Crystals: Cost 1 Cap to use. 2. Charge- electrical systems are powered
Effects apply on successful melee attacks. up/down or overloaded.
Rounds: Cost 2 Cap to use. 3. Arc- an instant flash of raw electricity
Effects apply on successful ranged attacks. from one subject to another
Phials: Attribute given is secondary attribute Yellow-Earth
rolled with DIS checks using Phials. Fissure Crystals- Reduce target’s
Characters select one of the three levels movement speed by 10ft
depending on what aspect of the Dust’s element Armor Piercing Rounds- Ignore 1 layer
they want to manipulate. These are not the only of inanimate material, or single robotic enemy.
options available, just a illustration of Phials- STR
the power curve. Basically dirt. Effective fertilizer.
1. First level costs 1 Cap and 1. Move- The ground or similar solid
uses 1 action of the turn budget. object shifts and swells to a new shape.
2. Second level costs 2 Cap and 2. Shatter- Target object disintegrates
2 actions of the turn budget. 3. Magma- Generate new,
3. Third level costs 3 Cap and dangerous terrain
3 actions of the turn budget.
Green-Wind
Red-Fire Featherweight Crystals- Increase capacity
Incendiary Crystals- Ignite target movement to 10ft.
Explosive Rounds- Deal 1 point of damage to Blowback Rounds- Target pushed 5ft back
every adjacent enemy to target Phials- AGI
Phials- END Almost weightless. Disappears quickly if
Hot to the touch. Handle with care. not contained in some way.
1. Heat- Subject increases temperature 1. Gust- Generate strong
significantly. directional winds
2. Ignite- Flammable material bursts into 2. Whirlwind- Create erratic local
flame. weather patterns
3. Detonate- Object explodes. 3. Shockwave- Generate sudden
explosive pressure wave

14
Game Mastering •A Blue Dust mine has exploded for
no apparent reason.
•A huge surge of Grimm have been recorded on
Game Mastering is a daunting, but very important
the walls of Vale.
job. Without the Game Master, no game would
•The Vitol festival is a month away.
be possible. GM’s are the ultimate law of the
•Juniors Club is rumored to be selling arms to the
game, they are the window into Remnant for their
White Fang
player, set the conflict, play every villain, and every
•A teacher at Beacon is missing.
friend. It is a huge undertaking,
•An Atlesian airship has crashed in the desert and
but ultimately rewarding.
no one is on board.
The most important thing to remember about •Elder Grimm have all but disappeared.
Game Mastering in general, is that everyone is •A string of robberies have been taking all the
there to have fun, GMs and Players alike. If the Dust from local stores, and leaving all the money.
game is fun, and has people asking “when is the •A submarine with markings of the White Fang
next game?”, then the Game Master has washes up on shore, its hull torn asunder.
succeeded. Even though the GM sets •Someone is selling an exotic form
obstacles in the path of their players, the of dust that is being used as a
GM is never their enemy. very dangerous recreational drug.
Game Masters have ultimate control over the •A White Fang hideout is rumored to be
game and the rules. A great deal of these rules somewhere in the
rely on a Game Master’s digression, especially south east.
RoC, the cornerstone of the Unofficial RWBY
Tabletop RPG.

Story
Cooperatively telling a story is one of the major
hooks to playing a tabletop role-playing game. It
is the GM’s responsibility to present the story, and
the player’s responsibility to drive it forward. The
story can be anything from a simple as extermina-
tion of Grimm to a complex political game involv-
ing the council, backroom deals and mysterious
benefactors. GMs should have a story in mind
when first building a team of players, and also be
prepared for players to take an entirely different
path than expected.

Adventure Hooks
Adventure hooks are means to draw players into
a story, hint at danger and subsequent reward.
Some adventure hooks ask a question, some are
rumors, some are designated missions.

