RWBY RP
For those not in the know
RWBY (Crunchyroll link) is the animesque web video series produced by RoosterTeeth, the fine gentlemen responsible for the RedvsBlue series. It features, magic, impossibly cool weapons, liberal interpretations of physics and high school/ college life.
The main characters are undergoing incredibly difficult training to become monster hunters known as huntsmen and huntresses. Each person has three primary tools to defeat the monsters known as the Grimm, their aura, their semblance and their weapon. Aura is a physical manifestation of one's soul and is used to do a number of things ranging from activating magic, to protecting oneself from harm. One's semblance is an ability - usually hereditary and singular - that gives an advantage such as polarity, enhanced speed, kinetic energy redirection or rune generation. Weapons on Remnant, the name of the world, are varied and usually hand crafted by their wielder, they act as a combination of bladed weapon and gun. Ammunition for weapons usually comes in the form of
Dust (RoosterTeeth link). Additionally, some people weave dust into clothes for their weapon or infuse it into their body to give them a great deal of personal power for a period of time.
People come in two forms, Humans and Faunus, humans are standard and are a social majority, and Faunus are 10% furries, maybe ears or a tail or some other animalistic feature. There are 4 main kingdoms, that haven't shown any signs of actually having kings. They are Vale, Vacuo, Mistral and Atlas. Additionally, there are villages outside of the Kingdom's protection that are often assaulted by Grim and the death tolls are high.
Honestly if you haven't watched the series, it'll take about two to three hours to catch up. Seriously go watch it.
I'm going to give this a placeholder d100 system for now... and Character sheet go.
Name:
Weapon: A brief description of your named weapon. Largely fluff, but it helps put you in perspective. If you can blend your weapon with a gun, it would fit more into the tone of RWBY.
Semblance:
Appearance: Do I need to explain this?
History: Optional, only if you want to give it.
Stats: 100 points to spend unless using a teacher template, PM GM if you want to have a teacher PC.
Aura: Aura * 100 is your health.
Weapon Skill: Determines your skill with weapons and your mundane attacks. Additionally boosts your active and passive defenses.
Dust Affinity: Determines your skill with Dust, a magical energy propellant that is usually encountered as bullets, but can be found in a non- solid form or as a higher powered crystal. It also determines the damage of your bullets and how many dust cartridges you can use per battle.
Semblance Skill: Determines your skill with your semblance. How much damage you do with your attack applicable semblance skills as well as how many you have.
Flaws: For a 10 stat point increase, you may take any flaw you feel is actively detrimental.
Damage= Tool skill*10*(0+Combat Momentum)*d100%
Someone's HP is Aura*100
Tool skill is the point value of weapon skill, dust affinity or semblance. The 10 makes it so that combat goes fast enough. Combat momentum is up to my personal judgement based on your description of what you've done. It'll usually start at 1.5 and go up by one each round.
Natural Defense= 4(weapon skill+semblance)
Weapon skill attacks are just a mundane attack, however, they always cause an increase in combat momentum.
Weapon skill defensive actions are new, If your combat momentum is less than or equal to your opponent's combat momentum, you remove your natural defense and instead use active defense
Weapon Skill*10*(2+Combat Momentum)*d100%+miscellaneous buffs.
If you successfully defend against the whole of an opponent's attack, your combat momentum gains a +2 or matches the opponent's combat momentum, whichever is greater. If you fail however, your combat Momentum does not increase.
Dust affinity utilizing attacks are generally good for causing status buffs and debuffs. However, you are limited by the number of dust attacks you can use per battle. You get one rank at 5, two at 10, 3 at 20, 4 at 30, 5 at 50, 6 at 70, 7 at 110, 8 at 150 and so on. Additionally, Your combat momentum does not increase in rounds where you activate dust effects. For each rank of dust affininty you get two dust attacks per battle.
Fire: Blind: -dust skill to damage%,
Burn: 1 through max dust skill*10 for 3 rounds or forgo an action to dispel on a successful hit,
Fire wall: If Enemies using Weapons skill, or an equivalent semblance skill to hit you while fire wall is active take a standard attack using your dust affinity.
