Apr 25, 2026 11:07 am
System
Paradigm's RWBY ttrpg is a system derived from the show RWBY focused on:
-cinematic actions
-mechanically rewarding spectacle
-cool transforming weapons
-and representing the setting of RWBY
premise
But this isn’t a RWBY game.
You’re not on remnant, you’re in a world modelled after old dnd, the osr and history. Tough technologically, anything made between 1900-1999 would be current tech in this setting.
And you’re no huntsman. You’re among the 10% of people that can manifest their souls into a defensive barrier, and a single unique power. But you aren’t among those blessed by society, you’re a vagrant, a criminal, dispossessed or otherwise unwanted, leaving you to a life of mercenary work.
This power, and the mercenary status define you as MRCS, mercenaries by trade, with powers, overengineered weapons and more often than not ridiculous color-coded outfits.
And to better work with the adventure and premise, I have some of my own rules to introduce:
Overall, i aim to:
-make these rules work with old dnd and osr enemy stats.
-make combat more dangerous overall, something that carries real risks and isn't always optimal.
-keep the cinematic action within the increased danger.
These rules are experimental, and we may discuss changes throughout the campaign.
Death at Zero
If a character reaches 0 hp or lower, it dies.
Be sure to use aura with care.
Aura-gating:
-when aura is full, a character gains its ‘aura-gate’
-when aura is depleted, that aura-gate is used up, which does two things:
-remaining damage from the same instance is halved, rounding down
-that remaining damage cannot kill the character, reducing it to 1hp instead
Aura Farming:
When a character shamelessly aura farms for turn, taking actions to draw attention or provoke risk, without directly progressing the fight, it also gets a point of aura.
This takes all actions, but allows movement.
This can be done only once per fight.
Alternatively, when gaining RoC, a pc can choose to get it, or to get a point of aura.
Any aura gained from either of these actions also restores the characters aura-gate.
Enemies and NPCs
Non-player entities in the game will have hp, and do damage derived from old dnd or osr stat blocks.
Attack, defense and speed values will be assigned based on math and my judgement on balance and what such a thing should be capable off.
Initiative is pooled.
-Enemies are grouped under the speed value of the one chosen as the leader of the encounter.
-pcs that beat that value get to take a turn before the enemies in any order. This is round 0.
Then each round after that:
-the enemies all get to take a turn
-then all pcs get to take a turn
Currency
1 Gold Coin = 10 Silver Coins
1 Silver Coin = 10 Copper Coins
1 Platinum coin = 10 Gold Coins
Player characters start with 15 gold coins
XP for Gold:
Levels are gained by gaining xp equal to the amount needed for the next level. Excess xp carries over to gaining the next level.
Any non-magical material gains claimed on an adventure gives xp equal to its market value in golden coins upon entering a safe settlement.
Rewards for quests, bounties or hired work also give xp equal to their value on golden coins.
Supply/Magazines
Supply is renamed to "Magazines".
It now only represents spare ammunition for your weapon, other supplies will be tracked in the characters inventory as assets.
Episodes/Rest
The base rules make it so HP, Aura, Capacity, and Supply are restored at the beginning of each episode.
This campaign has no episodes.
Without such an episode structure, resources are naturally regained as follows:
-HP and Aura are regained if a character manages to get a good night's rest, 8 hours, without major interruptions.
-Capacity and Magazines can be purchased.
Some Notable Contents
-violence, blood, the reality of living in medieval society, tensions between meaningfully different hominid species, moral ambiguity, blatant aura-farming, and heavy dutch influence.
Looking for up to 4 players.
Do note i am a first time dm, so any and all feedback during the campaign is appreciated.
Paradigm's RWBY ttrpg is a system derived from the show RWBY focused on:
-cinematic actions
-mechanically rewarding spectacle
-cool transforming weapons
-and representing the setting of RWBY
premise
But this isn’t a RWBY game.
You’re not on remnant, you’re in a world modelled after old dnd, the osr and history. Tough technologically, anything made between 1900-1999 would be current tech in this setting.
And you’re no huntsman. You’re among the 10% of people that can manifest their souls into a defensive barrier, and a single unique power. But you aren’t among those blessed by society, you’re a vagrant, a criminal, dispossessed or otherwise unwanted, leaving you to a life of mercenary work.
This power, and the mercenary status define you as MRCS, mercenaries by trade, with powers, overengineered weapons and more often than not ridiculous color-coded outfits.
And to better work with the adventure and premise, I have some of my own rules to introduce:
[ +- ] My changes and erratas for the game rules.
Overall, i aim to:
-make these rules work with old dnd and osr enemy stats.
-make combat more dangerous overall, something that carries real risks and isn't always optimal.
-keep the cinematic action within the increased danger.
These rules are experimental, and we may discuss changes throughout the campaign.
Death at Zero
If a character reaches 0 hp or lower, it dies.
Be sure to use aura with care.
Aura-gating:
-when aura is full, a character gains its ‘aura-gate’
-when aura is depleted, that aura-gate is used up, which does two things:
-remaining damage from the same instance is halved, rounding down
-that remaining damage cannot kill the character, reducing it to 1hp instead
Aura Farming:
When a character shamelessly aura farms for turn, taking actions to draw attention or provoke risk, without directly progressing the fight, it also gets a point of aura.
This takes all actions, but allows movement.
This can be done only once per fight.
Alternatively, when gaining RoC, a pc can choose to get it, or to get a point of aura.
Any aura gained from either of these actions also restores the characters aura-gate.
Enemies and NPCs
Non-player entities in the game will have hp, and do damage derived from old dnd or osr stat blocks.
Attack, defense and speed values will be assigned based on math and my judgement on balance and what such a thing should be capable off.
Initiative is pooled.
-Enemies are grouped under the speed value of the one chosen as the leader of the encounter.
-pcs that beat that value get to take a turn before the enemies in any order. This is round 0.
Then each round after that:
-the enemies all get to take a turn
-then all pcs get to take a turn
Currency
1 Gold Coin = 10 Silver Coins
1 Silver Coin = 10 Copper Coins
1 Platinum coin = 10 Gold Coins
Player characters start with 15 gold coins
XP for Gold:
Levels are gained by gaining xp equal to the amount needed for the next level. Excess xp carries over to gaining the next level.
Any non-magical material gains claimed on an adventure gives xp equal to its market value in golden coins upon entering a safe settlement.
Rewards for quests, bounties or hired work also give xp equal to their value on golden coins.
Supply/Magazines
Supply is renamed to "Magazines".
It now only represents spare ammunition for your weapon, other supplies will be tracked in the characters inventory as assets.
Episodes/Rest
The base rules make it so HP, Aura, Capacity, and Supply are restored at the beginning of each episode.
This campaign has no episodes.
Without such an episode structure, resources are naturally regained as follows:
-HP and Aura are regained if a character manages to get a good night's rest, 8 hours, without major interruptions.
-Capacity and Magazines can be purchased.
-violence, blood, the reality of living in medieval society, tensions between meaningfully different hominid species, moral ambiguity, blatant aura-farming, and heavy dutch influence.
Looking for up to 4 players.
Do note i am a first time dm, so any and all feedback during the campaign is appreciated.


