Interest check: RWBY / World of Remnant RP


Recruitment

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So I've had a hankering lately to play an anime tabletop. In particular, I've been looking at RWBY, since the world is really interesting even though the quality of the show wasn't great for the first two seasons. I was going to run it for some RL friends, but that plan fell through. Figured I'd ask if anybody would be interested in either running or playing in that as a campaign.

To be honest, I would prefer to be a player instead of a GM. However, I've already written out more or less a full campaign (it's shortish, about 5-6 or so main story beats, with room to slot in additional sidequests/new games related to character backstories). If there's significant interest, I can go ahead and run it in Savage Worlds.


Mark me down as interested, Aloha! BTW, you might want to take a look at SW Rifts as a way to model all the apparently massive damages that happen in RWBY's world. Basically, there's "heavy" weapons, armor, and spells that everyone gets for free starting off.

And even if you end up GM'ing it, you can add your own NPC to the group...


I hate you so much. My gaming schedule is fully loaded, SW didn't do anything for me when I tried it, and yet you're gonna force me to add another PbP. :op

Count me as interested with extreme caveats.


Haha, okay, I'll start polishing up the rulebook with the changes I'd like. I'll look into that Rifts book-- I was going to give people certain things for free (Aura, a Semblance, and a customized weapon) but that might be a good way of handling it.

Dark Archive

YES, YES, YES!!!


Which is easily handled in the savage rifts heroic frameworks. Just make your own!


Very interested, as I love RWBY, but I have zero knowledge of SW/Rifts...


So I'm getting my hands on a copy of Savage Rifts GM Guide and crunching down the setting. Question for everybody interested: Where would you like to start? I was originally planning to run the game for RL friends who didn't know as much about the setting. To tune for that group, I was actually going to start them as graduating hunters/huntresses. Would you guys like that or would you like to start off as freshmen?

Additionally, would you like more of a focus on the school/city life of characters, or would you like the campaign to be more focused on the wild and areas outside major cities?

@Zen: To follow up on that DMPC thing: I usually don't like doing that very much. I guess my PC and GM switches are pretty separate, haha. I might make a homeroom teacher sort of character to serve as a guide outside the walls, though.

@Monkeygod: It's a very easy system to pick up and play and I don't mind teaching new players. :)


Ibwould love to start off as freshmen. Get used to the idiosyncrasies of remnant, and that eay any 'retconning' can be hand waved as student growth.


I'm interested. Just have to finish the 3rd volume and brush up the previous. And to read about the SW.

Yeah, besides, in this kind of shows it's almost always the students who find troubles, not the graduates.


I'm open to either option (freshmen or graduates). Kind of depends on where you want us to start in the SW ranks. It's arguable that since you kind of *have* to be a super-good fighter just to get in to the school, that we start out as Seasoned (there's a precedent for that in Rifts, where non-iconic [M.A.R.S.] PC's start out at Seasoned), or at least with a few advances past plain Novice.

Based on that, we ought to be maybe Veteran as graduates, which is pretty high along the SW scale. I'd feel uncomfortable jumping straight into that (never gotten a PC to Veteran yet), so I think I just talked myself into voting for starting as freshmen...


Executive Summary

I'm fine with either but lean slightly towards freshman versus graduate. As for setting, how about a mix? After all, things can go wrong in the city too (bar (sorry, "food") fights, happening to see someone being mugged on the street and intervening, maybe even the occasional Grimm rat swarm, etc.).

Random Musings

Except for the last paragraph, this is all just to spur thought. Ignore as appropriate. :o)

This would be so much easier (for you, GM) if the show had wrapped and we had a stable universe as a base. Are you thinking to respect canon? That could get tricky given things are changing so quickly in the series and there are so many unknowns -- just look at what's happened in the last season. We could set off on a path that some later plot twist in the show might totally invalidate. Doubly tricky if this is tied to Beacon, since it's so central to the series plot.

On the other hand, a different academy (apparently you have three others from which to choose) somewhere other than Vale would avoid some of that, but might that feel a bit "disconnected" from the series? Time-shifting might also help, though you could likely only go earlier in time, and probably before the last generation (e.g. Team STRQ) to be safe.

Of course if you're going with a "parallel dimension Remnant," then all those issues go away.

Also, are you thinking four-person teams, or just random students drawn from multiple teams?