Ice: Freeze: damage + enemy can not attack next turn on a successful hit
Barrier: dust skill * 10 to defense for 2 rounds
Embrittle: Enemy takes 25% more damage per round.
Lightning: Paralyze: damage + enemy combat momentum does not increase for any reason for two rounds
Disable: no weapon skill for 2 rounds.
Shocked: enemy cannot active defend for two turns
Wind: Sprint: Sprint: momentum +2 for 1 round.
Bullet stop: no dust effects can harm you or the opponent for 2 rounds.
Concussion: damage + enemy loses 1 momentum.
If you have a special dust type that you use, (like Ruby's cross marked high recoil shots) I can make effects for it.
One dust effect can be activated in one round where the attack is otherwise forgone. The two dust types (bullet/powder and crystal) have 1.0 and 2.0 effectiveness respectively. Crystals are unavailable at the moment and are considered a reward. Also, when I say 2 rounds, I mean the round it was activated in and the round immediately after.
Semblance skill defines what special attacks you get to play with. They increase combat momentum if they deal greater damage than the opponent or successfully perform their function.
Unfortunately, given the massively variable nature of semblances, I'm going to have to go through each character and determine what they do. If you could send me ideas, I would be most appreciative. Additionally, you get special attacks at the same rate that you get dust cartridges.
KJ pretty simple... if you didn't have more choices than Maeve. So:
1) Readiness: Ongoing effects end 1 turn sooner
2) Burliness: Regen 20 hp per round
3) Steadiness: 1/2 chance for stuns to fail
4) Chanciness: If you roll higher than your opponent on a round where you use Chanciness, the damage they would have done is redirected to them and they lose 1 momentum. However, should they roll higher, you take net damage and lose a momentum.
PrivateNomad I apologize for not defining your powers sooner.
1) Restore aura: Same calculation as a combat roll, lose one momentum. Deals damage to Grimm gain one momentum. Has a three round cooldown
2) Damage: Same calculation as a combat roll. Heals Grimm. No momentum change. Has a 3 round cooldown
3) Barrier: 120 point damage reduction on target for the next three rounds.
4) Temporary Summon White: Summon a white Grimm. Has a stat strata of Aura 5, Weapon skill 15, Semblance 20. 200 Aura cost
5) Temporary Summon Black: Summon a black Grimm. Has a stat strata of Aura 10 Weapon skill 30, Semblance 20. Has a 10% chance of going rampant each round and attacking Braith or his Allies. 200 Aura cost
projeck37
1) Disruption: Whenever she takes damage, Chryssa rolls for a 1-25% damage reduction.
2) Distortion: Chryssa is able to roll for an additional 1-25% damage attack
3) Collection: Chryssa can forgo her damage reduction to store damage inside her. 1 damage point per hit (More skills related to that incoming)
4) Connection: Chryssa uses stored damage points to increase her momentum. 1 momentum for 2 damage points.
Sanure I apologize for not having more creative abilities for yours.
1) Avert death: The first time that Falu would be dropped below 1 Health in any combat session, she may negate the damage entirely
2) Turn their Blade: Whenever she takes damage, Falu rolls for a 1-25% damage reduction
3) From a New Angle: Falu is able to roll for an additional 1-25% damage attack
4) Grimm Biology: 10% chance to ignore negative status effects entirely.
Maeve
Red Hieroglyphics: A jet of fire produces from the glyph. Causes the enemy to start burning 1 through max Semblance skill*10 for 3 rounds or forgo an action to dispel on a successful hit. +1 momentum
Green Runic alphabet: A gust of cutting wind slices through anywhere nearby. Enemies affected must make a save or be prevented from gaining momentum for two rounds. 3 round Cooldown.
