Paradigm's RWBY TTRPG V1.3

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INTRODUCTION TABLE OF CONTENTS

VERSION: 1.3
This is a fan-made variant to the Unofficial RWBY Tabletop RPG
system by EnderOfThings 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
Thank you for taking a look at Paradigm’s RWBY TTRPG system! 12. Discover Your Semblance
The purpose of this rule set is to rebalance the original 14. Signature Action
16. Example Character Sheet
system it 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 reimagining 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
rather than focus on one specific manner of Attacking or defending. 23. Skill Checks 29. Actions
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,
great! You will see elements of it still remain, however many have evolved.
34 Specializations
This is a standalone rulebook and will be laid out for you in the following 35. Character Specializations
pages to make sure you are eased into this variation of the RWBY 44. Negative Specializations
universe in Tabletop RPG format. 46. Weapon Specializations
52. Pilot Specializations
62. Vehicle Chassis
64. Vehicle Specializations
There will be additional guidelines for Game Masters (GM) to provide
advice on how I have been able to provide satisfying experiences for
Players. Many of these customizations and items have been added to this
document to expand on imagination and what is possible for other GMs.
54 Assets
A GM may always make changes or edit things to better suit their 55. Consumable Assets
own style and group’s desires. This document provides an idea of 57. Permanent Assets
what content I have added to make the game more enjoyable for 58. Dust
both the GM and the Players. Expect the rules in this document 60. Vehicles

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.
68 GM REFERENCE
69. Difficulty Checks
70. Encounter Design
110. Rewards
112. Optional Campaign Rules
114. 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. Reduce any Damage that would be directed to always reduced 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 When constructing your weapon, consider it an extension of your Character. It
leverage and gain an extra edge in and out of Combat. Some Specializations have negative effects on a should fit thematically with your Character concept and flow with their preferred
Character, either chosen at creation or 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 five categories. Character Specializations, Weapon Specializations, while that weapon form is Active. Construct your weapon with the template
Pilot Specializations, Vehicle Specializations, and Negative Specializations. When building your below:
Character, you select 3 Character Specializations or Weapon Specializations. You may select 1 Negative
Specialization to apply to your Character. If you do so you may gain a 4th Character or Weapon Weapon Name: The name of your Weapon. Select an appropriate name for
Specialization during Character Creation. You cannot gain further Character or Weapon Specializations what it may do or be inspired from!
by taking additional Negative Specializations. Weapon Description: What does your weapon look like? Does it take the form
of something common or does it have a more unique appearance? Make it
Vehicle Specializations and Pilot Specializations are unique to Vehicle Assets and outlined in the Assets unique here!
and Specializations sections of this ruleset. When you obtain a Vehicle for the first time, you may select 1 Melee Form: Select 1 Melee Form.
Piloting Specialization. Ranged Form: Select 1 Ranged Form.

Melee Forms
Specialization Types
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
Character Specializations Weapon Specializations barrier to better protect the user defeat their enemies and inflict and often tied to one’s Semblance
Character Specializations will always apply to Weapon Specializations apply based on the Weapon and their Allies. You may replace large amounts of Damage. in some manner.
your Character except in rare circumstances Form you currently wield as an active weapon. Some your Ranged Weapon Form with
such as from Actions or Status Effects. Look to Weapon Specializations are only active with certain the Aegis Melee Form. ● Attacks from Aggressive Weapon ● Attacks from Attuned Weapon
your GM to make the call on how to proceed Weapon Forms! Forms are performed at Adjacent Forms are performed at Adjacent
with certain situations that may arise. ● Attacks from Aegis Weapon range. range.
Forms are performed at Adjacent
range. ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
your Strength and Endurance. your Strength and Willpower. 2D10
PILOT Specializations Vehicle Specializations ● While rolling to Attack, you utilize 2D10 + STR + END + STR + WIL
Pilot Specializations will always apply while Vehicles Specializations will always apply to your Strength and Capacity. 2D10
your Character Pilots a vehicle. These the current form of your Vehicle. Each vehicle + STR + CAPACITY ● Aggressive weapons always ● Attuned weapons always apply
Specializations provide unique ways that you has a variety of ways to customize its abilities. apply the Aggressive Power the Attuned Nature Specialization.
manuever, perform, and interact while utilizing ● Aegis weapons always apply the Specialization.
a vehicle. Enduring Bastion Specialization.

● Your Maximum Capacity is 5 and


replaces your Ranged Form’s
Maximum Capacity.
Negative Specializations
Negative Specializations are designed with
the intent to have a significant impact on your Dust Weaver Elegant Precise
Character and are major choices that could
You are able to command the Elegant weapons are often Precise weapons are adept at
be tied to the backstory of your Character.
elements of Dust with incredible dazzling to watch in action and are seeking out the cracks in an
You may even be able to overcome these
finesse, even so far as rapidly difficult for opponents to defend opponent’s defenses to inflict
Negative Specializations through incredible
creating waves of an element at against due to their unique nature. Damage.
work and roleplay. Discuss this with your GM.
point blank range in the face of
danger. ● Attacks from Elegant Weapon ● Attacks from Precise Weapon
Forms are performed at Adjacent Forms are performed at Adjacent
● Melee Attacks from a Dust range. range.
Weaver are performed at Close
range and are infused with 1 of ● While rolling to Attack, you utilize ● While rolling to Attack, you utilize
your Active Dust. your Strength and Discipline. 2D10 your Strength and Agility. 2D10 +
+ STR + DIS STR + AGI
● 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 utiled 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 Decrease your Aura by a value up to 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 your WIL / 2. Target Entity gains 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.
Decrease your HP by a value up to your
WIL / 2. Target Entity gains Aura equal
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 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. maintaning 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 in to a Hyrbid Semblance. You
cannot start with a Hybrid Semblance unless you selected 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 Adversies affected, the amount of 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 may Increase or decrease their
perform.
Specializations, the effect changes to the following: position in the Initiative Order up to the value of the Rule of
Perception (PER) Willpower (WIL) Discipline (DIS) Cool required to use your Signature Action.
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
Status Effect to your Signature Action if Status Effect to your Signature Action if Advantage. any of the previous Weapon Specializations apply. Multi Target
you selected one to inflict while performing you selected one to provide while per- You may Target Entities within range of your Signature
your Signature Action. forming your Signature Action. Critical Threshold Action up to the value of the Rule of Cool required to use
Reduce the Critical Threshold of Adversaries affected by your Signature Action.
● Select what type of Signature Action you are performing: Melee, Ranged, or Other. your Signature Action by 5 while calculating Signature
Melee: Your Signature Action is performed within your Active Melee Weapon Form’s Range and benefits from applicable Weapon Action Damage. Outmaneuver
Specializations. You and Allies affected may immediately perform a Move
Ranged: Your Signature Action is performed within your Active Ranged Weapon Form’s Range and benefits from applicable Defense Bypass Action with a Capacity Move that does not expend a Minor
Weapon Specializations. Ignore Barrier and Armor of your Target while calculating Action.
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. Destroy half of any
Check. Apply Character Specializations that utilize Dust Skill Checks or Semblance Skill Checks. Your Semblance Skill Check Barrier and Armor of your Target after your Signature Action Range
does not perform the effect or your Semblance. resolves. Increase the range of your Signature Action up to the value
of the Rule of Cool required to use your Signature Action.
● Select the amount of RoC required to perform your Signature Action. Disrupt
● Signature Actions requiring 1 Rule of Cool expend 1 Major Action to perform. While Targeting 1 or more Adversaries, you may move them Recycle
● 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 Restore Capacity equal to your Signature Action / 10.
● 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.
may not select a duplicate Signature Action effect or multiple Detrimental/Beneficial Status Effects. Safeguard
Dust Bolster You may distribute a total amount of Barrier equal to your
You and Allies affected apply the strongest Status condition Signature Action / 10 among yourself and Allies affected.
if applicable from any Dust infused to your Signature Action.
Add +5 to your Signature Action for the purposes of calculat- Siphon
ing any Dust inflicted Status Effect that inflicts Damage Restore Aura equal to your Signature Action / 10.
when dividing by 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 instances of Advantage to their next Action equal to your Signa-
ture 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 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 game. You
and becoming familiar with every aspect of the Character Sheet. 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.
Your first 1D6 that you roll is classfieid 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 intieracting 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 Defense 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 peforming 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 accustation 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 instance 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 instance of Advantage/
Disadvantage 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
● Increase or decrease your position in the Initiative Order by 1. 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 selected as the Target of a hostile
Long: Long range Entities or Locations are
Adjacent: Adjacent Entities or Locations are Action or you are collaterally effected from an Adversary’s Action, you may Defend by following the steps below:
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. The Charge Attack bonus is not cumulative. Your Charge Attack and Damage are
performed with Advantage. Characters charge the powering cells of an energy weapon, engage an afterburner integrated with their
● Charge Attack: Damage +
weapon, or find another manner to wind up for a significant strike.
(Capacity Expended x 1D2)

Critical Damage Dust Skill Check


You may expend a Major Action to perform a Dust Skill Check infusing a location or Target within Medium range. Dust Skill Checks
must expend 1 Capacity and are performed using 2D10 + DIS + LEVEL / 2. Dust Skill Checks are used to create various environmental
A Target’s Critical Threshold is 15 above its Defense and Special Defense. If multiple instances of Critical Damage would apply during
an Attack, inflict Critical Damage with Advantage for each additional instance. Critical Damage is added to Damage when determining advantages that the GM will determine the outcome of. Refer to page 59 for possible effects.
Total Damage dealt.
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
Determine the additional number of D6 to roll for Critical Damage with the following formula: to resolve a Melee Attack. You must expend 1 Capacity to perform a Dust Weaver Melee Attack.
Critical Damage = Attack / 10
Ranged Attack
Ex. A Ranged Attack’s final result is 28. 3D6 would be used for Critical Damage. 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.

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

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.