ZF, I get what you're saying about ranks, and on one level (heh) I agree with you. On the other hand it's all relative, and if we started a game as graduates we'd be at roughly the same level of expertise as any other graduate... which could be considered "novice" Huntsmen. Especially considering we'd have our Auras, Semblances, and signature weapons, I really don't see that as crippling us. (I mean come on, look at Jaune Arc...)

Besides, wherever we start, the GM will have to scale the encounters to match -- again, it's all relative -- so I don't think it much matters.

OTOH, if you want to be Veteran at graduation to Huntsman/Huntress, we could always start not as freshmen at a Hunter's academy, but at one of the pre-academy combat schools (e.g. as Signal is to Beacon). I suspect that might be further back than some would want to start, though.

Finally, most likely anyone into RWBY already knows, but just for the sake of completeness: The RWBY Wiki is a pretty good resource (not necessarily all canon thanks to some guesses and "best estimates," but it stays pretty close).


I think starting as freshman(or whatever the girls are at the start of the series) would probably be the most rewarding. We would be able to not only grow as characters, but I also feel the overall gameplay would be better.


I am interested in being Freshmen. I like the in over your head feel that Freshmen would give. You aren't quite sure about everything. Your place is un-decided, yet. You have the off screen decisions about how people are worried about your development...

I like the city feel. The muggings, urban decay, the re-vitalization that our actions bring to the community.


Okay, I'll be tuning the campaign back to first-years and with a little more city focus since it sounds like that's what potential players would like. :)

@Don Jon Dux: With regards to canon, I'll be running it as more or less a parallel universe. As cool as the ramifications of the end of season 3 are, I'm not entirely clear what some of them imply for the world, and since I'll be starting the campaign right around the time we'll find out in season 4 it seems like a bad idea to try and keep up with the main series canon.

Since I mostly won't be using characters from the show, we can say it's taking place a few years back from the beginning of the show if that makes the canon easier.

If you're going to be first years, I'll start you off as novices and assume that the starting package of Aura/Semblance/Weapon are all a result of combat training (unless somebody takes Weak Aura as a hindrance, or didn't go to combat training as part of their backstory) but we'll get to that when I get you guys the rules for character creation.

I was thinking of taking four players and having them actually form a four-person team. This means the starting adventure would likely include the individual party members meeting up and forming a four man squad, getting a team name and leader assigned, etc.

The power level of the show is generally fairly high for novice Savage Worlds characters (and the only adults we've seen in combat are generally a couple cuts above that), but we'll be taking care of that with the starting package and a couple of setting rules, so I think starting you off as Novices is the best choice. I'm not going to use the Rifts packages exactly, but they're a good model for the starting stats I was looking for, so thanks for suggesting those, Zen! :)


Color me very interested as well. I look forward to seeing the character creation guidelines.


Here is a draft of the rules. It's mostly the Savage Worlds RWBY mod that was floating around, made by u/Rhinobug on Reddit. I just changed how Aura/Semblance worked and tweaked some setting rules and race rules for Faunus. The only unique mechanic I added was the ability to soak damage using your power pool--we'll see how well that works out in practice.

There might be some references in there to how the rules worked in Rhinobug's original version. If anything doesn't make sense as written, let me know so I can change it over. If anybody needs help getting a hold of power modifiers from the Super Powers Companion, let me know.

Otherwise, have fun making a novice character. I'll select four and shoot for starting the campaign sometime in mid-late October. :)


Aloha, seeing as 8 people have expressed interest (so far), and this is a *parallel* universe, would you consider allowing more PC's in the group?

Also, how would choosing Semblance Powers with multiple PP work? Like Bolt : would it cost 1 PP out of the 5 Semblance PP allotment, and then come with the ability to cast 1, 2 or 3 Bolts? Or would 1 Bolt use up 1 PP allotment, 2 Bolts use up 2 PP allotment, etc. I'm assuming that the 3d6 2 PP Bolt would be a separate "purchase" in any case?

Also also, having grown up in this world, we would know if Grimm have any Armor component to their Toughness - so, do Grimm tend to be low Armor (0-2), medium Armor (3-5), or high Armor (6+)?

Finally, what is the default Range (X/Y/Z) of our weapons in Ranged weapon mode?


Scratch that question about default Range - but it really sucks that we have to put a significant number of points into our Ranged weapon *just* to make it a Ranged weapon!

