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Lances And Lords

A Lasers and Feelings hack for RWBY

Lances And Lords

CREATE A CHARACTER

Chose a Style 
Straight-LacedNoble
FlirtLazy
Cinnamon RollMysterious
PiousClever
Chose a Class-
SwordsmanSoldier (Lances)
Brigand (Axe)Archer
Pegasus KnightMage
Armored KnightLaguz/Manakete

Choose a Number

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

Give yourself a Name

Give yourself a cool name, like “Ephriwood Von Ordelgan” or “Ike”.

Choose what kingdom you hail from: Faerghus (Traditional, cold, pious), Adrestia (Empire, large, revolutionary) or Leicester (Alliance, subtle, divided).

You Have:

You have the weapon type your class uses, an academy uniform, a vulnerary, a horse if you want one, and 5,000 Gold.

Choose a Character Goal:

Chose a Goal-
Marry into WealthProve yourself to your Family
Serve your KingdomChange the World
Research forbidden MagicsBecome the Strongest

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 LANCES (science, reason), you want to roll under your number. If you’re using LORDS, (rapport, passion) you want to roll over your number.

Class Bonus

Each Class trains a with specific type of weapon and is particularly effective against another class’s weapon type. Whenever you fight someone with a class you’re strong against, add +1d to your rolls.

ClassStrong Against
BrigandSoldier
SoldierSwordsman
SwordsmanBrigand
ArcherPegasus Knight
Pegasus KnightMage
MageArmored Knight
Armored KnightArcher
Laguz/ManaketeN/a
  • 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 LANCE LORD. 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 LANCE LORD 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

RollA Threat…Wants to…The…Which Will…
1The ChurchDestroy/CorruptLegendary WeaponsOpen a Gate for the Demon King
2An Ancient CultSteal/CapturePeople of a remote villageRevive a Dead Conqueror
3An Evil DragonBond WithFire EmblemGive them Absolute Control of the Region
4The Neighboring KingdomProtect/EmpowerThe TimestreamEnsure the End of the World
5One of the PC’s KingdomBuild/CreateA Manakete MaidenChange the World
6Bandit AlliancePacify/OccupyKingdomRestore the Dark Dragons to Power

Academy Days

RollA Threat…Wants to…The…Which Will…
1The ChurchDestroy/CorruptLegendary WeaponsReveal the Church’s Dark Past
2A Rival House LeaderSteal/CaptureDaughter of the Vice PrincipalLet them Marry off their Child
3The AbyssiansBond WithLibrary’s Restricted SectionWage War Against the Church
4A PC’s ParentProtect/EmpowerTraveling MerchantTake Over the School
5A ProfessorBuild/CreateTest AnswersRig a Class Exam
6Bandit AlliancePacify/OccupyCooking StaffWin an interhouse competition

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 her 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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