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Paradigm's RWBY TTRPG - Huntsmen's Handbook Volume 1 (V1.4) Double Spread

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100% found this document useful (1 vote)
684 views37 pages

Paradigm's RWBY TTRPG - Huntsmen's Handbook Volume 1 (V1.4) Double Spread

Uploaded by

Shamrock Noir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRODUCTION TABLE OF CONTENTS

TTRPG VERSION: 1.4


This is a fan-made RWBY Tabletop RPG
and is not endorsed by Rooster Teeth. This is for fans,
04 CHARACTER CREATION
5. The Basics
by fans and completely free!
6. Attributes
7. Resources
7. Character Progression
8. Specialization Selection
9. Build Your Weapon
11. Lien
12. Discover Your Semblance
Thank you for taking a look at Paradigm’s RWBY TTRPG system! 14. Signature Action
The purpose of this rule set is to reimagine the Unofficial RWBY TTRPG it 16. Example Character Sheet
was inspired from in order to provide a much more challenging and
rewarding system to play with while providing a higher sense of
character progression. While you will still be able to trounce
Beowolves and the like, individuals that are much more unique
or special will be much more difficult to overcome and will
20 GAME MECHANICS
truly be an achievement to defeat! This TTRPG system aims to allow 21. How To Play 27. Action Resolution
Characters to perform a variety of cool and unique abilities each turn 22. Terminology 28. Damage
23. Skill Checks 29. Actions
rather than focus on one specific manner of attacking or defending. 24. Advantage/Disadvantage 31. Status Effects
25. Critical Success/Failure 32. Falling Damage
25. Encounters 32. Player vs. Player
The content within this document also adds a number of new 26. Rule of Cool 33. Character Defeat
mechanics while adding a plethora of additional 26. Range Increments 33. Destiny
options for specializations, assets, and other surprises! These
changes are highly recommended for use in a battlemap style
of combat over theater of mind style of combat.

If you are familiar with the rule system that was used as inspiration, 34 Specializations
great! You will see elements of it still remain, however many have evolved.
35. Character Specializations
This is a standalone rulebook and will be laid out for you in the following 44. Negative Specializations
pages to make sure you are eased into this variation of the RWBY 46. Faunus Specializations
universe in Tabletop RPG format. 48. Weapon Specializations
54. Pilot Specializations
64. Vehicle Specializations

An independent document is available for Game Masters that curates


the tenets of my own personal experience as a Game Master to provide
satisfying experiences for Players.
56 Assets
A GM may always make changes or edit things to better suit their 57. Consumable Assets
own style and group’s desires. This document provides an idea of 59. Permanent Assets
what content I have added to make the game more enjoyable for 60. Dust
both the GM and the Players. Expect the rules in this document 62. Vehicles
64. Vehicle Chassis
to reflect the start of fledgling Huntsmen and Huntresses or
students just starting to attend a major Academy in Remnant. As
characters progress in a Campaign, they will become stronger and
will be able to handle challenging tasks.

70 REFERENCE
70. Index

2 3
Character Creation “You’re a Huntress! Can
I have your autograph?”
The Basics

The following sections will lead you on the path to understanding


the setting that RWBY takes place in, creating your first Character
and becoming familiar with key Elements of the Character Sheet.

Welcome to the World of Remnant where its lands are inhabited by Humans, Faunus, and the deadly creatures of Grimm. Gifted
individuals attend one of the many prestigious Academies across Remnant with the dreams of becoming a Huntsman or
Huntress. Huntsmen and Huntresses are the defenders of Remnant and beacons of hope when such a prospect is devoid of
one’s vision. Faunus, human and animal hybrids, face much discrimination in the world, needing to work harder in many areas,
especially outside of Vale to find acceptance. Remnant is still full of mysteries, long forgotten artifacts and even whispers of
magic. What will you pursue as a Huntsman or Huntress of Remnant?

Character Outline
Name: The name of your Character. Usually Characters in Remnant have names based on a color. This can be either a first or
last name.
Description: What does your Character look like? Hair color? Eye color? Physical build? Clothing style?
Age: How old is your Character? Typically Huntsmen and Huntresses are enrolled in to combat schools in their teens.
Height: Your Character’s height.
Heritage: Which Kingdom does your Character consider themselves from? Vale, the most central Kingdom on Remnant with a
diverse and inclusive population. Vacuo, the western Kingdom with a desolate and harsh desert where only the strong and
hardy survive. Mistral, the eastern Kingdom with vast amounts of art, libraries, and exotic vegetation. Atlas, the northern
Kingdom with its frigid lands and militaristic society. Perhaps you came from simple villages outside of the major Kingdoms
where you developed your own community or perhaps became more…opportunistic. Are you a Faunus that lived in Menagerie?
The tropical and cramped island community away from the hardships and discrimination of Humans?
Gender: What Gender does your Character identify as?
Personality: How does your Character act? Do they have quirks? What makes them happy, mad, etc?
History: How did your Character get to where they are today? Try breaking up your Character’s history into 3 major events.
Early life, midlife and present day.

4 GRADIENTMGZ 5
ATTRIBUTES Resources
The listed Resources are used when an Action requires them to be expended, your Character takes Damage, a special effect
Attributes determine how skilled a Character will be when attempting a specific task before them. Do activates, etc. Health Points, Aura, Capacity, and Supplies are restored to their maximum values after each Episode unless your
they struggle with lifting large or heavy objects? They will probably have lower Strength. Can they GM specifies otherwise. Effects cannot exceed a resource’s maximum values unless specified. It is reasonable to believe that
take a bit more punishment than others once their Aura is broken? Endurance is something that Characters rest, heal, and gather new supplies in between Episodes.
Character has invested in then.

Health Points (HP) Aura


Health Points = END+1 Aura = WIL+DIS+2
Strength (STR) Perception (PER)
Your ability to perform physical tasks when Your ability to defend yourself relies on How much Damage a Character can withstand without their The physical manifestation of a Character’s soul. Every
trying to physically exert and overpower an your Perception. Perception is used to spot Aura before becoming Defeated. Health Points are commonly Huntsman and Huntress is trained in its capabilities. Aura acts
obstacle uses Strength. Strength is one of weaknesses or incoming Attacks to better referred to as HP. When your HP is 0, your Character is as a layer to protect your body from Damage. When your Aura
the primary attributes used for those who defend oneself as well as hone in on your considered Defeated. Only HP restoration can bring a is 0 your Character cannot use their Semblance; any Damage
possess great melee prowess. own intuition about others. Character out of the Defeated state. inflicted will be directed to your HP. Beware! Some Attacks
may bypass Aura!

Agility (AGI) Willpower (WIL) Armor Barrier


Your ability to move quickly, precisely, and Your ability to Influence others, understand Max Barrier = 1 + LEVEL / 2
with poise. Tasks that require accurate and the world, and manipulate your Max Armor = 1 + 1 for every 4 points of STR
precise movement or use of delicate Semblance. You also have a knack for An additional layer of protection generated from Dust or another
maneuvers require Agility. Agility is one of understanding how to approach aggressive Some Characters wear extra Armor, or a Faunus may have source. Barrier protects you from all incoming Damage and is
the primary attributes used by those and delicate social interactions. natural Armor. Decrease any Damage that would be directed to always decreased first before Aura and HP.
excelling in ranged combat. It also affects your HP by 1 for every point of Armor you possess to a
your movement bonus. minimum of 1. Beware! Some Attacks may bypass or even
destroy Armor! Capacity
Capacity = Determined by Ranged Weapon Form

Endurance (END) Discipline (DIS) The amount of ammunition left in a magazine, emergency
Your ability to take punishment after your Your ability to be studious and keep calm. Destiny supplies, or easily accessible Dust a character possesses.
Aura has been broken and how long you Characters with high Discipline exhibit A special Resource that is always available. It allows a re-roll of Capacity is expended when a Character performs a Ranged
can perform any task that requires physical extreme form and finesse when wielding any die in the game! Attack, Dust Skill Check, or other Additional Actions. When your
exertion. Withstanding hazardous envir- Dust. Individuals with high Discipline are Capacity is 0 your Character cannot perform Actions that
onmental and physical trauma is also a key highly skilled with Dust without applying it require Capacity to be performed. Capacity may be restored to
aspect of those with high Endurance. to a weapon. Rule Of Cool (RoC) its maximum by using a Minor Action called Reload.
Additionally, Endurance determines a Max RoC = 5
Character’s Health Points. Supplies
A special resource available in Combat Encounters. Rule of Supplies = 2
Movement (MOV) Cool may be awarded by GM for a lavish and cool description
Your ability to move around a battlefield at a certain speed. Your default Movement is 15ft +5ft for of an Attack, a partner Attack, team Attack, or anything at all Representing the amount of backup ammunition, Dust, or other
every 4 points of Agility you possess. they feel deserves it. essentials the Character has on their person but not readily
available. Supplies are expended by 1 when a Character
performs a Reload. When your Supplies are 0 your Character
cannot perform a Reload.
Attribute Assignment
Higher values indicate a Character who is more adept at that particular Attribute, while lower values
indicate inadequacy with that set of skills. Your Attributes will dictate how successful you are at
performing future Skill Checks as well as your performance in Combat environments.

Specialized Assignment
Character Progression
In order of importance to your Character, assign each Attribute from 1 to 6 without duplicates. This
Attribute assignment caters to those looking for a focused build where you excel in a handful of
categories, but not all. Work with Team Members to cover your weaknesses! Your starting level is 1. Character levels are
awarded based on GM discretion, story milestones,
or character milestones. When leveling, you may Even Level: Increase
Balanced Assignment want to consider rounding out your Character by maximum HP or Aura by 1.
Assign three 4’s and three 3’s to your Attributes. While leveling you cannot exceed a difference of 2 focusing on areas that they don’t excel in. Or, you
between any Attribute. This Attribute assignment caters to those looking for a more balanced build may even want to pump up a single stat to extreme Odd Level: Increase any
where you do not necessarily excel in one category or another greatly. levels. But, do be careful. Some challenges may Attribute by 1.
require a diverse set of skills to overcome. Choose
With GM discretion, you may use alternate homebrew methods to allocate stats such as point buy or a randomized method. A GM may wisely! The table to the right is the recommended Every 4th Level: Select a
need to adjust the suggested Encnounters to accommodate for larger variations and higher ends of Attributes to provide a challenge. progression rewards. new Specialization to
obtain.
The 4th Level progression bonus replaces the HP/
6 Aura increase that is normally obtained on an even GRADIENTMGZ 7
level. You obtain this bonus at level 4, 8, 12, etc.
Specialization Selection Build Your Weapon
Specializations are unique characteristics and advantages that your Character or Weapon have for you to leverage and gain an When constructing your weapon, consider it an extension of your Character. It
extra edge in and out of Combat. Some Specializations have negative effects on a Character, either chosen at creation or should fit thematically with your Character concept and flow with their preferred
developing over the course of a Campaign. method of combat. You may only have one Melee and Ranged Form Active at
any time. The Specialization that is unique to each Weapon Form applies only
Specializations are broken up into multiple categories. Character Specializations, Faunus Specializations, Negative while that weapon form is Active. Construct your weapon with the template
Specializations, Pilot Specializations, Vehicle Specializations, and Weapon Specializations. When building your Character, you below:
must select any combination of Character Specializations and/or Weapon Specializations totaling 3.
Weapon Name: The name of your Weapon. Select an appropriate name for
You may select 1 Negative Specialization for your Character. If you do so, you may take a 4th Character or Weapon what it may do or be inspired from!
Specialization. You cannot gain further Character or Weapon Specializations by taking additional Negative Specializations. You Weapon Description: What does your weapon look like? Does it take the form
cannot take a Faunus Specialization if you take a Negative Specialization. of something common or does it have a more unique appearance? Make it
unique here!
Your Character must be a Faunus to take a Faunus Specialization. You may select 1 Faunus Specialization as a 4th Melee Form: Select 1 Melee Form.
Specialization. You cannot take a Negative Specialization if you take a Faunus Specialization. Ranged Form: Select 1 Ranged Form.

Vehicle Specializations and Pilot Specializations are unique to Vehicle Assets and outlined in the Assets and Specializations
sections of this ruleset. When you obtain a Vehicle for the first time, you may select 1 Piloting Specialization. Melee Forms
AEGIS Aggressive ATTUNED
Aegis weapons are defensive in Aggressive weapons often come in Fluid weapons harmonize or are
nature, often forming a shield or large sizes, using pure ferocity to symbiotic in nature with the soul
barrier to better protect the user defeat their enemies and inflict and often tied to one’s Semblance
and their Allies. You may replace large amounts of Damage. in some manner.
your Ranged Weapon Form with
Specialization Types the Aegis Melee Form. ● Attacks from Aggressive Weapon
Forms are performed at Adjacent
● Attacks from Attuned Weapon
Forms are performed at Adjacent
● Attacks from Aegis Weapon range. range.
Forms are performed at Adjacent
range. ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
Character Specializations Weapon Specializations your Strength and Endurance. your Strength and Willpower. 2D10
Character Specializations will always apply to Weapon Specializations apply based on the Weapon ● While rolling to Attack, you utilize 2D10 + STR + END + STR + WIL
your Character except in rare circumstances Form you currently wield as an active weapon. Some your Strength and Capacity. 2D10
such as from Actions or Status Effects. Look to Weapon Specializations are only active with certain + STR + CAPACITY ● Aggressive weapons always ● Attuned weapons always apply
your GM to make the call on how to proceed Weapon Forms! apply the Aggressive Power the Attuned Nature Specialization.
with certain situations that may arise. ● Aegis weapons always apply the Specialization.
Enduring Bastion Specialization.

● Your Maximum Capacity is 5 and


PILOT Specializations Vehicle Specializations replaces your Ranged Form’s
Vehicles Specializations will always apply to Maximum Capacity.
Pilot Specializations will always apply while
your Character Pilots a vehicle. These the current form of your Vehicle. Each vehicle
has a variety of ways to customize its abilities.
Specializations provide unique ways that you Dust Weaver Elegant Precise
maneuver, perform, and interact while utilizing
a vehicle. You are able to command the Elegant weapons are often Precise weapons are adept at
elements of Dust with incredible dazzling to watch in action and are seeking out the cracks in an
finesse, even so far as rapidly difficult for opponents to defend opponent’s defenses to inflict
creating waves of an element at against due to their unique nature. Damage.
point blank range in the face of
Negative Specializations FAUNUS Specializations danger. ● Attacks from Elegant Weapon ● Attacks from Precise Weapon
Negative Specializations are designed with Faunus Specializations are specifically for Forms are performed at Adjacent Forms are performed at Adjacent
the intent to have a significant impact on your Characters that are Faunus and combine ● Melee Attacks from a Dust range. range.
Character and are major choices that could aspects of Negative Specializations and Weaver are performed at Close
be tied to the backstory of your Character. Character Specializations to provide a trait range and are infused with 1 of ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
You may even be able to overcome these that can be leveraged to your advantage and your Active Dust. your Strength and Discipline. 2D10 your Strength and Agility. 2D10 +
Negative Specializations through incredible against you as a disadvantage. + STR + DIS STR + AGI
work and roleplay. Discuss this with your GM. ● While rolling to Attack, you utilize
your Discipline and Endurance. ● Elegant weapons always apply ● Precise weapons always apply
2D10 + DIS + END. the Elegant Flourish Specialization. the Precise Strikes Specialization.

● Dust Weaver may only be utilized


by Characters with the Dust
Weaver Specialization.
8 GRADIENTMGZ 9
Build Your Weapon Build Your Weapon
Ranged Forms Pistol
Small or miniaturized firearms are built into your weapon. You may carry a sidearm instead of an integrated ranged component to your
Weapon.
Automatic
Automatic weapons come in various calibers, ranging from sub machine guns to assault rifles. These weapons usually compensate for ● Pistols may be fired at Close range.
accuracy and distance with volume of fire. ● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS / 2 + (LEVEL / 2)
● Pistols always apply the CQB Ergonomics Specialization.
● Automatics may be fired at Medium range. ● Your Maximum Capacity is 7.
● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Automatics always apply the High Rate of Fire Specialization.
● Your Maximum Capacity is 6.
Shotgun
A sawed off or full sized shotgun in your weapon employs an effective range with every trigger pull.
Dust Weaver ● Shotguns may be fired at Close range.
The ability to summon projectiles or rain down elemental chaos from Dust with hand gestures alone. ● While rolling to Attack, you utilize your Agility and Endurance. 2D10 + AGI + END
● Shotguns always apply the Collateral Damage Specialization.
● Ranged Attacks may be performed at Medium range and are infused with 1 of your Active Dust. ● Your Maximum Capacity is 5.
● While rolling to Attack, you utilize your Discipline and Agility. 2D10 + DIS + AGI
● You must select the Dust Weaver Specialization.
● Your Maximum Capacity is 8.
Sniper
Weapons that utilize powerful ammo and long barrels are usually larger weapons by nature that can fire at further distances than most
firearms.
Energy
Weapons that use an energy source instead of manufactured bullets to fire projectiles. This provides a unique capability and is often the ● Snipers may be fired at Extreme range.
standard for many Atlas soldier’s weaponry. ● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Snipers always apply the Heavy Caliber Specialization.
● Energy weapons may be fired at Medium range. ● Your Maximum Capacity is 5.
● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
● Energy weapons always apply the Limiter Release Specialization.
● Your Maximum Capacity is 6.

Explosive
Weapons that fire explosive payloads come in various forms. Grenade launchers and rocket launchers contain impressive firepower that
can clear large groups of Grimm with a few blasts.

● Explosives may be fired at Long range.


● While rolling to Attack, you utilize your Agility and Strength. 2D10 + AGI + STR
● Explosive weapons always apply the High Explosive Specialization.
● Your Maximum Capacity is 4.

Heavy Automatic
Heavy Automatic weapons come in larger platforms such as a minigun or machine gun fed with belts or drum magazines.
Lien
● Heavy Automatics may be fired at Medium range.
The currency of Remnant. This is used to purchase services, pay for goods, bribe individuals, or any
● While rolling to Attack, you utilize your Agility, Strength, and Endurance. 2D10+ AGI + (STR / 2) + (END / 2)
other creative venture you may want to investigate. Players may earn Lien in a variety of methods such
● Heavy Automatics always apply the High Rate of Fire Specialization.
as undertaking missions, working a part time job or through more questionable methods…
● Your Maximum Capacity is 5.

Linked
Linked weapons act as an extension of yourself and often take odd or unorthodox design forms. They usually are attached or float in
various manners that bond to one’s Aura.
Standardized Starting Lien Randomized Starting Lien
● Linked weapons may be fired at Medium range.
Each Character starts with a fund of 150 Roll 2D10 twice and take the higher
● While rolling to Attack, you utilize your Agility and Willpower. 2D10 + AGI + WIL
Lien available to them. result. Multiply that result by 10 to obtain
● Linked weapons always apply the Soul Coupler Specialization.
your starting Lien.
● Your Maximum Capacity is 5.

Nonconventional
Weapons that fire arrows, darts, shurikens, etc are quieter than firearms and provide better ambush opportunities.

● Nonconventional weapons may be fired at Medium range.


When determining which method to use for your starting Lien, use whichever method you find more enjoyable. The Lien resource at the start is not as
● While rolling to Attack, you utilize your Agility and Discipline. 2D10 + AGI + DIS
major of a power differential as Attributes are. I encourage Players to choose whichever method they would like to use. Your GM may recommend
● While selecting a Nonconventional Weapon Form, you may select the Silent or Nozzle Disbursement Specialization.
otherwise.
● Your Maximum Capacity is 6.