I'm confused - the manual speaks only of using SW Core Powers for Semblance powers and Aura Mastery, but you mentioned the Superpowers' Modifiers above, and the manual does reference the Duplication Superpower once. So, are all Superpowers available to us for Semblance powers and Aura Mastery?

And just to clarify - all Ranged weapon forms *can* use Dust cartridges, for "free" (in terms of the build)?


Ok, so pending answers to the above questions, I've got a tentative build - but all crunch, no backstory or personality yet.

Main points :
Semblance Powers - Quickness, Barrier (1 square)
Aura Mastery (2 added Powers TBD yet from a short list of 4)
Weaponcraft Mastery
Nerves of Steel
PP pool = 15

Weapon :
Ranged - range of 6/12/24; ROF=2, AP 2
Melee - STR+d8, AP 2, Raise damage die d8

Oh, and another question : I take it that the "Requires Activation" modifier is off the table, since Semblance powers require a roll?

And, is there a skill associated with Aura Mastery? Nevermind, I found under the Weak Aura/Aura Locked Hindrance a comment that the Aura Mastery Powers are also activated by a Spirit roll.


What about weapon abilities, like Light and Concealable? You buy them for one form and they work for both or what? And why is Dust Chamber is melee only? If I want a revolver-like chambers for Dust in a ranged weapon, for example, do I just load Dust Cartridges into the weapon or do I have to buy Revolving Dust Chamber?

Have I missed something in the text?

Oh, ZenFox42 already asked about cartridges. I need to pay more attention to previous posts.


I'd really prefer to run with a group of four to maintain the team and theme naming on the show. If there's significant interest, I could consider running two teams, but I feel like eight players in one thread is kind of a hassle, and I don't know if I can deal with the time commitment of running two tables side by side.

If somebody's willing, I could GM one table and somebody else could GM another--and then our respective teams could be buddies who live across the hall in the dorms. And maybe I could even play! :D

I'm away from the computer with the PDF editor right now. Sometime next week I should be able to update the PDF and make a lot of things clearer but to answer questions for now:

-Superpowers (and modifiers) are available for the Semblance only. That's supposed to be your unique, customized "you" power with your own unique trapping. Or if you want to use a power from another book, you probably can, just run it by me first.

-Aura Mastery is a broad-ranging set of powers that could be duplicated from hunter to hunter with proper training. Since Aura basically serves as RWBY's chi or chakra handwave for "People have what superpowers the action sequences need them to", I figured all the basic powers in SWD made a good base for it. I might trim some down, but really, who's going to roll a character for a RWBY game and take Zombie anyway?

-With regards to multiple PP powers, choose the point value for the power and don't exceed it when using your Semblance. Using bolt as an example, if you spent two points to buy bolt, you would be unable to cast three bolts in combat.

-Some Grimm have armor and some don't. "Average" Grimm (Beowolves, Creeps) don't. Big guys like Deathstalkers or Goliaths do. Placing an emphasis on armor piercing is a specialty choice, but it will definitely come in handy on boss-types (*cough cough and maybe the custom Grimm I'm creating for this campaign cough cough*)

-The cost for ranged bugs me too, but the weapon creation system is complicated enough I don't really want to tear it apart to fix that. Plus, the relatively short ranges and the cost of ranged weapons makes them viable for damage but keep you within range of melee combat which seems in the spirit of the show. Bear in mind you can take additional downsides to specialize the weapon.

-Good catch. Yes, Requires Activation is off the table for Semblances.

-You can load dust ammo into a ranged weapon automatically. A revolving dust chamber is made to slot dust into a melee weapon, without it you can't use dust to modify your weapon in melee.

-Create each form of the weapon independently. If this leads to some really implausible matchups between weapon forms, have fun coming up with a cool description for how the weapon transforms. :)

Grand Lodge

I, I just saw this....... *tackles with great interest*

*gonna read and follow to take down ideas*


Hmm, this is interesting. I'll give the rules a look-see and report back.