28 GRADIENTMGZ 29
Actions Status Effects
Skill Check A variety of effects and ailments can be applied by Weapons, Abilities, the environment, or Entities during Encounters! An Entity
You may expend a Minor Action to leverage your Character’s skills to perform a creative task. Declare what you are attempting to do may only be affected by 1 of each Status Effect unless otherwise specified.
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.
Detrimental Status Effects
Weapon Transformation Bewildered Exhausted
You may expend a Minor Action to change your Active Melee Form to an Inactive Melee Form or change your Active Ranged Form to Decrease Attacks and Abilities by 2 until the end of the next Combat Decrease Defense, Dodge, Parry, and Resist Defense Checks by 4
an Inactive Ranged Form that you have available. When you Activate a new Ranged Weapon Form, modify your current Capacity to Round. If Bewildered would be applied while an Entity is already until the end of the next Combat Round. Persevere cannot be used.
the new Active Weapon Form’s maximum Capacity If your Capacity would exceed your maximum Capacity. Bewildered, upgrade Bewildered with Blinded. If an Entity is Blinded,
Bewildered does not apply. Exposed

MISCELLANEOUS Actions Bleeding


Critical Damage occurs from an Attack that rolls at least a single 10 on
its Natural D10s. Lose Exposed after Critical Damage is inflicted.
Ambush Inflict HP Damage equal to the Action that inflicted Bleeding / 10 at the
An Ambush occurs when one or more Entities Attack Adversaries who are unaware before Initiative is rolled. An Attack with Advantage end of your Turn. Bleeding may only be applied when an Action with Fumbled
may be performed by each Entity that is performing the Ambush. this effect is directed to HP. Grimm are unaffected by Bleeding. You may not perform Boost, Dust Swap, and Reload Actions until the
Bleeding may be removed by performing a First Aid Check with a DC end of the next Combat Round. If Fumbled would be applied a second
Boost equal to 5x the HP Damage of Bleeding. If Bleeding would be applied time while an Entity is already Fumbled, also gain Disarmed.
Once per Action you may expend your Capacity by 1 to Increase a Melee Attack, Ranged Attack, Thrown Melee Weapon Attack, Parry while an Entity is already Bleeding, increase the Bleeding Damage by
Defense Check, Dodge Defense Check, Dust Defense Check, or Dust Skill Check by 1D3. You cannot use Boost if you are under the using the previous formula. Frostbitten
effect of Fumbled or Disarmed. Boost may be used after you see your roll. Characters may utilize their Dust/Ammunition to obtain an Move and Capacity Move distance is reduced by 10ft until the end of
extra boost to their Actions. Blinded the next Combat Round. Decrease your Initiative order by 1 when
Decrease Attacks and Abilities by 4 until the end of the next Combat Frostbitten is inflicted.
Defense Check Round.
When you are targeted for an Attack by another Entity, you may perform any of the following Defense Checks. You may only perform Grappled
the effects of each Defense Check once per Combat Round unless otherwise specified. Broken You cannot perform the Move Action. All Actions performed against an
Decrease Defense, Resist Defense Checks, Parry Defense Checks, Entity with Grappled are performed with Advantage. If the Action
● Dodge Defense Check = 2D10 + PER + AGI and Dodge Defense Checks by 5 until the end of the Combat performed does not utilize a roll, it adds +5 to its value instead.
● When you successfully perform a Dodge Defense Check and exceed the Attack by 5 or more, you may perform a Move action in Encounter.
any direction after all Attacks from Entities within Adjacent range have resolved. Impaired
● Dust Defense Check = 2D10 + PER + DIS Burning Decrease Special Defense, Dust Defense Checks, and Semblance
● You must possess Dust and at least 1 Capacity to perform this Defense Check. When you successfully perform a Dust Defense Inflict Damage equal to the Action that inflicted Burning / 10 at the end Defense Checks by 5 until the end of the Combat Encounter.
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 of your Turn. If Burning would be applied while an Entity is already
expending 1 Capacity. Burning, increase the Burning Damage by using the previous formula. Immobilized
● Parry Defense Check = 2D10 + PER + STR Move Actions cannot be performed until the end of the next Combat
● When you successfully perform a Parry Defense Check and exceed the Attack by 5 or more, you may inflict X Damage to your Chilled Round.
Attacker where X is your PER. You cannot use a Parry Defense Check against Ranged Attacks. Move and Capacity Move distance is reduced by 5ft until the end of the
● Resist Defense Check = 2D10 + PER + END next Combat Round. Decrease your Initiative order by 1 when Chilled Poisoned
● When you successfully perform a Resist Defense Check and exceed the Attack by 5 or more, remove 1 Detrimental Status Effect is inflicted. If Chilled would be applied while an Entity is already Inflict 1 HP Damage at the end of your Turn. Poisoned may only be
except Disarmed, Fumbled, Grappled, Poisoned, or Toxified from yourself after the Attack has resolved. When you fail a Chilled, upgrade Chilled with Frostbitten. If an Entity is Frostbitten, removed through an Antidote Stimulants, a DC: 20+ First Aid Check, or
Resist Defense Check, you may take the Damage to your HP instead of your Aura and may use this effect multiple times per Chilled does not apply. a restorative Semblance. Successive First Aid Checks are performed
Turn. A Resist Defense Check may utilize the Persevere Action. at +2 until Poisoned is removed. Poisoned persists until removed.
● Persevere Concussed
● You may reduce your HP by 1 to increase your Endure Skill Check or Resist Defense Check by 1D6. You cannot Decrease Special Defense, Dust Skill Checks, Semblance Skill Shaken
perform this Action if your HP is 1. You may only perform Persevere once per Endure Skill Check or Resist Defense Checks, and Semblance Defense Checks by 4 until the end of the next While performing Actions against an Entity that inflicted Shaken to you,
Check. Combat Round. Empower cannot be used. your Actions are performed with a negative modifier equal to the Action
● Semblance Defense Check = 2D10 + PER + WIL that inflicted Shaken / 10 until the end of the next Combat Round.
● When you successfully perform a Semblance Defense Check and exceed the Attack by 5 or more, you may activate your Confused
Semblance’s effect if it is not a Passive Semblance effect. You may only activate your Semblance this way once per Combat While performing an Action that results in failure, inflict Damage equal Staggered
Round. A Semblance Defense Check may utilize the Empower Action. Semblance Defense Check cannot be used if your Aura to their Action / 10 until the end of the next Combat Round. Decrease your Action Pool by 1 until the end of your next Turn. If
is 0. Staggered would be applied while an Entity is already Staggered,
● Empower Crippled upgrade Staggered with Stunned. If the Target is Stunned, Staggered
● You may reduce your Aura by 1 to increase your Semblance Skill Check or Semblance Defense Check by 1D6. You Decrease Attacks, Abilities, and Skill Checks by 5 until the end of the does not apply.
cannot perform this Action if your Aura is 0. You may only perform Empower once per Semblance Skill Check or Combat Encounter.
Semblance Defense Check. Strained
Disarmed Inflict Damage equal to the Action that inflicted Strained / 10 the next
Hold Action You may not perform an Attack with 1 weapon until the end of the next time a Move Action is performed. Lose Strained after Damage is
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 Combat Round. inflicted from Strained.
after an Adversary has resolved their Action. Actions performed by multiple Characters during the same Turn are considered to execute
simultaneously with one another. Disoriented Stunned
Decrease Special Defense, Dust Skill Checks, Semblance Skill Decrease your Action Pool by 2 until the end of your next Turn.
Initiative Checks, and Semblance Defense Checks by 2 until the end of the next
Performed at the start of a Combat Encounter when the Players and other Entities are aware of one another. This is also performed Combat Round. Empower cannot be used. If Disoriented would be
after any Ambush has occurred, either from the Players or other Entities. Players use 2D10 + PER + AGI to determine their Initiative applied while an Entity is already Disoriented, upgrade Disoriented with
Order. NPC Entities will use their Speed attribute to determine their placement in the Initiative Order. Concussed. If an Entity is Concussed, Disoriented does not apply.

30 GRADIENTMGZ 31
Status Effects Player vs. Player
Toxified Weakened Clash
Inflict 2 HP Damage at the end of your Turn. Toxified may only be Decrease Defense Dodge, Parry, and Resist Defense Checks by 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-
removed through Antidote Stimulants, DC: 25+ First Aid Check, or a 2 until the end of the next Combat Round. Persevere cannot be counter. If an Action were to defeat your Defense Check, the Defender may declare a ‘Clash’. The Defender must expend resources while
Semblance that is restorative in nature. Successive First Aid Checks used. If Weakened would be applied while an Entity is already performing a Clash in the instance of a Dust Skill Check, Ranged Attack, Signature Action, Charged Attack, etc.
are performed at +2 until Toxified is removed. Toxified persists until Weakened, upgrade Weakened with Exhausted. If an Entity is
removed. Exhausted, Weakened does not apply. 1. To perform a Clash, the Defender declares Clash after they resolve a failed Defense Check.
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.

Beneficial Status Effects 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
You may perform a free Boost with any Ability, Attack, Defense Check,
or Skill Check. Lose Charged after this effect has resolved.
Harmonized
Your next Empower is performed with Advantage. Lose
Harmonized after this effect has resolved.
Character Defeat
Cover Light Footed
Reduce Damage received from Attacks by 1 (Minimum 1). Lose Cover Increase Movement by 10ft. You may increase or decrease your A Player Character becomes Defeated when their HP reaches 0. They lose all Beneficial Status Effects and Detrimental Status Effects.
if you are no longer Adjacent to the Entity. The Entity stops granting position in the Initiative Order by 1 when Light Footed is applied.
Cover if Damage inflicted is 2 or greater after Damage reduction. Lose Light Footed after performing 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
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
Diffraction Regeneration become critically injured. A Character recovers from Defeated if their HP becomes a positive value and may only recover from Defeated once
The next Damage greater than 1 inflicted to you is halved before Restore 1 HP at the end of your Turn. Lose Regeneration when per Episode.
performing any other Damage reduction effects. Lose Diffraction after your HP reaches your maximum HP or half of your maximum HP.
this effect has resolved. 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.
Reinforced
Extinguish Armor can reduce Damage to 0 instead of a minimum of 1. Your When a Player would normally take their Turn as their Character, that Player rolls a Defeated Check. Roll 1D10 and perform the following
Nullify the next Detrimental Status Effect that would be applied. Lose next Persevere is performed with Advantage. Lose Reinforced based on the Defeated Check.
Extinguish after this effect has resolved. when Damage is reduced to 0 from an Action or a Persevere
Action is performed. ● 1: Your Character’s health stability begins to fail rapidly... Inflict 2 Damage to your
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 Comabt 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. A Character may use a Destiny point to re-roll any roll in the game, even a roll
below. The left side of the table is your original Total Damage and the right side performed by a GM. The second result must be accepted. Alternatively, you may expend a Destiny
indicates what your Total Damage now becomes during PvP. Damage from point to gain a point of Rule of Cool. For example, you may re-roll what would have been a Critical
Detrimental Status Effects are considered a separate instance of Damage Calcu- Failure to prevent it! Use this power wisely!
lation for each unique Detrimental Status effect.