10 GRADIENTMGZ 11
Discover YOUR SEMBLANCE SEMBLANCE EXAMPLES
Every Huntsman and Huntress has a Semblance, whether it is known to them or not. (Up to you as a Player!) Semblances are
manifestations of the soul and can vary in a number of different abilities. During Character Creation it is important to keep in Yang Xiao Long’s Jaune Arc’s Weiss Schnee’s
mind your Character’s personality and style, which should serve as a direct influence on their Semblance’s manifestation. A Burn Aura Amp Glyphs
Semblance Skill Check and Semblance Defense Check may be utilized until your Character’s Aura is 0. Passive Semblance Immediate Semblance Channeled Semblance Hybrid Semblance
This Semblance is always Active unless Apply 1 effect based on your Semblance While this Semblance is channeled, up Apply 1 effect based on your Semblance

Passive Semblance
Passive Semblances do not apply their effect if your Aura is 0. These Semblances are typically less powerful than Immediate or
the Character’s Aura has reached 0 or a
Detrimental Status Effect has negated
Skill Check. You may elect to use a lower
DC effect if you roll above a desired
to X Entities within Close range gain 1
Aura Point at the end of your Turn
Skill Check. You may elect to use a
lower DC effect if you roll above a
it. effect. where X is equal to WIL / 2. desired effect.
Channeled Semblances, but provide a constant benefit without the need for Semblance Skill Checks or Semblance Activations.
DC10 = You may immediately perform a
Refer to Yang Xiao Long’s Burn as an example of a Passive Semblance. Intimidate Skill Checks are performed Move Action equal to your Movement You may perform the following to DC10 (Immediate) = Place a Glyph
with Advantage. without being impeded by terrain or another Entity that is within Adjacent Marker within Close range. You may

Immediate Semblances
An Immediate Semblance is an activated ability that performs its effect and then deactivates. You must use a Semblance Skill If you are missing at least half of your
entities. range with a Minor Action. move to this Glyph Marker at any time
with a Minor Action during your Turn as
Maximum Aura, you may replace Boost DC20 = You may immediately perform a Expend your Aura by a value up to your long as it is within Long range. An
Check to activate an Immediate Semblance and your Aura cannot be 0. Immediate Semblances should use a tiered Semblance
with Empower on your Melee Attacks/ Move Action equal to your Movement +10 WIL / 2. Target Entity restores Aura Attack performed after moving to a
Difficulty Check. Refer to Ruby Rose’s Petal Burst as an example of an Immediate Semblance. Damage. Unarmed Attacks/Damage may without being impeded by terrain or equal to that amount. Glyph Marker is performed with
utilize Empower. entities. and gain Advantage on all Dodge Advantage. Glyph Markers persist until

Channeled Semblance
A Channeled Semblance is a Semblance that persists over time and must be maintained each turn and any time you take
Defense Checks until the start of your
next turn.
Expend your HP by a value up to your
WIL / 2. Target Entity restores Aura
used. You may have a maximum amount
of Active Glyph Markers equal to your

Damage in order to continue its effect. Channeled Semblances are usually very strong due to their nature of requiring more equal to that value multiplied by 2. WIL / 2.
DC30 = You and up to 3 Close range
focus and training to utilize effectively. You must use a Semblance Skill Check to activate a Channeled Semblance and your
Entities may immediately perform a Move DC20 (Immediate) = Your Glyph Markers
Aura cannot be 0. Maintaining a Channeled Semblance does not require the use of an Action when you perform the Semblance Action equal to your Movement +10 are not removed when used. Allies may
Skill Check. In order to maintain a Channeled Semblance’s Effects and abilities after activating it, refer to the steps below for without being impeded by terrain or also use your Glyph Markers with the
maintaining a Semblance. Refer to Jaune Arc’s Aura Amp as an example of a Channeled Semblance. entities and gain Advantage on all Dodge same rules.
Defense Checks until the start of your
next turn. Entities must end their DC30 (Channeled) = Summon an Entity
Maintaining a Semblance
movement Adjacent to you if they elect that you previously defeated while
1. Each time you take Damage, you must roll a successful Semblance Skill Check at a DC defined by the GM to maintain your
to be moved with this effect. maintaining this Semblance. It acts on
Semblance’s effect. The higher the Damage, the more difficult your Semblance will be to maintain. your Turn and may act the Turn it is
2. At the start of each of your turns, you may elect to maintain your Semblance by performing a Semblance Skill Check with a summoned.
DC defined by the GM. The longer you maintain a Semblance during an Encounter, the higher the DC value. This difficulty
increase persists even if you deactivate your Semblance and reactivate it immediately. The difficulty decreases as time
passes. GM discretion is advised here.

Hybrid Semblance
A Hybrid Semblance is much more intricate than most Semblances and often contains a combination of the three dominating
classes in effects. The Semblance Training Specialization is required to modify your Semblance into a Hybrid Semblance. You
cannot start with a Hybrid Semblance unless you select Semblance Training. Refer to Weiss Schnee’s Glyphs as an example of a
Hybrid Semblance.

Semblance Creation Guidelines


While developing a Semblance with a GM, ensure your Semblance has room to grow if you choose to undergo Semblance
Training in the future. To ensure Semblances provide additional options and solutions for you rather than be a one size fits all
solution, use the following guidelines.

● Simple Semblances are easy to remember and quick to work with.


● Immediate Semblances work best with 3 tiers of DC’s. The recommended tiers are 10, 20, and 30.
● Channeled Semblance maintenance is recommended to be 10 + 2 (For each Combat Round elapsed) and 10 + Damage inflicted
when your Character takes Damage.
● Semblances should not solve all problems. It should provide options over stat increases.
● Gaining or inflicting effects that are from the RoC table should be avoided to keep RoC and Semblances unique and purposeful.
● When assigning values to your Semblance as it performs Damage, benefits, penalties, or etc, it is best to use the formula of your These are example versions of canon Characters and their Semblances. You may have come up with a different idea on how these operate and that’s
WIL / 2 to ensure the Semblance scales later on as you progress. This could be used to determine the damage inflicted, the totally fine! Use these examples as a base to create the rules around your Semblance and work with your GM to strike a balance of power with it.
number of Allies or Adversaries affected, the amount of a custom resource you may hold, etc.

Work with your GM to create unique tiers to your Semblance as your character progresses. Taking the Semblance Training Specialization
will allow you to enhance your Semblance abilities.

12 13
Signature Action Signature Action
Create Your Signature Action Signature Effects
Create a Signature Action that utilizes your Character’s characteristics and personality! These Actions may be described and flavored up to Detrimental Status Effects: Beneficial Status Effects:
you! Signature Actions may be performed once per Episode, cannot be performed as Charge Attacks and cannot be performed with any Rule ● Bleeding ● Charged
of Cool effect that inflicts a Detrimental Status Effect or Critical Damage. The requirements to perform Signature Actions are dependent on the ● Burning ● Cover (Until the end of your next Turn)
features they possess. Create your Signature Action by following the steps below: ● Chilled ● Diffraction
● Disoriented ● Extinguish
● Select 2 different Attributes you wish to utilize while performing your Signature Action. You gain additional benefits dependent on which ● Exposed ● Harmonized
Attributes are selected. The Signature Action formula and Attribute Benefits are as follows: ● Poisoned ● Regeneration
● Shaken ● Reinforced
Signature Action = 2D10 + Primary Attribute + Secondary Attribute ● Strained
● Weakened
Strength (STR) Agility (AGI) Endurance (END) Area of Effect Fortify
Your Signature Action Damage gains A Signature Action that requires a Major
Restore HP equal to your Your Target and Close range Adversaries and Allies to the You may distribute a total amount of Armor equal to your
Double Advantage. Action now requires a Minor Action to
Signature Action / 10 or remove 1 Target are affected by your Signature Action. Signature Action / 10 among yourself and Allies affected.
perform.
Detrimental Status Effect.
A Signature Action that requires 2 Major
If you are utilizing the Anti-Material Weaponry, Cleaving, Initiative Change
Actions now requires 1 Major Action to
Collateral Damage, High Explosive, or Returning Weapon You and Allies affected re-roll Initiative and you may apply
perform.
Specializations, the effect changes to the following: the new Initiative at the start of the next Combat Round.
Perception (PER) Willpower (WIL) Discipline (DIS) Your Initiative roll is performed with Advantage equal to the
You may add an additional Detrimental You may add an additional Beneficial Your Signature Action gains Double Perform Signature Action Damage with Advantage instead if value of Rule of Cool required to use your Signature Action.
Status Effect to your Signature Action if Status Effect to your Signature Action if Advantage. any of the previous Weapon Specializations apply.
you selected one to inflict while performing you selected one to provide while per- Multi Target
your Signature Action. forming your Signature Action. Critical Threshold You may Target Entities within range of your Signature
Decrease the Critical Threshold of Adversaries affected by Action up to the value of the Rule of Cool required to use
● Select what type of Signature Action you are performing: Melee, Ranged, or Other. your Signature Action by 5 while calculating Signature your Signature Action.
Melee: Your Signature Action is performed within your Active Melee Weapon Form’s Range and benefits from applicable Weapon Action Damage.
Specializations. Outmaneuver
Ranged: Your Signature Action is performed within your Active Ranged Weapon Form’s Range and benefits from applicable Defense Bypass You and Allies affected may immediately perform a Move
Weapon Specializations. Ignore Barrier and Armor of your Target while calculating Action with a Capacity Move that does not expend a Minor
Other: Your Signature Action is performed within Medium range and may be performed as a Dust Skill Check or Semblance Skill Damage from your Signature Action. Decrease any Barrier Action.
Check. Apply Character Specializations that utilize Dust Skill Checks or Semblance Skill Checks. Your Semblance Skill Check and Armor of your Target by half after your Signature Action
does not perform the effect or your Semblance. resolves. Range
Increase the range of your Signature Action up to the value
● Select the amount of RoC required to perform your Signature Action. Disrupt of the Rule of Cool required to use your Signature Action.
● Signature Actions requiring 1 Rule of Cool expend 1 Major Action to perform. While Targeting 1 or more Adversaries, you may move them
● Signature Actions requiring 2 and 3 Rule of Cool expend 2 Major Actions to perform. up to 15ft in any direction and decrease their position by 1 in Recycle
● Select a number of Signature Action Effects equal to the amount of Rule of Cool required to perform your Signature Action. You the Initiative Order. Restore Capacity equal to your Signature Action / 10.
may not select a duplicate Signature Action effect or multiple Detrimental/Beneficial Status Effects.
Dust Bolster Safeguard
You and Allies affected apply the strongest Status condition You may distribute a total amount of Barrier equal to your
if applicable from any Dust infused to your Signature Action. Signature Action / 10 among yourself and Allies affected.
Add +5 to your Signature Action for the purposes of calculat-
ing any Dust inflicted Status Effect that inflicts Damage Siphon
when dividing by 10. Restore Aura equal to your Signature Action / 10.

Teamwork
Allies affected may immediately perform 1 Action. This
Action utilizes their current Combat Round’s Action Pool.

Performing Your Signature Action


● Signature Actions may perform the Boost Action and may be infused with Dust while utilizing the Melee and Ranged Types.
● While performing your Signature Action, always apply Damage and Detrimental Status Effects to Adversaries affected by your
Signature Action.
● While performing your Signature Action, always apply Beneficial Status Effects to yourself and Allies affected by your Signature
Action.
● If your Signature Action possesses effects that do not rely on a roll and does not inflict Damage, perform your Signature Action roll
with your Target selected. Provide the affected Entity or Entities stacks of Advantage to their next Action equal to your Signature
Action / 10 in addition to all applicable Signature Effects.
● An Ally is affected by a Signature Effect if it specifically mentions Allies in its effect.

14 15
Example Character Sheet Example Character Sheet

16 17
Example Character Sheet Example Character Sheet

18 19
Game Mechanics “Good luck studying. That’s
wrong by the way.”
How to Play
Join or create your own group to play with and make sure someone is able to take on the GM role!
You may need to reference topics in other sections of this ruleset in order to gain a better understanding of all your options.

This tabletop game system uses D10 to perform most of its primary rolls. Each game that you play is considered an Episode,
similar to how you would watch an episode of RWBY. A collection of Episodes create a Campaign Arc, or just Arc for short. Splitting
up your Campaign into multiple Episodes to form an Arc allows you to provide a final climatic event in which Players are awarded
something special outside of the normal progression for their achievement. All Characters restore their HP, Aura, Capacity, and
The following sections will lead you on the path to understanding Supplies to their maximum values at the end of each Episode unless otherwise specified by your GM.

the setting that RWBY takes place in, creating your first Character, If you are playing with physical items, the minimum number of dice you need are 2D10 and 1D6. Extra dice can be helpful in
common situations such as Advantage or Rule of Cool bonuses. Below is a bulleted list of the recommended items to bring to a
and becoming familiar with every aspect of the Character Sheet. game. You also have the option to play digitally through online mediums.

● 3D10
● 8D6
● Printed Character Sheet
● Pencil
● Eraser

The first 2D10 that you roll are classified


as your Natural D10s. These dice repres-
ent your Action. In some cases, there will
be modifiers that increase your roll by a
set value or even an additional D10.
These instances will be covered further
into this ruleset.

D6 dice are primarily used for determining


Damage dealt during Combat Encounters.
The first 1D6 that you roll is classified as
your Natural D6. Most Damage rolls start
with 1D6 and can be modified from there
based on other effects and variables.
Whenever you are dividing numbers and a
remainder is left over, you will always
round remainders of 5 and above up while
remainders of 4 and below are rounded
down.

Your Character sheet contains all the information to play your character, keeping your Attribute modifiers and Resources available
at a glance over the course of an Episode. Always look to your GM if you are unsure how to proceed in a situation. They will
instruct you on any checks you must perform or additional modifiers that apply which can be positive or negative depending on
the situation!

Your GM will guide you through a number of scenes, and often coax out Character interactions. While Roleplay may seem
daunting at first, don’t be afraid to take the initiative and interact with the world around you. Talk to your teammates and
NPCs! Investigate! Explore the world of Remnant and together make a journey to remember!

In the event that a rule or effect is forgotten after the roll is made, and is not caught immediately, my personal GM recommendation is to simply move
on. Even if the result may have been significantly different with the alteration. Retroactively changing the past has the potential to stall a game to a
standstill, and at the end of the day, we’re all human and make mistakes.

20 GRADIENTMGZ GRADIENTMGZ 21
Terminology Skill Checks
Action: A Major Action, Minor Action, or Miscellaneous Action.
Action Pool: The collection of your Major and Minor Actions that you may perform in a Turn. At the start of your Turn, your Action At times in play your GM will call for a Skill Check, providing a hurdle for Characters to overcome. While
Pool is set to 3. success can offer reward, be wary of the consequences of failure. In this section the eighteen types of
Active: A Weapon Form, Asset, or other special rule that is currently in effect or can be utilized. Skill Checks are outlined, along with their applications.
Adversary: A hostile Entity.
Ally: A friendly Entity other than yourself.
Arc: A collection of Episodes in a Campaign.
Carry Deceit Dust
Carry = 2D10 + STR + END Deceit Check = 2D10 + AGI + WIL Dust Check = 2D10 + DIS + (LEVEL / 2)
Attack: Any Action that is used offensively.
Attribute: How skilled a Character will be when attempting a specific task before them. Try this! Harnessing the power of Dust, you
Ugh! The ability to carry large or heavy Look at this! You have a knack for
objects without tiring or collapsing. Ex: concealing away your true intentions, attempt to bend the environment to your
Campaign: The overall story that has developed with your GM through the course of multiple Arcs. will, adding or molding it in a manner you
Carrying a number of wounded Huntsmen/ information, and your own body language
Character/PC: The Character you control and roleplay as. see fit. You may perform a Dust Attack by
Huntresses to safety or lugging around a to make yourself hard to read. Ex:
Combat Encounter: A turn-based combative scenario against one or more Adversaries. utilizing a Major Action. Ex: creating a wall
large case with a prototype technology. Convincing a security guard that you are a
Combat Round: The collection of Turns from all Entities engaged during a Combat Encounter. of ice, an updraft of air, or creating a raised
contract worker coming to do work, slipping
Critical Threshold: The value at which Critical Damage occurs. pedestal of earth. Refer to Dust under
a note to an ally, or lying to an adversary
about your skills. Assets for more information on how to use
Entity: A Character, Nonplayable Character (NPC), or Inanimate Object. a Dust Skill Check.
Episode: A single game session.

Game Master (GM): The individual who creates and runs each Episode for the Players. They assist in moving the story forward, Endure Engineering Expertise
resolving the Players’ creative solutions and above all ensure that the game meets everyone’s expectations. Endure Check = 2D10 + END Engineering Check = 2D10 + AGI + Expertise Check = 2D10 + DIS + WIL
+ (LEVEL / 2) (LEVEL / 2)
Inactive: A Weapon Form, Asset, or special rule that is not currently in effect or cannot be used. I know that! You have extensive knowledge
Infuse: Utilizing dust with creative, destructive, or supportive potential. Grrr! Being able to tough out pain to your Careful! Working on simple or complex in one or more particular fields that you
Initiative Order: The order in which Entities take their Turn in a Combat Encounter. body whether it be external or self-induced equipment takes a delicate hand. have read or studied in some manner.
from overexertion. Ex: Taking a strong Ex: Working on your weapon, hotwiring the Ex: Understanding complex dust formulas,
Major Action: A type of Action available in your Action Pool. Major Actions are reserved for high impact or complicated tasks such as Attack from a Grimm, resisting a poison security of a door, or performing disabling a weapon system on a
Attacking. You may only perform 2 Major Actions per Turn unless otherwise specified by a special rule or effect. that attempts to take hold of your body, or unauthorized upgrades to your scroll. dangerous vehicle or connecting to the
Minor Action: A type of Action available in your Action Pool. Minor Actions are used for tasks that would be stressful while in the fighting an illness brought on by a security cameras of an entire warehouse.
heat of battle or Additional Actions. There is no limit to the number of Minor Actions you may perform as your Action Pool permits. mysterious gas.

Player: The individual playing as a Character.


First Aid Force Grapple
Resource: A limited amount of Aura, Armor, Barrier, Capacity, Health Points, and Supplies: used primarily in Combat Encounters. First Aid Check = 2D10 + PER + END Force Check = 2D10 + STR + (LEVEL / 2) Grapple Check = 2D10 + STR + PER
Roleplay: Speaking and interacting with other Characters or NPCs as if you were your Character.
Rule of Cool (RoC): A special resource based on the performance of one or more Characters In action, roleplay, or anything the GM Every second counts! You are able to identify Brute force! Use your Character’s might to Gotcha! Having the keen eye and strength
deems worthy. and understand the limits of the physical destroy or remove an obstacle in your path to keep hold of your Target. Ex: Latching
body’s tolerances. This allows you to provide that is preventing you from moving forward. on to a fleeing foe to keep them in place or
Skill Check: A test of a Character’s prowess and abilities to ensure they can complete a task. medical attention, stabilize an individual or Ex: Smashing down a door, pushing heavy throwing out a grappling hook to an ally in
Social Encounter: A non-combat scenario in which one or more Characters must prevail with their mind, creativity, and social skills. assess what an individual is specifically rocks away from a cave entrance or even need. During Combat Encounters, you may
Specialization: Unique characteristics, advantages, and disadvantages that your Character, Vehicle, or Weapon have for you to suffering from. Ex: Stabilizing a critically shoulder tackling through a number of perform a Grapple Skill Check within
leverage and gain an extra edge. wounded ally or finding the cause behind an weaker adversaries to break through to the Adjacent range of another Entity. Compare
Status Effect: Detrimental or Beneficial effects that persist for a certain period of time. individual’s inability to walk. other side. your Grapple Skill Check against the
Defense or Ability/Skill Check of your
Target: The intended Entity you wish to interact with or perform an Action against. Target. Success inflicts the Grappled
Turn: A single Character or NPC’s time to perform Actions within a Combat Encounter. A Turn ends when you have no Actions left to Detrimental Status Effect. You must
perform or have chosen to pass with remaining Actions available. perform a successful Grapple Skill Check
during your following Turn or if an Entity
Weapon Form: A Melee Form or Ranged Form. attempts to free itself to maintain the
Grappled Detrimental Status Effect.