16
Defining Common Skill Checks END+DIS
Fortitude- Maintaining control of the body
STR+AGI and mind when being poisoned.
Acrobatics- Movement that primarily
involves jumping and controlled decent. PER+WIL
Influence- attempting to manipulate
STR+END others with words, whether they be
Athletics- Moving and manipulating heavy true or false.
objects
PER+DIS
STR+PER Detection- awareness of surroundings
Grapple- Wrestling with enemies and and ability to pick up on subtle hints.
knowing when and where to apply force.
WIL+DIS
STR+WIL Wealth- The amount of Lien carried on
Intimidate-Influencing someone through a hand to purchase or bribe.
show of force.
Sunder- Targeted strikes against the weak Some checks can be attempted again on failure,
spots of an object. some however cannot until a change that would
allow a retry. Most physical checks, like acrobatics
AGI+END can be retried on failure, but something like
Climb- moving carefully over long periods. Detection checks cannot be retried, at least
not until a change occurs, such as new terrain,
AGI+PER additional sets of eyes, or even simply waiting.
Reflex- Noticing a threat and avoiding
it in time. Crafting Semblance Rolls
AGI+WIL Semblances present a unique challenge to GMs,
Pickpocket- Making someone look away given that their variety is truly infinite. Many
while acting out of sight. Semblances will be player created, and encompass
AGI+DIS a wide array of possible abilities that fall within its
Stealth- Moving quickly while sphere of influence.
maintaining control over unnecessary
Crafting a Semblance roll follows the same “15, +5
movements and sounds.
per level of complexity” as any other skill check.
Some complexities are simple increases such as
END+PER
increased range or multiple selected targets but
Resistance- Understanding a hazard and
more exotic complexities are more common,
positioning to minimize damage.
and more numerous but can follow a similar path.
Take, for example, Telekinesis.
END+WIL
Performance- Attempting to A character wants to telekinetically take a
influence someone over a long period of stone from one place and gently move it to
physical activity. another location relatively close by. This is about
as pure as the Semblance can become so it is
associated with a level of 15.

18
Turn Phases Players who declare “I hit it with my axe” for their
turn, only perform a single action, the remainder
are lost, meanwhile, players who declare, “I run
Combat is held in a series of phases. along the branches, dive on top of the Beowolf
Characters conduct their turn during the phase and stab him in the back,” has almost entirely filled
corresponding to their PER score. Characters their action budget, losing any remainder. GMs
with higher PER scores act before character’s with decide when a player has exceeded their action
low PER scores. Characters with the same PER budget for the turn, cutting the string of skill
occupy the same phase, and can act individually checks short.
or simultaneously. Acting individually is
functionally identical to normal turn order, only Some checks require less effort than others, and
the participants may chose to swap places at any some do not count against the action budget.
time. Acting simultaneously requires weaving Other actions consume more than one action in
actions between two or more characters until the budget, such as attacks, or careful movement.
their respective action budgets have been filled. Talking and general communication do not usually
Characters may also hold their turn until they see count against the action budget.
fit to act in a different turn phase. If a Character Once the Player has finished describing their
holds their turn for the full round until their phase actions, the GM dictates what skills to roll, and
again, their held action is lost and their new turn what level difficulty the rolls will be. Players do
begins. Enemies always act between phases, but not get to change their minds once the actions
characters holding their action may interrupt an have been rolled unless the GM presents them the
enemy “between” the Phases. Enemies can hold option. Failing Skill checks mid action changes the
their turn as well, but this is mostly limited to nature of the turn spent, but the general
intelligent entities. momentum of the turn is maintained.
Presented are three scenarios, one where every
Action Budget skill check is a success, and one where some fail,
and one where all fail.
Players are not given a hard number of actions in a
turn. Instead they have an “Action Budget”.
The Action Budget is used all at once by players
describing their actions for a turn. The limit on the
number of actions is generally 3. This number can
fluctuate based on the complexity of the tasks,
level of RoC, or any number of situational
modifiers, but 3 is usually appropriate.