1-5 = 1 Damage
6-12 = 2 Damage
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.

Acrobatic
Restrictions: N/A
Basic
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
Restrictions: N/A
Specializations. All Specializations are outlined in the following 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.

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 destroys 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 or
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 rolling 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
following Turn.

Ladybug! Checkmate! Bumblebee! Ice Flower!

34 35
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 instance 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. Utilizing a Major Action, you may provide an Ally within Adjacent range the
Determination effect of 1 of your Character Specializations except Additional Dust, Dust Focus, Headliner, and Semblance Training until the end of their
Restrictions: N/A Turn. An Ally may benefit from the effect of Headliner once per Combat Round.
Your Endure Skill Checks are performed with Advantage. You may expend Aura instead of HP while performing the Persevere Action.
You want my autograph??? Sure!
Do you think I’m going down that easily?!?
High Capacity
Diplomatic Restrictions: May not be selected with the Proprietary Equipment Negative Specialization.
Restrictions: N/A Gain each bonus for how many times you have taken this Specialization.
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 Level 1: Increase your Maximum Capacity by 2.
Negotiate Skill Check. Reduce the cost of the Asset or service by a percentage equal to your Negotiate Skill Check / 2. Level 2: Increase your Maximum Supplies by 1.
Level 3: Increase your Maximum Capacity by 2. Once per Turn, you may perform a Boost Action or Infuse an Attack with Dust without
Surely you can provide some hard-working Huntsmen and Huntresses a competitive offer, right? expending Capacity.

Dust Focus You carry extended magazines, satchels to hold dust, or variable magazines that allow you to carry more Capacity into missions. This
Restrictions: You cannot select the Additional Dust or Mixologist Character Specializations. You can only possess 1 Dust. Specialization may be taken up to 3 times.
You gain 1 Dust of your choice.
Hybrid Containers
● While applying the Offense effect of your Dust from a Dust Skill Check, you may select an additional Target to receive its benefit by Restrictions: N/A
expending 1 Capacity. All Dust you possess becomes Active. Your Dust Skill Checks are performed with Advantage.
● 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. You carry innovative containers, magazines, or phials to allow multiple dust types to be utilized at any time.
● Add +5 to calculate the result of a successful Offense or Support Dust effect that involves dividing by 10.
i Like These Odds
While performing a Dust Skill Check, gain the following option: Restrictions: N/A
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 While there are 2 or more Adversaries within Adjacent range of your Character, Damage taken from Adversaries in Adjacent range is
(5ftx5ft). Any Entity that ends their Move Action on the platform, slide, pillar, etc may immediately move 15ft in any direction. reduced by 1 (Minimum 1).

Your Dust Defense Check changes to the following: They outnumber us three to one! Then it will be an even fight.
You must possess Dust to perform this Defense Check. When you successfully perform a Dust Defense Check and exceed the Attack by 5
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 Inner Focus
range to receive the Support effect by expending 1 Capacity. Restrictions: May not be selected with the Soul Instability Negative Specialization.
Your Semblance Skill Checks are performed with Advantage. If you roll at least a single 10 on your Natural D10s while performing a
Studying and mastering one Dust alone is an accomplishment in itself and you have proven it through your mastery of a single color of Semblance Skill Check, 1 Empower Action during the current Combat Round does not expend Aura.
elemental power.
I can do this!
equipment Bracers
Restrictions: N/A in The Zone
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 Restrictions: May only be selected if your Character utilizes the Balanced Attribute Assignment.
Round. Perform Rule of Cool effects that add 1D10 or 1D6 with Advantage.

Come on, hold together! 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 instance 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 perform 3 or more Move Actions 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 Damage of Bleeding, Burning, Poisoned, or Toxified 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. You may expend 1 Capacity to provide another
Entity within Close range 1 Capacity. You take pride in being with your teammates and they inspire you and all around you.

You are adept at multitasking and keeping track of multiple pieces of information at once, even during the heat of battle. Strong Willed
Restrictions: N/A
Overwatch Increase your Maximum Barrier by 1. You start each Episode with 1 Barrier (Unless specified otherwise by your GM).
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. A new Rule of Cool option becomes available to you. Once per Episode, perform your Signature Action, even if you have already per-
formed it this Episode by expending 1 additional Rule of Cool in addition to your Signature Action's Rule of Cool requirement.
I’ve got your back.
Don’t underestimate me!

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 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
I’ve got a few tricks up my sleeve and I know yours. 2: Aggressive Power
3: Attuned Nature
Swagger 4: Elegant Flourish
Restrictions: N/A 5: Precise Strikes
Perform a Negotiate Skill Check at Close Range or Performance Skill Check at Medium Range against a Target’s Special Defense. 6: You may select up to 2 of the Weapon Specializations from this table. You cannot select duplicates.

● 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 I’ve been trained in all of the Huntsmen and Huntress arts!
Advantage while performing a Defense Check against that Attack.
● On a Performance Skill Check success, the Target must Attack you with its next Attack if able until the end of its next Turn. Weighted Efforts
Restrictions: N/A
You are able to attract the attention of most individuals with words or flair. While performing a Melee Charge Attack, you may expend HP or Capacity. HP expended counts as 2 Capacity.
Your Unarmed Attacks and Unarmed Damage may perform a Persevere Action.
Tinkerer
Restrictions: N/A This is going to hurt you a lot more than it hurts me!
Your Engineering Skill Checks are performed with Advantage. Utilizing a Major Action, you may provide an Ally within Adjacent range the
effect of 1 of your Weapon Specializations to their Weapon as applicable until the end of their Turn. An Ally may benefit from the effect of Wow!
Tinkerer once per Combat Round. Restrictions: N/A
Your Carry Skill Checks are performed with Advantage. You may perform a Carry Skill Check in Adjacent range against the Defense of a
Hey! I got this new piece of gear! Try it out!! Don’t worry, it’s totally modular and safe!!! I think… non-Vehicle Target. On a success until the end of your Turn, when you move, the Target selected for the Carry Skill Check moves with
you. You may utilize the Entity under the effect of Wow! as a Thrown Melee Weapon Attack with Advantage.
Toughness
Restrictions: N/A
This Specialization may be taken up to 3 times. Gain each bonus for how many times you have taken this Specialization.
You’re lighter than I thought!
Advanced
Level 1: Gain 1 Maximum Armor. Gain 1 Armor at the start of a Combat Encounter. Your Persevere Actions are performed with Adrenaline
Advantage. Restrictions: May only be selected if you have 8 or more Strength.
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. Once per Turn when you defeat at least one opposing Entity, gain an additional Major or Minor Action. Whenever you expend RoC you
You may add 1 to any Defeated Checks you make. may immediately perform a free Move Action.
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
Action that can be reduced to 0 Damage afflicts 0 Damage to you. The rush of triumphing over an opponent provides your the energy to force your way.

Heavier armor, a unique technology, or scales make the Character more durable than normal. Defensive Mastery
Restrictions: May only be selected if you have at least 4 in each Attribute.
Unarmed Proficiency 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
Restrictions: N/A Defense Check.
This Specialization may be taken up to 3 times. You gain each bonus based on how many times you have taken this Specialization.
You leverage a variety of defensive techniques to keep your opponents guessing.
Level 1: Add 1D6 Damage to your Unarmed Attacks. Unarmed Attacks use a Minor Action instead of a Major Action.
Level 2: Roll Damage from an Unarmed Attack with Advantage. If you roll at least a single 10 on your Natural D10s performing an Implacable
Unarmed Attack, you may perform an additional Unarmed Attack for free. Restrictions: May only be selected if you have 8 or more Endurance.
Level 3: You may infuse your Unarmed Attacks with Dust. Unarmed Attacks benefit from Dust Check effects and Dust Weaver effects. Whenever you expend RoC you may remove one Detrimental Status Effect afflicting you or an Ally within Close range. An Entity may only
benefit from this effect once per Combat Round.
The character has trained rigorously without a weapon so that they are still able to effectively combat threats when disarmed.
Your body and soul pulsate with energy, resonating on a primal level and ousting negative effects from yourself or another in close
Uncanny Parrying quarters.
Restrictions: N/A
You may perform Parry Defense Checks against Ranged Attacks (GM discretion). The Parry Defense Check effect now inflicts additional Opportunist
Damage equal to the Parry Defense Check / 10. Parry Damage against Ranged Attacks is halved. Restrictions: May only be selected if you have 8 or more Agility.
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
Your parrying abilities are unparalleled and catch many off guard. performing 1 Action against a Target that you are immediately before in the Turn Order, gain Advantage on that Action.
Whenever you expend RoC you may move your Turn in the Initiative Order by 1 position.

You react in time and make quick decisions on when is the best time to interject yourself into a situation.

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, expend 1 Capacity and 1 Beneficial Status Effect from your Target to perform an
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 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 gains 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 gains 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 gains 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 Soul Instability
take multiple Negative Specializations, however, you may only gain 1 bonus Specialization during character creation. Additional Negative Each time you perform a Semblance Skill Check, take 1 Damage after it resolves.
Specializations may be gained over the course of a Campaign based on GM discretion. Negative Specialization effects always apply and
cannot be negated. If you possess a Passive only Semblance, replace the previous effect with the following. Perform a Semblance Skill Check at the end of
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
Clumsy last failed Semblance Skill Check. You take 1 Damage when you fail this Semblance Check.
While out of a Combat Encounter whenever you roll doubles on your Natural D10s (Except for 10s), your Action is performed with
Disadvantage. 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.
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
following: weakened Recovery
Reduce all Aura and HP restoration values to your Character by half.
Dust Check/Ranged Attack: Expend 1 Capacity, 1 Minor Action, or take 1 Damage. Detrimental Status Effects last an additional Turn.
Offensive Semblances/Melee Attack/Thrown Melee Weapon Attack/Unarmed Attack: Expend 1 Minor Action or take 1 Damage.
Your body processes medical treatment and aura recovery differently than most. Your body has a hard time fighting off ill effects inflicted
You mishandle your weapon, dust weave, or martial arts causing a misstep or misfire. upon it.