Intimidate Intuition Investigate


Intimidate Check = 2D10 + STR + WIL Intuition Check = 2D10 + PER Investigate Check = 2D10 + PER + DIS
+ (LEVEL / 2)
Hey you! Attempting to use impending What’s that? Careful observation and
force or tone of voice to force another It’s quiet…too quiet. Through quick checking of a particular item, individual, or
individual to be persuaded or give up. Ex: listening and observation, you are able to location may reveal more than what is on
Interrogating a defeated enemy, preventing identify someone being deceitful of their the surface. Ex: Performing a thorough
a robber from escalating to violence, or intentions, or something off about your investigation of an oddly placed statue in a
threatening someone with your voice so surroundings. Ex: Determining if another manor or taking the time to examine a
they will cease their actions. individual is lying to you, observing an snow-covered cavern where you swore
oddity of the environment, or figuring out if you saw an area glow.
someone is hiding a key piece of
information.
22 GRADIENTMGZ 23
Skill Checks Critical Success / Failure
When a Player performs any Action that involves their Natural 2D10, a result of two 10s is considered a Critical Success while two
negotiate PERFORMANCE Reflex 1s is considered a Critical Failure. Any additional D10s added by other bonuses or effects are not used when determining a Critical
Negotiate Check = 2D10 + WIL + PER Performance Check = 2D10 + END + DIS Reflex Check = 2D10 + AGI + PER Success or Critical Failure as these are not the Natural 2D10 from the roll. A Critical Success will always result in a success.
Likewise, a Critical Failure will always result in failure. It is up to your GM to consider how a Critical Success or Failure will play out
Let’s calm down! Taking in the atmosphere Putting your expertise to work is tough! No Uh oh! You have trained your motor skills
and feeling of the situation, you are able to matter how long you are showing off to to perform precise movements and react in during a Roleplay or Social Encounter.
attempt to negotiate, diffuse a situation, or your friends or allies with your skills, it can a trained manner to a variety of situations.
convince someone of an alternative. take a toll on you. Ex: Playing an Ex: Rolling out of the way of falling debris, In Combat Encounters, a Critical Success will always succeed while performing an Action, Inflict Critical Damage, Increase your
Ex: De-escalating a situation between you instrument at a concert or cooking meals performing a delicate dance with your Rule of Cool by 3 and every other Team Member’s Rule of Cool by 1. The Rule of Cool gained by performing a Critical Success
and other Huntsmen/Huntresses or for the entirety of Beacon Academy! weapon or side stepping to avoid falling does not count towards your personal or team Rule of Cool for that turn. In Combat Encounters, a Critical Failure will always fail
haggling for a better deal with a specialty through a hole.
while performing an Action and decrease your Rule of Cool by 1. The GM may even rule that you have fumbled your weapon or
shop.
some other catastrophic event in the result of a Critical Failure!

RESOLVE Semblance Stealth


Resolve Check = 2D10 + END + WIL

Mind over matter! You are able to steel


your mind and nerves against negative
influences that would otherwise cause
Semblance Check = 2D10 + WIL
+ (LEVEL / 2)

Activate! Your mind is calm and clear,


focusing for a split moment on using the
Stealth Check = 2D10 + AGI + DIS

Shhh! You make adjustments while moving


quickly, making sure you are both unheard
and unnoticed with the utmost care and
Encounters
doubt. Ex: Resisting the thoughts seeded gift you possess. Your semblance comes to precision of movement through practice.
by a nefarious Grimm or continuing to push power or has always been there. Ex: Sneaking into an abandoned ware-
through when hope is bleak. Semblance Skill Checks are used to
activate or Maintain your Semblance.
house under the cover of night, avoiding
detection from security, or covertly moving Social Encounters
Passive Semblances do not require a through the thickets of a forest.
Semblance Skill Check. You cannot Some types of Encounters may be Social Encounters in which a Player or Players engage in Roleplay with NPCs that pose a
perform a Semblance Check if your Aura is challenge to overcome not with violence, but with words. The results of Social Encounters could advance a plot, impact a personal
0. Ex: Ruby Rose sweeping up her friends journey or reveal a key piece of information that had remained hidden. A GM may not always ask for a roll during a Social En-
from danger. counter and it’s not expected that you will always perform a Skill Check during a Social Encounter except in cases where a major
request or accusation is made. Sometimes no conclusion can be reached and more aggressive communication becomes

Advantage / Disadvantage introduced!

Combat Encounters
Advantage and Disadvantage are provided based on unique ideas by Players with GM approval, a Specialization, RoC effect or a When negotiating a peaceful outcome or when an opposing individual or individuals just can’t be reasoned with, a Combat
unique ability from an NPC. When a GM declares that you have either Advantage of Disadvantage on a specific roll, perform that roll Encounter may occur in order to resolve the problem! Sometimes they can be initiated by the Player Characters, catching their
twice. For Advantage, you may take the highest value rolled. For Disadvantage, you must take the lowest value rolled. For example, if opponents off guard or vice versa! Usually, most Combat Encounters are initiated with both parties aware of each other. Many of
you have Advantage and roll a 16 and a 21, you may use either the roll for 16 or 21. In the case of Disadvantage with the same rolls, your Resources will come into play during a Combat Encounter, including Combat Encounter only mechanics such as Rule of Cool
you would use the roll of 16. If circumstances cause a roll to have both Advantage and Disadvantage, your roll is considered to have and Combat Abilities. When entering a Combat Encounter, a GM will call for an Initiative roll. The GM will note the values rolled by
neither as the bonus and detriment negate each other. the Player Character team by ordering them accordingly in an Initiative Order. Players and Entities take their Turn based on the
Initiative Order. A Turn is classified as the moment when you are able to act in the Initiative Order. Each Turn your Action Pool is

Double Advantage / Disadvantage set to 3 Actions. You may only ever perform 2 Major Actions during a Turn unless otherwise specified by a specific effect or rule. A
Combat Round is the collection of Turns performed by all Entities involved in the Combat Encounter. Once all Entities have
If a GM provides you with an additional stack of Advantage/Disadvantage while you already have Advantage/Disadvantage, performed a Turn, that Combat Round ends and a new Combat Round begins from the top of the Initiative Order.
perform your roll three times. For example, if you have Double Advantage and roll a 16, 21 and 24, you may use either the roll for
16, 21, or 24. In the case of Double Disadvantage with the same rolls, you would use the roll of 16.

Triple Advantage / Disadvantage


In rare cases, but with incredible coordination, team work or misfortune, if your GM provides an additional stack of Advantage/Dis-
advantage while you already have Double Advantage/Disadvantage, perform your roll four times. For example, if you have Triple
Advantage and roll a 16, 21, 24, and 11, you may use the roll for 11, 16, 21, or 24. In the case of Triple Disadvantage with the
same rolls, you would use the roll of 11. You cannot gain any further benefit or detriment past Triple Advantage/Disadvantage.

24 GRADIENTMGZ 25
Rule Of Cool (RoC) Action Resolution
RoC is a resource accumulated throughout combat encounters and social encounters based on how flavorful and dazzling your
Character and other Characters perform. Your RoC becomes 0 once a GM declares a Combat Encounter has started or ended. ATTACK RESOLUTION
You may activate all RoC option below while in a Combat Encounter. While out of Combat, you may only activate the RoC options During your Turn you may perform an Attack that Targets an Entity using your offensive method of choice. Perform an Attack
that increases an Action by 1D10. A GM may award RoC after an Action when a Character’s Actions are described in eloquent/ following the steps below:
vivid detail, curious/interesting dialogue, team attacks (all participating members will gain RoC), etc. A GM has the option to not
award RoC if a Character’s Actions are repetitive, the same team Attack is used in the encounter, and any other place the GM finds 1. Declare an Attack to perform. Check the range of your Attack to your Target. If your Target is not within range, you cannot
it relevant. The maximum RoC you may possess is 5. You may gain 1 RoC by performing Personal, Partner, and Team attacks/ perform that Attack.
interactions. While gaining Partner or Team RoC, gain 1 RoC at the end of your Turn. Characters utilizing the Balanced Attribute 2. If the Target is within range, perform the Attack against the Target, expending any Resources required. You may expend 1
Assignment gain 1 RoC at the end of their Turn if they earned a Personal RoC. You may not select duplicate RoC options while Capacity to infuse your weapon with 1 Active Dust’s Offense effect. Dust Weavers always infuse their Attacks with 1 Active
performing an Action during your Turn. Expend RoC to perform the effects below. Dust without expending 1 Capacity.
3. If the Target is a Player Character, a Defense Check is performed and compared, otherwise compare the Total Attack against
the Defense of the Target. If the Attack is infused with Dust or is an offensive Semblance, compare the Total Attack against the

● Gain an additional Minor Action this Turn.


1 Rule of COol 4.
Special Defense of the Target instead.
A Targeted Adversary may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. You may respond after your
● Re-roll your Initiative and you may apply the new Initiative at the start of the next Combat Round. Adversary elects to perform or not perform one of the previous options. Repeat this process until both Entities cease per-
● The following RoC options may be used during Action Resolution and Damage Calculation. forming these options.
■ Increase an Attack, Defense Check, or Skill Check by 1D10. 5. If the Attack does not meet or exceed the Target’s Defense, Defense Check, or Special Defense, the Attack fails, otherwise
■ Increase Damage by 1D6. perform Damage Calculation.
6. Apply all applicable Effects simultaneously from the Attack. Check if a Detrimental Status Effect is afflicting the Target that can
be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Attack Resolution if an effect would
2 Rule of COol apply to do so.
● Gain an additional Major Action this Turn (This may exceed your allotment of 2 Major Actions performed in a Turn).
● All Attacks, Defense Checks, and Skill Checks are performed with Advantage until the end of the next Combat Round. SKILL CHECK RESOLUTION
● The following RoC option must be declared prior to performing your Attack. During your Turn you may perform a Skill Check that Targets an Entity using the skill set of your Character. Perform a Skill Check
■ Apply Stagger with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage. following the steps below:

1. Declare a Skill Check to perform. Check the range of your Skill Check to your Target. If your Target is not within range, you

3 Rule of COol
● The following RoC options must be declared prior to performing your Attack. 2.
cannot perform that Skill Check.
The Skill Check Difficulty will be defined by an effect detailed in the rulebook or by the GM in creative scenarios from Players.
■ Apply Crippled with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage. 3. If the Target is within your range, perform the Skill Check against the Target, expending any Resources required.
■ Apply Broken with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage. 4. A Targeted Adversary may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. You may respond after your
■ Apply Impaired with your next Attack this Turn. That Attack gains +5 to its Attack and cannot inflict Critical Damage. Adversary elects to perform or not perform one of the previous options. Repeat this process until both Entities cease per-
■ Perform Critical Damage with your next Attack this Turn. That Attack rolls double the dice for Critical Damage. forming these options.
5. The Skill Check is evaluated against the Difficulty. If the Skill Check does not meet or exceed the Difficulty, the Skill Check

Range Increments
fails, otherwise apply the effect or your Skill Check if there are rules for it and/or the result determined by the GM.
6. Perform Damage Calculation if applicable.
7. Apply all applicable Effects simultaneously from the Skill Check. Check if a Detrimental Status Effect is afflicting the Target that
can be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Skill Check Resolution if an
effect would apply to do so.

Distances are measured from one Character to another Entity or Location. Range Increments are measured in feet. When using a
battlemap, each tile would count as 5ft.
Defense CHECK RESOLUTION
Adversaries will Attack you either by instinct or through intelligent reasoning. Whenever you are affected by an Adversary’s Action,
Long: Long range Entities or Locations are
Adjacent: Adjacent Entities or Locations are you may Defend by following the steps below unless otherwise specified:
within 60ft of the Character. Reserved for only
within 5ft of the Character. Directly next to the modified weapons or those with additional
Character. Melee Attacks are commonly at this sighting capabilities. 1. Declare a Defense Check to perform.
range. 2. Apply modifiers to the Defense Check as directed by the GM.
Extreme: Extreme range Entities or Locations 3. Perform the selected Defense Check.
Close: Close Entities or Locations are within are within 90ft of the Character. Reserved for
15ft of the Character. Melee weapons with 4. You may perform a Boost, Empower, Persevere, or a Rule of Cool Effect. Your Adversary may respond and perform or not
only high range weapons like Snipers or
enhancements or modifications can reach this perform one of the same options. Repeat this process until both Entities cease performing these options.
vehicle mounted weapons.
range along with some niche ranged weapon 5. If your Defense Check is equal to or higher than the value of the Action, the Action fails against you. If your Defense Check
forms. Distant: Distant range Entities or Locations are exceeds the value of the Action by 5 or more, you may perform your Defense Check’s effect if applicable during the final step
past 90ft of the Character. This distance is out of Defense Check Resolution.
Medium: Medium range Entities or Locations of reach of Actions. It is also difficult to see 6. If your Defense Check is lower than the value of the Action, follow the steps for Damage Calculation if applicable.
are within 30ft of the Character. Most Ranged anything that is Distant, requiring magnification
Attacks have Medium range as their upper 7. Apply all applicable Effects simultaneously from the Action or Defense Check. Check if a Detrimental Status Effect is afflicting
or excellent vision.
limit. you that can be upgraded. Upgrade any applicable Detrimental Status Effect that existed before starting Defense Check
Resolution if an Action would apply to do so.
26 GRADIENTMGZ 27
Damage Actions
Base Damage Each Turn you are alloted 3 Actions. The following Actions may be performed during Combat. Defense Checks are performed as many
times as required during an opposing Entity’s Turn and do not use your Action Pool. You may only perform 2 Major Actions during your
Turn unless otherwise specified by a special rule or effect.
Each Attack inflicts varying Damage when you are successful. The list below displays the Damage values for each Attack.

● Melee: 1D6 + STR


● Melee (Dust Weaver): 1D6 + (DIS / 2)
● Dust: 1D6
● Unarmed: 1D6 Charge Attack
Major Actions
● Melee (Aegis): 1D6 + (CAPACITY / 2) ● Thrown Melee: 1D6 + (STR / 2) You may expend 2 Major Actions to perform a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack as a Charge Attack.
● Ranged: 1D6 ● Signature Action: (RoC Required x 1D6) When declaring you are performing a Charge Attack you may expend up to 3 Capacity. Increase your Attack by XD2 and any Damage
● Ranged (Dust Weaver): 1D6 + (Level / 2) by XD2 where X = the amount of Capacity expended. Your Charge Attack and Damage are performed with Advantage.
● Charge Attack: Damage +
Dust Skill Check
(Capacity Expended x 1D2) You may expend a Major Action to perform a Dust Skill Check infusing a location or Target within Medium range. Dust Skill Checks

Critical Damage must expend 1 Capacity and are performed using 2D10 + DIS + LEVEL / 2. Dust Skill Checks are used to create various environmental
advantages that the GM will determine the outcome of. Refer to page 59 for possible effects.
A Target’s Critical Threshold is 15 above its Defense and Special Defense. If Critical Damage would apply multiple times during an
Attack, inflict Critical Damage with Advantage for each additional time. Critical Damage is added to Damage when determining Total Melee Attack
You may expend a Major Action to perform a Melee Attack using your weapon’s Melee Form. Follow the rules under Action Resolution
Damage dealt.
to resolve a Melee Attack. You must expend 1 Capacity to perform a Dust Weaver Melee Attack.

Determine the additional number of D6 to roll for Critical Damage with the following formula: Ranged Attack
Critical Damage = Attack / 10 You may expend a Major Action to perform a Ranged Attack using your weapon’s Ranged Form. Follow the rules under Action
Resolution to resolve a Ranged Attack. You must expend 1 Capacity to perform a Ranged Attack or Dust Weaver Ranged Attack.
Ex. A Ranged Attack’s final result is 28. 3D6 would be used for Critical Damage.
Signature Action
You may expend your Rule of Cool and Action(s) to perform your Signature Action. Signature Actions may only be performed once per
Damage Calculation Episode and cannot be performed with any Rule of Cool option that inflicts a Detrimental Status Effect or Critical Damage. Refer to
Signature Actions on page 28 to build your Character’s Signature Action and view their full rules.
Subtotal Damage = Base Damage + Additional Damage + Critical Damage
Total Damage = Subtotal Damage - Damage Reduction Total Thrown Melee Weapon Attack
Damage Calculation follows the steps below: You may expend a Major Action to perform a Thrown Melee Weapon Attack against a Target within Medium range. A Thrown Melee
1. Perform an Attack’s Base Damage. Weapon Attack is performed by using 2D10 + STR + AGI. You gain the Detrimental Status Effect Disarmed at the end of a Thrown
2. Calculate Additional Damage by summing all applicable Damage modifying effects. Melee Weapon Attack’s resolution. You must pick up your weapon at the Target’s location to remove Disarmed. The Returning
Specialization modifies this Action. Refer to page 51 to view Returning’s effect.
3. Perform Critical Damage if it occurred.
4. Calculate the Subtotal Damage and then perform Diffraction’s effect against the Subtotal Damage if applicable. Unarmed Attack
5. Identify the Resource that would be decreased. You may use a Major Action to perform an Unarmed Attack against a Target in Adjacent range. An Unarmed Attack is performed by
6. Calculate the Damage Reduction Total by summing all Damage reducing effects. using 2D10 + STR + END / 2 + AGI / 2. You may not infuse Unarmed Attacks with Dust. Dust Check effects, Dust Focus effects, Dust
7. Decrease the Resource by subtracting the Total Damage from it. Weaver effects and Weapon Specializations do not apply to an Unarmed Attack. The Unarmed Proficiency Specialization modifies this
8. If the Resource is depleted and there is Total Damage remaining, repeat steps 5-7 using the remaining Total Damage as the new Action. Refer to page 40 to view Unarmed Proficiency’s effect.
Subtotal Damage.

Dust Swap
Minor Actions
You may expend a Minor Action to change your Active Dust with an Inactive Dust.

Move
You may expend a Minor Action to move in any direction up to your Movement. If a Character wishes to move up or down, they must
make an appropriate Skill Check to do so.
● Capacity Move
● You may expend your Capacity by 1 to increase the distance you travel during a Move Action by up to 10ft. You may only
use a Capacity Move if you are not under the effect of Disarmed. You may only perform a Capacity Move once per Move
Action.
Reload
You may expend a Minor Action to reload your Capacity to its maximum value. While performing a Reload, you must declare any Dust
you are Activating.

Skill Check
You may expend a Minor Action to leverage your Character’s skills to perform a creative task. Declare what you are attempting to do
and the GM will provide you an appropriate Skill Check to roll in order to accomplish this task. The GM will determine the Difficulty and
result of the scenario on a case by case basis.

28 GRADIENTMGZ 29
Actions Status Effects
Weapon Transformation A variety of effects and ailments can be applied by Weapons, Abilities, the environment, or Entities during Encounters! An Entity may only be
You may expend a Minor Action to change your Active Melee Form to an Inactive Melee Form or change your Active Ranged Form to affected by 1 of each Status Effect unless otherwise specified. Status Effects that accumulate and utilize stacks may never exceed 9. Consider
an Inactive Ranged Form that you have available. When you Activate a new Ranged Weapon Form, modify your current Capacity to the following for tracking stacks. If you are playing in person, utilize D10s and rotate them to meet the stack number for Detrimental Status
the new Active Weapon Form’s maximum Capacity If your Capacity would exceed your maximum Capacity. Effects next to Entities. If multiple are afflicted such as a group of Beowolves, I would recommend tracking it via a piece of paper. For VTT and
Roll20, there are methods to assign numerical values and icons to Tokens. Utilize these to track Status Effects.

MISCELLANEOUS Actions Detrimental Status Effects


Ambush
An Ambush occurs when one or more Entities Attack Adversaries who are unaware before Initiative is rolled. An Attack with Advantage Bewildered Exhausted
may be performed by each Entity that is performing the Ambush. Decrease Attacks and Abilities by 2 until the end of the next Combat Round. If Decrease Defense, Dodge, Parry, and Resist Defense Checks by 4 until the
Bewildered would be applied while an Entity is already Bewildered, upgrade end of the next Combat Round. Persevere cannot be used.
Boost Bewildered with Blinded. If an Entity is Blinded, Bewildered does not apply.
Once per Action you may expend your Capacity by 1 to Increase a Melee Attack, Ranged Attack, Thrown Melee Weapon Attack, Parry Exposed
Defense Check, Dodge Defense Check, Dust Defense Check, or Dust Skill Check by 1D3. You cannot use Boost if you are under the Bleeding Critical Damage occurs from an Attack that rolls at least a single 10 on its
effect of Fumbled or Disarmed. Boost may be used after you see your roll. Characters may utilize their Dust/Ammunition to obtain an Take Damage equal to the stacks of Bleeding you possess at the end of your Natural D10s. Lose Exposed after Critical Damage is inflicted.
extra boost to their Actions. Turn. Bleeding may only be applied when an Action with this effect is directed to
HP. If Bleeding would be applied, inflict stacks of Bleeding equal to the Action / Fumbled
Defense Check 10. Bleeding stacks may be decreased by performing a First Aid Skill Check. You may not perform Boost, Dust Swap, and Reload Actions until the end of the
When you are targeted for an Attack by another Entity, you may perform any of the following Defense Checks. You may only perform Decrease Bleeding stacks equal to a First Aid Skill Check / 10. Bleeding next Combat Round. If Fumbled would be applied a second time while an Entity
the effects of each Defense Check once per Combat Round unless otherwise specified. persists until removed. is already Fumbled, also gain Disarmed.