Black, pentagram in the center: Snares what stands on top of it or near it in place. Limited to one target. Prevents the use of all skills requiring motion, ie most weapon, dust and semblance skills, for two rounds. +1 momentum
Yellow Ogham: Bolt of lightning strikes the foe. Damage, + they lose 1 momentum.
Wings: Maeve gains wings, +2 momentum 1 time per battle.
Talons, fangs and claws: Maeve begins an onslaught of dust formations, leaving the enemy unable to defend properly, damage +50% chance for another another attack + 10% chance for a third attack.
Hungry shadows: Maeve heals for half of the damage she does with this attack
Jet Black, almost forgot.
Force of will: The first time Jet Black would be reduced below 1 Hp in a battle he instead ignores the damage entirely.
Manifest limbs: No other actions, Jet summons additional limbs to help him in combat. One arm can be summoned at a time per turn at no action cost and provide an additional 1/6 of his semblance skill to weapon skill, counts as a buff. 1 is destroyed every two hits and every 10% of his health that disappears.
Arm points: Gained from using weapon skill attacks. Spent for semblance attacks.
You... too much: 2 Arm points, if the enemy attempts anything other than attacking Jet directly he attacks first and stops it.
You can't stop me: 2 Arm points His semblance improves twice as fast for two rounds.
Flurry of blows: 3 Arm points Jet's arms move fast enough to break the sound barrier. 2X current combat momentum on next turn
I will break everything: 3 Arm points Jet engages in a furious onslaught that completely prevents his opponent from movement actions for two turns.
Burst: 4 Arm points, Something truly spectacular happens, Jet blacks enemies cower. Contextual and extremely deadly debuffs and damage.
Destructor: 6 Arm points, Everything that Jet black wants dead, dies. Needs 3-4 additional arms to activate
Lexus: Strike of the Owl's Glide - As long as an enemy is as of yet unaware of Lexus' presence, they are able to make an utterly silent and undetectable strike against that enemy, regardless of any abilities it may possess.
Stealth: Lexus attempts to enter stealth. Situational % chance of success. For every turn where they remain in stealth, both sides combat momentum drops by 1. +10% chance of being discovered for every turn in stealth. After stealth is broken by discovery, Lexus cannot re-enter stealth for 3 turns.
First strike: +50% chance of entering stealth on first turn.
Sneak attack: Lexus exits stealth for a temporary momentum increase of +5. It returns to its initial after one attack. Stealth can be re-entered.
From the shadows: Lexus attacks from the shadows. +2 to his momentum, semblance or dust damage, +2% chance of discovery .
*His flaw doesn't really seem like it would work with an assassin build (burst dpt) but if you want to keep it as is I can attempt to rewrite this
Nia: Moon Aspect:
Crescent Mirror: Nia can sacrifice her own Aura to top up allies, bathing them in a healing light that restores their own Aura. Nia cannot kill herself with Crescent Mirror, nor can she dip under 1/4 of her maximum Aura by using it to heal allies.
Waxing Mirror: 1:1 exchange of aura
Waning Mirror: Draws all allies aura into one pool and distributes it evenly. Very unpleasant to experience.
-Eclipse Mirror: Nia can also take an enemy's Aura, temporarily overcharging hers for two rounds- this Aura can be expended to fuel Crescent Mirror. Nia cannot kill an enemy by draining their Aura, only knocking them out when they are fully drained.
Lunar Mirror: Nia draws out a humanoid enemy's Hp using the standard attack equation and heals herself for half.
Solar Mirror: Nia draws out a Grimm's strength. A Grimm's weapon skill decreases 10% 2 turn cooldown
Hazel: Air Manipulation:
Preparation: Pre-prepared air pockets that redirect Hazel's bladerang. 3 prepared air pockets are created and for each one Hazel hits with her bladerang, her combat momentum increases by 1 for this attack. Air pockets are expended after one use. They have an initial activation potential of 90%, but Hazel can attempt to chain them at a chance of 60% and then 30%. 3 turn cooldown.
Disorientation: Hazel can expend 2 air pockets to disorient the enemy, reducing their momentum by 1.