Complicated Fighting Style


Whenever you roll at least a single 1 on any Attack with your Natural D10s, your Attack is performed in error with reduced 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
on your Natural D10s requires you to expend 1 Capacity. Capacity utilized outside of combat requires an additional Capacity.

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.

dust Adverse
Damage you take from a Dust infused Attack is increased by 1.

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.

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
Skill Check.

Your character has negative reactions to the presence of Dust and its effects.

Fragile
While performing Damage Calculation, the Sub-Total 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.

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.

Proprietary Equipment
Reduce your maximum Supplies and Capacity by 1.

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

Sensory Impairment
Skill Checks utilizing Perception are performed with Disadvantage.

After your first Defense Check during a Combat Round, each additional Defense Check you perform is done so with a -2 stacking modifier
until the start of the next Combat Round.

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.

44 GRADIENTMGZ 45
Weapon Specializations Weapon Specializations
Weapon Specializations only apply to you while you have the appropriate Weapon Form Active. Some of these Specializations only
provide their benefits when your weapon is in a specific Weapon Form. Each Weapon Specialization will state which Weapon Forms it is Cleaving
compatible with. When selecting a Weapon Specialization, you must select which Weapon Form it will apply to. You may not select Applies To: Melee Weapon Forms
duplicate Weapon Specializations unless otherwise specified. ● Inflict half of your Total Damage to Adversaries that are in Adjacent range to the Target on a success.
● Inflict 1 Damage to your Target and Adversaries that are in Adjacent range to the Target on a failure. You cannot apply RoC modifiers to
additional Form this Damage.
Applies To: All Weapon Forms.
Gain 2 additional Weapon Forms. This Specialization may be taken multiple times. Your weapon can sweep in wider arcs and cover wider angles to hit multiple Targets at once.

Your weapon has multiple melee or ranged configurations to deal with a variety of situations. Collateral Damage
Applies To: Ranged Weapon Forms. You cannot select the High Explosive Weapon Specialization.
Additional Weapon ● Your Target is inflicted with your Total Damage and you may divide your Total Damage among any number of Entities that are in Close
Applies To: All Weapon Forms. range to the Target on a success.
While performing a Melee Attack or Ranged Attack, you may perform any number of Additional Weapon Attacks of the same Form against ● 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
an Entity in range. The number of Additional Weapon Attacks you may perform each Combat Round is equal to the amount of times you this Damage.
have taken the Additional Weapon Specialization. While performing Additional Weapon Attacks, do not apply Character Specializations,
Weapon Specializations, Assets, or other Actions/Effects. You and your Target are always affected by any Detrimental Status Effects Your weapon has a wide cone of effect, an extremely wide spray pattern, or a ricochet effect.
applied. This Specialization may be taken multiple times.
Condensed Powders
Your weapon has the capabilities to assail your adversaries with a flurry of attacks. Applies To: Explosive Weapon Forms.
You expend 1 less Capacity when infusing Ranged Attacks with Dust. Until the end of your Turn after you have performed a Charge Attack
Aggressive power with your Ranged Weapon, your next Move becomes a Capacity Move that does not expend Capacity.
Applies To: Aggressive Weapon Form.
While you perform a successful Melee Attack, inflict your Endurance in Damage to Adversaries in Adjacent range of your Target (You Dust is tightly packed into each payload to ensure effective results.
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
Cull even the strongest of adversaries with a critical strike of power. Applies To: Ranged Weapon Forms except Explosive and Sniper.
While performing a Ranged Attack within Close range, you expend a Minor Action instead of a Major Action.
Anti-Material Weaponry
Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization. Your weapon is tuned to maneuver and acquire Targets efficiently in a confined area.
Ranged Attacks ignore Armor and pierce through your Target. Draw a line up to your Ranged Weapon Form’s maximum range from your
Character through the Target. All Entities under this line are considered to be Attacked by your Ranged Weapon. Critical Module Sight
Applies To: Automatic, Heavy Automatic, Nonconventional, and Sniper Weapon Forms.
Ammunition contains a high-density point made of inert dust that allows the projectile to penetrate even the thickest of Armor and While you perform a successful Ranged Attack, inflict Critical Damage if you roll at least a single 10 on your Natural D10s. Your Critical
barricades. Damage is rolled with Advantage. You may only select 1 Weapon Specialization ‘Sight’ in its name.

Attuned Nature An optic with a special function to run various features of a Target through a propietary database to identify critical or weak points.
Applies To: Attuned Weapon Form.
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 Defensive Rounds
perform a Melee Attack. Applies To: Ranged Weapon Forms.
Once per Combat Round, you may perform a Ranged Attack instead of rolling your normal Defense Check to Defend. This may be
Your weapon resonates with your soul, granting you proficiency with your skillset. 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
blasting Finisher infuse your Ranged Attack. You may only equip 1 Weapon Specialization with “Rounds” in its name.
Applies To: Melee Weapon Forms
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 Don’t worry, it doesn’t hurt…I think.
your Natural D6 for Damage while performing a Melee Attack, you may perform a Ranged Attack that requires 1 additional Capacity and
does not use a Major Action as a follow up immediately against the same Target. This Ranged Attack cannot inflict Critical Damage. Echo Thermal Sight
Applies To: Ranged Weapon Forms.
Click, click, boom. 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
bursting Rounds ‘Sight’ in its name.
Applies To: Ranged Weapon Forms.
Your Ranged Attack increases all Bleeding, Burning, and Poisoned Damage of the Target by your Ranged Attack / 10. While performing a An optic with a special function to acquire Targets through walls via advanced imaging, a camera network, or sonar technology and mark
Boost, Inflict Damage equal to the number of different Detrimental Status Effects afflicting your Target. You may only equip 1 Weapon key components.
Specialization with “Rounds” in its name.

Your rounds fragment with shrapnel to deal increased Damage and spread the effectiveness of their payloads.

46 GRADIENTMGZ 47
Weapon Specializations Weapon Specializations
Efficient Systems Gyrostabilizers
Applies To: Ranged Weapon Forms. Applies To: All Weapon Forms. You cannot select the Gyroaccelerator Weapon Specialization.
If you roll at least a single 10 while performing a Ranged Attack, gain a Minor Action during that Turn. While performing a Ranged Attack, Melee Attack, or Thrown Melee Weapon Attack, you may re-roll any 1s rolled on your Natural D10s
and Natural D6. You cannot prevent the effects of the Complicated Fighting Style Negative Specialization with the effect of Gyrostabilizers.
The weapon cycles rounds efficiently, provides optimal trigger response, and features enhanced longevity by using high-quality parts.
The inner workings of your weapon have been finely tuned to always be at equilibrium.
Elegant Flourish
Applies To: Elegant Weapon Form. hands Free
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 Applies To: All Weapon Forms.
perform a Melee Attack. While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Fumbled and Disarmed must be applied twice to you in
a Combat Round before they take effect. Gain Advantage on Skill Checks requiring you to physically interact with the environment around
You wield your weapon with finesse, utilizing all of your training to create perfection. you.

Energy Conservation Your weapon can be wielded without direct contact.


Applies To: Energy Weapon Form.
If you roll at least a single 10 while performing a Ranged Attack, increase your Capacity by 1 for each 10 rolled. heavy Caliber
Applies To: Ranged Weapon Forms.
Energy reserves self recycle, eventually providing you power back to your weapon. Add your DIS / 2 while performing Damage from a Ranged Attack that is successful.

Enduring Bastion The rounds used in your weapon are a larger size, inflicting incredible Damage when discharged.
Applies To: Aegis Weapon Form. You cannot select the High Capacity and Expanded Reserves Specializations.
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 high Explosive
afflicted with the Disarmed or Grappled Detrimental Status Effect. Applies To: Explosive Weapon Form. You cannot select the Collateral Damage Weapon Specialization.
Gain each bonus for how many times you have taken this Specialization. While Red Dust is utilized, increase your Ranged Attack’s
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 Damage by 1D6 instead of using the Offense effect of Red Dust.
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. 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.
Perfect complementary teamwork. Oh, yeah, I want to have my friends' backs just like that. Level 2: If any Natural D10s rolled while you perform a Ranged Attack are a 10, increase your Damage by 1D6.
Level 3: While performing Damage with your Ranged Attack, each 6 rolled allows you to roll an additional 1D6 for Damage. Critical
expanded Reserves Damage dice do not apply this effect.
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 Extra explosive residue produces intense results upon detonation.
Ranged Attack.
high Rate of Fire
I can do this for days! Applies To: Ranged Weapon Forms except Explosive.
Once per Ranged Attack excluding Charge Attacks, you may change 1 Advantage roll to a Ranged Attack by expending 1 Capacity (This
fast Response Machinery counts as a Ranged Attack and cannot gain Advantage). Ranged Attack failures inflict Damage equal to your Ranged Attack / 10 to your
Applies To: All Weapon Forms. Target.
You may perform 1 free Weapon Transformation each Turn. If your following Action is an Attack after performing a Weapon Trans-
formation, you may gain Advantage to your next Attack or Damage for each time you have performed a Weapon Transformation during Your weapon has a high rate of fire and is able to graze its Targets.
your Turn. You cannot Activate a Weapon Form you previously had Active this Turn while possessing this Weapon Specialization.
Kinetic Reserves
You have optimized the gears, machinery, or other components of your weapon to operate faster in the heat of battle. Applies To: Melee Weapon Forms.
● If you have performed a Move Action during your Turn, gain Advantage to your next Melee Attack this Turn.
Gyroaccelerator ● If you have performed a Melee Attack during your Turn, your next Move Action gains +5ft this Turn.
Applies To: All Weapon Forms. You cannot select the Gyrostabilizers Weapon Specialization.
If you perform an Attack with a Weapon and it fails during your Turn, gain Advantage on your next Action until the end of your Turn. You You may use each effect of Kinetic Reserves once per Turn.
may expend 1 Supply 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. Bounding around and swinging with your weapon builds up a small energy reserve that is released for additional offense or
maneuverability.
The inner workings of your weapon energize on demand with precision activations.
Legion Ordnance
Applies To: Explosive Weapon Form.
While performing a Ranged Attack, You may select additional Targets up to the amount of Actions you have remaining in your Action Pool.
Each additional Target expends Capacity to Attack. While using this effect, High Explosive’s Level 1 effect changes to the following:

If your Ranged Attack fails, inflict half Damage to your Target. While performing Damage from a Ranged Attack, add 1D6.

