The Unofficial RWBY Tabletop RPG, June Update
The long awaited June Update is our largest change in the last year. We took a hard look at Aura, Semblance, Enemies and defenses.
The goal of the June update is to simplify the most complicated mechanics of the system. All the other changes present are the ripples of that simplification.
And in case you are unsure what you are getting before you download an unknown file onto your computer, here is a Preview.
- Aura is PER+10
- Aura Regenerates 1/hour, full recharge on a full nights rest.
- Semblance and Defensive checks roll both attributes at the same time.
No more rolling and adding each attribute individually. Semblance Checks use WIL+(Attribute) at the same time and Defensive checks use (Attribute)+PER at the same time. As I've said before, the old rule felt out of place and while it was fairly easy to pick up and a unified rule set is superior in my opinion.
- Semblance fails and consumes 1 aura if both attributes fail. Semblance succeeds and consumes no Aura if both attributes pass.
- Semblance can be Empowered by consuming 1 Aura before the roll, adding 1d10 to the result. If an Empowered Semblance fails the target roll, 1 additional Aura is lost and the Semblance fails.
Weapon Design and Mods
- Accurate Weapons are now AGI+DIS
With PER being the dedicated Defensive Attribute, adding PER to a Weapon skill became a bit too powerful and let Snipers become the tanks. An AGI+DIS roll gets around this problem, and further cements DIS as the "Weapon Master" Attribute. AGI, END and DIS now all contribute to both Melee and Ranged attacks, giving more character archetypes a gentler difference between their two modes of attack.
- New Weapon Mod "Alternate Form"
This Weapon mod give players the ability to further design their weapon to have multiple variants of the same type. It allows them to emulate a character like Qrow with one weapon with one variant that "holds back" and another "main variant" or build a small arsenal of individually distinct weapons like Velvet.
- Removed Advanced Sights and Aerodynamic
These mods were combined into the Green Dust Crystals and Rounds.
*Removed Submissive Strike
- (Green) Featherweight Crystals: Weapons are easier to throw, can be thrown farther, and missed attacks return to the character.
- (Green) Horizon Rounds: Replaces Advanced sights with the ability to shoot without range limit.
- Dust Phials consume the same amount of time and capacity as normal when used to directly attack a target, however this attack deals 1/2 damage.
- Defensive checks adds both attributes at the same time.
- Failing a defensive check deals the amount of damage associated with the attacking entity. Damage is no longer mitigated for passing with a single attribute, defenses are either pass/fail.
- Parry (STR+PER) Can only be used against melee attackers and corporeal hazards. Successful Parries deal 3 damage to the attacker.
- Dodge (AGI+PER) Can be used against most attacks and hazards, but things like poisonous gas cannot be dodged. Successful Dodges allow the character to move up to 15 feet away.
- Resist (END+PER) Can be sued against any attack or hazard regardless of source. Failing a Resist defensive check allows the character to take damage to Health rather than Aura.
- Semblance (WIL+PER) can be manifested against any attack or hazard that is relevant to the characters semblance. Characters must have at least 1 Aura to defend with their Semblance. Successfully defending with semblance has no bonus effect beyond the manifestation of the semblance.
- Dust (DIS+PER) can be manifested against any attack or hazard that is relevant to the equipped Dust color phials. This defensive action consumes 1 Capacity. Successfully defending with Dust has no bonus effect beyond the manifestation of the Dust.
- Turn Order is determined by WIL
- Capacity Movement changed to Capacity Boost
Capacity Boost cansumes 1 capacity to and adds 1 point to any roll. check which is relevant, dictated by GM. Generally physical and movement checks can be boosted but something like an Intimidate Check can be boosted. Character can also choose to spend 1 capacity to move 5ft in a given direction. Using Capacity Boost and a Ranged attack at the same time consumes no additional Capacity.
- Charge Attack adds spent capacity to Accuracy roll rather than damage roll. Charge Attacks consume as much Capacity is available, up to 5.
- Targeted Strikes against the Head have reduced their difficulty modifier by 5. This reverts a change from last patch.
- Maximize and Collateral Damage now occupy the same difficulty threshold.
Players choose which effect they want when they roll damage. Instantly Kill target and Kill multiple targets have had their thresholds reduced.
- Added Enemy Health Pools section to help guide how long a fight "should" be.
- Basic Enemies are now just "Enemies"
- Damage is now associated with specific enemies, and all enemies have only one basic attack.
- Every Special ability is now labeled by how many actions of the Enemy is takes. Special Abilities have their own threshold, range, and damage independent of the basic attacks.
- Enemy Roster Overhaul
The June Update has overhauled what is in the Grimmoire. Their is now a larger number of entities at each threat level and fewer threat levels. There is now three archetypes for each threat level: Offensive, Defensive and Balanced. Each Enemy type: Grimm, Robot, and Human; are separated and given their own sections. Human and Robot sections have been thinned out to remove any non-cannon enemies.
- No Enemies have a threat level over 2 RoC.
3 RoC is the limit to how much a character can realistically accomplish. Having that be the price of entry for out-of-the-book enemies was a bit steep. GMs can always push that limit with the template section.
- New Enemy: Griffon
- New Enemy Type: Rival
Rivals are intentionally Generic to fit any setting and are purely a block of numbers. Come in two varieties: Rival team, and Rival Boss.
Large groups of easily dispatched enemies.
- Removed Advanced Enemies.
Advanced Enemies were clunky and complicated. I realized they even though they were fun to design, they were the black sheep of this rule set. They may return, but not in their former state.
- Removed Advanced Enemy references from the Example Assets.
Plaver Versus Player
- Players roll damage against eachother in PvP combat.
PvP has now been unifed with the rest of the combat system. In doing so, PvP combat should be faster and more visceral with characters dealing much higher damage, and players getting more involved for damage rolls.
- Defensive Checks moved to Combat Section.
- Template section for "Major Enemy" and "Minor Enemy" modifiers.
Thank You everyone who plays this game. I am very happy with this update, but as always there is more to be done, and numerous errors that can be fixed as always.
If this or something like it interests you, you can also join us over at /r/Rwbytabletop.
I look forward to seeing everyone at RTX.