Other than his semblance, I have a rough first draft of my character:

Beoh
Faunus (Wolf eyes)

Agility d10
Smarts d4
Spirit d8
Strength d10
Vigor d10

Charisma 0
Pace 8 (Running die d10)
Parry 7/8
Toughness 7
PP 10

Skills: Climbing d4, Fighting d10, Healing d4, Notice d6, Stealth d8, Survival d6, Tracking d4

Hinderances | Edges: Beyond the Walls (Minor), Bad Luck (Major), Clueless (Major), Code of Honor (Major), Loyal (Minor), Overconfident (Major), Outsider (Minor), Old Ways Oath (Minor), Poverty (Minor), Uni-form Weapon (Minor), Vow (Protect Faunus) (Major) | Arcane Background (Aura Mastery), Fleet-Footed, Brawny, Semblance

Semblance:

Weapon: Claw Bracers (Retractable) (1d6 each; Two Fisted +2; No Raise Die -4; Strong Defense +3; Mechanical Edge (Two Fisted) +4)

Backstory: Ambassador from the faunus town of Satere, which exists beyond the walls, and though it is not lacking, it doesn't have many extravagances. He has no idea how most technology works, including multiform weapons. Among his people, he was chosen for being the best warrior and sent to represent them to (insert nation here). He believes that his people's ways are superior to city folks, but he is not arrogant about it. As he has always had pretty bad luck, he has had to train more than other people, which has resulted in him being a faster, stronger fighter. He is equal parts confused and amused by deceit, and in many ways thinks like a predator.


Vrog Skyreaver wrote:

Other than his semblance, I have a rough first draft of my character:

Beoh
Faunus (Wolf eyes)

Agility d10
Smarts d4
Spirit d8
Strength d10
Vigor d10

Charisma 0
Pace 8 (Running die d10)
Parry 7/8
Toughness 7
PP 10

Skills: Climbing d4, Fighting d10, Healing d4, Notice d6, Stealth d8, Survival d6, Tracking d4

Hinderances | Edges: Beyond the Walls (Minor), Bad Luck (Major), Clueless (Major), Code of Honor (Major), Loyal (Minor), Overconfident (Major), Outsider (Minor), Old Ways Oath (Minor), Poverty (Minor), Uni-form Weapon (Minor), Vow (Protect Faunus) (Major) | Arcane Background (Aura Mastery), Fleet-Footed, Brawny, Semblance

Semblance:

Weapon: Claw Bracers (Retractable) (1d6 each; Two Fisted +2; No Raise Die -4; Strong Defense +3; Mechanical Edge (Two Fisted) +4)

Backstory: Ambassador from the faunus town of Satere, which exists beyond the walls, and though it is not lacking, it doesn't have many extravagances. He has no idea how most technology works, including multiform weapons. Among his people, he was chosen for being the best warrior and sent to represent them to (insert nation here). He believes that his people's ways are superior to city folks, but he is not arrogant about it. As he has always had pretty bad luck, he has had to train more than other people, which has resulted in him being a faster, stronger fighter. He is equal parts confused and amused by deceit, and in many ways thinks like a predator.

His background is going to stay the same, but I missed the cap on hinderances, so I will need to modify his fluff.


Yeah no worries. The crunch looks good but you should cut down to five total-- two major two minor and your racial hindrance as a Faunus.

@Zen: oops forgot to mention that your
crunch looks good. come up with a cool concept for your barrier/quickness semblance and weapon and you'll be good to go short of backstory. Rule of cool is of the utmost importance here. :)


Here is my 2nd draft of my character:

Beoh
Faunus (Wolf eyes)
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d8
Charisma 0
Pace 8 (Running die d8)
Parry 7/8
Toughness 7
PP 10

Skills: Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

Hinderances | Edges: Beyond the Walls (Minor), Code of Honor (Major), Outsider (Minor), Uni-form Weapon (Minor), Vow (Protect Faunus) (Major) | Brawny, Fleet-Footed, Semblance

Semblance: Unseen Hunter (Invisibility)

Weapon: Claw Bracers (Retractable) (1d6 each; Two Fisted +2; No Raise Die -4; Strong Defense +3; Mechanical Edge (Two Fisted) +4)

Backstory: Ambassador from the faunus town of Satere, which exists beyond the walls. His society considers multiform weapons to be cowardly, believing that one should look their opponent in the eyes when they kill them. Among his people, he was chosen for being the best warrior of his generation and sent to represent them to (insert nation here). He believes that his people's ways are superior to city folks, but he is not arrogant about it, viewing most city dwellers as children. He has been raised to believe that it is the duty of Faunus to defend each other, and the strong to defend the weak. He is disgusted by deceit, and in many ways thinks like a predator.


By the way, I came up with some interesting semblance power combination ideas, but they didn't quite fit my concept, so feel free to swipe if you're having trouble:

detect arcana and drain power points: this semblance would probably be considered taboo as you would effectively be an aura vampire, but could make for some interesting RP.