Dodge this!

48 GRADIENTMGZ 49
Weapon Specializations Weapon Specializations
Limiter Release Returning
Applies To: Ranged Weapon Forms. Applies To: All Weapon Forms.
Remove the Capacity limit while performing a Charge Attack with your Ranged Weapon Form. While performing a Thrown Melee Weapon Attack, you do not become Disarmed. Thrown Melee Weapon Attack Damage becomes 1D6 +
(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
Remove the safety limiters on your weapon to allow additional energy buildup on Attacks. single 10 on your Natural D10s while you perform a Thrown Melee Attack. Repeat this effect until there are no eligible Entities. A Target
cannot be Attacked more than once from this effect.
nozzle Disbursement
Applies To: Nonconventional Weapon Form. You cannot select the Anti-Material Weaponry, Silent, and Trick Shot Weapon Your weapon will return to you once it reaches an endpoint or you recall it.
Specializations.
Your Ranged Attack range becomes Close range and cannot be increased. Select a direction to face. Your Ranged Attack Targets all Rev System
Entities within Close range of you in the selected direction. Applies To: Melee Weapon Forms.
Once per Turn If your following Action is an Attack or Move Action after performing a Weapon Transformation, you may perform 1 free
Say hello to my little friend! Boost with your Attack or a Capacity Move with your Move Action.

overcharged Capacitors Your weapon contains miniature engines that are engaged to provide extra power.
Applies To: Energy Weapon Form.
While performing a Ranged Attack, you may perform a Boost Action without expending Capacity. Inflict Fumbled to yourself after your Short barreled sniper
Ranged Attack has resolved. Applies To: Sniper Weapon Form.
Reduce your Ranged Attack range by 2 increments. Rule of Cool options that inflict a Detrimental Status Effect may be performed
While performing damage from a Ranged Attack, you may Inflict additional Damage equal to your remaining Capacity. Inflict Fumbled to expending 1 less RoC and 1 additional Major Action.
yourself after your Ranged Attack has resolved.
A shorter barreled sniper still packs a punch, allowing for precision shots to impede foes at closer ranges.
Warning! Performing this function multiple times can have disasterous results!
Silent
Over-Engineered Applies To: Ranged Weapon Forms except Explosive. You cannot select the Nozzle Disbursement Weapon Specialization.
Applies To: All Weapon Forms. Your Weapon must possess at least 4 different Weapon Form Types. Your Ranged Attacks are performed with Advantage at Medium range and beyond if you did not perform a Defense Check during the
Lose the RoC Option to perform Critical Damage with 3 Rule of Cool. previous Combat Round or the current Combat Round.
Each Combat Round, you may perform Charge Attacks once per Weapon Form Type with 1 Major Action instead of 2. The Critical
Threshold of your Target is reduced by each Capacity expended while performing that Charge Attack. The weapon has a suppressor to dampen sound or is naturally quiet. It may also be a bow, crossbow, shuriken launcher, etc that
produces low decibels of volume when fired.
This thing is like a swiss army knife!
Soul Coupler
point Blank Applies To: Linked Weapon Form.
Applies To: Ranged Weapon Forms. Ranged forms may also utilize your Aura instead of Capacity to perform Ranged Attacks. You may expend Aura instead of Capacity to
Add 3 Damage while performing Damage from a Ranged Attack that is successful at Close range. perform a Ranged Attack, Boost Action for a Ranged Attack, or Charge Attack for a Ranged Attack.

Your weapon is highly effective at closer ranges due to an increased energy discharge from its ignition. Linked weapons act as an extension of yourself and often take odd or unorthodox design forms.

precise Strikes Trick Shots


Applies To: Precise Weapon Form. Applies To: Ranged Weapon Forms. You cannot select the Nozzle Disbursement Weapon Specialization.
While you perform a successful Melee Attack, add Agility to your Damage if you roll at least a single 10 on your Natural D10s. 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
Close range of your Target, your failed Ranged Attack may be performed a second time against the same Target and you cannot perform
Your patience and observation allow you to hit specific locations that would hinder an opponent. a Boost Action or Infuse Dust.

range Finder Your study of ballistics has taught you how to turn failures into opportunities.
Applies To: Ranged Weapon Forms.
You may perform a Ranged Attack past your weapon’s maximum range by expending 1 Minor Action for each range increment exceeding volatile Dust Rounds
your weapon’s maximum range. Applies To: Ranged Weapon Forms.
While performing a Boost Action with a Ranged Attack infused with Dust, roll 1D10 and assign the Dust with the corresponding value from
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 the Dust section. Your Ranged Attack benefits from the Offense effect of the Dust selected with this effect. If a duplicate Dust effect is
the additional distance. rolled that you already infused, inflict Damage to your Target equal to half or your Ranged Weapon Form’s maximum Capacity on a
success. You may only equip 1 Weapon Specialization with the “Rounds” in its name.
Reach
Applies To: Melee Weapon Forms. Dust rounds glow with arcs of energy coursing within them due to alterations to their formula.
Melee Attacks may be performed at 1 Range increment higher.

You utilize a method to extend your weapon’s reach.

50 GRADIENTMGZ 51
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, gain 1 to your Sentimental bonus.
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, reduce your Sentimental bonus by 1.
● The maximum Sentimental bonus 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 bonus 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 reduce 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 reduce 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, remove 1 point of Armor or
Barrier next time you inflict Damage this Turn.

You have an Augmented Reality device equipped within 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.

52 GRADIENTMGZ 53
Assets “Oh my god, you really
Exploded.”
Consumable Assets
Antidote Stimulant Concentration Stimulant
Removes the Poison and Toxified Status Effects. 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 hit, inflict 5 Damage to your
Filtered Serum Stimulant
Removes all Status Effects except Burning, Poison, Toxic, and
Target and 3 Damage to Close Entities to that Target.
Defeated.
On a miss, Inflict 3 Damage to your Target and 1 Damage to
Close Entities to that Target. A white tube with a flat end once the lime green cap is
removed. This Stimulant is able to cure most internal ailments.
Atlesian manufactured grenades in their 5th iteration. A silver

Finesse Stimulant
spherical device that fits in the palm of a hand. A blue ring
around the device’s equator indicates the device has not
been armed. This band of light blinks red once twisted to
Increase your Agility by 1 until the end of the Episode. This
indicate that it has been engaged.
effect is not cumulative. Only 1 Attribute modifying Stimulant

Basic Adrenaline Stimulant may be affecting you at any time.

Gain 1 RoC point. This does not count towards your maximum A neon green tube with a flat end once the cap is removed.
earned RoC each Round. This provides a temporary boost to your Agility.

A bronze tube with a flat end once the orange cap is removed. This
Stimulant provides slightly heightened senses and reactions. Fortification Stimulant
Increase your Endurance by 1 until the end of the Episode.

Basic Aura Stimulant This effect is not cumulative. Only 1 Attribute modifying
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.
A bronze tube with a flat end once the blue cap is removed.
This provides a temporary boost to your Endurance.
This Stimulant provides a slight restoration to Aura.

Basic Health Stimulant Full Aura 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.
A bronze tube with a flat end once the red cap is removed. This This Stumlant provides full restoration to Aura.
Stimulant provides a slight restoration to HP.

Clarity Stimulant Full Health Stimulant


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

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

54 GRADIENTMGZ GRADIENTMGZ 55
Consumable Assets Permanent Assets
High-Grade Adrenaline Stimulant
Gain 3 RoC points. This does not count towards your maximum
Aura Overdriver
You may activate the Aura Overdriver by performing a
Semblance Augmentor
Once per Episode, you may Empower a Semblance Skill
earned RoC each Round. Semblance Skill Check. Add Aura to your current Aura equal to Check or Semblance Defense Check twice.
your Semblance Skill Check / 10. Take 1 HP Damage for every
A jet black tube with a flat end once the orange cap is removed. 5 Aura gained 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.
your RoC by 1, gain 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 your RoC by 1 and they gain 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
Gain 2 RoC points. This does not count towards your maximum
Major Action in Combat or at any time out of combat. This
device masks the presence of all Humans and Faunus within
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.

56 GRADIENTMGZ 57
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 up to 15ft. If your Target would impact 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
another Entity or solid structure, Inflict Damage equal to the
Action that utilized Violet Dust / 10 to your Target and any
inflict Weakened.

often. Entity they collide into. Support: Gain Armor equal to the Action utilizing
a shield of light to allies.
Yellow Dust / 10.
Offense: Your Attacks and Dust Checks that are successful Offense: If the Action utilizing Orange Dust Targets a single Support: Immediately move up to 15ft in any Direction ignoring
inflict Bewildered. Entity and succeeds, you may Inflict Damage equal to the any Detrimental Status Effects.
Action that utilized Orange Dust / 10 to another Entity within
Support: Gain Barrier equal to the Action utilizing
Black Dust / 10.
Close range of your Target. You may perform this Damage
again using the previous Entity selected as the new origin point White (Ice) - 9
Frost trails your weapon that freezes portions of a Target’s
for determining a new Target to inflict this Damage to.
clothing, body, or armor.
Blue (Water) - 2
Torrents of water are utilized to disrupt your opponents or
If the Action utilizing Orange Dust Targets multiple Entities or
Offense: Your Attacks and Dust Checks that are successful
inflicts Damage in an area, inflict Strained against each Entity
soothe others in a restorative shower. that your Action is successful against. inflict Chilled.

Offense: Your Attacks and Dust Checks that are successful Support: Gain Charged. Support: Gain Diffraction.
inflict Fumbled.

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
reduce 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
Support: Remove 1 Detrimental Status Effect except or eliminating incoming detrimental effects.
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, Poisoned, or Toxified.
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:
Green (Wind) - 4
inflict Burning to your Target.
● 15+ Gain the Offense effect of the selected Dust once for each Attack type until the end of your Turn.
You feel as light as a feather, providing additional flexibility ● 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. Your Actions performed as Attacks ● 20+ Gain Advantage while performing a Dodge, Dust, or Parry Defense Check until the next Combat Round.
increase their Attack equal to the Action that utilized Green ● 25+ Gain a free Move Action with Capacity Move until the end of your Turn.
Dust / 10.

Support: Gain Light Footed.

