RWBY DnD

Rules

So, first off, thank you to everyone who left a review in the Ideas for New Stories. You guys are awesome for jumping on that so quickly.

(Really thought I'd have more time to come up with things, but, eh, no worries.)

Second, Thank you, specifically, to Chaoticnumbness for giving me the advice for using an online dice roller. I will be using for this story, specifically.

And, third, this one will most likely be a slow burn kind of story, much like shows like Critical Role. It'll be slow going, slower even than The Beast, which, I actively try to make each chapter as long as possible so as to give you guys more bang for you proverbial buck. No point making you wait for each new chapter unless its in your favor, right?

That's how deals should work, right?


Alright, that aside, here's the rules for this story. Yes, there are Rules. It is a DnD Campaign. Sorry.

Also, Very important! If you don't like any of the rules or the two traits down below, Tell Me! I will change or Drop them. Promise!

Rule 1) Perma-death: The story, no matter the outcome, will follow the dice rolls. If that means someone like Jaune dies. They die.

That being said, I might give the player characters a saving grace. Instead of having to make Death Saving throws when knocked to zero hit points (or below that for certain classes) they will instead enter a Bleeding out State where they can move about and be rescued by other characters during or after the fight.

Of course, if they are attacked in such a state then they instantly die. (This can be changed to some less, or more, egress, per reviews.)

Rule 2) Leveling up system: (Class progress) Each character gains two Attribute points for every level beyond 1st. The characters may level up an attribute beyond 20. A character can also level up beyond 20 in their respective class, but can only do so by take points in a Mythic path or another class. The Mythic path will be unlocked in story, at an undetermined point.

Multi-classing begins at Level 3. (If you have an opinion on any of the characters gaining a second class tell me in the reviews.)

Rule 3) Dust will still play a part, though I haven't decided by how much. Most likely as a magical shortcut for some characters. Or as an alternative to explosives. And, it will only work with Aura.

Rule 4) Aura and Semblances will also still be a thing. Down below is how they will be implemented. If this seems overpowered, please, do inform me on how to make it better in the reviews. There will be no hand-holding for our favorites, but I don't want them to just die either from some botched dice roll.

That's no fun.

Rule 5) Dice rolls will largely be d20s, barring a few others. I will be showing in Italics what the various save DCs will be, and then the results. There will be no cheating. If Jaune rolls for a Critical Strike, but only rolls for six points of damage then that's that.


(Special Trait) Aura: At third level or higher a character may have their soul release through a special ritual that takes ten minutes. There is no Critical Failure for the ritual but if failed the character(s) must wait 24hrs before trying again.

One's Aura can only be unlocked by another who had their Aura unlocked.

Once unlocked the character(s) roll 1d12 per level to determine Aura pool. They roll an Additional 1d12 every level after 3rd to increase the Aura Pool.

When activated Aura enshrouds the wearer in a thin coating of their soul. This shroud, while active, divides all damage taken between the Aura Pool and Hit Points save that which is dealt magical means, elemental lightning damage or from Critical Hits.

So long as they have not been attacked in the previous round a character will regenerate 3pts of Aura up to their maximum. Or, conversely heal 1pt of HP for every 2pts of Aura.

When Aura is activated it grants the wielder an additional +2 to Str, and advantage on Athletes or Acrobatics if skilled.

When Aura is shattered/broken by an attack it counts as a Critical Hit, and grants 1 level of Exhaustion to the wielder. The level of Exhaustion can be removed by the normal means, but so long as a Character has any level of Exhaustion they cannot generate Aura.

Aura is restored over a long rest.


(Special Trait) Semblance: At level 5, a Character can Awaken their Semblance, so long as they have had their Aura may unlocked.

A Semblance Requires Aura to be used. If a character runs out of Aura they cannot use their Semblance. If a character runs out of Aura while using their semblance, their Aura considered Shattered and they are considered stunned for one round. The character must roll a d20 or on a Failure they take one level of Exhaustion.

Every level after 5th, a character can roll a d10 die. On a Ten, their Semblance Evolves, growing stronger in some way. This may happen multiple times.


Below are the main characters for the story, if you don't want to be spoiled, just skip to the actual chapter.

The characters are as follows:

Main character/Primary POV: Jaune Arc, Paladin (Obviously)

Secondary character 1: Ruby Rose, Ranger

Secondary character 2: Weiss Schnee Altered Summoner

Secondary character 3: Blake Belladonna: Faunus Assassin

Secondary character 4: Yang Xaio Long: Barbarian (Path of the Brawler, subclass)

Ancillary character 1: Nora Valkyrie: Barbarian

Ancillary character 2: Pyrrha Nikos: Fighter (Eldritch Knight subclass)

Ancillary character 3: Lie Ren: Monk (Way of Shadow subclass)

Ancillary character 4: Cardin Winchester: Fighter