● Dodge Defense Check = 2D10 + PER + AGI Blinded Frostbitten


● When you successfully perform a Dodge Defense Check and exceed the Attack by 5 or more, you may perform a Move action in Decrease Attacks and Abilities by 4 until the end of the next Combat Round. Move and Capacity Move distance is decreased by 10ft until the end of the next
any direction after all Attacks from Entities within Adjacent range have resolved. Combat Round. The next Action performed requires an additional Action of that
● Dust Defense Check = 2D10 + PER + DIS Broken type to be performed. If an Entity is Frostbitten, Chilled does not apply.
● You must possess Dust and at least 1 Capacity to perform this Defense Check. When you successfully perform a Dust Defense Decrease Defense, Resist Defense Checks, Parry Defense Checks, and Dodge
Check and exceed the Attack by 5 or more, you may gain the Support effect based on the type of Dust you have Active by Defense Checks by 5 until the end of the Combat Encounter. Grappled
expending 1 Capacity. You cannot perform the Move Action. All Actions performed against an Entity
● Parry Defense Check = 2D10 + PER + STR Burning with Grappled are performed with Advantage except for the Grapple Skill
● When you successfully perform a Parry Defense Check and exceed the Attack by 5 or more, you may inflict X Damage to your Take Damage equal to the stacks of Burning you possess at the end of your Check. If the Action performed does not utilize a roll, it adds +5 to its value
Attacker where X is your PER. You cannot use a Parry Defense Check against Ranged Attacks. Turn. If Burning would be applied, add stacks of Burning equal to the Action / instead.
● Resist Defense Check = 2D10 + PER + END 10. Burning stacks may be decreased by performing a relevant Action (GM
● When you successfully perform a Resist Defense Check and exceed the Attack by 5 or more, remove 1 Detrimental Status Effect Discretion). Decrease Burning stacks equal to the Action / 10. Burning persists Impaired
except Disarmed, Fumbled, Grappled, or Poisoned from yourself after the Attack has resolved. When you fail a Resist until removed. Decrease Special Defense, Dust Defense Checks, and Semblance Defense
Defense Check, you may take the Damage to your HP instead of your Aura and may use this effect multiple times per Turn. A Checks by 5 until the end of the Combat Encounter.
Resist Defense Check may utilize the Persevere Action. Chilled
● Persevere Move and Capacity Move distance is decreased by 5ft until the end of the next Immobilized
● You may decrease your HP by 1 to increase your Endure Skill Check or Resist Defense Check by 1D6. You cannot Combat Round. The next Move Action or Skill Check performed requires an Move Actions cannot be performed until the end of the next Combat Round.
perform this Action if your HP is 1. You may only perform Persevere once per Endure Skill Check or Resist Defense additional Action of that type to be performed. If Chilled would be applied while
Check. an Entity is already Chilled, upgrade Chilled with Frostbitten. Poisoned
● Semblance Defense Check = 2D10 + PER + WIL Decrease all Aura and HP restoration by the number of Poisoned stacks you
● When you successfully perform a Semblance Defense Check and exceed the Attack by 5 or more, you may activate your Concussed possess. Take Damage equal to half the stacks of Poisoned each time a new
Semblance’s effect if it is not a Passive Semblance effect. You may only activate your Semblance this way once per Combat Decrease Special Defense, Dust Skill Checks, Semblance Skill Checks, and Detrimental Status Effect is afflicted to you. Poisoned may only be applied when
Round. A Semblance Defense Check may utilize the Empower Action. Semblance Defense Check cannot be used if your Aura Semblance Defense Checks by 4 until the end of the next Combat Round. an Action with this effect is directed to HP. If Poisoned would be applied, add
is 0. Empower cannot be used. stacks of Poisoned equal to the Action / 10. Poisoned stacks may be removed
● Empower by performing a First Aid Skill Check. Remove Poisoned stacks equal to a First
● You may decrease your Aura by 1 to increase your Semblance Skill Check or Semblance Defense Check by 1D6. You Confused Aid Skill Check / 10. Poisoned persists until removed.
cannot perform this Action if your Aura is 0. You may only perform Empower once per Semblance Skill Check or While performing an Action that results in failure, inflict Damage equal to their
Semblance Defense Check. Action / 10 until the end of the next Combat Round. Shaken
All of your Actions are performed with Disadvantage and you do not gain
Hold Action Crippled benefits from effects that require rolling at least a single 10 on your Natural
You may hold 1 Major Action or 1 Minor Action per Combat Round to be used during another Character’s Turn (With their consent) or Decrease Attacks, Abilities, and Skill Checks by 5 until the end of the Combat D10s until the end of the next Combat Round.
after an Adversary has resolved their Action. Actions performed by multiple Characters during the same Turn are considered to execute Encounter.
simultaneously with one another. Staggered
Disarmed Decrease your Action Pool by 1 until the end of your next Turn. If Staggered
Initiative You may not perform an Attack with 1 weapon until the end of the next Combat would be applied while an Entity is already Staggered, upgrade Staggered with
Performed at the start of a Combat Encounter when the Players and other Entities are aware of one another. This is also performed Round. Stunned. If the Target is Stunned, Staggered does not apply.
after any Ambush has occurred, either from the Players or other Entities. Players use 2D10 + PER + AGI to determine their Initiative
Order. NPC Entities will use their Speed attribute to determine their placement in the Initiative Order. Disoriented Strained
Decrease Special Defense, Dust Skill Checks, Semblance Skill Checks, and Take Damage equal to the Action / 10 that inflicted Strained the next time a
Semblance Defense Checks by 2 until the end of the next Combat Round. Move Action is performed. Lose Strained after Damage is inflicted from
Empower cannot be used. If Disoriented would be applied while an Entity is Strained.
already Disoriented, upgrade Disoriented with Concussed. If an Entity is
Concussed, Disoriented does not apply. Stunned
Decrease your Action Pool by 2 until the end of your next Turn.
30 GRADIENTMGZ 31
Status Effects Player vs. Player
Weakened Clash
Decrease Defense Dodge, Parry, and Resist Defense Checks by 2 until You and your adversary are skilled at attempting to match each other’s skill. You may Clash once while in a Player vs. Player Combat En-
the end of the next Combat Round. Persevere cannot be used. If counter. If an Action were to defeat your Defense Check, the Defender may declare a ‘Clash’. The Defender must expend resources while
Weakened would be applied while an Entity is already Weakened, performing a Clash in the example of a Dust Skill Check, Ranged Attack, Signature Action, Charged Attack, etc.
upgrade Weakened with Exhausted. If an Entity is Exhausted, Weakened
does not apply. 1. To perform a Clash, the Defender declares Clash after they resolve a failed Defense Check.

Beneficial Status Effects 2. The Defender performs the same Action that was performed against them. Compare the results of the Attacker’s Action and Defender’s
Action. Ties do not count towards successes of either the Attacker or Defender.
3. Repeat step 2 until a Player obtains 3 successes. The Action that was Clashed resolves as normal using the results of the Clash.
Charged Harmonized

Character Defeat
You may perform a free Boost with any Ability, Attack, Defense Check, Your next Empower is performed with Advantage. Lose
or Skill Check. Lose Charged after this effect has resolved. Harmonized after this effect has resolved.

Cover Fleet Footed


Decrease Damage received from Attacks by 1 (Minimum 1). Lose At the start of your Turn, you may expend Fleet Footed to Re-roll
Cover if you are no longer Adjacent to the Entity. The Entity stops your Initiative and you may apply the new Initiative at the start of
granting Cover if Damage inflicted is 2 or greater after Damage the next Combat Round. While you benefit from Fleet Footed, A Player Character becomes Defeated when their HP reaches 0. They lose all Beneficial Status Effects and Detrimental Status Effects.
reduction. Increase Movement by 10ft and Lose Fleet Footed after per-
forming a Move Action. While Defeated, a Player may not perform Actions and can still be Targeted by Actions. With each passing moment, they inch closer to critical
Diffraction injury. If a Defeated Character's HP reaches or exceeds a negative value that is double the negative value of their maximum HP, they have
The next Damage greater than 1 inflicted to you is halved before Regeneration become critically injured. A Character recovers from Defeated if their HP becomes a positive value and may only recover from Defeated once
performing any other Damage reduction effects. Lose Diffraction after At the end of your Turn, restore 1 HP and remove 1 stack of per Episode.
this effect has resolved. Regeneration. If Regeneration would be applied, add stacks of
Regeneration equal to the Action / 10. A First Aid Check performed by an Ally in Adjacent range restores HP equal to the First Aid Skill Check / 10 while a Character is Defeated.
Extinguish
Nullify the next Detrimental Status Effect that would be applied. Lose Reinforced When a Player would normally take their Turn as their Character, that Player rolls a Defeated Check. Roll 1D10 and perform the following
Extinguish after this effect has resolved. Armor can decrease Damage to 0 instead of a minimum of 1. based on the Defeated Check.
Your next Persevere is performed with Advantage. Lose
Reinforced when Damage is decreased to 0 from an Action or a ● 1: Your Character’s health stability begins to fail rapidly... Inflict 2 Damage to your
Persevere Action is performed. HP ignoring all Damage reduction effects.

FALLING Damage ● 2-5: Your Character continues to lose their grasp on life... Inflict 1 Damage to
your HP ignoring all Damage reduction effects.

● 6-9: Your Character can maintain their stability against their injuries for
now...Nothing happens.
If your Character is falling and unable to control their descent, use the following guidelines to determine what occurs. You take 1D6
● 10+: Your Character miraculously finds a hidden burst of strength from within
Damage for every 10ft fallen. Each Turn in a Combat Encounter that you are falling is equal to double the distance fallen from the whether this is the will to survive or from a need to protect their allies, etc. Restore 2
previous Combat Round. Prevent falling Damage by creatively using Skill Checks to land safely or slow your descent. Aura and return your HP to 1. You may perform 1 Action the Turn you recover from
Defeated.

Player vs. Player As a GM, it is your call as to what happens when a Character reaches a point that they are critically injured or dead. Work with the player(s) after the
Episode to determine what happens next. It’s not good storytelling for a Character’s story to end abruptly because of some poor dice rolls! Of course, a
Player may decide that it is time to close the book on the Character. Communication is key with your Players to come to a satisfying conclusion!

Sometimes conflict breaks out between individuals that are on your team! A
difference of opinion, an unsettled score, or the culmination of poor choices from a
team leader may rapidly spiral into violence. When 2 or more Player Characters
engage in a Combat Encounter, use the following rules.
DESTINY
● The Defender always wins ties while resolving Actions except for Clash.
● You gain 1 Rule of Cool at the end of your Turn. GMs do not award Rule of Cool. “Do you believe in destiny?”
● Critical Successes do not provide you Rule of Cool.
Do you see the strands of fate? Everyone has a destiny that they can forge. Destiny points are the
Damage Changes rarest resource available and are only ever awarded at the end of an Arc or after an intense amount of
While performing Damage Calculation, your Total Damage changes to the table character development. You may use this rare resource to avert what would have been a Critical
below. The left side of the table is your original Total Damage and the right side Failure or create a Critical Success even! Use this power wisely!
indicates what your Total Damage now becomes during PvP. Damage from
Detrimental Status Effects are considered a separate calculation of Damage for At the start of each Episode, roll 1D10 for each Destiny point you possess. Immediately after viewing
each unique Detrimental Status effect. the results of a roll performed by you or that affects you during the current Episode, you may replace a
single D10 rolled with one of your Destiny point values that were rolled at the start of the Episode. If
1-5 = 1 Damage modification to the roll would result in a Critical Success, you gain 1 RoC instead of 3 RoC from that
6-12 = 2 Damage Critical Success.
32 13+ = 3 Damage GRADIENTMGZ 33
Specializations “I was raised outside the Character Specializations
Kingdoms. If you can’t Character Specializations always apply to you even if your weapon or gear has been confiscated, lost, or destroyed. Assets granted by
Character Specializations however can still be removed. Advanced Character Specializations require significant investment to utilize.
Basic and Dust Weaver Character Specializations do not have Attribute requirements. You may not select duplicate Character

fight, you can’t survive.”


Specializations unless otherwise specified.

Basic
Acrobatic
Restrictions: N/A
Once per Turn, after performing a successful Melee Attack or Unarmed Attack within Close range, you may expend 1 Capacity to
immediately place yourself anywhere in Close range from your Target of that Attack.

Finding an opening, you springboard in the air with finesse.


Make your character unique within the world of remnant with Additional Dust
Specializations. All Specializations are outlined in the following Restrictions: N/A
Select 2 colors of Dust you do not currently possess and add them to your Assets. This Specialization may be taken multiple times.
sections. An Aura activated energy source born from the ingenuity of Humankind.

Anchor
Restrictions: N/A
While performing a Defense Check against a Target that possesses a higher initiative than you, gain Reinforced if you are inflicted with
Damage greater than 0 after resolving the Defense Check.
The Detrimental Status Effect Shaken must be applied twice to you during a Combat Round to take effect.

I am unshakeable!

Aura Control
Restrictions: N/A
Barrier may be expended instead of Aura while performing an Empower Action.
You may perform a Semblance Skill Check to Activate the following effect. Successes against Adversaries in Adjacent range of your
Character are knocked back 15ft and inflicted with Damage equal to your WIL / 2.

You have trained to manipulate your Aura in a way to provide breathing room in the face of tough or multiple adversaries.

Battering Ram
Restrictions: N/A
Gain Advantage while performing a Force Skill Check. While performing a Force Skill Check, you may perform the Persevere Action.
Performing a Force Skill Check against a Target decreases Armor equal to your Force Skill Check / 10 on a success.

Get out of the way!

Camouflage
Restrictions: N/A
Your Stealth Skill Checks are performed with Advantage. If you did not perform a Defense Check during the previous Combat Round and
current Combat Round, your first Attack performed this Turn is done so with Advantage. Once per Combat Round, you may perform a
Stealth Skill Check instead of performing your normal Defense Check to Defend. When you succeed against an Attack by 5 or more, you
cannot be selected as an Attack Target by Entities in Medium range or further except by Attacks that affect an area until the end of your
next Turn.

Characters may have Faunus physiology or a garment that assists in concealment.

Confidence
Restrictions: N/A
Your Resolve Skill Checks are performed with Advantage. Ignore the first time the Shaken Detrimental Status Effect would be applied to
you during a Combat Round. If an Ally fails a Resolve Check within Close range of you, you may provide them your support through
words or energy. Perform a Resolve Skill Check that becomes their new Resolve Skill Check and evaluate the Action against the new
Resolve Skill Check. Provide your Ally with a short description of your encouragement.

I don't care what you say! We WILL stop them, and I WILL stop you! BET ON THAT!

Coordinator
Restrictions: N/A
Your Expertise Skill Checks are performed with Advantage. Once per Turn, if you gain an RoC for Teamwork, gain an Action during your
34 following Turn. 35
Ladybug! Checkmate! Bumblebee! Ice Flower!
Character Specializations Character Specializations
Defender Ferro Polymer Materials
Restrictions: N/A Restrictions: N/A
Whenever a Defense Check is failed by an Ally within Adjacent range, a Character with Defender may intercept the Attack and perform a Your reloads do not use an Action and your Boost Action gains Advantage.
Defense Check. You may also use this effect at Close range with an stack of Disadvantage. Damage is inflicted to the Character with
Defender on a failed Defense Check. Only one Character can perform the effect of Defender per attack. Magazines, containers, and phials you carry are ergonomic and lighter.

Your Character has the virtue and capabilities to take a hit for another. Grappler
Restrictions: N/A
Detail Oriented You may expend your Capacity by 1 to perform a Grapple Check against a Target at Medium range or 2 to pull a Target at Medium range
Restrictions: N/A to Adjacent range of you. Your Grapple Skill Checks are performed with Advantage.
You gain Advantage while performing Investigate Skill Checks. While performing a Skill Check that utilizes Perception, if you roll at least a
single 10 on your Natural D10s, gain 1 Rule of Cool. You may gain 1 Rule of Cool per Combat Round in this manner. You always know the You have a grappling hook, chain, rope, etc that allows you to grapple Targets further away.
remaining health on Grimm and Robotic Entities previously encountered.
Headliner
You notice the little details about Grimm, weapons, objects, or remember minor details that people mention in passing. Restrictions: N/A
Your Performance Skill Checks are performed with Advantage.
Determination
Restrictions: N/A Once per Turn, you may perform a Performance Skill Check to remove 1 stack of Disadvantage from Performance Skill Check / 10 Allies
Your Endure Skill Checks are performed with Advantage. You may expend Aura instead of HP while performing the Persevere Action. Once within Medium range.
per Episode, you may decrease Damage inflicted to you equal to your Level / 2. Determination’s effect can decrease Damage to 0.
You may expend a Major Action to provide an Ally within Close range the effect of 1 of your Character Specializations excluding Additional
Do you think I’m going down that easily?!? Dust, Dust Focus, Headliner, and Semblance Training until the end of their Turn. An Ally may benefit from the effect of Headliner once per
Combat Round.
Diplomatic
Restrictions: N/A You want my autograph??? Sure!
Your Negotiate Skill Checks are performed with Advantage. Gain 1 RoC if you roll a single 10 on any of your Natural D10s while performing
a Negotiate Skill Check. While purchasing Assets or services, you may attempt to gain a discount. Roleplay a conversation and perform a High Capacity
Negotiate Skill Check. Decrease the cost of the Asset or service by a percentage equal to your Negotiate Skill Check / 2. Restrictions: May not be selected with the Proprietary Equipment Negative Specialization.
Gain each bonus for how many times you have taken this Specialization.
Surely you can provide some hard-working Huntsmen and Huntresses a competitive offer, right?
Level 1: Increase your Maximum Capacity by 2.
Dust Focus Level 2: Increase your Maximum Supplies by 1.
Restrictions: You cannot select the Additional Dust or Mixologist Character Specializations. You can only possess 1 Dust. Level 3: Increase your Maximum Capacity by 2. Once per Turn, you may perform a Boost Action or Infuse an Attack with Dust without
You gain 1 Dust of your choice. expending Capacity.

● While applying the Offense effect of your Dust from a Dust Skill Check, you may select an additional Target to receive its benefit by You carry extended magazines, satchels to hold dust, or variable magazines that allow you to carry more Capacity into missions. This
expending 1 Capacity. Specialization may be taken up to 3 times.
● While applying the Support effect of your Dust from a Dust Skill Check, you may select an additional Target to receive its benefit by
expending 1 Capacity. Hybrid Containers
● Add +5 to calculate the result of a successful Offense or Support Dust effect that involves dividing by 10. Restrictions: N/A
All Dust you possess becomes Active. Your Dust Skill Checks are performed with Advantage.
While performing a Dust Skill Check, gain the following option:
20+: Create a temporary platform, slide, pillar, etc of your chosen Dust that lasts until the End of the next Combat Round at 1 location You carry innovative containers, magazines, or phials to allow multiple dust types to be utilized at any time.
(5ftx5ft). Any Entity that ends their Move Action on the platform, slide, pillar, etc may immediately move 15ft in any direction.
i Like These Odds
Your Dust Defense Check changes to the following: Restrictions: N/A
You must possess Dust to perform this Defense Check. When you successfully perform a Dust Defense Check and exceed the Attack by 5 While there are 2 or more Adversaries within Adjacent range of your Character, gain Charged at the start of your Turn.
or more, you may gain the Support effect of the Dust you possess by expending 1 Capacity and you may Target an Ally within Medium
range to receive the Support effect by expending 1 Capacity. Decrease Damage taken from Adjacent Adversaries by 1 for each Adversary (Minimum 1).

Studying and mastering one Dust alone is an accomplishment in itself and you have proven it through your mastery of a single color of They outnumber us three to one! Then it will be an even fight.
elemental power.
Inner Focus
equipment Bracers Restrictions: May not be selected with the Soul Instability Negative Specialization.
Restrictions: N/A Your Semblance Skill Checks are performed with Advantage. If you roll at least a single 10 on your Natural D10s while performing a
You may expend an Action in place of Capacity while performing a Boost Action and you gain Cover until the end of the next Combat Semblance Skill Check, 1 Empower Action during the current Combat Round does not expend Aura.
Round.
I can do this!
Come on, hold together!
in The Zone
Restrictions: May only be selected if your Character utilizes the Balanced Attribute Assignment.
Perform Rule of Cool effects that add 1D10 or 1D6 with Advantage.

Never miss a beat. Never miss a beat. Never miss a beat!

36 GRADIENTMGZ 37
Character Specializations Character Specializations
improviser Prodigious Understanding
Restrictions: N/A Restrictions: N/A
While performing an Action, you may expend 1 Capacity to remove 1 stack of Disadvantage affecting your Action. Skill Checks may Your Intuition Skill Checks are performed with Advantage. Once per Turn, you may perform an Intuition Skill Check Targeting an Entity in
perform the Boost Action if they cannot perform the Empower Action or Persevere Action. Medium range. Reveal Special Rules and/or Abilities equal to the Intuition Skill Check / 10.