58 GRADIENTMGZ 59
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
its own Capacity Resource and share 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 get it repaired which can take a substantial amount of time, Lien, and/or a favor from a well-versed as a mechanic. ● 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, reduce 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.

60 GRADIENTMGZ 61
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 ● Reduce your Movement by 5ft.
Restrictions: Air Vehicles only. ● Add 1 to a Vehicle’s STR or END Attribute.
Your Vehicle takes a 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 a 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. Reduce 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 a 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.
● Reduce 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.

62 GRADIENTMGZ 63
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
Gain 1 Armor and 3 HP. Once per Episode, the first time your Vehicle would become Critically Lost, it is not. Instead set your Vehicle’s HP 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
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
While Piloting a Vehicle, you may transfer any amount of Aura from your Character Sheet to the Vehicle’s Character Sheet. Restrictions: N/A
You may use Minor Action to mark a Target with Holo Designator. Increase the next Ranged Attack from allied Entities by your Perception
A special system is integrated into your vehicle that allows you to project your Aura as an additional layer of defense for your Vehicle. value against that Target. Remove the Holo Designator effect from that Target after this effect is resolved.

co-Pilot You designate a Target with a holographic marker to coordinate fire.


Restrictions: N/A
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 IRREGULAR MODIFICATIONS
must agree on which aspect of the Vehicle they will perform Actions for. All Move Actions, Melee Attacks, Ranged Attacks, and Skill Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
Checks are performed from the owning Entity’s Vehicle. This does not count for the purposes of gaining Team RoC. Each Pilot performs Lose the Dust Defense Check and Dust Skill Check while piloting a Vehicle. Increase the Maximum Capacity of each Weapon your
their normal allotment of Actions from their Action Pool in the same Turn. Vehicle possesses by 2. Increase your Vehicle’s Supply by 1.

A secondary seat is installed with your Vehicle that allows another individual to take over some responsibilities such as piloting, weapon Kinetic Recycler
systems, and navigation. Restrictions: N/A
Once per turn while in a Combat Encounter, if you perform 2 Move Actions, your Vehicle gains 1 Capacity.
Continuity Beam
Restrictions: Energy Weapon Form only. With each movement and the mechanical rotation of your vehicle, your Kinetic Recycler converts momentum into stored energy.
While selecting a second Target with a Ranged Attack, any Entity in range between your first Target and second Target are inflicted with 1
Damage. Modified Dust Exhaust
Restrictions: N/A
The continuous beam fires in a stream, sweeping across multiple objects to inflict damage. Once per Combat Encounter, you may create a thick cloud of exhaust, smoke, or inert dust particles around your Vehicle’s location that
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
Ejection System inside the cloud cannot be targeted by Ranged Attacks. Any Melee Attacks performed while within the cloud are done so with Dis-
Restrictions: N/A advantage to Players and a -5 modifier to NPC Entities.
Do not take Damage when your Vehicle becomes Critically Lost as it explodes, crashes, or has some other disastrous mechanical failure.
You may position yourself in Close range from your Vehicle when it becomes Critically Lost. 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
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
ejection system from your vehicle when it becomes Critically Lost. Multi Missiles
Restrictions: Explosive Weapon Only
Emergency Hex Barrier While performing a Ranged Attack, You may select additional Targets up to your current Capacity. Each additional Target expends
Restrictions: N/A Capacity to Attack. While performing a Ranged Attack with this effect, High Explosive’s Level 1 effect does not apply.
Once per Episode when your Vehicle’s HP becomes half or less, Your Vehicle gains 1 Barrier at the start of each of your Turns until the
end of the Combat Encounter. A rapid barrage of missiles are launched, designed to track down and destroy individual Targets. "Fire everything!”

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

64 GRADIENTMGZ 65
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 equippable by your Vehicle. Any additional Chassis you select acts as an additional Character Sheet utilizing the selected
Chassis Vehicle Attributes. ● You may expend a Minor Action to provide your next Ranged Attack a bonus equal to your Ranged Attack / 10.
● You may expend a Minor Action to provide your next Resist Defense Check a bonus equal to your Resist Defense Check / 10.
You may only have 1 Chassis Active. You may use a Minor Action to transform your Vehicle to another Chassis, utilizing another Vehicle
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 Standardized Dust Energy Converter


Restrictions: N/A Restrictions: You cannot select the Armed & Ready Vehicle Specialization.
Once per Turn, you may perform one additional effect by reducing your vehicle’s HP by 3. ● You may expend a Minor Action and expend 1 Weapon’s Capacity by any value to increase your Barrier by the Capacity expended.
● You may expend a Minor Action and expend your Barrier by any value to increase 1 Weapon’s Capacity by the Barrier expended.
● Double the distance of your next Move Action until the end of your Turn.
● Increase the range of your next Ranged Attack by 1 range increment until the end of your Turn. The dust utilized in the Vehicle’s systems powers both Weapons and Defenses.
● Increase your next Melee Attack by 1D6 until the end of your Turn.
Stress Tested
You override your Vehicle’s systems and safety measures to push limits. Restrictions: N/A
Once per Episode when your Vehicle becomes Critically Lost, it is not. Instead, you continue Piloting it as normal. Any additional Damage
Phoenix Missile inflicted to your Vehicle will be directed towards the Pilot instead.
Restrictions: Explosive Weapon Form only.
While performing a Ranged Attack you may choose to lose the High Explosive Specialization to gain 2 range increments and destroy Your Vehicle is designed to perform well even under the most stressful situations.
Armor equal to the Total Damage / 2.
Targeting Link
A specialized missile that uses additional fuel to increase its range over its destructive capabilities. Restrictions: N/A
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.
Reactive Armor They must subtract 1 from their Attack Rolls for each range increment they are out of range while performing an Attack using the Targeting
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name. Link Specialization.
Gain 2 Armor.
Explosive weapons inflict 1 less Damage to you (minimum 1) and do not destroy Armor. A sophisticated targeting system is linked to your Vehicle that allows it to network with others utilizing the same system for target
acquisition.
A special armor that reduces the damage and penetration of high explosive weaponry.
Tracers
Reflective Armor Restrictions: Heavy Automatic and Automatic Weapon Form only.
Restrictions: You may only possess 1 Vehicle Specialization with the word “Armor” in its name. While performing additional Ranged Attacks against the same Target during your Turn, increase your Ranged Attack by your
Gain 2 Armor. Level / 2.
When you take Damage from a Ranged Attack (GM discretion) that is not Explosive and your Vehicle still possesses Armor, inflict Dam-
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
Restrictions: N/A
Sentinel System Once per Turn, you may perform one of the following:
Restrictions: N/A
Expend your Capacity by any value when Targeted by an Attack. Reduce 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 may expend a Major Action to perform a Ranged Attack against a Target outside of your weapon’s range.
You have equipped your Vehicle with a decoy system that throws off hostile tracking by drawing power from your main systems utilizing
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!

66 GRADIENTMGZ 67
GM REFERENCE “…” Difficulty Checks
Difficulty Checks (DCs) are a method to validate whether it would be within the
realm of possibility for a Character to succeed at a certain task. The higher the DC Table
value, the harder the task at hand is. The table to the right contains recommended
For aspiring Game Masters. this section will provide you a start on values for setting DCs. If you don’t want to increase difficulty by a full step (Value of
5), increase the DC value by 2 to 4.
Running a game using the design methods I have used to run my Trivial = 5
Campaigns. You are always Welcome to adjust the values or Why use a value of 2 to 4? Easy = 10
concepts here To better suit your game. The values 2 and 3 are the halfway points to the next step. Using a value of 2 will Challenging = 15
favor the Player slightly more when increasing difficulty while using a value of 3 will
disfavor the Player slightly more when increasing difficulty. Increasing Difficulty by 1 Ambitious = 20
or 4 are more extreme cases and should only be used to throw off Players who are
attempting to metagame and figure out DCs. This applies to Encounter design as Difficult = 25
well.
Complicated = 30
Difficulty Check scale Expert = 35
Trivial Legendary = 40+
A task this easy is typically not rolled for and is assumed to just be done unless the
Character(s) are influenced by something such as illness or poisons.

Easy
A task that has been practiced enough for an individual to easily repeat. However,
there are times when even simple repetition will not be enough to stop an occa-
sional fumble.

Challenging
A task that is challenging places a Character’s skills and training to the test,
requiring them to perform with their own prowess to achieve a goal. This is
considered an average level of skill for Huntsman and Huntresses.

Ambitious
A task that is above the skills of an average Huntsman or Huntress. Ambitious tasks
are for those daring enough to try something new, but still plausible.

Difficult
A task that a Character has not performed before or has had little experience with.

Complicated
A task that requires time, mental, and/or physical strain in order to accomplish. This
is a good level of difficulty for a Character looking to create their own Specialization
or Asset.

Expert
A task requires intimate knowledge of the subject and all of its nuances.

Legendary
A task that is so incredible to accomplish that individuals will speak about it as
rumors or myths. Only near impossible tasks should be assigned any difficulty at
Legendary.

68 GRADIENTMGZ GRADIENTMGZ 69
Encounter Design Encounter Design
Social Encounters Combat Encounters
Combat is great, but not all conflicts or disagreements are won with a weapon or fists. Think about how to incorporate an Below you will find examples of profiles for Entities that can be used in a Combat Encounter. The Beowolf profile is great for any
environment and scenario to facilitate a Social Encounter. Good examples would be a council meeting, a dinner party, or number of Player Characters while stronger enemies such as the Alpha Beowolf and Nevermore are more advised for a certain
a diplomatic mission to another Kingdom. A Social Encounter can even follow a Combat Encounter. Not all Social number of Player Character participants. Use the Entity’s Melee Attack or Ranged Attack for any Abilities and Attacks unless
Encounters may be with NPCs. Sometimes a group could be tasked with infiltrating a location and performing a heist. otherwise specified in the Ability. Challenges are labeled with 6 tiers of difficulty. Easy is the lowest difficulty and the
This involves Player Characters fighting the environment more than NPCs and also a great way to promote collaboration recommended encounter for new players to the game where RoC is not required to prevail. Ambitious encounters start to
between Team Members as they lean on each other’s strengths. incorporate additional mechanics and some RoC use may be necessary. Challenging encounters will require good use of RoC
to overcome. Difficult encounters require team work, proper RoC use, and use of all of your Specializations and Assets to be
When creating your cast of NPCs or deciding which NPCs will play a large part in a Social Encounter, take note of what successful. Expert encounters require the most efficient use of all of your resources and allies’ strengths to emerge with victory.
information each of them possesses, what information they are willing to share, sell, and what information they intend to Character Defeat is likely in these Encounters. Legendary encounters are “Raid-Boss” level Entities with very unique mechanics
hide. Make exorbitant use of description and body language to assist Players in determining someone’s motives, and rely on experienced players to fully leverage the Rule of Cool mechanic. There is a high chance of failure and defeat
although don’t over exaggerate these! When evaluating your NPCs, make sure you take into consideration any factions against an Entity of this caliber. For Advanced Encounters, always consider utilizing a Special Rule that slows down the use of
they may have ties with.. Factions can range from government groups to an organization of rogue Huntsmen and Signature Actions so that the Encounter will present a threat and challenge to the Players.
Huntresses. This helps to construct faceted Social Encounters, and Players can play multiple sides in order to investigate
and obtain the information they’re searching for.

