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Guns and auras

A Lasers and Feelings hack for RWBY

Guns and Auras

CREATE A CHARACTER

Chose a Style-
PhonyPosh
HeroicSerious
DaredevilRebellious
AceRetired
Chose a Role-
SoldierTerrorist
Huntsman / Huntsman (in Training)Dust Salesman
Academy StaffResearcher
BanditAristocrat

Choose a Number

Choose your number, from 2 to 5. A high number means you’re better at GUNS (technology; science; cold rationality; calm, precise action). A low number means you’re better at AURA (intuition; diplomacy; seduction; wild, passionate action).

Give yourself a Name and Race

Give yourself a cool name with a color reference and decide if you’re a Faunus or a Human.

You Have:

You have a cool weapon that’s also a gun, a scroll communication device, and a unique outfit.

Choose a Character Goal:

Chose a Goal-
Settle a New SettlementBecome a Renouned Huntsman
Find The Source of GrimmMake Things Better for the Faunus
Prove YourselfFight Bad Guys
Keep Being Awesome (you have nothing to prove) 


ROLLING THE DICE

When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number.If you’re using GUN (science, reason), you want to roll under your number.If you’re using AURA, (rapport, passion) you want to roll over your number.

  • 0 If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
  • 1 If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
  • 2 If two dice succeed, you do it well. Good job!
  • 3 If three dice succeed, you get a critical success! The GM tells you some extra effect you get.

If you roll your number exactly, you have GUN AURA. You get a special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions: (A roll of GUN AURA counts as a success.)

What are they really feeling? Who’s behind this? How could I get them to __? What should I be on the lookout for?
What’s the best way to __
? What’s really going on here?

HELPING: If you want to help someone else who’s rolling, say how you try to help and make a roll. If you succeed, give them +1d.

GM, CREATE AN ADVENTURE

The World of Remnant

RollA Threat…Wants to…The…Which Will…
1The Queen of the GrimmDestroy/CorruptRelics of the GodsSummon a Vengeful God
2A Fascist GeneralSteal/CaptureSupply TrainDestroy the City
3Criminal MastermindBond WithDust MinesOppress the Faunus
4A Grimm HordeProtect/EmpowerA KingdomGet Revenge Against Their Greatest Enemy
5A Bandit LeaderBuild/CreateThe Newest Atlasian Super WeaponGain Control of the Military
6Terrorist CellPacify/OccupyMaidensBring Magic back to the World

Academy Days

RollA Threat…Wants to…The…Which Will…
1The School BullyDestroy/CorruptTreasure Hidden in the AcademyCut off the City from the World
2A Team from Another AcademySteal/CaptureAirship PortGive Them Ultimate Power
3A Famous ThiefBond WithA Prototype WeaponPersonally Hurt the PCs
4An Alpha GrimmProtect/EmpowerParty’s Faunus FriendLet Them/Help Others Cheat on Finals
5A Terrorist GroupBuild/CreateThe Headmaster’s KidAssassinate a Corrupt Official
6An Expert AssassinPacify/OccupyTest AnswersBlackmail the City/Academy

Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask them what they do. “Ironwood charges the mega-cannons on his ship. What do you do?” “Roman pours you a glass of Arcturan whiskey and slips his arm around your waist. What do you do?”

Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill

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