Everything can be a solution if you think about it! Your thought process works fast when up against the unknown, forming theories as to what you may be up against.

Knuckle Cracker Rate of Fire Control


Restrictions: N/A Restrictions: N/A
Your Intimidate Skill Checks are performed with Advantage. Once per Turn, Target an Entity and perform an Intimidate Skill Check. You Ranged Attacks past your second each Turn do not expend Capacity (You must still expend Capacity while performing Charge Attacks,
may perform Boost Actions without expending Capacity equal to your Intimidate Skill Check / 10 while performing Unarmed Attacks Infuse Dust, and Boost.)
against that Target this Turn.
You utilize only the necessary amount of fire needed to engage a Target.
Their bark is just as bad as their bite.
Saboteur
Lightning Reflexes Restrictions: N/A
Restrictions: N/A Once per Turn, you may perform an Expertise Skill Check Targeting an Adversary within Close range. Compare your Target’s Special
Your Reflex Skill Checks are performed with Advantage. If you have traversed at least 60ft or more during a Combat Round, gain the Defense or Defense Check against your Expertise Skill Check. On a success, perform 1 of the following effects:
Beneficial Status Effect Diffraction. ● Remove 1 Beneficial Status Effect from the Target.
● Upgrade a Detrimental Status Effect the Target is afflicted with.
Barely touched me! ● Increase the stacks of Bleeding, Burning, or Poisoned by your Expertise Skill Check / 10.

Miracle Worker Exploiting vulnerabilities…now!


Restrictions: N/A
Your First Aid Skill Checks are performed with Advantage. Once per Turn, you may perform a First Aid Skill Check Targeting an Entity Semblance Training
other than yourself in Adjacent range. Expend Capacity up to the First Aid Skill Check / 10 to restore HP equal to the Capacity expended. Restrictions: N/A
You may return another Character from Defeated 1 additional time during an Episode. Work with your GM to develop a Hybrid Semblance if you do not possess one already or enhance your current Semblance. This
Specialization may be taken multiple times and may only be taken once for every 4 levels you possess.
You take precautions to bring medical aid and supplies with you when venturing out on missions. You’re prepared for the worst should it
happen. Your Semblance is like a muscle. The more you practice with it, the stronger it will become. But if you only focus on one aspect of it, if you
fail to test the limits of what you think is possible, then you'll never truly grow.
MixologIST
Restrictions: You cannot select the Dust Focus, Dust Manipulation, or Dust Trapper Character Specializations. Soul Communion
Increase the number of Active Dust you may infuse by DIS / 2 whenever you infuse Dust during an Action. While declaring an Attack Restrictions: N/A
Targeting an Adversary or Dust Skill Check Targeting an Ally, you may infuse the Offense or Support effect of any Dust your Target You may provide Allies in Close range your Aura to perform the Empower Action. You and Allies in Close range may perform an Empower
possesses to your Action. While infusing 2 or more Dust, you expend 1 less Capacity for each unique Dust you have infused before Action instead of the Boost Action while performing a Defense Check.
performing an Action using this effect.
Life will test each of you, but if you face your challenges together, you can overcome almost anything.
Experimenting with resources in the field…how…chaotic…and fun!
Stalwart
Mobility Restrictions: N/A
Restrictions: N/A Once per Turn at the start or end of your Turn, you may gain or provide an Ally 1 of the following effects until the end of the Combat
Double the movement bonus from a Capacity Move. You may expend 1 Capacity at the end of your Turn to perform a Move. Round. Your effect options change based on the number of Allied Player Characters in Close range of you when performing the effect of
Stalwart. An Entity may only benefit from Stalwart or provide the effect of Stalwart once per Combat Round.
You dart about the environment with apparent ease, traversing at a pace few can match.
● 1 Player Character Ally: Advantage on 1 Skill Check.
Multitasker ● 2 Player Character Allies: Advantage on 1 Defense Check.
Restrictions: N/A ● 3 Player Character Allies: Advantage on 1 Attack.
Do not use an Action the first time a Consumable Asset would be used during your Turn.
One of the following effects may be performed once per Combat Round. You take pride in being with your teammates and they inspire you and all around you.
● While performing a Skill Check against a Target that possesses a higher initiative than you, you may re-roll any 1’s on your Natural D10s
against that Target. Strong Willed
● While performing a Skill Check against a Target that possesses a lower initiative than you, that Skill Check may perform the Boost Restrictions: N/A
Action for free. Increase your Maximum Barrier by 1. You start each Episode with 1 Barrier (Unless specified otherwise by your GM).
● You may expend any amount of Capacity to provide another Entity within Close range the Capacity you expended.
A new Rule of Cool option becomes available to you. Once per Episode, perform your Signature Action, even if you have already per-
You are adept at multitasking and keeping track of multiple pieces of information at once, even during the heat of battle. formed it this Episode by expending 1 additional Rule of Cool in addition to your Signature Action's Rule of Cool requirement.

Overwatch Don’t underestimate me!


Restrictions: You cannot select the Additional Weapon Specialization.
At the end of the Combat Round, you may perform 1 Ranged Attack Targeting an Entity that performed a Move Action.

I’ve got your back.

38 GRADIENTMGZ 39
Character Specializations Character Specializations
Subterfuge Unpredictable Fighting Style
Restrictions: N/A Restrictions: N/A
Your Deceit Skill Checks are performed with Advantage. Once per Episode, while you have 0 Capacity, you may perform an Action that You may replace your fighting style to reflect another Weapon Form Type. At the start of your Turn, lose your Melee Weapon Form Type’s
requires Capacity as if you had the Capacity required (Excludes Charge Attacks). You may perform a Deceit Skill Check instead of an Specialization that it possesses until the end of your Turn and replace it with one from the table. Roll on the table below and gain the
Intuition Skill Check while determining if an Entity is trying to hide the truth or deceive you through their Actions. effects of that selection until the end of your Turn.
1: Enduring Bastion 4: Elegant Flourish
I’ve got a few tricks up my sleeve and I know yours. 2: Aggressive Power 5: Precise Strikes
3: Attuned Nature 6: You may select up to 2 of the Weapon Specializations from this table. You cannot select duplicates.
Swagger
Restrictions: N/A I’ve been trained in all of the Huntsmen and Huntress arts!
Perform a Negotiate Skill Check at Close Range or Performance Skill Check at Medium Range against a Target’s Special Defense.
Weighted Efforts
● On a Negotiate Skill Check success, the Target must Attack you with its next Attack if able until the end of its next Turn and you gain Restrictions: N/A
Advantage while performing a Defense Check against that Attack. While performing a Melee Charge Attack, you may expend HP or Capacity. HP expended counts as 2 Capacity.
● On a Performance Skill Check success, the Target must Attack you with its next Attack if able until the end of its next Turn. Your Unarmed Attacks and Unarmed Damage may perform a Persevere Action.

You are able to attract the attention of most individuals with words or flair. This is going to hurt you a lot more than it hurts me!

Tinkerer Wow!
Restrictions: N/A Restrictions: N/A
Your Engineering Skill Checks are performed with Advantage. Your Carry Skill Checks are performed with Advantage.
You may perform a Carry Skill Check within Adjacent range against a non-Vehicle Target’s Defense. On a success until the end of the
The Beneficial Status Effect Charged may stack when applied to you up to a maximum of 2. Combat Round, when you move, the Target selected for the Carry Skill Check moves with you and you benefit from the Cover Beneficial
Status Effect.
You may expend a Major Action to provide an Ally within Adjacent range the effect of 1 of your Weapon Specializations to their Weapon as You may utilize the Entity under the effect of WOW! as a Thrown Melee Weapon Attack with Advantage.
applicable until the end of their Turn. An Ally may benefit from the effect of Tinkerer once per Combat Round.
You’re lighter than I thought!
Hey! I got this new piece of gear! Try it out!! Don’t worry, it’s totally modular and safe!!! I think…
Advanced
Toughness
Restrictions: N/A Adrenaline
This Specialization may be taken up to 3 times. Gain each bonus for how many times you have taken this Specialization. Restrictions: May only be selected if you have 8 or more Strength.
Once per Turn when you defeat at least one opposing Entity, gain an additional Major or Minor Action. Whenever you expend RoC you
Level 1: Gain 1 Maximum Armor. Gain 1 Armor at the start of a Combat Encounter. Your Persevere Actions are performed with may immediately perform a free Move Action.
Advantage.
Level 2: Gain 1 Maximum HP. Once per Episode, if you are to be Defeated by an Action, instead stand resolute and survive with 1 HP. The rush of triumphing over an opponent provides you the energy to force your way.
You may add 1 to any Defeated Checks you make.
Level 3: Gain 1 Maximum HP and 1 Maximum Armor. Gain 1 Armor at the start of a Combat Encounter. Once per Combat Round, the first Defensive Mastery
Action that can be decreased to 0 Damage afflicts 0 Damage to you. Restrictions: May only be selected if you have at least 4 in each Attribute.
Defense Checks do not require you to succeed by 5 or more to activate their effects and may be activated when you succeed on a
Heavier armor, a unique technology, or scales make the Character more durable than normal. Defense Check.

Unarmed Proficiency You leverage a variety of defensive techniques to keep your opponents guessing.
Restrictions: N/A
This Specialization may be taken up to 3 times. You gain each bonus based on how many times you have taken this Specialization. Implacable
Restrictions: May only be selected if you have 8 or more Endurance.
Level 1: Add 1D6 Damage to your Unarmed Attacks. Unarmed Attacks expend a Minor Action instead of a Major Action. Whenever you expend RoC you may remove one Detrimental Status Effect afflicting you or an Ally within Close range. An Entity may only
Level 2: Roll Damage from an Unarmed Attack with Advantage. If you roll at least a single 10 on your Natural D10s performing an benefit from this effect once per Combat Round.
Unarmed Attack, you may perform an additional Unarmed Attack for free. You may perform free Unarmed Attacks equal to your AGI / 2
each Turn. Your body and soul pulsate with energy, resonating on a primal level and ousting negative effects from yourself or another in close
Level 3: You may infuse your Unarmed Attacks with Dust. Unarmed Attacks benefit from Dust Check effects and Dust Weaver effects. quarters.

The character has trained rigorously without a weapon so that they are still able to effectively combat threats when disarmed. Opportunist
Restrictions: May only be selected if you have 8 or more Agility.
Uncanny Parrying At the start of a Combat Encounter, you may choose where to place your Turn in the Initiative Order instead of using your Initiative. While
Restrictions: N/A performing 1 Action against a Target that you are immediately before in the Turn Order, gain Advantage on that Action.
You may perform Parry Defense Checks against Ranged Attacks (GM discretion). The Parry Defense Check effect now inflicts additional Whenever you expend RoC you may move your Turn in the Initiative Order by 1 position.
Damage equal to the Parry Defense Check / 10. Parry Damage against Ranged Attacks is halved.
You react in time and make quick decisions on when is the best time to interject yourself into a situation.
Your parrying abilities are unparalleled and catch many off guard.
Role Model
Restrictions: May only be selected if you have 8 or more Willpower.
You may provide your Personal RoC to an Ally instead of gaining it yourself. If done so, immediately gain an Action. Whenever you
expend RoC, you may Target 1 Ally within Medium range. The Target gains Advantage on 1 Action until the end of their Turn. The effect of
Role Model is not cumulative when providing Advantage to an Ally.
40 GRADIENTMGZ 41
You lead by example anywhere you are. Your teammates and others who see you spring into action and aspire to become like you.
Character Specializations Character Specializations
Sixth Sense Dustsmith
Restrictions: May only be selected if you have 8 or more Perception. Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
The first Defense Skill Check you perform each Combat Round gains Advantage. Whenever you expend RoC, you may Target 1 Ally within Utilizing a Major Action, you may expend Capacity equal to half of your Maximum Capacity to form a Dustsmith Weapon with a single
Medium range. The Target loses Disadvantage on 1 Action until the end of their Turn. The effect of Sixth Sense is not cumulative when Active Dust. Add an Additional Weapon Form to the wielder’s Character Sheet that utilizes one of the Melee Weapon Forms except Aegis.
removing Disadvantage from an Ally. This weapon is Active until the end of the Combat Encounter.

You predict future actions based on observing others or the energy of the environment of what may come to pass. ● Attacks are performed against a Target’s Special Defense.
● Attacks are performed at Adjacent range.
Tactician ● Dustsmith Weapons do not possess Weapon Specializations.
Restrictions: May only be selected if you have 8 or more Discipline. ● Cannot perform Boost Actions except if the bearer has an Active Dust color that was utilized to create the Dustsmith Weapon.
At the start of a Combat Encounter, select one Ally. You and that Ally may independently choose to perform a free Move Action before any ● Attacks may only be infused with the color of Dust utilized to create the Dustsmith Weapon.
Entity’s Turn.
A beautiful weapon for the civilized.
At the end of a Combat Round, roll 1D10. On a roll of a 10, all Allies, including yourself, gain 1 RoC regardless if any individual had already
earned their Personal, Partner and/or Team RoC during that Combat Round. Dust To Dust
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Dust Trapper
You can formulate strategies on the fly and rapidly adapt to a combat situation. Character Specialization.
Gain Advantage while performing your Melee Attack and Ranged Attack Damage.
While performing a Charge Attack, add 1 to the Capacity expended without expending the Capacity.

Dust Weaver Grind your Adversaries into Dust.


Distillation
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Dust Manipulation Dust Trapper
Character Specialization. Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Mixologist or Dust
Once per Turn, you may perform a Dust Skill Check Targeting an Ally that possesses a Weapon and expend 1 additional Capacity. They gain To Dust Character Specialization.
Capacity equal to your Dust Skill Check / 10. Utilizing a Major Action, infuse a 15ftx15ft area with a Dust Trap of 1 Active Dust you possess. You may trigger the Dust Trap as if it were
a Dust Skill Check from 1 Dust Trap at any time with a Minor Action. Entities are affected with a successful Dust Skill Check against them
It looks like you lied when you said you were out of ammo and dust. within the Dust Trap’s area.

Dust Bulwark A marker is placed on the ground subtly before fading away. It could be in the form of your Semblance or a subtle hue of the Dust’s color.
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
Perform a Dust Skill Check Targeting an Entity and expend 1 additional Capacity. They gain each Dust Bulwark effect below until the end of Dust Weaver
the next Combat Round. Dust Bulwark effects are not cumulative. Restrictions: May only be selected if you choose to not utilize a Weapon.
You do not use a Weapon or Weapon Specializations. Instead, you can manipulate Dust directly through mediums held directly on your
15+: The Target may use Dust Defense Checks and does not expend Capacity while performing its effect. Inflict DIS / 2 Damage to their person. This can take the form of a crystal adorned necklace, dust-infused garments, or even simple phials. Your Melee and Ranged
Attacker if the Attacker is within Close range. Weapon Forms become the Dust Weaver Forms. Gain either the Additional Dust Specialization or Dust Focus Specialization when
20+: The Target adds your DIS / 2 to their Dust Defense Checks. Entities Adjacent to your Target are inflicted with DIS / 2 Damage at the end selecting the Dust Weaver Specialization.
of your Target’s Turn.
25+: The Target performs Dust Checks and Boost Actions utilized while performing Defense Checks for free. A fighting style that is only inhibited by your imagination.

You surround an ally with elemental Dust to protect them against Attacks. Gemini Hooks
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization.
Dust Empowerment When you infuse Dust, you may expend an additional Capacity to infuse a second Dust effect to your Melee Attack, Ranged Attack, or
Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. Dust Skill Check even if that Dust is Inactive. Perform Damage from a Dust Skill Check with Advantage.
Perform a Dust Skill Check Targeting an Entity and expend 1 additional Capacity. They gain each Dust Empowerment effect below until the
end of their next Turn. Dust Empowerment effects are not cumulative. You carry Dust phials and crystals in potent combinations.

15+: The Target infuses the Offensive effect of 1 of your Active Dusts to their Weapon and always applies the strongest status condition of that prismatic Filter
Dust if applicable. Restrictions: Dust Weaver Only
20+: The Target adds your DIS / 2 to their Attacks. Once per Turn, Target another Entity other than yourself, you expend 1 Capacity and expend 1 of their Beneficial Status Effects. If the
25+: The Target infuses the Offensive effect of 1 of your Active Dusts to their Weapon and always applies the strongest status condition of that Beneficial Status Effect utilizes stacks, remove all stacks. Perform an effect below based on the Beneficial Status Effect expended:
Dust if applicable. The Target adds your DIS / 2 to their Damage.
● Harmonized
You are able to imbue another’s weapon with Dust and its special properties. Target restores Aura equal to your WIL / 2.

Dust Manipulation ● Regeneration


Restrictions: May only be selected and applicable if you have the Dust Weaver Specialization. You cannot select the Distillation or Mixologist Target restores HP equal to your END / 2.
Character Specialization.
Increase the range of your Dust Skill Checks and Ranged Attacks by 1 range increment. If you roll at least a single 10 on your Natural D10s ● Diffraction
while you perform a Dust Check, Melee Attack or Ranged Attack, that Action does not expend Capacity. You must still expend Capacity to Target increases Barrier or Armor equal to your DIS / 2.
perform a Boost or Charge Attack.
You filter the effects of dust and other elements through your Aura as a prism, granting additional boons based on your own capabilities.
You are able to manipulate Dust beyond normal limits and allow for greater possibilities.

42 GRADIENTMGZ 43
Negative Specializations Negative Specializations
You may select 1 Negative Specialization and gain an additional Specialization during the character creation process. You are welcome to Proprietary Equipment
take multiple Negative Specializations, however, you may only gain 1 bonus Specialization during character creation. Additional Negative Decrease your maximum Supplies and Capacity by 1.
Specializations may be gained over the course of a Campaign based on GM discretion. Negative Specialization effects always apply and
cannot be negated. Your weapon or Dust holsters are highly customized and incredibly time consuming to construct. These proprietary pieces of equipment
make it extremely difficult to gain additional pieces and often leave you in short supply
Clumsy
While out of a Combat Encounter whenever you roll doubles on your Natural D10s (Except for 10s), your Action is performed with Sensory Impairment
Disadvantage. Skill Checks utilizing Perception never gain Advantage.

While in a Combat Encounter whenever you roll doubles on your Natural D10s (Except for 10s) your Action fails unless you perform one of the Whenever you roll at least a single 1 on your Natural D10s while performing a Defense Check, gain Disadvantage while performing that
following: specific Defense Check until the end of the Episode. Disadvantage can be accumulated up to Triple Disadvantage.
Dust Check/Ranged Attack: Expend 1 Capacity, 1 Minor Action, or take 1 Damage.
Offensive Semblances/Melee Attack/Thrown Melee Weapon Attack/Unarmed Attack: Expend 1 Minor Action or take 1 Damage. Your senses have deteriorated at a faster rate than most. Maybe you have been exposed to loud sounds without hearing protection for
prolonged periods. Perhaps you may have poor eyesight that prevents you from reacting appropriately.
You mishandle your weapon, dust weave, or martial arts causing a misstep or misfire.
Soul Instability
Complicated Fighting Style Each time you perform a Semblance Skill Check, take 1 Damage after it resolves.
Whenever you roll at least a single 1 on any Attack with your Natural D10s, your Attack is performed in error with decreased effectiveness. For
that Attack, the Damage dealt is halved and any Dust effect(s) are not applied. Any bonus effect that results while rolling at least a single 10 If you possess a Passive only Semblance, replace the previous effect with the following. Perform a Semblance Skill Check at the end of
on your Natural D10s requires you to expend 1 Capacity. Capacity utilized outside of combat requires an additional Capacity. each of your Turns against the following Difficulty Check: 10+(WIL/2 + X) where X is the number of Turns that have elapsed since your
last failed Semblance Skill Check. You take 1 Damage when you fail this Semblance Check.
Your fighting style is incredibly complicated with a number of various physical maneuvers, mechanical parts, or complex algorithms. A fighting
style is never perfect and is prone to error or malfunctioning from time to time. Your semblance is prone to volatile reactions when invoked or in the presence of other Semblances. Perhaps there is unresolved trauma
that causes such instability in one’s soul.
dust Adverse
Damage you take from a Dust infused Attack is increased by 1. weakened Recovery
Decrease all Aura and HP restoration values to you by half.
Any time Dust is utilized by another Entity within Close range of your Character or a Dust Skill Check is performed within Close range of your
Character, you take 1 Damage after it resolves. Detrimental Status Effects apply double the amount of stacks you are afflicted with.

If you perform an Attack utilizing Dust in your weapon or perform a Dust Skill Check, you take 1 Damage after resolving that Attack or Dust Detrimental Status Effects last an additional Turn.
Skill Check.
Your body processes medical treatment and aura recovery differently than most. Your body has a hard time fighting off ill effects inflicted
Your character has negative reactions to the presence of Dust and its effects. upon it.