Make sure you have events or elements that will raise the tension of the situation. These elements usually tie into any
PHASED Combat Encounters
major overarching story you may be telling or could tie into Character backstories to help drive immersion and Player Throwing in some of the example Encounters or your own variations is great, but let’s kick it up to the next level and introduce a
investment. You could bring a Character in from a Player Character’s childhood that they haven’t seen in years, or method I use often when constructing Combat Encounters with memorable foes. Once a team of Player Characters begins to
maybe an antagonist that the Players believed to be long gone. Be prepared when adding in scenarios on the fly as they become more powerful and gain access to more Assets to help them stay alive longer in combat, you can start introducing
can quickly turn into Combat Encounters if you are not prepared. It all depends on how the Social Encounter is framed reinforcements or even phases to your Combat Encounters. Here’s just one example outlined below.
and the moral compasses of your Player Characters.
Phase 1: A new Atlas Prototype Mechanized Battlesuit is encountered. It utilizes a mixture of energy cannons and missiles to
Social Encounters are one of your greatest tools as a GM to continue to build your story and flesh out the world. It will assail its opponents.
give you insight into what Player Characters want to pursue and what they are less likely to find interest in. It can help
direct where the story will go next while providing an additional layer or set of Encounters in the future that you may not Phase Transition: Immediately when brought to a health threshold such as 50%, provide a flavorful description of the Battlesuit
have thought of independently. Some questions to think on are the repercussions of how the Player Characters act, and powering up or engaging additional systems. Clear any Detrimental Status Effects from the Battlesuit.
what courses of actions may they take.
Phase 2: Add new abilities to the Mechanized Battlesuit during its second phase. Deploy a variety of drones that both assail
I cannot stress how much you will need to prepare for making a Social Encounter, as they often can lead to Combat other Characters and support the Prototype Mechanized Battlesuit. Support Drones could repair Damage inflicted, provide a
situations. Take into consideration who might be involved and keep some NPC profiles on standby just in case things do protective Barrier that prevents Ranged Damage, or even provide additional fire support. Be creative! Make sure to engage new
begin to veer towards violence. weapon systems as well in this mode. Consider a 1 time Attack that can causes massive Damage if it lands or cause numerous
Detrimental Status Effects!

ROLEPLAY YOUR Encounters


When you take control of Entities that Player Characters will fight, take into consideration the types of Entities you are playing
as. Are they mindless Beowolves? In that case, they would likely make the closest Player Character their Target, or even a poor
defenseless citizen. Larger creatures, such as the Nevermore or Death Stalker may be a bit more intelligent and Attack the
Character that dealt them the most Damage in the previous Turn. Hostile Humans or Faunus would be able to identify who may
be the biggest threat to them. They would even have self preservation at the top of their mind and potentially attempt to flee
from a situation that is no longer in their favor to fight again another day. It is unlikely all Entities would perform the same Ability
as each other repeatedly. Half or less of the total Basic Entities participating in a Combat Encounter should utilize an Ability if
they possess one during their Turn.

DESIGNING Combat Encounters


When designing custom Entities and Encounters for your Players, consider the following:

● How many threats do you plan to throw at your Players? This should dictate the strength of their Abilities, Attributes, and
Special Rules.

● Evaluate the best stats your Players have, the most common Defense Checks, and Attacks they will perform. Custom Abilities
and Special Rules are recommended to match these Attributes or exceed them.

● Think about the environment. Does anything make the location of the Encounter unique? Play off of that strength and design a
special rule utilizing the environment to make the Encounter enjoyable and memorable. Sometimes it is enough just to be on an
excellent stage such as fighting on top of a Skyscraper at night or jumping from ship to ship atop the Atlas fleet!

● Threatening foes should carry multiple Special Rules that influence the way they fight, operate, or break the normal rules of
the game to throw Players off balance.
70 GRADIENTMGZ 71
Encounter Design Encounter Design
Building Custom Abilities Abilities
Remember to be creative with your custom Abilities! Below are guidelines to get you started. As you become more comfortable Below are generic Abilities that may be applied across multiple Entity types.
running games in this system, you may deviate more and more from the guidelines below.
Aura Explusion
Custom Attack Rolls Effect: Expend 10 Aura and 2 Actions. Remove 1 Detrimental Status Effect. This Ability may only be performed by Human or
While creating custom Abilities, there are a number of variables that go into tweaking the math to ensure they are right for your Faunus Entities. This Ability may not be performed if this Entity’s Aura is less than 10.
level of Players. Below are guidelines on how to start with creating custom Abilities.
Corrupt
Ability Formula Effect: Invert a Beneficial Status Effect into a Detrimental Status effect using the following table. Extinguish does not negate this
2D10+8+Modifiers effect.

Additional Randomization Charged = Blinded


While designing Abilities, consider leaning towards a random element more. Diffraction = Fumbled
You may change the Ability Formula to 4D10+Modifiers Extinguish = Chilled
Harmonized = Concussed
Damage Formula Light Footed = Exhausted
1+Modifiers Regeneration = Toxified
Reinforced = Staggered
Character Level
Increase the Ability Formula by 1 for every odd level past 1. For example, the Ability Formula would change from 2D10+8 to Emergency Repair
2D10+9 if the Characters are level 3. Effect: Twice per Turn, this Entity may restore 1D10 HP or remove 1 Detrimental Status Effect except those inflicted with Rule
Increase the Damage Formula by 1 every four levels. of Cool. This Ability may only be performed by Mechanical Entities.

Character Stat Allocation Emergency Stimulant


If most Characters have utilized the Specialized Stat Allocation, you may add 1 to the base formula. This is highly recommended Effect: Remove all Detrimental Status Effects except those inflicted with Rule of Cool. Emergency Stimulant may be used once
if your Players are experienced with all of the Actions available during a Combat Encounter. per Combat Encounter. This only applies to Human and Faunus Entities.

Area of Effect Abilities First Aid


Abilities that impact multiple Entities at one time such as an explosion attack do not require an additional modifier. Effect: Once per Turn, you may restore 1D6 HP to self or an Adjacent Ally. First Aid may only Target Human or Faunus Entities.

Detrimental Status Effects Hunker Down


Some Attacks may inflict 1 or more Detrimental Status Effects. It is recommended that Abilities include 0-3 Detrimental Status Effect: This Ability expends 2 Actions to perform. Increase the Defense and Special Defense of this Entity by 5 until its next
Effects. For each additional Detrimental Status Effect you add past 1, it is recommended you decrease the Ability Formula by 1. Turn.

Signature Abilities Overclock


Abilities that deviate from some of the guidelines listed in the Encounter section. An Entity normally only has one of these Effect: This Ability may only be performed by Mechanical Entities. Follow the table to determine which effect may be performed.
Abilities as they are meant to be scary, strong, and equal to Character Signature Actions. A Signature Ability is recommended to Max HP =< 25: Expend 1 HP to gain Charged.
have the capability to inflict a large amount of Damage, Impact multiple Entities with Detrimental Status Effects, or modify the Max HP > 25 & Max HP =< 50: Expend 2 HP to gain Charged.
rules of the Encounter by destroying resources like Capacity and RoC. Be careful when designing Signature Abilities to not be Max HP > 50: Expend 3 HP and gain 1 Point of Burning to gain Charged.
too overbearing. It is recommended that a Once per Combat Round limitation is placed on Signature Abilities.
Quickness
Types Effect: Once per turn, you may expend 1 Action to Increase this Entity’s position in the Initiative Order.
Abilities are recommended to include 0 - 2 Types that influence the effectiveness of certain Defense Checks.Select Types that
make sense for the flavor of the Ability. If you do not select a Type, it is recommended to increase the Ability and/or Damage Shrug Off
modifier by 1. A hard hitting beam projectile might be difficult to resist, while a rapid fire weapon is more effective at hitting a Effect: Once per Turn, you may remove 1 Detrimental Status Effect that does not last until the end of the Combat Encounter.
Character attempting to dodge.
Soul Soothe
Challenging and Ambitious Entities Effect: Once per Turn, you may restore 2D6 Aura to self or an Adjacent Ally. Soul Soothe may only Target and be performed by
An Entity that is Challenging should begin to test the knowledge of Players by increasing their Abilities to match some of their Human or Faunus Entities.
Capabilities such as boosting and Rule of Cool. One ability is recommended to utilize an additional 1D10 added to the Ability
Formula. Other Abilities are recommended to increase the Ability Formula modifier by 2 or 1D3. Challenging Entities are Survival Surge
recommended to have 2-4 Abilities and 2-4 Special Rules (including a behavior rule). Effect: May only be perfomed while at 50% HP or less. Expend 2 Actions. Increase this Entity’s Defense and Special Defense
by 5 until the end of the Combat Round. This Ability may be performed once per Combat Round.
Difficult and Expert Entities
Encounters that expect Players to understand the Actions available to them are recommended to utilize an additional 1D10 System Purge
added to the Ability Formula for half of its total abilities. The remaining Abilities are recommended to increase their Ability Effect: This Ability expends 3 Actions. Remove 1 Detrimental Status Effect. This Ability may only be performed by mechanical
Formula modifier by 2 or 1D3. Difficult Entities and beyond are recommended to have 3-6 Abilities and 3-5 Special Rules Entities.
(including a behavior rule).
Targeting Arrays
Selecting Pre Built Abilities and Special Rules Effect: Charged may be gained up to 4 times. Expend any number of Actions to gain instances of Charged equal to the number
Use your best judgment when selecting Special Rules to apply to your custom Entities. It is recommended to always assign of Actions expended.
Shrug Off to an Entity that would be considered a ‘Boss’ and a Special Rule that directs an Entities’ behavior.
72 GRADIENTMGZ 73
Encounter Design Encounter Design
Focus Fire
SPECIAL RULES This Entity will coordinate attacks to bring down one Adversary at a time with its Allies.