Boost Agility, Deflection, Speed: classic superspeed, especially when combined with fleet-footed.

Havoc, Pummel: would work well as a form of wind or air control.

Stun, Blast: interesting for a directed form of lightning and thunder.

As an aside, I assume that activating our semblance is an action?


I was trying to write this on my pc but it lost my whole post. I was wanting to play, make a human with a tech-looking staff that transforms into a short baton and a pair of floating laser turrets. His semblance would be Conversion: the ability to turn one form of energy into another, like fire into ice, or kinetic force into light, and vice-versa. Right now he's not very good at the conversion ability, and he can't do it on the fly, but I hope that if he gets to 'legendary' xp he'd actually be able to do some cool stuff with it.


Here's my character Carmine. I would note that Carmine is a shade of red and therefore fits really well into the RWBY universe. I made the closest thing to a person that I think is like Ozpin.

Name: Carmine
Race: Human
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d6
Skills: Dustcraft d10, Fighting d4, Knowledge: Weaponcrafting d10, Notice d6, Repair d4, Shooting d8
Pace: 6, Parry: 5, Toughness: 5, Charisma: 0
Gear: Unarmed Strike d6 (Str), Gravitas (Str+d6/2d6)
Special Abilities:
• Dark Secret (Stole Schnee Company Schematics)
• Heavy Sleeper: Sleeps in, has trouble waking up.
• Bad Eyes: -2 to shoot or notice distant targets, can wear glasses
• Curious: Must check out everything and solve all mysteries
• Arcane Background (Aura Mastery): 10 extra power points, 2 powers
• Weaponcrafting Mastery: 3 more points to modify primary weapon forms
Personal Details:
Semblance: Conversion (I couldn't figure out how to do what I'm planning. I might just change his semblance to gravity or something if I can't make it work.)

Carmine was the son of a Schnee Dust company researcher. He was always more interested working on devices and playing with the stuff his father took home to work on. Though his father wouldn't admit it, Carmine was part of the reason for his work success. The child's different perspective allowed him to approach design problems more readily, and his father made it far into the research department this way.

Carmine was applying to attend the academy when he needed to provide something that set him up to be a good hunter. Lacking the physical strength of some of the other fighters, he instead took a design that his father had been working on and disguised it, building it into his hunter's weapon. Later on his father's project was black-listed as too dangerous to use, and all his research documents were confiscated. His father's bosses suspected that the man had been stealing company secrets, so he was put under serious scrutiny. Nothing has come of it, and he still works for the Schnee company, but it would be highly coincidental should his son Carmine start displaying experimental weapon tech in the field.

Carmine didn't know this is happening, as he had left for the academy to start his first year. Thought of as a nerd even among the nerds, no one but the Schnee family can claim to have first year students that understand dust as well as Carmine does. He hopes that he can be a useful support or dust mastering hunter, instead of one who uses brute force.

Unique Weapon: Gravitas (Stave weapon)
This weapon looks like a technological shepherds crook, which has an orb that seems to float in the center of the crook. When switched into ranged mode, the staff breaks apart. The bottom part of the staff collapses into a baton used to direct the other 2/3's of the weapon, while the rest of the staff splits in half down the middle, turning into what look like a pair of cybernetic "U" shapes that each orbit around the sphere, which hovers over Carmine's head. The orb uses the baton to direct multiple beams of light (fired from the two halves of the crook) with surprising intensity and piercing power.

Staff Stats
Damage: Str+d4
Switchable
-4: No Raise Die
-2: Low Damage
+3: Strong Defense
Blaster Stats
Damage: 2d8
+2: Double Barrel
+3: Very High-Powered
+3: Long Range (5/10/20)
+1: Light
+2: One-Handed
+1: Returning
-1: Expensive
Total Point Value: -7 +15=8 (5 start, +3 edge) BALANCED!


Sorry, I got kinda excited and did some arting. Carmine's staff weapon and some RWBY-esque art of the character. I used a flash thingy for the character and found something close and photoshopped it for the weapon.

Here
and
Here


@Rungok - just one point, Aura Mastery gives 5 extra PP, not 10...

@Vrog - activating a Semblance is a "Normal" (non-Free) Action that requires a Spirit roll to activate.

@Aloha - so, for +2 points to my weapons I can take +2 damage, or AP 2. Now that I've thought about it some, I can't see *any* difference if the creature has some Armor to its Toughness - can you? But OTOH, if the creature has *no* Armor, the +2 damage always works.