20
Non-Lethal Attacks Aura Healing
Enemies can be knocked unconscious by Characters may spend a point of Aura and a
bringing their Health to 0 exactly with lethal full action budget to increase an allies Health by
attacks. Non-Lethal attacks can be used to bring 1 through touch. This awakens unconscious
the targets Health to 0 without overkill, losing any Characters, and also removes any status effects.
remainder. To perform a Non-Lethal attack, This effect cannot be used to increase Aura, and
a character may take disadvantage on the attack Characters cannot use this on themselves.
and cut all damage in half, and any bonus damage Characters may attempt to perform this feat over
for beating defenses is lost. distances, using a WIL+PER Aura check equal to
the number of feet away their target is.
Additional Weapon Attacks Characters can also perform this feat rapidly, and
Additional Weapon allows Characters who must roll WIL+PER 20 for it to only consume
spends any part of their turn making any normal 2 actins of the turn, and WIL+PER 25 for it to
attack, may make an additional attack using a consume 1, and WIL+PER 30 to consume no time
single relevant attribute. Additional Melee attacks at all. The two modifiers of distance and time are
only roll STR, and additional Ranged added together if used at the same time.
attacks only roll AGI.
Throwing a Weapon
Charge Attacks Roll STR+AGI to attack a target at range.
Charge Attacks allows Characters who spend This attack is considered a melee attack, so
their entire turn on a single devastating strike, STR is added to damage. Weapon is dropped at
up to 5 points of their remaining Capacity is target’s feet. The target’s defenses increase by 5
consumed and added directly to the damage roll. for every 10 feet away they are from the
Execute character. Characters with the Reach
Consume full action budget to Instantly kill modification double this range increment.
a helpless target. Targeted Strikes
Grapple Declare a specific body part of the intended
Characters roll a STR+PER Grapple check against target. the creatures defenses are increased by
an adjacent opponent. Human sized opponents the selected amount. Missing this threshold results
are held in place, while massive opponents are in a miss, even if the strike would hit the target’s
held onto, with higher levels of RoC being able to standard defense. Successfully hitting this
treat enemies as smaller than they actually are. threshold results in a status effect on target
Characters with Hooked weapons may roll their depending on selected body part. Base damage
main attack attributes instead of STR+PER, and and damage from RoC are applied, but passive
any reach the weapon has also applies. bonus damage from bypassing defense is not.

Modifier Status Common Body Part


+5 Stagger Legs (Primary means of movement)
+5 Cripple Arms (Primary means of attack)
+10 Cleave Torso (Vital Defenses)
+10 Stun Head (Control Center)

22
Grimmoire group, even if the size of the groups are 1. When
two enemies of the same type attack the same
target at the same time, they are treated as a
Grimm are the greatest persistent threat to
single entity which has an attack equal to +5 of the
humanity and faunas, and are the primary targets
base creatures.
of Huntsmen and Huntresses. They are bestial in
nature, but observation has proved that they feed Players rolling attacks against Basic Enemies are
not out of necessity, but out of desire. They are awarded bonuses upon defeating the monster’s
attracted to negative energy: anger, sadness and defenses by a given threshold. All bonuses for
greed. When Grimm are killed they evaporate, defeating a Basic Enemy’s defenses stack.
leaving no trace behind. Grimm are also
considered both living and inanimate material Defense Thresholds
for the purposes of Armor-Piercing and
Anti-Personal dust rounds. +5 Bonus Damage
Basic Enemies may make up to two actions in a +10 Maximize Damage
turn. These may be a movement, an attack or an +15 Instantly Kill Target
active special ability. Passive special abilities are
unaffected by Confusion. +20 Kill Multiple Targets

Basic Enemy movement is 25ft per action, unless Bonus damage varies by enemy type, this is added
otherwise noted. on top of the natural damage from the base 1d6
and any RoC bonus damage.
Enemies are less creatures and more obstacles.
Every aspect of them is a fixed number that Maximize damage treats all damage dice that
players roll against. All Enemies do fixed damage, would be rolled, including Bonus Dice from
they either hit or they don’t. In the tables below, defeating a defense by 5, automatically as a 6.
under “attacks” will be a split number. The first
number indicates what players must roll for their
Defense check to pass unscathed, the second
is how much damage the attack does. Ties are
always won by players.
Basic Enemies have an
effective Turn Order on
½ numbers, so that they
never act at the same time as
players. When large numbers
of enemies are in play at once,
the initiative number only
determines when the first group can act.
For each level of RoC higher than a Basic
Enemy that the characters are, it is appropriate to
increase the total enemies for the encounter by 1
group. Enemies within a group are spread evenly
throughout the turn order, and every time a new
group is added, they stack on top of the previous