Fragile
While performing Damage Calculation, the Subtotal Damage taken by your Character is increased by 50%.

Your character has had previous Damage to their bodies or their body is naturally less resilient to being injured. It takes extra effort to exert an
Aura to defend against Attacks as well.

Inefficient
You must expend 1 additional Capacity whenever you expend Capacity.

I don’t care, just do it!

Insecure
Whenever you roll at least a single 1 on your Natural D10s while performing a Skill Check, gain Disadvantage while performing that specific
Skill Check until the end of the Episode. Disadvantage can be accumulated up to Triple Disadvantage.

You’re not sure if you’re cut out for this Huntsman and Huntress thing…

Paranoid
You cannot perform any Attack, Skill Check, or Action that would be a duplicate from the previous Combat Round except for a Boost,
Empower, Grapple (Only to maintain a Grapple with an Entity attempting to break free), Persevere, Move, and Capacity Move. Skill Checks
are performed at Disadvantage unless you are assisted by an Ally.

Your mind races during the rush of adrenaline and you always seem to do something different and never fall into habit and become
predictable…or so you hope.

44 GRADIENTMGZ 45
FAUNUS Specializations FAUNUS Specializations
If your Character is a Faunus, you may take a Faunus Specialization. You may only possess 1 Faunus Specialization. Below is not a
comprehensive list, but an attempt to fit multiple Faunus features.

Acute Hearing
Once per Turn, you may perform an Intuition Skill Check to discover the location of all hidden Entities within Range Increments equal to
your Intuition Skill Check / 10, starting at Close Range.

Your first Defense Check that you perform each Combat Round gains Advantage.
While afflicted with Concussed, Disoriented, or a loud noise such as Pink Dust (GM Discretion), you lose Acute Hearing’s effect.

Wait! I heard something…

Cold Blooded
Once per Turn, While performing an Action with Red Dust or if you start your Turn within Close range of a strong source of warmth such
as a fire, you may gain Charged if you are not afflicted with Chilled or Frostbitten. If you possess Chilled or Frostbitten, remove that
Detrimental Status Effect instead of gaining Charged.

Whenever you are inflicted with Chilled or Frostbitten, you are also inflicted with 1 HP Damage.
You do not gain additional Movement from your Agility Attribute while not benefitting from Charged due to Cold Blooded’s effect.

I need a moment to warm up.

Dextrous Body
You are able to adjust yourself while in free fall and do not have to perform a Skill Check to slow your descent or land safely.
Increase your Capacity Move and Movement by 5ft.

While afflicted with Grappled, Immobilized, Strained, or inhibited by another force such as hard light restraints (GM Discretion), you lose
Dextrous Body’s effect.

Thought these were just for show huh?

Distinctive Vision
When you select Distinctive Vision for your Character, you must select 1 and only 1 effect from the following list:
● Night and low light conditions have no effect on you. Ranged Damage is performed with Advantage.
● Your first successful Attack each Turn decreases a Target’s Armor equal to the Attack / 10.
● Inflict Exposed to your Target if you exceed their Defense or Special Defense by 10.

When afflicted with Bewildered, Blinded, or by a bright light such as Black Dust (GM Discretion), you lose Distinctive Vision’s effect.

I see you even when you cannot see me.

natural Weapons
When you select Natural Weapons for your Character, you must select 1 and only 1 Weapon Specialization from the following list:
● Aggressive Power
● Cleaving
● Precise Strikes

Your Unarmed Attacks benefit from the Weapon Specialization selected above. Unarmed Attacks are considered Melee Attacks for the
selected Weapon Specialization.
While afflicted by a Detrimental Status Effect, your Unarmed Attacks are performed with Disadvantage.

Even when fighting with fist or claw, you are a fearsome fighter, especially if backed into a corner.

Reactive Features
When you select Reactive Features for your Character, you must select 1 and only 1 Detrimental Status Effect from the following list:
● Bleeding
● Poisoned
● Strained

Whenever you are Grappled, hit by a Melee Attack, or hit by an Unarmed Attack; your Attacker is inflicted with Reactive Features’ selected
Detrimental Status Effect. Use your Defense Skill Check for Detrimental Status Effects utilizing the formula Action / 10. When utilized
outside of combat, use GM Discretion.

I’m poisonous! Cool, I’ve got spikes!

46 GRADIENTMGZ 47
Weapon Specializations Weapon Specializations
Weapon Specializations only apply to you while you have the appropriate Weapon Form Active. Some of these Specializations only Cleaving
provide their benefits when your weapon is in a specific Weapon Form. Each Weapon Specialization will state which Weapon Forms it is Applies To: Melee Weapon Forms
compatible with. When selecting a Weapon Specialization, you must select which Weapon Form it will apply to. You may not select ● Inflict half of your Total Damage to Adversaries that are in Adjacent range to the Target on a successful Melee Attack.
duplicate Weapon Specializations unless otherwise specified. ● Inflict 1 Damage to your Target and Adversaries that are in Adjacent range to the Target on a failed Melee Attack. You cannot apply RoC
modifiers to this Damage.
additional Form
Applies To: All Weapon Forms. Your weapon can sweep in wider arcs and cover wider angles to hit multiple Targets at once.
Gain 2 additional Weapon Forms. This Specialization may be taken multiple times.
Collateral Damage
Your weapon has multiple melee or ranged configurations to deal with a variety of situations. Applies To: Ranged Weapon Forms. You cannot select the High Explosive Weapon Specialization.
● Your Target is inflicted with your Total Damage and you may divide your Total Damage among any number of Entities that are in Close
Additional Weapon range to the Target on a success.
Applies To: All Weapon Forms. ● Inflict 1 Damage to your Target and Adversaries that are in Close range to the Target on a failure. You cannot apply RoC modifiers to
While performing a Melee Attack or Ranged Attack, you may perform any number of Additional Weapon Attacks of the same Form against this Damage.
an Entity in range. The number of Additional Weapon Attacks you may perform each Combat Round is equal to the amount of times you
have taken the Additional Weapon Specialization. While performing Additional Weapon Attacks, do not apply Character Specializations, Your weapon has a wide cone of effect, an extremely wide spray pattern, or a ricochet effect.
Weapon Specializations, Assets, or other Actions/Effects. You and your Target are always affected by any Detrimental Status Effects
applied. This Specialization may be taken multiple times. Condensed Powders
Applies To: Explosive Weapon Forms.
Your weapon has the capabilities to assail your adversaries with a flurry of attacks. You expend 1 less Capacity when infusing Ranged Attacks with Dust. Until the end of your Turn after you have performed a Charge Attack
with your Ranged Weapon, your next Move becomes a Capacity Move that does not expend Capacity.
Aggressive power
Applies To: Aggressive Weapon Form. Dust is tightly packed into each payload to ensure effective results.
While you perform a Melee Attack, inflict your Endurance in Damage to Adversaries in Adjacent range of your Target (You cannot apply
RoC modifiers to this Damage) and perform Damage with Advantage if you roll at least a single 10 on your Natural D10s. CQB ERGONOMICS
Applies To: Ranged Weapon Forms except Explosive and Sniper.
Cull even the strongest of adversaries with a critical strike of power. While performing a Ranged Attack within Close range, you expend a Minor Action instead of a Major Action.

Anti-Material Weaponry Your weapon is tuned to maneuver and acquire Targets efficiently in a confined area.
Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization.
Ranged Attacks ignore Armor and pierce through your Target. Draw a line up to your Ranged Weapon Form’s maximum range from your Critical Module Sight
Character through the Target. All Entities under this line are considered to be Attacked by your Ranged Weapon. Applies To: Automatic, Heavy Automatic, Nonconventional, and Sniper Weapon Forms.
While you perform a successful Ranged Attack, inflict Critical Damage if you roll at least a single 10 on your Natural D10s. Your Critical
Ammunition contains a high-density point made of inert dust that allows the projectile to penetrate even the thickest of Armor and Damage is rolled with Advantage. You may only select 1 Weapon Specialization ‘Sight’ in its name.
barricades.
An optic with a special function to run various features of a Target through a proprietary database to identify critical or weak points.
Attuned Nature
Applies To: Attuned Weapon Form. Crystalline Reflectors
Add Willpower to one Skill Check until the end of the next Combat Round if you roll at least a single 10 on your Natural D10s while you Applies To: Melee Weapon Forms.
perform a Melee Attack. While performing a Dust Defense Check or Parry Defense Check, you may expend 1 RoC on a success to inflict 1 of your Active Dust’s
Offense effect.
Your weapon resonates with your soul, granting you proficiency with your skillset.
A weapon for a more civilized Huntsman or Huntress
blasting Finisher
Applies To: Melee Weapon Forms Defensive Rounds
While performing Damage from a Melee Attack, your Boost Action increases your Damage by the value of your Boost. If you roll a 6 on Applies To: Ranged Weapon Forms.
your Natural D6 for Damage while performing a Melee Attack, you may perform a Ranged Attack that requires 1 additional Capacity and Once per Combat Round, you may perform a Ranged Attack instead of rolling your normal Defense Check to Defend. This may be
does not use a Major Action as a follow up immediately against the same Target. This Ranged Attack cannot inflict Critical Damage. performed against an Action Targeting an Ally that failed their Defense Check within range of your Active Ranged Weapon form. You may
perform the Support effect of Dust Skill Checks using a Ranged Attack instead of a Dust Skill Check. You must still expend Capacity to
Click, click, boom. infuse your Ranged Attack. You may only equip 1 Weapon Specialization with “Rounds” in its name.

bursting Rounds Don’t worry, it doesn’t hurt…I think.


Applies To: Ranged Weapon Forms.
Your Ranged Attack increases all stacks of Bleeding, Burning, and Poisoned of the Target by your Ranged Attack / 10. If you performed a Echo Thermal Sight
Boost Action during your Ranged Attack, Increase Damage equal to the number of different Detrimental Status Effects afflicting your Applies To: Ranged Weapon Forms.
Target on a successful Ranged Attack. You may only equip 1 Weapon Specialization with “Rounds” in its name. While you perform a Ranged Attack, you do not need line of sight to your Target. Your Target does not gain the benefit of Cover or any
type of concealment and is inflicted with Exposed on a successful Ranged Attack. You may only select 1 Weapon Specialization with
Your rounds fragment with shrapnel to deal increased Damage and spread the effectiveness of their payloads. ‘Sight’ in its name.

An optic with a special function to acquire Targets through walls via advanced imaging, a camera network, or sonar technology and mark
key components.

Efficient Systems
Applies To: Ranged Weapon Forms.
48 If you roll at least a single 10 while performing a Ranged Attack, gain a Minor Action during that Turn.
GRADIENTMGZ 49
The weapon cycles rounds efficiently, provides optimal trigger response, and features enhanced longevity by using high-quality parts.
Weapon Specializations Weapon Specializations
Elegant Flourish heavy Caliber
Applies To: Elegant Weapon Form. Applies To: Ranged Weapon Forms.
Add Discipline to your next Boost Action until the end of your next Turn if you roll at least a single 10 on your Natural D10s while you Add your DIS / 2 while performing Damage from a Ranged Attack that is successful.
perform a Melee Attack.
The rounds used in your weapon are a larger size, inflicting incredible Damage when discharged.
You wield your weapon with finesse, utilizing all of your training to create perfection.
high Explosive
Energy Conservation Applies To: Explosive Weapon Form. You cannot select the Collateral Damage Weapon Specialization.
Applies To: Energy Weapon Form. Gain each bonus for how many times you have taken this Specialization. While Red Dust is utilized, increase your Ranged Attack’s
If you roll at least a single 10 while performing a Ranged Attack, increase your Capacity by 1 for each 10 rolled. Damage by 1D6 instead of using the Offense effect of Red Dust.

Energy reserves self recycle, eventually providing you power back to your weapon. Level 1: Your Ranged Attack inflicts half Damage to all Entities within Close range to your Target. If your Ranged Attack fails, inflict half
Damage to your Target. While performing Damage from a Ranged Attack, add 1D6.
Enduring Bastion Level 2: Decrease Armor by 1 on a Ranged Attack regardless of success or failure. If any Natural D10s are rolled while you perform a
Applies To: Aegis Weapon Form. You cannot select the High Capacity and Expanded Reserves Specializations. Ranged Attack are a 10, increase your Damage by 1D6.
Gain 1 Capacity If you roll at least a single 10 on your Natural D10s while performing a Defense Check. Lose Enduring Bastion if you are Level 3: Your Ranged Attacks inflict Bleeding. While performing Damage with your Ranged Attack, each 6 rolled allows you to roll an
afflicted with the Disarmed or Grappled Detrimental Status Effect. additional 1D6 for Damage. Critical Damage dice do not apply this effect.

You may expend 1 Capacity at the start of your Turn to gain the following effects. You grant the Cover Beneficial Status Effect to Allies in Extra explosive residue produces intense results upon detonation.
Adjacent range of you. While performing Damage Calculation for each Entity in Adjacent range, you may inflict the Damage to your
Capacity for that Entity instead. If your Capacity is 0, you may elect to inflict the Damage to yourself following Damage Calculation rules. high Rate of Fire
Applies To: Ranged Weapon Forms except Explosive.
Perfect complementary teamwork. Oh, yeah, I want to have my friends' backs just like that. Once per Ranged Attack excluding Charge Attacks, you may change 1 Advantage roll to a Ranged Attack by expending 1 Capacity (This
counts as a Ranged Attack and cannot gain Advantage). Ranged Attack failures inflict Damage equal to your Ranged Attack / 10 to your
expanded Reserves Target.
Applies To: Heavy Automatic and Explosive Weapon Forms.
Increase your Supply by 2. You may perform a free Reload Action immediately after expending your last Capacity while performing a Your weapon has a high rate of fire and is able to graze its Targets.
Ranged Attack.
Kinetic Reserves
I can do this for days! Applies To: Melee Weapon Forms.
● If you have performed a Move Action during your Turn, gain Advantage to your next Melee Attack this Turn.
fast Response Machinery ● If you have performed a Melee Attack during your Turn, your next Move Action gains +5ft this Turn.
Applies To: All Weapon Forms.
You may perform 1 free Weapon Transformation each Turn. If your following Action is an Attack after performing a Weapon Trans- You may use each effect of Kinetic Reserves once per Turn.
formation, you may gain Advantage to your next Attack or Damage for each time you have performed a Weapon Transformation during
your Turn. You cannot Activate a Weapon Form you previously had Active this Turn while possessing this Weapon Specialization. Bounding around and swinging with your weapon builds up a small energy reserve that is released for additional offense or
maneuverability.
You have optimized the gears, machinery, or other components of your weapon to operate faster in the heat of battle.
Legion Ordinance
Gyroaccelerator Applies To: Explosive Weapon Form.
Applies To: All Weapon Forms. You cannot select the Gyrostabilizers Weapon Specialization. While performing a Ranged Attack, You may select additional Targets up to the amount of Actions you have remaining in your Action Pool.
While performing a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack, you may expend half of your Weapon’s maximum Each additional Target expends Capacity to Attack. While using this effect, High Explosive’s Level 1 effect changes to the following:
Capacity to treat an Attack with your Weapon as if you rolled at least a single 10 on your natural D10s. This effect cannot modify your
Attack to become a Critical Success. If your Ranged Attack fails, inflict half Damage to your Target. While performing Damage from a Ranged Attack, add 1D6.

The inner workings of your weapon energize on demand with precision activations. Dodge this!

Gyrostabilizers Limiter Release


Applies To: All Weapon Forms. You cannot select the Gyroaccelerator Weapon Specialization. Applies To: Ranged Weapon Forms.
While performing a Melee Attack, Ranged Attack, or Thrown Melee Weapon Attack, a Weapon Specialization effect that would activate by Remove the Capacity limit while performing a Charge Attack with your Ranged Weapon Form.
rolling at least a single 10 from your Natural D10s now activates by rolling at least a single 1 or 10 on your Natural D10s. You cannot
critically fail an Attack with a weapon that possesses Gyrostabilizers. Remove the safety limiters on your weapon to allow additional energy buildup on Attacks.

The inner workings of your weapon have been finely tuned to always be at equilibrium. nozzle Disbursement
Applies To: Nonconventional Weapon Form. You cannot select the Anti-Material Weaponry, Silent, and Trick Shot Weapon
hands Free Specializations.
Applies To: All Weapon Forms. Your Ranged Attack range becomes Close range and cannot be increased. Select a direction to face. Your Ranged Attack Targets all
While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Fumbled and Disarmed must be applied twice to you Entities within Close range of you in the selected direction.
during a Combat Round before they take effect. Gain Advantage on Skill Checks requiring you to physically interact with the environment
around you. Say hello to my little friend!

Your weapon can be wielded without direct contact.

50 GRADIENTMGZ 51
Weapon Specializations Weapon Specializations
overcharged Capacitors Returning
Applies To: Energy Weapon Form. Applies To: All Weapon Forms.
While performing a Ranged Attack, you may perform a Boost Action without expending Capacity. Inflict Fumbled to yourself after your While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Thrown Melee Weapon Attack Damage becomes 1D6 +
Ranged Attack has resolved. (STR / 2) + (AGI / 2). Select another Entity in Close range of your Target that must also defend against your Attack if you roll at least a
single 10 on your Natural D10s while you perform a Thrown Melee Attack. Repeat this effect until there are no eligible Entities. A Target
While performing damage from a Ranged Attack, you may Inflict additional Damage equal to your remaining Capacity. Inflict Fumbled to cannot be Attacked more than once from this effect.
yourself after your Ranged Attack has resolved.
Your weapon will return to you once it reaches an endpoint or you recall it.
Warning! Performing this function multiple times can have disastrous results!
Rev System
Applies To: Melee Weapon Forms.
Over-Engineered Once per Turn If your following Action is an Attack or Move Action after performing a Weapon Transformation, you may perform 1 free
Applies To: All Weapon Forms. Your Weapon must possess at least 4 different Weapon Form Types. Boost with your Attack or a Capacity Move with your Move Action.
Lose the RoC Option to perform Critical Damage with 3 Rule of Cool.
Each Combat Round, you may perform Charge Attacks once per Weapon Form Type with 1 Major Action instead of 2. The Critical Your weapon contains miniature engines that are engaged to provide extra power.
Threshold of your Target is decreased by each Capacity expended while performing that Charge Attack.
Short barreled sniper
This thing is like a swiss army knife! Applies To: Sniper Weapon Form.
Decrease your Ranged Attack range by 2 increments. Rule of Cool options that inflict a Detrimental Status Effect may be performed
point Blank expending 1 less RoC and 1 additional Major Action.
Applies To: Ranged Weapon Forms.
While resolving a successful Ranged Attack at Close range, you may either increase Damage by 3 or inflict Bleeding. A shorter barreled sniper still packs a punch, allowing for precision shots to impede foes at closer ranges.

Your weapon is highly effective at closer ranges due to an increased energy discharge from its ignition. Silent
Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization.
precise Strikes Your Ranged Attacks are performed with Advantage at Medium range and beyond if you did not perform a Defense Check during the
Applies To: Precise Weapon Form. previous and current Combat Round.
While you perform a successful Melee Attack, add Agility to your Damage if you roll at least a single 10 on your Natural D10s.
The weapon has a suppressor to dampen sound or is naturally quiet. It may also be a bow, crossbow, shuriken launcher, etc that
Your patience and observation allow you to hit specific locations that would hinder an opponent. produces low decibels of volume when fired.

Preparatory Mechanisms Soul Coupler


Applies To: Melee Weapon Forms. Applies To: Linked Weapon Form.
At the start of each Episode, declare how you are preparing your weapon’s mechanisms by selecting 1 and only 1 Detrimental Status Ranged forms may also utilize your Aura instead of Capacity to perform Ranged Attacks. You may expend Aura instead of Capacity to
Effect from the following list: perform a Ranged Attack, Boost Action for a Ranged Attack, or Charge Attack for a Ranged Attack.