Wind blade: Wind cuts through the enemy as a basic attack. Momentum +1.
Heavy air wall: Expend an air pocket to block a dust effect.
Lyssa: Acrobatic Adept
1) Woopwoopwoopwoopwoopwoopwoop: Lyssa has a natural 10% dodge chance. A successful dodge adds 1 to momentum.
2) DODGE!: expend 1 momentum to up dodge chance to 50% for this round. Success = 1 momentum
3) Finesse: A light cut here and there won't stop them, until they can't move any more. Lyssa can reduce her damage by half on three contiguous successful attacks. On the third, they can only attempt to flee or use very specific semblance effects for four rounds.
4) Air combo: A careful manipulation of your enemy's position leaves them wondering why their feet are no longer on the ground. 2 turn stun
Katarina: Sense control: every turn Katarina may change her passive to be
Enhanced sight: Katarina processes images faster and can see her enemy's weaknesses and strengths. 5% damage increase and 25% dodge chance
Enhanced hearing: Katarina hears everything, down to the movement of her enemy's muscles and the creaking of their bones. 5% dodge chance 25% damage increase
Dull pain: Katarina actively lessens the activity of her dermal nerves, not feeling as much pain from physical attacks 30% damage reduction on physical attacks (most non-dust attacks)
6th sense (active): Katarina takes advantage of whatever passive she is actively using to target something that she recognizes as a weakspot. Damage + single enemy stat decreases by 1- (semblance skill).
Carran: Super Strength
PackaPunch: Carran can always use his weapon skill
Like a truck: Successful weapon attacks have a 10% chance of +2 momentum instead of just +1.
Ten men: +30% weapon damage
Crush: Damage + enemy is unable to use weapon skill or flee as he is grappling them. nat 50% chance to escape, can go up or down depending on location and their body.
Slate: Localized time slow.
Slow up: Everything appears to go even slower, giving slate a +5% dodge chance each turn.
Slow down: The enemy moves slower lessening their damage by 10% chance
Slow mo: The awesome of a fight in slow motion increases momentum somehow. Both sides increase momentum by 1 each round.
Fire: Blind: -dust skill to damage%,
Burn: 1 through max dust skill*10 for 3 rounds or forgo an action to dispel on a successful hit,
Fire wall: If Enemies using Weapons skill, or an equivalent semblance skill to hit you while fire wall is active take a standard attack using your dust affinity.
Ice: Freeze: damage + enemy can not attack next turn on a successful hit
Barrier: dust skill * 10 to defense for 2 rounds
Embrittle: Enemy takes 10% more damage for the remainder of the battle.
Lightning: Paralyze: damage + enemy combat momentum does not increase for any reason for two rounds
Disable: no weapon skill for 2 rounds.
Shocked: enemy cannot active defend for two turns
Wind: Sprint: Sprint: momentum +2 for 1 round.
Bullet stop: no dust effects can harm you or the opponent for 2 rounds.
Concussion: damage + enemy loses 1 momentum.
Earth: Quake: Both sides are prevented from Weapon skill attacks for 2 rounds
Stoneskin: Dust skill *5 to defense and + Dust skill to next weapon attack or applicable semblance attack
Shatterpoint: Enemy takes 25 % more damage for 2 turns, stacks w/ Embrittle.
Darkness:Enshroud: Bestows a 20% miss chance on self or ally
Sleep: Enemy has a 30% to fall asleep (can be affected by other things, ice dust combos well fire dust, not so much), reducing combat momentum by 1 for every turn they are asleep. If they take damage they immediately awaken, if no damage is taken, they have a 10% and then 50% chance to awaken. They awaken after three turns asleep.
Abyss: Damage+ semblance skills cannot be used for a two rounds.
Speed: Flurry of blades: Weapon Skill*10*(0+Combat Momentum)*d30% combat momentum # of times. Combat momentum returns to baseline.
Bravely bold Sir Robin: Flee the battle, no failure chance.
Faster than fast: Enemy's attack this turn misses.
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