24
Atlesian Knight 200 (0 RoC) Ursa (0 RoC)
Atlas’ newest line of defense. The AK-200s are Ursa are large, bear-like Grimm that stand at
stronger, faster and more reliable than their about 8 feet tall on their hind legs. Its claws and
predecessors, the AK-130. bite are fearsome, and Huntsmen not weary of
Health: 35 their surroundings may find the raw strength too
First Turn: 2½ much to handle. Ursa should rarely be taken head
Special Abilities: Reconstruction. Unless on by inexperienced huntsmen. Usually found in
Instantly Killed, reducing health to 0 only results pairs, head on attacks are usually left for the brave
in rendered Helpless instead of death. After 1 and foolish.
turn, reconstructs itself at 20 health. Health: 75
Attack: First Turn: 1½
Melee: 20/3- Arm Blades Special Abilities: Bear Hug, Passive. Characters
Ranged: 15/3- Rifle who are damaged by the Ursa’s claws Staggered.
Defense: 20 Attack:
Bonus Damage: +1d6 Melee: 20/3- Claws
Group: 2 Defense: 20
Bonus Damage: +2d6
Group: 1

26
Brute (2 RoC) Yang Taijitu
Tested veterans of battle, the Brute relishes Health: 100
combat. Well armored, he carries a pair of First Turn: 2½
unorthodox weapons chosen more for their Special Abilities: Poison, Passive. Characters
ability to cause pain rather than actual struck by the Yang Taijitu’s bite are Confused.
effectiveness. The Brute is very large for a Every subsequent round on the Yang Taijitu’s
human, and is often laughing in the turn, the character must make a Fortitude Check,
face of bloodshed. END+DIS 30, or take an additional point of
Health: 160 damage. These Checks continue for a number of
First Turn: 1½ rounds equal to the damage taken from the initial
Special Abilities: Fast healing, active. bite.
The Brute can increase his health by 10 points Attack:
Attack: Melee: 25/3-Bite
Melee: 20/4- Chainsaw Defense: 30
Ranged: 25/4- Crossbow Bonus Damage: +2d6
Defense: 20 Group: 1
Bonus Damage: +2d6 Spider Droid (2 RoC)
Group: 1 Still a prototype not yet in full service, the Spider
King Taijitu (2 RoC) droid is a machine just under 10ft tall. It has two
The King Taijitu is a strange snake-like monster. arms, and sits on a platform held aloft by four
Huntsmen unfamiliar with it will find there to be powerful hydraulic legs. A collection of 4
far more to it than meets the eye. It is actually conductors sit on its back and move into position
two creatures in one, a snake with a head at each to activate its powerful Charge Beam.
end of its 30ft body. The Yin end is the black, and Health: 140
most active half of the Taijitu. The white Yang half First Turn: 2½
of the Taijitu is a bit more reserved, relying on its Special Abilities: Charge Beam, Active. By
deadly poisons instead of brute force. spending both of its actions, the Spider Droid can
attack all characters within a 10ft by 100ft beam.
Yin Taijitu This is treated as a 30/4 attack.
Health: 100 Attack:
First Turn: 4½ Melee: 30/4- Slam
Special Abilities: Constrict, Passive. Characters Ranged: 25/4- Cannon
struck by the Yin Taijitu’s body slam are Crippled. Defense: 30
A Yin Taijitu can only cripple one target at a time. Bonus Damage: +3d6
Attack: Group: 2
Melee: 25/4-Body Slam
Defense: 30
Bonus Damage: +2d6
Group: 1