● Bleeding Linked weapons act as an extension of yourself and often take odd or unorthodox design forms.
● Burning
● Poisoned Trick Shots
Applies To: Ranged Weapon Forms. You cannot select the Nozzle Disbursement Weapon Specialization.
While resolving a successful Melee Attack, you may replace your Total Damage inflicted to the Target with stacks of the selected Once per Turn, you may bounce a failed Ranged Attack to another Entity within Close range of your Target. If there are no Entities within
Detrimental Status Effect. Damage that would exceed a Target’s maximum Detrimental Status Effect’s stacks is lost. Close range of your Target, your failed Ranged Attack may be performed a second time against the same Target and you cannot perform
a Boost Action or Infuse Dust.
I’m fine-tuning this to match your tastes. Vent the dust energy to the blade or maybe reroute the dust exhaust on
contact…decisions…decisions. Your study of ballistics has taught you how to turn failures into opportunities.

range Finder unwieldy Designs


Applies To: Ranged Weapon Forms. Applies To: Melee Weapon Forms.
You may perform a Ranged Attack past your weapon’s maximum range by expending 1 Minor Action for each range increment exceeding If you roll a 1 on your Natural D6 while performing Damage, your next Minor Action expends a Major Action.
your weapon’s maximum range. If you roll a 6 on your Natural D6 while performing Damage, roll an additional 1D6 for Damage. Each 6 rolled allows you to roll an
The Boost Action is free while performing Ranged Attacks past your weapon’s maximum range. additional 1D6 for Damage. Critical Damage dice do not apply this effect.

Your weapon is equipped with a sight that allows you to fire at Targets far past your standard range by rapidly recalibrating to account for Do I boop you with the big end or the tiny end?
the additional distance.
volatile Dust Rounds
Reach Applies To: Ranged Weapon Forms.
Applies To: Melee Weapon Forms. If you infuse Dust while performing a Ranged Attack, replace that Dust by performing the following:
Melee Attacks may be performed at 1 Range increment higher. Roll 2D10 and infuse 1 Dust by selecting 1 of the 2D10 values (Each Dust is numbered in the Dust section of the book). Your Ranged
Attack benefits from the Offense effect of the Dust selected with this effect. If doubles are rolled while determining which Dust you infuse
You utilize a method to extend your weapon’s reach. from this effect, add Damage equal to half of your Ranged Weapon Form’s maximum Capacity on a successful Ranged Attack. You may
only equip 1 Weapon Specialization with the “Rounds” in its name.

Dust rounds glow with arcs of energy coursing within them due to alterations to their formula.

52 GRADIENTMGZ 53
PILOT Specializations PILOT Specializations
When creating a Vehicle, you must select 1 Vehicle Specialization with the word “Chassis” in its title and 1 Pilot Specialization. These Sentimental
provide special rules and changes to your Vehicle. You may not select duplicate Pilot Specializations. GMs are encouraged to expand and Restrictions: Applicable only while piloting an Asset.
create additional Chassis Specializations to add to their games/modify the existing ones to fit their game. As your progress in a Campaign, ● Each Combat Round that you do not take Damage to your Asset, increase your Sentimental effect by 1.
you may be able to upgrade your Chassis to gain additional Vehicle Specializations or Weapons. Work with your GM as you progress! ● If you take Damage to your Asset, decrease your Sentimental effect by 1.
● The maximum Sentimental effect value you can accumulate is 5. Your Sentimental bonus cannot fall below 0.
Ace Bravado
Restrictions: Applicable only while piloting an Asset. At the start of each Combat Round, declare what your Sentimental effect will apply to from the following categories of Actions. Melee
Once per Turn, you may transfer 1 RoC from yourself to an Ally who has line of sight to you. An Entity may only receive 1 RoC per Attacks, Ranged Attacks, Defense Checks, or Skill Checks.
Combat Round from an Ally in this manner.
You have been through thick and thin with your Asset and it feels like an extension of yourself when you get behind its controls.
Inspiration takes all forms, including stupid or skilled stunts.
Steel willed
Dangerous Piloting Restrictions: Applicable only while piloting an Asset.
Restrictions: Applicable only while piloting an Asset. Anytime you would be inflicted with a Detrimental Status Effect while piloting an Asset, you are not. This does not prevent Detrimental
Gain the effects below while piloting an Asset. Status Effects from impacting your Asset.
● While performing a Dodge Defense Check, you may decrease your piloted Asset’s HP by 1 to increase your Dodge Defense Check by
your Dodge Defense Check / 10. Even under the pressure of an intense situation or heavy fire, you are able to keep your nerves calm.
● While performing a Move Action, you may decrease your piloted Asset’s HP by 1 to Increase your Move Action’s distance by 10ft.
SNAP SHOT
You outmaneuver your foe with extreme speed. You push your vehicle’s limits and exceed safety measures while piloting. Restrictions: Applicable only while piloting an Asset.
Once per Turn when you complete a Move Action, you may perform a Snap Shot with one Ranged Weapon Form that your Asset is
Enhanced imaging equipped with. Snap Shot’s Ranged Attack is performed with Disadvantage. Snap Shot does not use an Action.
Restrictions: Applicable only while piloting an Asset.
Once per Turn by expending a Minor Action, you may Target an Entity in Long range. Identify one of the following features and gain the Your reflexes allow you to instantly snap around to your Targets while piloting an Asset at extreme speeds.
appropriate bonus.

● Weapon Systems: Reveal 1 Weapon and its capabilities. If you perform a successful Attack against this Target, you apply a negative
modifier to the revealed weapon when it fires next equal to your Attack / 10. This effect is not cumulative.
● Structural Systems: Reveal the current HP, Armor, or Barrier. If you perform an Attack against this Target, decrease Armor or Barrier by
1 the next time you inflict Damage this Turn.

You have an Augmented Reality device equipped within your glasses, goggles, or interfaced through your scroll to your vision. “Initiate
enhanced imaging!”

Grease Monkey
Restrictions: N/A
While piloting an Asset or while your Character is Adjacent to a pilotable Asset, you may expend a Major Action to partially repair that
Asset. Expend the Target’s Capacity by 1 and perform an Engineering Check. Restore HP to the Asset equal to your Engineering Check /
10. You may only perform the effect of Grease Monkey once per Turn.

Your home is in the garage or mechanic shop and you’re no stranger to making hasty repairs with what you have available in a pinch by
yourself or with tools equipped by your vehicle.

Natural Instincts
Restrictions: Applicable only while piloting an Asset.
While piloting an Asset, each Defense Check bonus may be performed twice per Combat Round.

You let your gut do the piloting, often getting you out of bad situations or into better ones.

54 GRADIENTMGZ 55
Assets “Oh my god, you really
Exploded.”
Consumable Assets
Antidote Stimulant Concentration Stimulant
Removes the Poisoned Detrimental Status Effect. Increase your Willpower by 1 until the end of the Episode. This

Your assets come in two forms, consumable or permanent. A white tube with a flat end once the forest green cap is
removed. This Stimulant is able to rapidly counteract poisons
effect is not cumulative. Only 1 Attribute modifying Stimulant
may be affecting you at any time.
Consumable assets are removed upon use. Permanent assets are and toxins.
A neon yellow tube with a flat end once the cap is removed.
not removed upon use and remain with characters until they
are either destroyed or lost.
ATLAS A-5 GRENADE This provides a temporary boost to your Willpower.

Atlas A-5 Grenades do not expend Capacity and are removed


from your Assets when used. Perform a Force Skill Check to
throw an Atlas A-5 Grenade. On a success, inflict 6 Damage
Filtered Serum Stimulant
Removes all Status Effects except Burning, Poison, Toxic, and
to your Target and 3 Damage to Entities within Close range to
Defeated.
that Target.

On a failure, Inflict 3 Damage to your Target and 2 Damage to A white tube with a flat end once the lime green cap is
Close Entities to that Target. removed. This Stimulant is able to cure most internal ailments.

Finesse Stimulant
Atlesian manufactured grenades in their 5th iteration. A silver
spherical device that fits in the palm of a hand. A blue ring
around the device’s equator indicates the device has not
Increase your Agility by 1 until the end of the Episode. This
been armed. This band of light blinks red once twisted to
indicate that it has been engaged. effect is not cumulative. Only 1 Attribute modifying Stimulant
may be affecting you at any time.

Basic Adrenaline Stimulant A neon green tube with a flat end once the cap is removed.
Increase RoC by 1 point. This does not count towards your maximumThis provides a temporary boost to your Agility.
earned RoC each Round.

A bronze tube with a flat end once the orange cap is removed. This Fortification Stimulant
Stimulant provides slightly heightened senses and reactions. Increase your Endurance by 1 until the end of the Episode.
This effect is not cumulative. Only 1 Attribute modifying

Basic Aura Stimulant Stimulant may be affecting you at any time.

Restore 1D3+1 Aura. A neon purple tube with a flat end once the cap is removed.
This provides a temporary boost to your Endurance.
A bronze tube with a flat end once the blue cap is removed.
This Stimulant provides a slight restoration to Aura.
Full Aura Stimulant
Basic Health Stimulant Restore a Character’s maximum Aura value.

Restore 1D3+1 HP. A platinum tube with a flat end once the blue cap is removed.
This Stimulant provides full restoration to Aura.
A bronze tube with a flat end once the red cap is removed. This
Stimulant provides a slight restoration to HP.
Full Health Stimulant
Clarity Stimulant Restore a Character’s maximum HP value.

Increase your Discipline by 1 until the end of the Episode. This A platinum tube with a flat end once the red cap is removed. This
effect is not cumulative. Only 1 Attribute modifying Stimulant Stimulant provides full restoration to HP.
may be affecting you at any time.

A neon blue tube with a flat end once the cap is removed. This
provides a temporary boost to your Discipline.

56 GRADIENTMGZ GRADIENTMGZ 57
Consumable Assets Permanent Assets
High-Grade Adrenaline Stimulant
Increase RoC by 3 points. This does not count towards your
Aura Overdriver
You may activate the Aura Overdriver by performing a
Semblance Augmentor
Once per Episode, you may Empower a Semblance Skill
maximum earned RoC each Round. Semblance Skill Check. Restore your Aura equal to your Check or Semblance Defense Check twice.
Semblance Skill Check / 10. Take 1 HP Damage for every 5
A jet black tube with a flat end once the orange cap is removed. Aura restored with this effect. A technology developed by Atlas that appears like a blackened
This Stimulant provides extraordinarily heightened senses and fingerless glove with a dust core energy source on the
reactions. The Aura Overdriver pushes your body and soul to its limits, backside. Metallic supports protrude from the dust core that run
providing you enhanced defensive capabilities at the cost of parallel to the fingers without impeding dexterity. These metal

High-Grade Aura Stimulant


Restore 3D3+3 Aura.
strain on one’s body. It usually takes the form of a belt with a
power source attached to it that integrates with your vitals.
supports appear to have simple pads that rest on the tips of the
fingers and connect to the device. There is a noticeable

Standard Aura Stimulant numbing sensation when the device is activated, however no
A jet black tube with a flat end once the blue cap is removed.
This Stimulant provides an extreme restoration to Aura.
Restore 2D3+2 Aura.
Backup Vital Stabilizer
Once per Episode, if your HP falls to 0 or less, you may expend
other side effects seem to appear.

A silver tube with a flat end once the blue cap is removed. This
Stimulant provides a moderate restoration to Aura.
1 RoC, restore 1 HP and half of your maximum Aura. If an
Ally’s HP is 0 or less and they have not become Critically
Surveillance camera
The wireless connection to your scroll and the Surveillance

High-Grade Health Stimulant


Restore 3D3+3 HP.
Injured, you may expend 1 RoC and they restore 1 HP and half
of their maximum Aura.
Camera can extend up to 300ft. Any further distance will result
in a lack of signal.

Standard Health Stimulant


Restore 2D3+2 HP. Emergency medical supplies are built into a bracelet or some A remote camera that can be accessed via one’s Scroll to
A jet black tube with a flat end once the red cap is removed.
other object on your person that will inject you should the observe an area. These are typically used to observe the
This Stimulant provides an extreme restoration to HP.
A silver tube with a flat end once the red cap is removed. This technology detect that you have fallen unconscious. entrance/exit of a location or perhaps obtain information on
Stimulant provides a moderate restoration to HP. something or someone suspicious.
Lien
You will need to use Lien in order to pay for services, High Powered Binoculars
You are able to see past Long range and view items of interest
purchase items, or any other task you may find a use for it.
Lien is typically held in the form of thin plastic-like cards that
have various denominations. Scrolls can also be linked to a
sTEROID Stimulant
Increase your Strength by 1 until the end of the Episode. This
that are at Distant range.

Character’s financial account for stores and services that offer effect is not cumulative. Only 1 Attribute modifying Stimulant Strong magnification binoculars that are able to enhance a
cashless payment options. may be affecting you at any time. user’s vision when equipped.

Sensory Stimulant
A neon red tube with a flat end once the cap is removed. This
provides a temporary boost to your Strength. Night Vision Goggles
You are able to see at night or in the dark without issue.
Increase your Perception by 1 until the end of the Episode. This
effect is not cumulative. Only 1 Attribute modifying Stimulant
A heavy set of goggles. The vision is slightly grainy, but allows
may be affecting you at any time.
you to see in the dark when equipped.

A neon pink tube with a flat end once the cap is removed. This
provides a temporary boost to your Perception.
Prototype Emotion Mask
Generator
You may activate the Prototype Emotion Mask Generator with a
Standard Adrenaline Stimulant
Increase RoC by 2 points. This does not count towards your
Major Action in Combat or at any time out of combat. This
device masks the presence of all Humans and Faunus within
maximum earned RoC each Round. Close range for approximately 1 minute before the battery runs
out.
A silver tube with a flat end once the orange cap is removed.
This Stimulant provides moderately heightened senses and A small device in the shape and aesthetic of an Atlas infantry
reactions. grenade, the delicate object is able to be powered for a short
period of time to mask the presence of users within Medium
range from weak and less intelligent Grimm.

58 GRADIENTMGZ 59
Dust Dust
Dust is a natural resource that is mined across the world of Remnant. It is commonly used as an energy source or propellent,
but can be activated by those trained in their Aura. Each color of Dust represents an aspect of nature. The physical form of raw Violet (Force) - 8
Violent shockwaves are emitted on impact from your weapon,
Yellow (Earth) - 10
A heavy weight of crusted earth forms on your weapon,
Dust appears as a crystal. It can be refined into a powder that can be utilized in ammunition or woven into clothing. Dust is a
causing your Target to be blown away on impact regardless of allowing heavy blows against your Target to weaken them. A
Permanent Asset, Dust effects of the same color are not cumulative, and Dust infused Attacks are compared against a Target’s
friend or foe. diamond coating may also form over a Target granting them
special defense. Dust only affects the Target selected for an Attack and does not apply to other Entities even with Attacks that
Armor from Attacks.
can hit multiple Entities such as the Anti-Material Weaponry Specialization.
Offense: Your Attacks and Dust Checks that are successful
knock back your Target equal to the Action utilizing Violet Dust Offense: Your Attacks and Dust Checks that are successful

Black (Light) - 1
Flashes of light flare to either incapacitate opponents or provide
Orange (Lightning) - 5
Electric arcs wreath your weapon, sparking off of it every so
rounded to the nearest 5ft. If your Target would impact another
Entity or solid structure, Inflict Damage equal to the Action that
inflict Weakened.

often. utilized Violet Dust / 10 to your Target and any Entity they Support: Gain Armor equal to the Action utilizing
a shield of light to allies.
collide into. Yellow Dust / 10.
Offense: Your Attacks and Dust Checks that are successful Offense: If the Action utilizing Orange Dust Targets a single
inflict Bewildered. Entity and succeeds, you may Inflict Damage equal to the Support: Immediately be propelled a distance up to the Action
Action that utilized Orange Dust / 10 to another Entity within utilizing Violet Dust rounded to the nearest 5ft.
Support: Gain Barrier equal to the Action utilizing Close range of your Target. You may perform this Damage
Black Dust / 10. again using the previous Entity selected as the new origin point
for determining a new Target to inflict this Damage to. White (Ice) - 9
Frost trails your weapon that freezes portions of a Target’s
Blue (Water) - 2
Torrents of water are utilized to disrupt your opponents or
If the Action utilizing Orange Dust Targets multiple Entities or clothing, body, or armor.
inflicts Damage in an area, inflict Strained against each Entity
soothe others in a restorative shower. that your Action is successful against. Offense: Your Attacks and Dust Checks that are successful
inflict Chilled.
Offense: Your Attacks and Dust Checks that are successful Support: Gain Charged.
inflict Fumbled and remove a Beneficial Status Effect. Support: Gain Diffraction.

Support: Gain Regeneration. Pink (Sonic) - 6


Vibrations with a unique frequency disrupt your opponents or
harmonize with the other souls.
Brown (Acid) - 3
Acidic coating drips from your weapon, allowing it to burn
through other materials it touches or neutralize impurities.
Offense: Your Attacks and Dust Checks that are successful
inflict Disoriented.
DUST Skill CHECK EFFECTS
Dust Skill Checks are used to directly influence the environment, providing advantages that your teammates will be able to leverage
Offense: Your Attacks and Dust Checks that are successful Support: Gain Harmonized. to gain simple bonuses. You may pitch an idea to your GM that is not detailed below and they will determine its effect and/or clarify it
decrease Armor by 1 until the end of the Combat Encounter. If accordingly. Dust Skill Check effects of the same bonus are not cumulative. Below are guidelines on the possible uses of Dust.
your Target does not have Armor, inflict Damage equal to the
Action that utilized Brown Dust / 10. Red (FIRE) - 7
Flames lick across your weapon, burning away at your Target
● Create an elemental wall, prohibiting movement and visibility of Entities. Your elemental wall length is equal to your Dust Check
rounded to the nearest step of 5 to determine its length. An Entity may break it by performing an Action that rolls a value higher
or eliminating incoming detrimental effects.
Support: Remove 1 Detrimental Status Effect except than your Dust Check used to create the Wall. If the Entity has a static value for an Attack, then it uses 1 Action to break it.
Disarmed, Grappled, Fumbled, or Poisoned.
Offense: Your Attacks and Dust Checks that are successful
● Enhance your own or another Entity’s weapon with elemental fury. Select one bonus from the following to apply:
inflict Burning to your Target.
Green (Wind) - 4
You feel as light as a feather, providing additional flexibility
● 15+ Gain the Offense effect of the selected Dust once for each Attack type until the end of your Turn.
● 20+ Gain Advantage once for each Attack type until the end of your Turn.
Support: Gain Extinguish.
when it comes to utilizing your weapon or gaining an ● 25+ Gain Advantage once while performing Damage for each Attack Type until the end of your Turn.
advantageous position.
● Support yourself or another Entity by imbuing them with Dust. Select one bonus from the following to apply:
Offense: Attacks and Dust Skill Checks are performed at 1 ● 15+ Gain the Support effect of your selected Dust.
range increment higher. The Critical Threshold of your Target is ● 20+ Gain Advantage while performing a Dodge, Dust, or Parry Defense Check until the next Combat Round.
decreased equal to the Action / 10 for that Action. ● 25+ Gain a free Move Action with Capacity Move until the end of your Turn.

Support: Gain Fleet Footed.

60 GRADIENTMGZ 61
VEHICLES VEHICLES
Vehicles are Permanent Assets until Critically Lost, however, their parts can be recovered and rebuilt at a large financial cost, When you obtain a Vehicle, it carries with it the characteristics of the selected type (Ground, Air or Water) and the traits of its
investment of time, and/or as an incredible favor from another individual. Scenarios in which Vehicles are utilized should involve Chassis Specialization. Select a Type of Vehicle that you wish to start with as your base Vehicle. This could be obtained by a
some planning with your GM due to the amount of additional options they provide, especially during Combat Encounters. reward from the Campaign or if your GM has provided you a location to purchase such an expensive Asset.
Sometimes a GM may have a scenario on whether you would be able to bring it due to various elements such as stealth,
weather conditions, missions, etc. The following are specific to Vehicles. Your skills as a Pilot come into play and add to its Attributes. When you Pilot a Vehicle, add your Character’s DIS , PER, and
WIL Attributes to the Vehicle’s Character Sheet. If your DIS + PER Attributes are 4 or less, add your STR / 2 to your Vehicle’s
Piloting: The act of utilizing your Vehicle’s Specializations, Weapons, Resources, and Attributes instead of your Character’s. DIS and AGI / 2 to your Vehicle’s PER Attribute instead.
You must use a Minor Action to either enter or exit your Vehicle. While piloting a Vehicle, your Character is referenced to as the
Pilot. Select any Weapons and Specialization options the selected Chassis Specialization provides. Each Ranged Weapon possesses
a unique Capacity Resource but shares the same Supply Resource. You must always select a Chassis Specialization when you
Ram: You can use your Vehicle as a weapon, ramming it against a Target. In order to perform a Ram, you must have previously obtain a Vehicle.
performed a Move Action during your current Turn. Perform a Melee Attack with an Aggressive Melee Form using your Vehicle
Character Sheet. On a success, you inflict Melee Damage to the Target and your Vehicle takes half of the Damage. Vehicles may only select from the Ranged Weapon Forms below:
● Automatic
Critically Lost: A Vehicle that has sustained significant Damage will become Critically Lost. In this state, the Vehicle is no ● Energy
longer operational and ceases to function. If you are still Piloting your Vehicle when this catastrophic event occurs, your ● Explosive
Character is inflicted with 3 Damage and you cannot apply any Damage reduction effects. In order to use your Vehicle again, ● Heavy Automatic
you must repair it (GM Discretion). ● Nonconventional
● Shotgun
Vehicle Character Sheet: A Vehicle has an independent Character Sheet and is played as a separate Entity that you control as ● Sniper
a Player. Use your Vehicle Character Sheet at all times when making any type of Action unless otherwise specified to use your
Pilot’s Character Sheet. Vehicles are unique and have access to specific amounts of Resources, Attributes, Defenses, and Vehicles may only select from the Melee Weapon Forms below:
Weaponry. The bonus for additional Movement distance from Agility does not apply to Vehicles. Vehicles cannot perform Parry ● Aggressive
and Semblance Defense Checks. Vehicles cannot perform Semblance and First Aid Skill Checks. They can provide unique ● Elegant
opportunities to those that can leverage them in the right situations. The types of Vehicles are listed below: ● Precise

► Ground Vehicles Vehicle Maneuvers


► Air Vehicles
► Water Vehicles Vehicle Maneuvers are special effects that may be activated after meeting specific conditions or paying a cost. Vehicle
Maneuvers do not require an Action, but must be declared before you perform an Action. You may perform 1 Vehicle Maneuver

Ground Vehicles Air Vehicles Water Vehicles per Turn.