Also, would it be ok if I took "Giri" as a Minor Hindrance?


Whoops, my mistake, had to custom add it to hero lab and I am not very good at it yet.


Toying with a couple of concepts, can't decide which one I like better. Only sure about the name (Shamrock Duille) and the color (green, duh).

If I remember correctly, Ruby is 16 and she skipped two years, so that makes most characters 17-19 years old, right?


@zenfox42: that's what I thought, I just wanted to make sure.

Dark Archive

Blake or Yang I believe is the eldest on team RWBY. Vol.4 will have probs everyone a year older given the 6 month skip.

Dark Archive

Also if any I need is willing to teach me the rules that would help greatly.


I can walk you through the basics. Please send me a PM with your questions and we'll go from there.


@Vrog: Looks good with that fix. :)

@Rungok: Looks good as well (-the power points as has already been pointed out), and I like the character background a lot, as well as the super cool weapon concept. The conversion power is an interesting idea but I'm not really sure how to make it work either. What do you see him actually being able to do with the conversion ability? There are options from Necessary Evil like Absorption, Negation or Energy Control that might work similarly to what you want.

My only other issue is that you took points from your melee weapon to put into your ranged weapon. I'm not sure if I like being able to gimp one form to get more points back on the other--we'll let it stand for now but I may ask you to shuffle it around a bit. I pictured weapon creation under this system as being two independently created weapons that happen to be switchable. OTOH it's relatively balanced because you gutted its melee form so extensively (so somebody with a powerful melee weapon would be able to take your lunch money as long as they could close the distance). I've gotta meditate on that one.

@Zen: You can take Giri.

AP 2 is equivalent to extra flat damage against a target with armor, yes. Now that you've pointed it out to me, I kind of don't like the High Powered ability for that reason, although you could stack it with High Penetration and get the benefits of both. But if you only have points for one, High Powered is objectively better for the same cost. Hm. Maybe I do need to tear this system apart a bit. :\

@madcaster: Ruby is 15 in Vol. 1-3 and 16 in Vol. 4 according to the wiki. Weiss, Blake and Yang are all 17 (18 in vol. 4). If your character has the young hindrance you would be about 15. Otherwise, everybody creating characters should be 17-18 unless they have a real good backstory reason to be going to academy late.

Also, love that name. ;)

@NenkotaMoon: You can also PM me if you have any questions. I'm a bit busy IRL so it may take me a little while to get back to you. :)

@All: So things I need to change in the pdf right now:

-Make powers/Semblance activation clearer in their respective sections.
-Explicitly state that Faunus still get a free edge (or that they don't, if they shouldn't. still thinking about it)
-Make an explicit list of what powers/modifiers are and aren't kosher from the Superpowers Companion and Necessary Evil
-Slightly trim the powers listing for Aura Mastery (again, not expecting anybody to take the powers I'd consider off the table, but it's best to cover all bases)

If you notice anything else that should be fixed, please let me know. :)


@Rungok - have you picked your 2 Aura Mastery Powers yet? Are you considering Healing as one of them? My short list is down to Boost/Lower Trait, Healing, and Smite. I really think someone on the team should have magical healing, considering the creatures we'll be up against, and if you weren't going to take it, I will (altho I really like the B/L Trait & Smite combo, it can wait for an Advance).


Here's my PC in all her glory : Azure

Agility : d6
Smarts : d4
Spirit : d8
Strength : d6
Vigor : d8

Charisma : +0
Pace : 6
Parry : 7
Toughness : 6
PP : 15

Fighting : d10
Weaponsmithing : d4
Notice : d6
Shooting : d10

Hindrances : Loyal, Giri (TBD), Code of Honor, Heroic
Edges : Nerves of Steel, Aura Mastery, Weaponcraft Mastery

Semblance Powers : Hyperdrive (Quickness), Stone shield (Barrier [1"])
Aura Mastery Powers : 2 of Boost/Lower Trait, Healing, Smite

Weapon : Scythe-gun
When used as a melee weapon, it looks just like a scythe, with two stubby handles. When converted into a ranged weapon, the curved blade straightens out and becomes a barrel, while one of the handles becomes a trigger.
Melee : Damage=STR+d8+2 (High Damage+High Powered), Raise die d8 (High Raise Die). Total = 5 points
Ranged : Range 6/12/24 (Extreme Range), ROF 2 (Double Barrel), Damage=2d6+2 (High Powered). Total = 8 points

Azure is the daughter of one of the brothers of a ruling councilman of the Kingdom of Vacuo. While her parents hoped that she would "take to the purple" and train in the arts of high society and politics, should something befall her uncle (perhaps instigated *by* her parents?), she instead turned out to be a tomboy who was always play-fighting with the other children, at first using sticks. As her Semblance, Powers, and Weaponsmithing abilities appeared, her parents resigned themselves to her becoming a Huntress. But they have never approved of her path, leading her to become more and more distant from them.