28
Bullhead Gunship (3 RoC) Elder Grimm
A modified civilian vehicle, the Bullhead gunship Grimm can grow to become truly ancient
is capable of adept aerial maneuvers by rotating behemoths. Elder Grimm have become larger
the engines that lie on the tips of its wings around than their “fully grown” brethren, and are
in any direction. Each Gunship carries a single significantly more intelligent. To make a Grimm an
squadron of AK-200 androids for ground Elder, modify its abilities accordingly. The “Elder”
operations. The Bullhead Gunship is considered template can be added multiple times.
a robotic enemy despite having a pilot. Health: +30
Health: 190 First Turn: +1
First Turn: 4½ Special Abilities: Any numerical values in the
Special Abilities: Deploy, Active. Usable only Special Abilities are increased by 5. Special attacks
once, a single group of AK-200 androids is added increase by +5/0.
to the encounter. Attack: +5/1
Attack: Defense: Increase base defenses by 5, and all
Melee: 35/5- Ram bonus damage by +1d6.
Ranged: 30/4- Machine guns Group: Unchanged
Defense: 35
Bonus Damage: +3d6 Lesser Grimm
Group: 2 Lesser Grimm are still growing.
Somewhere in their life cycle between
Goliath (3 RoC) being a Minor Grimm and fully grown.
A truly awesome, elephantine Grimm. The oldest Health: -30 (Minimum 15)
and most massive Grimm most Huntsmen ever First Turn: -1 (Minimum ½)
have the misfortune to see. Goliaths are found in Special Abilities: Any numerical values in the
large herds, and are almost never alone. One of Special Abilities are decreased by 5. Special attacks
the more docile varieties, they have been seen on decrease by -5/0.
the edges of society, but never outwardly Attack: -5/1 (Minimum 15/3)
aggressive. It is suggested even highly trained Defense: Decrease base defenses by 5, and all
Hunters avoid Goliaths at all costs. bonus damage by -1d6.
Health: 200 Group: Unchanged
First Turn: ½
Special Abilities: Stampede, Passive.
Occupying the same space as a Goliath is
treated as an attack of 35/4.
Attack:
Melee: Sweeping Tusks-35/5
Defense: 35
Bonus Damage: +4d6
Group: 6

30
Stage 2 Special Ability: Targets hit with Fissure are
Abomination’s Fissure Turret is destroyed. “Marked” for Abomination’s Ground and Pound
Abomination begins being swarmed by grotesque for 1 turn.
“Drones” that burst from the ground and crawl Attacks:
toward its feet. 20+/3: Fissure. Affects all targets
Health: 100 within 30ft
First Turn: 3½ Defenses: 15+
Defenses: Bonus Damage: +1d6
20+: Ranged Stage 3
20+: Melee Abomination’s Smash Turret is destroyed, and he
20+: Special enters a blood rage.
Attacks: Health: 100
20+/4: Smash Turret. Target is violently First Turn: 5½
knocked backward Defenses:
15+/4: Fists 15+: Ranged
Special Abilities: 15+: Melee
Charge: If no Characters are within 50ft of 15+: Special
Abomination, he charges into the nearest Attacks:
Character, attacking them with Fists. If a 25+/5: Fists
Character is damaged by Fists, they are pinned to the Special Abilities:
nearest wall and dealt an additional 3 damage.
Unleashed: Abomination charges into the
Turrets: Abomination gets and additional attack from Character standing furthest away, attacking them
his shoulder mounted turret on top of his normal with his Fists. If a Character takes any damage from
turn. Turret acts on turn 1½. His shoulder mounted this attack, they are pinned to the nearest wall.
turret will fire at a singular target furthest away.
Ground & Pound: If a “Marked” Hunter takes Deadeye
damage from the Smash turret, they are pinned to Deadeye’s ranged attacks are second to none.
the nearest wall and dealt an additional 3 damage. His Semblance is “Teleport”. He teleports
Summon: Every turn immediately following Turn between 6 landmarks, “Church”, “Hospital”,
Phase 0, Abomination summons unique enemies “Dome”, “School”, “Library”, and “Statue”.
called “Drones”, 50ft away from him. Deadeye wields an ancient looking, wood plated,
Sacrifice: If a Drone makes it to Abominations side, anti-tank rifle. Deadeye can only make a single
he will ignore his normal target to attack it with attack in a round, and instead of moving, uses his
his fists, drinking its fluids, and regaining 30 hp, this semblance to teleport to a different landmark.
cannot increase his health beyond 100.
Character movement in Deadeye’s Nest is also
Drone different, rather than using conventional distance
A grotesque, semi-humanoid creature. Some of its increments in feet, players instead declare which
limbs are withered, and it oozes a grey liquid as it landmark they are standing below, and which
limps towards Abomination. Always moves 20ft landmark they are taking cover from. Characters
then attacks the ground at its feet with Fissure. cannot be targeted by Deadeye while he is in
those two landmarks. Changing which landmark
Health: 15 is being stood beneath takes 2 actions, while
First Turn: 1½