Movement: 25ft Movement: 35ft Movement: 25ft Angled Impact


Defenses: Resist, Dodge, Dust Defenses: Resist, Dodge, Dust Defenses: Resist, Dodge, Dust If you perform at least 2 Move Actions during your Turn, decrease Damage inflicted to you while performing 1 Resist Defense
HP Modifier: 4 HP Modifier: 2 HP Modifier: 3 Check by 3 (Minimum 1) until the end of the next Combat Round.
STR: 6 STR: 4 STR: 5 They took the hit to a non-critical area, I'll teach you how to do that when we get back.
END: 4 END: 4 END: 4
AGI: 4 AGI: 6 AGI: 5 Emergency Defense
PER: 0 PER: 0 PER: 0 You may expend 1 Capacity to gain Advantage while performing a Dust Defense Check. Gain Double Advantage if the Dust
WIL: 0 WIL: 0 WIL: 0 Defense Check is performed against an Explosive Weapon Form Attack.
DIS: 0 DIS: 0 DIS: 0
Formation
Grounded Airborne Waterborne If at least 1 Ally is within Close range while you perform a Held Action during an Ally’s Turn, gain Advantage while performing
This Vehicle may not traverse over or into This Vehicle must always be airborne and its This Vehicle may not traverse over the your Action. That Ally’s Action also gains Advantage.
water. If it enters water or any other liquid Chassis type will specify the distance it is ground. If it would traverse over ground or
terrain, it gains the status Immobilized. vertically from the ground. You may fly lower any other solid terrain, it gains the status Full Throttle
than the height specified, but never be Immobilized. If you perform at least 3 Move Actions during your Turn, gain Advantage on Dodge Defense Checks until the end of the next
submerged in a liquid or use the ground to Combat Round.
traverse. This Vehicle takes full Damage
instead of half while performing a Ram Skirmishing
Action. After performing a Move Action, If an Adversary is located directly between you and an Ally in Medium range, gain Advantage
while performing your next Ranged Attack and Ranged Attack Damage.

62 GRADIENTMGZ 63
Vehicle Chassis Vehicle Chassis
When creating a Vehicle, you must select 1 Chassis. These provide special rules and changes to your Vehicle. GMs are encouraged to Treaded Chassis
expand and create additional Chassis to add to their games/modify the existing ones to fit their game. Vehicle Specializations only apply Restrictions: Ground Vehicles only.
while you are Piloting a Vehicle with one or more of these selected. You may not select duplicate Vehicle Specializations unless otherwise Your Vehicle takes the form of a treaded vehicle similar to that of a tank or a construction vehicle for use across all types of solid terrain.
specified. As your progress in a Campaign, you may be able to upgrade your Chassis to gain additional Vehicle Specializations or
Weapons. Work with your GM as you progress! ● You may traverse over any ground terrain unhindered. Hazardous weather conditions that cause slippery surfaces do not affect your
Vehicle.
Aero Chassis ● Decrease your Movement by 5ft.
Restrictions: Air Vehicles only. ● Add 1 to a Vehicle’s STR or END Attribute.
Your Vehicle takes the form of a dust-propelled jet engine craft that flies nearly unimpeded across the skies. ● You do not take Damage when performing a Ram Action.
● Select 1 Ranged Weapon Form for your Vehicle.
● You freely traverse over all types of terrain. Your Vehicle is considered to be at Distant range vertically from the ground. You must ● Select 1 Vehicle Specialization.
always perform 1 Move Action during each of your Turns.
● Add 1 to a Vehicle’s AGI or END Attribute. wave Rush Chassis
● Select 2 Ranged Weapon Forms for your Vehicle. Restrictions: Water Vehicles only.
● Select 1 Vehicle Specialization. Your Vehicle takes the form of a personal watercraft that skims along in most bodies of water.

Airship Chassis ● You may perform Attacks and the Semblance Defense Check from your Character Sheet instead of your Vehicle Character Sheet.
Restrictions: Air Vehicles only. ● Add 1 to a Vehicle’s AGI or STR Attribute.
Your Vehicle takes the form of a propeller-based airship that flies high above the ground. ● You may be targeted directly as the Pilot instead of your Vehicle.
● Select 2 Vehicle Specializations.
● You freely traverse through all types of terrain. Your Vehicle is considered to be at Long range vertically from the ground. Decrease your
Movement by 5ft.
● Add 1 to a Vehicle’s STR or END Attribute.
● Select 1 Ranged Weapon Form for your Vehicle.
● Select 2 Vehicle Specializations.

Hover Chassis
Restrictions: Ground/Water Vehicles only.
Your Vehicle takes the form of a hovercraft that floats just a few inches above the ground or water.

● You may traverse over water and ground unhindered. Hazardous weather conditions that cause slippery surfaces do not affect your
Vehicle.
● Add 1 to a Vehicle’s AGI or END Attribute.
● Select 1 Ranged Weapon Form for your Vehicle.

Mech Chassis
Restrictions: Ground Vehicles only.
Your Vehicle takes the form of a walking mechanized battle robot with legs and arms.

● Your Vehicle gains the Parry Defense Check.


● Add 1 to a Vehicle’s STR or END Attribute.
● Decrease your Movement by 5ft.
● Select 1 Melee Weapon Form for your Vehicle.
● Select 1 Ranged Weapon Form for your Vehicle.
● Select 1 Vehicle Specialization.

Motorbike Chassis
Restrictions: Ground Vehicles only.
Your Vehicle is a fast mode of transportation such as a stylish open-topped motorbike.

● You may perform Attacks and the Semblance Defense Check from your Character Sheet instead of your Vehicle Character Sheet.
● Add 1 to a Vehicle’s STR or AGI Attribute.
● You may be targeted directly as the Pilot instead of your Vehicle.
● Select 1 Vehicle Specialization.

64 GRADIENTMGZ 65
Vehicle Specializations Vehicle Specializations
Ablative Armor EXPENDABLE GEAR
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name. Restrictions: N/A
Increase your Vehicle’s maximum Armor by 1 and 3 HP. Once per Episode, the first time your Vehicle would become Critically Lost, it is Once per Turn you may expend 1 Armor to gain a Minor Action or expend a Weapon to gain a Major Action. Your Vehicle may be
not. Instead set your Vehicle’s HP to 1. equipped with any expended Weapon(s) again after docking for maintenance or at the start of a new Episode (GM Discretion).

You add additional armor plating to your Vehicle in key areas to provide further protection. No time for dead weight!

Armed and Ready Grappler Hooks


Restrictions: N/A Restrictions: Ground Vehicles only.
Select an additional Ranged Weapon form to equip your Asset with. Your Vehicle may have two Ranged Weapon forms Active instead of Perform a Grapple Check. You may fire your Grappler Hooks at a range equal to the Grapple Check roll rounded to the nearest step of 5.
one. You may perform the Boost Action twice while performing a Ranged Attack. You may either move your Vehicle to this location or you may attempt to pull another Entity to you if your Grapple Check beats their
Defense.
“It’s also a gun.”
Anchors, hooks, or harpoons are installed in your Vehicle that allow a variety of maneuvering options.
Aura Matrix
Restrictions: N/A Holo Designator
Your Vehicle's Maximum Aura becomes half of your Maximum Aura. While entering your Vehicle for the first time during an Episode, you Restrictions: N/A
may transfer any amount of Aura from your Character Sheet to the Vehicle’s Character Sheet. You may use Minor Action to mark a Target with Holo Designator. Increase the next Ranged Attack from allied Entities by your Perception
value against that Target. Remove the Holo Designator effect from that Target after this effect is resolved.
A special system is integrated into your vehicle that allows you to project your Aura as an additional layer of defense for your Vehicle.
You designate a Target with a holographic marker to coordinate fire.
co-Pilot
Restrictions: N/A IRREGULAR MODIFICATIONS
An Ally who can perform Piloting duties shares the same Turn as the owner of the Vehicle as long as the Owner allows it. Both Entities Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
must agree on which aspect of the Vehicle they will perform Actions for. All Move Actions, Melee Attacks, Ranged Attacks, and Skill Lose the Dust Defense Check and Dust Skill Check while piloting a Vehicle. Increase the Maximum Capacity of each Weapon your
Checks are performed from the owning Entity’s Vehicle. This does not count for the purposes of gaining Team RoC. Each Pilot performs Vehicle possesses by 2. Increase your Vehicle’s Supply by 1.
their normal allotment of Actions from their Action Pool in the same Turn.
Kinetic Recycler
A secondary seat is installed with your Vehicle that allows another individual to take over some responsibilities such as piloting, weapon Restrictions: N/A
systems, and navigation. Once per turn while in a Combat Encounter, if you perform 2 Move Actions, increase your Vehicle’s Capacity by 1.

Continuity Beam With each movement and the mechanical rotation of your vehicle, your Kinetic Recycler converts momentum into stored energy.
Restrictions: Energy Weapon Form only.
While selecting a second Target with a Ranged Attack, any Entities in range between your first Target and second Target are inflicted with Modified Dust Exhaust
1D3 Damage. Restrictions: N/A
Once per Combat Encounter, you may create a thick cloud of exhaust, smoke, or inert dust particles around your Vehicle’s location that
The continuous beam fires in a stream, sweeping across multiple objects to inflict damage. obscures up to Medium range. This obscuring cloud does not move with your Vehicle and lasts until the end of your Next Turn. All Entities
inside the cloud cannot be targeted by Ranged Attacks. Any Melee Attacks performed while within the cloud are done so with Dis-
Ejection System advantage to Players and a -5 modifier to NPC Entities.
Restrictions: N/A
Do not take Damage when your Vehicle becomes Critically Lost as it explodes, crashes, or has some other disastrous mechanical failure. The energy built up from the dust engines or other power sources has a modified exhaust that allows you to create a cloud to obscure you
You may position yourself in Close range from your Vehicle when it becomes Critically Lost. and other Entities from sight.

You stay in your Vehicle until the last possible moment before getting to safety. You immediately perform an emergency evacuation via an Multi Missiles
ejection system from your vehicle when it becomes Critically Lost. Restrictions: Explosive Weapon Only
While performing a Ranged Attack, You may select additional Targets up to your current Capacity. Each additional Target expends
Emergency Hex Barrier Capacity to Attack. While performing a Ranged Attack with this effect, High Explosive’s Level 1 effect does not apply.
Restrictions: N/A
Once per Episode when your Vehicle’s HP becomes half or less, Your Vehicle increases Barrier by 1 at the start of each of your Turns until A rapid barrage of missiles are launched, designed to track down and destroy individual Targets. "Fire everything!”
the end of the Combat Encounter.

An Emergency Hex Barrier provides you additional protection when your Vehicle's integrity is at risk.

66 GRADIENTMGZ 67
Vehicle Specializations Vehicle Specializations
Omni Model Upgrade Stabilizers
Restrictions: N/A Restrictions: Ground Vehicles only.
You may select an additional Chassis type Specialization when customizing your Vehicle and may select a Chassis Specialization that is Once per Turn, you may perform one of the following effects.
not normally equipped by your Vehicle.
● You may expend a Minor Action to provide your next Ranged Attack a bonus equal to your Ranged Attack / 10.
You may only have 1 Chassis Active. You may use a Minor Action to transform your Vehicle to another Chassis, utilizing another Vehicle ● You may expend a Minor Action to provide your next Resist Defense Check a bonus equal to your Resist Defense Check / 10.
Chassis and its Vehicle Specializations. Your Supply Resource is shared across each Chassis.
You cannot perform Move Actions during your Turn after using the effect of Stabilizers.
Your vehicle has an additional layer of complexity that allows it to change forms to better suit various terrains.
A number of anchors or support legs protrude from your Vehicle to brace it for use of heavy weaponry or against an incoming strike.
Overdrive
Restrictions: N/A Standardized Dust Energy Converter
Once per Turn, you may decrease your vehicle’s HP by 2 to perform one of the following effects: Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
● You may expend a Minor Action and expend 1 Weapon’s Capacity by any value to increase your Barrier by the Capacity expended.
● Double the distance of your next Move Action until the end of your Turn. ● You may expend a Minor Action and expend your Barrier by any value to increase 1 Weapon’s Capacity by the Barrier expended.
● Increase the range of 1 Ranged Weapon by 1 range increment until the end of your Turn.
● Triple the value of your Boost Action while performing a Melee Attack until the end of your Turn. The dust utilized in the Vehicle’s systems powers both Weapons and Defenses.

You override your Vehicle’s systems and safety measures to push limits. Stress Tested
Restrictions: N/A
Phoenix Missile Once per Episode when your Vehicle becomes Critically Lost, it is not. Instead, you continue Piloting it as normal. Any additional Damage
Restrictions: Explosive Weapon Form only. inflicted to your Vehicle will be directed towards the Pilot instead.
While performing a Ranged Attack you may choose to lose the High Explosive Specialization to gain 2 range increments and decrease
Armor equal to the Total Damage / 2. Your Vehicle is designed to perform well even under the most stressful situations.

A specialized missile that uses additional fuel to increase its range over its destructive capabilities. Targeting Link
Restrictions: N/A
Reactive Armor Other Entities may fire at a Target that you are in range of even if they are not as long as they also have the Targeting Link Specialization.
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name. They must subtract 1 from their Attack Rolls for each range increment they are out of range while performing an Attack using the Targeting
Increase your Vehicle’s Maximum Armor by 2. Your Vehicle starts each Episode with +2 Armor. Link Specialization.
Explosive weapons inflict 1 less Damage to you (minimum 1) and do not decrease Armor.
A sophisticated targeting system is linked to your Vehicle that allows it to network with others utilizing the same system for target
A special armor that decreases the damage and penetration of high explosive weaponry. acquisition.

Reflective Armor Tracers


Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name. Restrictions: Heavy Automatic and Automatic Weapon Form only.
Increase your Vehicle’s Maximum Armor by 2. Your Vehicle starts each Episode with +2 Armor. While performing additional Ranged Attacks against the same Target during your Turn, increase your Ranged Attack by your
When you take Damage from a Ranged Attack (GM discretion) that is not Explosive and your Vehicle still possesses Armor, inflict Dam- Level / 2.
age equal to your current Armor to the Entity that performed the Ranged Attack.
The bright tracers allow you to track your Targets in all environments.
A special armor that is coated, angled, or has an adaptive property is outfitted to your vehicle, allowing it to reflect small Ranged Attacks.
UAV Aid
Sentinel System Restrictions: N/A
Restrictions: N/A Once per Turn, you may perform one of the following:
Expend your Capacity by any value when Targeted by an Attack. Decrease an incoming Attack by that amount multiplied by 2.
● You may expend a Minor Action to perform a Boost Action with Advantage during your Turn.
You have equipped your Vehicle with a decoy system that throws off hostile tracking by drawing power from your main systems utilizing ● You may expend a Major Action to perform a Ranged Attack against a Target outside of your weapon’s range.
flares, holographic duplicates, and a point defense system.
Your vehicle utilizes smaller Unmanned Aerial Vehicles that will orbit and support your Vehicle.
Slug Shells
Restrictions: Shotgun Weapon Form only.
While performing a Ranged Attack you may choose to lose the Collateral Damage Specialization and gain 1 range increment and the
Heavy Caliber Specialization for that Ranged Attack.

Quality over quantity!

68 GRADIENTMGZ 69
Index NOTES
Additional Damage…..28 Endure.....23 Supplies.....7
Actions.....29-30 Energy.....10 Thrown Melee Weapon Attack.....27-28
Action Resolution…..28 Engineering.....23 Triple Advantage.....24
Adjacent.....26 Expertise.....23 Triple Disadvantage.....24
Advantage.....24 Explosive.....10 Unarmed Attack.....27-28
Aegis.....9 Extreme.....26 Vehicle Chassis…..64-65
Aggressive.....9 Falling Damage.....32 Vehicle Maneuvers…..63
Agility.....6 Faunus Specializations…..8, 46-47 Vehicle Specializations.....8, 66-69
Ambush.....30 First Aid.....23 Vehicles.....62-69
Armor.....7 Force.....23 Weakened.....32
Assets.....56-59 Frostbitten.....31 Weapon Specializations.....8, 46-51
Attacking.....27 Grapple.....23 Weapon Transformation….30
Attuned.....9 Grappled.....31 Willpower.....6
Aura.....7 Heavy Automatic…..10 Weapon Form…..9, 22
Automatic.....10 Health Points.....7 Weapon Form.....9-11
Base Damage…..28 Hold Action.....30
Barrier.....7 Immobilized.....31
Beneficial Status Effects.....32 Initiative.....25, 30
Bewildered.....31 Intimidate.....23
Boost.....30 Intuition.....23
Bleeding…..31 Investigate.....23
Broken.....31 Lien.....11
Burning.....31 Long.....26
Capacity.....7 Medium.....26
Capacity Move.....28 Melee Attack.....27-28
Carry.....23 Melee Forms.....9
Character Progression.....7 Move.....28
Character Specializations.....8, 34-43 Movement.....6
Charge Attack.....29 Negative Specializations.....8, 44-45
Chilled.....31 Negotiate.....24
Close.....26 Nonconventional.....10
Combat Encounters.....25 Parry Defense Check.....30
Concussed.....31 Perception.....6
Confused.....31 Performance.....24
Consumable Assets.....57-58 Permanent Assets.....57
Cover.....32 Persevere.....30
Cripple.....31 Pilot Specializations…..8, 54-55
Critical Damage…..28 Pistol.....11
Critical Failure.....25 Player vs. Player.....32-33
Critical Success.....25 Poisoned.....31
Damage Calculation.....28 Precise.....9
Deceit.....23 Range Increments.....26
Defeated.....33 Ranged Attack.....27-28
Defending.....27 Ranged Forms.....10
Defense Check.....29 Reflex.....24
Destiny.....7, 33 Reload.....7, 28
Detrimental Status Effects.....31 Resist Defense Check.....30
Disadvantage.....24 Resolve.....24
Disarmed.....31 Rule of Cool.....7, 26
Discipline.....6 Semblance.....12-13, 24
Disoriented.....31 Semblance Defense Check.....30
Distant.....26 Shaken.....31
Dodge Defense Check.....29 Shotgun.....11
Double Advantage.....24 Signature Action…..14-15
Double Disadvantage.....24 Skill Check.....23-24, 29
Dust.....58-59 Sniper.....11
Dust Defense Check.....30 Social Encounters.....25, 70
Dust Skill Check.....23, 59 Specialization.....8, 34-55,66-69
Dust Weaver.....9,10, 42-43 Staggered.....31
Elegant.....9 Status Effects.....31-32
Encounters.....25 Stealth.....24
Empower.....30 Strength.....6
Endurance.....6 Stunned.....31

70 GRADIENTMGZ 71
Thank you!
Game Master and Developer
Paradigm

Contributors and Editors


John Waltz Feldsky Pyrope
Sheeple DarkMagics Wan
Prime
Questions? Comments? Found Errors?
Contact me via Discord: vividparadigm
Join our Discord: https://discord.gg/U8S97vrNQ2

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