Aloha, this backstory assumes that there's some kind of familial "inheritance" of council seats (at least in Vacuo). If that's not allowed, let me know and I'll come up with another backstory.

Ironically, she is very "noble" (just not in the way her parents wanted her to be) - she strives to always keep her word, only harm those who would harm others, and help those who cannot help themselves.
Gear TBD...


ZenFox42 wrote:
@Rungok - have you picked your 2 Aura Mastery Powers yet? Are you considering Healing as one of them? My short list is down to Boost/Lower Trait, Healing, and Smite. I really think someone on the team should have magical healing, considering the creatures we'll be up against, and if you weren't going to take it, I will (altho I really like the B/L Trait & Smite combo, it can wait for an Advance).

No I haven't picked, but it was on my list!

I think Healing and Environmental Protection are my two powers.

Thinking about my semblance, I decided to change it to gravity instead and give myself the Wall Walking power from Superpowers companion.


Those of you who manage to get in, please have a little extra fun for me. Despite my strong desire to play in the RWBY universe, I can't pull it off right now. Any hope of squeezing this game in was dashed when the October schedule was revealed at work this week.

Here's wishing you a joyous game; keep Remnant safe for the rest of us. I'm off to have a bowl of Pumpkin Pete's Marshmallow Flakes.

Quote:

Ironwood: But ask yourself this: Do you honestly believe your children can win a war?

Ozpin: I hope they never have to.


I'll do what I can, so long as no one tries to arm-wrestle me for the fate of Remnant. ;)


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What is this, Over The Top?


Here's my character.

Shamrock Duille:
Name: Shamrock Duille Race: Human

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting (Agi) 1d12, Shooting (Agi) 1d10, Notice (Sma) 1d6, Knowledge (Weaponcrafting) (Sma) 1d6, Repair (Sma) 1d4

Charisma 0, Pace 6, Parry 8, Toughness 5

Edges: Semblance, Weaponcrafting Mastery 1, Quick Draw

Hindrances:
Curious (Major) - It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.

Overconfdent (Major) - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

Jinxed (Minor) - Your character is just cursed with bad luck. It will tend to be minor things, like always hitting red lights, more police around in an area, forgetting your umbrella when it rains. These setbacks might become more threatening in dramatic situations.

Loyal (Minor) - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help

Semblance: Teleport (Range 24) from Super Powers Companion

Unique Weapon - Glaive-Shotgun:
Two hands to use effectively; Significant item; Switchable; +3 points

Melee Form (Double glaive - something like this):
Damage: Str+d8, AP 1, Reach 1
+3: Reach (+1)
+2: High Damage (d6->d8)
+1: Penetrating (AP 1)

Total: 5/5 +1 extra

Ranged Form (Automatic shotgun - something like this, only with the 3rd barrel on top):
Damage: 1-3d6, RoF 3, Range 4/8/16
+4: Automatic
+2: Medium Range
+1: Spread

Total: 5/5 + 2 extra

Gear: In progress

Shamrock Duille comes from the family of Hunstsmen and Huntresses. Every member of Duille family fought Grimm, and it's no wonder that he, too, chose this vocation. Having finished a primary combat school in [kingdom name], he applied to [academy name], following his parents footsteps.

Appearance - like this, only dark green hair.


Okay so we have four, right?


Okay completed characters are:
Beoh
Carmine
Azure
Shamrock Duille


We do have four. I'm assuming nobody's taking me up on my "GM a second table, co-GM BFF dorm-mate teams" strategy? ;)

Consider applications still open for the moment. If I have an unexpected windfall of time I may still like to run a second table (or I may rethink my strategy of runnning only four players).

If everything goes according to plan, I'll kick the campaign off in about a week and a half. At the latest, I'll be kicking up the campaign thread and PMing everybody on the fifteenth.

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