32
Twins Miltiades
The Malachite Twins work for Junior Health: 200
in his club. They are identical, but their fighting First Turn: 3½
styles and clothing choices make them easily Defenses:
distinguishable. Their connection to each other is 20+: Melee
unbreakable, and borders on the surreal. Melanie 15+: Ranged
is identified by her crimson red dress and clawed 25+: Special
gauntlets, Miltiades wears a pure white dress and Attacks:
high boots with blades in the heels. 15+/4 Heel Blades

Melanie
Health: 200
First Turn: 2½
Defenses:
15+: Melee
20+: Ranged
25+: Special
Attacks:
15+/4 Claws

34
Bumblebee Motorcycle Pilot Check: PER+DIS without Paladin modifiers.
Remnant Motors is proud to unveil the STR: 8
CCX-Bumblebee. A sleek and agile bike that AGI: 0
traverses the urban environments of Vale quickly END: 9
and in style. Using a new mixture of Orange and PER: As Character+5
Red dust, is able to push the bounds of the road WIL: As Character
to their limit, and turn heads the whole way. DIS: As Character
Comfortably seats two. Health: 25
Speed: 25ft/action
Pilot Check: STR+PER
Attacks
Health: 15
Hydraulic Arms: STR+END
Speed: 50ft/action
Homing Missiles: PER+DIS+5
Attack
Purchase: -
Weapons held by Characters

Assets
at Disadvantage
Purchase: 35
Assets are a means for Characters to have a
Mount feeling of progression that lasts between sessions.
Horses are the most common mounts, but any Assets are presented to characters after a major
quadripedal animal can become a trained mount. combat encounter, generally after fighting a
Some citizens of Vacuo and those who live in the difficult Advanced Enemy. Assets are limited to
Wilds often ride mounts to get from point A to one per character per encounter. Every Character
point B. may possess multiple assets, but only one can be
Pilot Check: STR+END used in a given encounter. Each time an Advanced
Health: 10 Enemy is defeated, a single asset “drops”, generally
Speed: 30ft/Action following a common theme of the enemy
Attack defeated. Some assets have similar functions to
Weapons Held weapon modifications or Dust, but have unique
Purchase: 25+, Variable properties or mechanics that make them
incompatible with standard character creation.
Atlesian Paladin Assets are not always objects, and can instead be
The newest addition to Atlas’ defense force, used a more abstract concept like favors.
when a more human touch is still required in an
otherwise android dominated space. The Atlesian
Paladin houses a single pilot, and stands over 15ft Abomination: Sentry Turret.
tall. It is surprisingly nimble for its size, and often Once in an encounter a single Character may
ignores any obstacles placed in its way. Given place an automated sentry turret that acts on
the nature of the Paladin, characters assume it’s their turn. The Turret cannot move, but draws
attributes rather than use their own, but must attention to itself as if it were a character. The
succeed a Pilot PER+DIS check of 30 to be able to Character who placed the Turret rolls its attack
use it. The paladin has no aura, and Characters and defense checks, using its attributes rather
usually cannot make Semblance or Dust checks than their own. The turret has no Aura, and can
while inside. only roll the single given bonus to defense. When
Turret is destroyed it cannot be used again until
making a AGI+DIS repair check of 25.

