I hadn't seen any RWBY tabletop games, though admittedly I did a minor google search more out of curiosity. I was more interested in constructing my own anyways, which I am working some kinks out of before posting, but I can give more details than I had previously, but first I'll address the projected plot premise; The four characters chosen would be fully fledged hunters/huntresses, possibly from different kingdoms, who have formed a sort of freelance team. More free to take jobs from wherever they happen to be adventuring without having to strictly answer to anyone in particular. (They still have to follow laws and such, but they don't have a "superior"). The idea would be through their adventuring and taking of missions they may come across deeper plots that they may act on. Maybe save a kingdom or two in the process. And fight plenty of grimm. I had mentioned this would be set prior to the plot of the animated series, so wouldn't be dealing with those antagonists, though certain NPCs would certainly be around, namely the academy headmasters, Qrow, and so on, though there's no guarantee you'd necessarily run into them. Hope that gives you enough of a taste without getting into particulars.kenmadragon wrote: ↑Tue Jan 23, 2018 4:42 pm I'd definitely be interested. I really like RWBY, even if the writing hasn't been the best in the last couple seasons.
Still, gotta wonder about the system being used. I mean, there is a tabletop RPG floating around on Reddit, that might work. But I think I'd need more details on the style of game and what to expect from the the projected plot.
As for the system, I am keeping it relatively simple, yet deep enough to allow for dynamic combats and unique characters.
It runs on the basic trifecta of Attributes (Body, Mind and Soul), character selected Traits which are unique to the character and entail everything from combat style, to their semblance powers to special skills or training, an Approach system which flavors character Traits as well which can impact how their Traits execute and can give advantages or disadvantages appropriately, and Flaws which can crop up in situations to hinder a character.
The idea is each attribute and trait has a die value. Traits can be taken up to three times, once for each approach, which grants the benefit of also accessing the Masterful approach which has its own benefits. Gear and equipment is also constructed by Traits as well.
That's the basic rundown, I'll have a more complete ruleset posted sometime in the enxt week or so.