36
Variant Rules Advanced Enemies as Characters
Advanced enemies present unique challenges to
players. They are set piece encounters and require
Every rule in this book can be thrown out and
a group effort to defeat. They follow a different
replaced, every GM can build the game as they see
set of rules from Basic Enemies to further detail
fit. The following are simply guidelines on how to
their strengths and weaknesses. Running
change the game and the possible consequences of
Advanced enemies as Characters and making
those changes.
their encounters function similar to PvP makes
those encounters “special” as it is the only time
Sneak Attacks that the GM uses dice. The downside of this
Normally stealth gives advantage on attacks and variant is it increases GM prep time and slows
other checks associated with being undetected, a down combat.
small but effective boon that has tangible effects Variant: Advanced enemies are given new
at all levels. Sneak Attacks give a possible to a attributes using the same system as players. They
single Melee attack a guaranteed hit rather than a cannot generate RoC on their own, but gain an
chance to hit a more vital area. extra die every time the players do. Combat is
Variant: Attacking an unaware target with a run as a PvP encounter. All attacks and defense
melee weapon does not grant advantage to the actions made by the Advanced Enemy are rolled
roll. Characters cannot miss an unaware target against Player actions, but damage from the
regardless of how low the attack roll, including on Advanced Enemy remains unchanged.
missed Targeted Strikes. Attack rolls of a Natural
2 still miss and critically fail. Only applies to the Alternate Attribute Generation
first melee attack while hidden to target. The given system of ranking attributes from 5 to 0
starts all Characters at the same level, and forces
Grimm RoC Boosts every player to make tough decisions regarding
When outclassed by a character’s RoC, basic their skills. However, a more random system can
enemies use a Swarm mechanic of adding an be put in place to make attributes more even and
additional group to their ranks and gaining less extreme.
power as that happens. This increases their Variant: Roll 1d6-1 six times. This can give a
effective attacks and total health, but remain easy completely randomized array between 0-5.
to dispatch. Boosts present an alternative that Variant: Roll 2d4-2 six times. This gives a
keep combat simple, but slightly breaking the mold possible array between 0-6, with
set by the skill thresholds. more common 3’s.
Variant: Basic enemies do not increase their Variant: Ranking of 6 to 1. Players are more
number when facing Characters of higher RoC. powerful in every aspect, for an even more
Instead all attacks and defenses are increased by over the top and heroic game.
+3 for every level of RoC that characters out class Variant: Ranking of 4 to -1. Players are
the Basic Enemy. weaker in every aspect for a more difficult game.
If DIS score is -1, character does not start
with a ranged weapon.

38
Credits RWBY
Lead Game Designer Created by Monty Oum
Andrew Diederich Property of Rooster Teeth 2015

Graphic Designer
Brannon Wardwell
Assistant Game Designers
Clay Killebrew
Timothy Wheeler
Play Testers
Brett Wilcox
Alec Hopkins
Steven Garcia
Mickey Burton
Jeremy Hadley
Josh Partridge
Spencer Perry
Kayla Anderson
Becca “Z” Ben
Jacqueline Kestrail
Mistborn Allomancer
Connor Burris
Michael Mickelson
Dylan Floodeen
Luis Martinez

Illustrations Based Off of Work


by DeviantArtists
Dantherrien101
Gianniz1
Abesario25
Special Thanks
Monty Oum
Rooster Teeth
The charisma solution
Team CORGI
The Rule of Cool
Gary Gygax
The Fate of Remnant
DemonResurrect427
r/rwbytabletop
FNDM

40
The Unofficial RWBY Tabletop RPG has been a labor
of love since October 2014. After being introduced to
the jaw dropping animation style and unique world,
I immediately wanted a way to put myself into
Remnant. Finding no satisfactory game to fulfill that
fantasy, I started work on the book you see before
you. It began as a expletive filled, tongue and cheek
modification of a popular Tabletop RPG, but in the
months since, has evolved into something else
entirely. This game was created with three major
design philosophies: Keep it simple, lore friendly, and
allow players to play however they want, and it is my
hope that has held true. Moving forward, his project
will likely never be “finished”, as there is always more
to be added and adjusted, and with every new piece
of information we learn about the world of Remnant
and RWBY itself, this game will adapt. Ultimately my
dream is to see this in the hands of the creators of
RWBY, and work with them to not only make a fun,
and easy to play game for fans, but also an thorough
and accurate resource for anyone who wishes to
learn more about and experience this
fantastic world on their own.

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