Below is a list of Special Rules that may be applied across multiple Entity types. Fortress
Total Damage against this Entity is halved.
Adaptive Body
Any Detrimental Status Effect must be applied twice to take effect against this Entity. This excludes RoC inflicted Detrimental Gargantuan Entity
Status Effects. The Entity’s body size dwarfs that of Humans and Faunus alike, easily matching the size of a small skyscraper. The Entity is
immune to the effects of Grappled, but may still be latched onto by other Entities. Characters who use the Grappler
Aimless Specialization may pull themselves to the Entity. You may jump atop a Gargantuan Entity and move with it. Each Turn you start
This Entity will always move towards and/or Attack a random Adversary. while still atop a Gargantuan Entity, you must perform a Grapple Skill Check or Reflex Skill Check to maintain your hold and
footing, otherwise you fall off. If you have fallen, immediately place your Character 15ft away from the Gargantuan Entity closest
Critical Destruction to the location you were atop it. This Entity may only perform 1 Move Action per Turn. If Staggered and Stunned were to be
Critical Damage disables one Ability until the End of the Combat Encounter. Reduce Armor of the Entity by 1 each time Critical applied, inflict an additional 1D6 Damage to this Entity instead. Unaffected by the Character Specialization Wow!
Damage is inflicted or a Successful Charge Attack inflicts Damage.
Grimm Leader
Cold Feet While in Extreme range of a Grimm Entity with Grimm Leader, all other Grimm Entities without Grimm Leader ignore the Single
This Entity will attempt to retreat when 75% of all other Entities of the same type have been Defeated. Minded and Aimless Special Rule. They may be directed by a Grimm with Grimm Leader. This Entity will attempt to retreat when
at 20% of its maximum HP or less.
Darkness Barrier
May apply only to Grimm. Detrimental Status Effects must be applied a second time before being inflicted against an Entity with Grit
any Barrier points remaining. The Entity is not defeated when its HP reaches 0. Instead it continues to fight for 1 additional Combat Round before being
Defeated.
Daunting
Only 1 Signature Action may be performed per Combat Round while this Entity is present. Once per Turn this Entity may expend Hard Light Directional Shield
an Action to increase its Initiative Order by 1. This Entity carries a Hard Light shield allowing it to benefit from Cover at all times. While this Entity is inflicted with Grappled, it
loses Cover.
Death Throes
On Defeat, this Entity will immediately perform 1 Attack/Ability Targeting the nearest Entity in range. Hex Barrier
Inapplicable to Grimm. Status Effects cannot be applied to an Entity with any Barrier points remaining.
Deadly Counter
Whenever a Melee Attack or Unarmed Attack fails, the Entity may immediately perform a free Attack or Ability that is also within Highly Observant
its Attack or Ability range. Any duplicate Defense Check performed by the same Adversary in a Combat Round is done so with Disadvantage until the end
of the Combat Round.
Deflection
Entities that fail a Melee Attack or Unarmed Attack against this Entity are inflicted with Damage equal to this Entity’s Damage Inertia
attribute. If this Entity performed a Move Action prior to an Attack or Ability, it gains +1 to its Attack/Ability for each Range increment it
moved.
Despair
While inflicting Damage, the Target loses 1 RoC. RoC loss may only occur once per Combat Round per Entity. Only 1 Signature Instincts
Action may be performed per Combat Round while this Entity is present. Gain 1 point of Instinct at the end of each Turn. You may expend 1 Instinct to increase any Attack, Defense, or Ability by 1D10
after viewing the roll.
Engine of Destruction
The Entity ignores obstructions such as walls created with Dust and crushes them with its sheer mass. Dust walls do not impede Large Entity
this Entity’s Movement and are destroyed by performing a Move Action through them. The Entity’s body size dwarfs that of Humans and Faunus alike, easily matching the size of a small house. The Entity is immune
to the effects of Grappled, but may still be latched onto by other Entities. Other Entities that do Grapple this Entity move with it
Enrage whenever a Move action is performed. Players who use the Grappler Specialization may instead pull themselves to the Entity.
This Entity increases its Ability and Attack by 5 if its HP is 25% or less.
Life Sap
Ensnaring Attacks/Abilities performed by this Entity are always directed to HP. Restore HP to this Entity equal to the Damage inflicted.
If an Attack from this Entity is successful, the Target is Grappled.
Melee Specialist
Equal Opportunist Grapple Skill Checks are performed at Disadvantage against this Entity. Melee Attacks and Unarmed Attacks may not benefit
This Entity randomly selects a Target to perform an Attack or Ability against each Turn. This Entity must try to Target a new from Advantage against this Entity.
Adversary each Turn until the end of the Combat Round. If each Adversary has been acted against by this Entity, it Targets the
Adversary with the lowest combined Aura and HP (GM choice if tied). Panic
This Entity will attempt to flee from a threat or flee towards an allied Entity whom can defend them from harm.
Extreme Maneuverability
Perform a free Move Action at the end of each Combat Round. Any ranged damage is halved against this Entity. Grapple Prime Antagonist
negates the effects of Extreme Maneuverability. This Entity may expend 1 RoC to reduce the effectiveness of Detrimental Status Effects inflicted from an RoC effect by 1. Gain a
point of Rule of Cool at the start and end of each Turn. A Rule of Cool may be used to increase this Entity’s Ability, Attack,
Evasive Defense Check, Defense, or Special Defense by 1D10. This Entity starts with 2 Rule of Cool and may possess a maximum of 5
If this Entity performed a Move Action during its prior Turn or the current Turn, Total Damage inflicted to it is halved. Rule of Cool.

74 GRADIENTMGZ 75
Encounter Design Encounter Design
Proficiency Swarming
Gain a point of Rule of Cool at the end of each Turn. A Rule of Cool may be used to increase this Entity’s Ability, Attack, Defense Whenever a Character performs a Defense Check against an Entity with the Swarming Special Rule, reduce their selected
Check, Defense, or Special Defense by 1D10. This Entity starts with 1 Rule of Cool and may possess a maximum of 5 Rule of Defense Check by -1 for each Entity of the same type Adjacent to the Character. There must be 2 or more of the same type of
Cool. Entity Adjacent to the Target to apply Swarming.

Radical Fervor Super Rejuvenation


This Entity will always move towards and/or Attack the closest Adversary available unless directed by a White Fang Officer Restore 10 HP at the end of the Turn.
Entity. This Entity will retreat once 75% of all other Entities of the same type have been Defeated unless a White Fang Officer is
still in Combat. Superior Shrug Off
Expend 5 HP to remove 1 Detrimental Status Effect that was not inflicted by Rule of Cool or reduce the effectiveness of all Rule
Ranged Predator of Cool inflicted Detrimental Status effects by 2. This Ability may be performed once per Turn and does not expend an Action.
This Entity will always move towards and/or Attack an Adversary who has performed a Ranged Attack. If there are multiple
Entities that have performed a Ranged Attack, determine the Target at random. If no Adversary has performed a Ranged Attack, Tactical Retreat
move towards and/or Attack a random Adversary. When this Entity reaches half of its Aura or HP, they will consider retreating as an option during Combat. As a GM, weigh the
situation and determine its outcome from that Entity’s perspective. Entities with Aura should re-evaluate their situation once their
Ranged Preference Aura has reached approximately 25% of their maximum Aura and again at approximately 10%.
This Entity prefers keeping its distance at all costs and to engage at range. If this Entity is within Adjacent range of an Adversary,
it must make an effort to create distance with a Move action at least once per Turn with its first or last Action. Will Of The Master
This Entity is given an objective by its master (GM Discretion) and will continue to pursue this objective until fulfilled or Defeated.
Rechargeable Hex Barrier Ex. Capture an individual, eliminate an individual, destroy a specific Asset, etc. If its objective is fulfilled, it will retreat and return
This Entity’s Barrier is set to 10% of its Maximum HP at the start of each Combat Round. While this Entity has Barrier, to its master or another home location.
Detrimental Status Effects except those applied by Rule of Cool must be applied twice before afflicting this Entity. This Special
Rule may only be applied to an Entity with the word “Atlesian” in its name. Unorthodox Agility
Grapple Skill Checks are performed at Disadvantage against this Entity. This Entity may increase its position in the Initiative
Regenerate Hide Order by 1 at the start of each Combat Round.
This Ability may only be performed if this Entity’s Armor is 2 or less. Gain 1D6 Armor, Reinforced, and Extinguish.
Variable Armor
Relentless This Entity’s Armor is equal to its HP / 10 and degrades as it loses HP.
If this Entity is Defeated, mark the location where it was Defeated. It returns to with half of its previous Maximum HP during its
Turn on the following Combat Round and may act. An Entity continues to return from Defeated in this manner until its HP Vengeful
becomes 1. This Entity will always move towards and Attack the Entity that inflicted the most Damage to it. If no Damage has been inflicted
to it, this Entity Attacks an Adversary with the highest Aura or HP.
Repair Mechanisms
The Entity restores 5 HP at the end of its Turn. This only applies to Mechanical Entities.

Resilient Form
TYPES
Bizarre
Critical Damage is halved. Increase Critical Threshold by 5. Semblance Defense Checks are performed at Disadvantage.

Sadistic Focused
This Entity will attempt to critically injure or kill an Adversary who is Defeated. If a Defeated Adversary is within range, at least 1 Resist Defense Checks are performed at Disadvantage.
Attack or Ability must be performed against that Adversary.
Melee
Self Preservation Range is equal to the Entity’s Melee Attack unless specified in an Ability.
This Entity will consider retreat at 50% HP and 25% HP. To determine a retreat, tally the total of all Adversaries Resources. If the
total is equal to or more than this Entity’s HP, retreat becomes this Entity’s primary objective. Miscellaneous
Range is listed in the Ability and does not utilize the Entity’s Melee Attack or Ranged Attack.
Semblance User
The Entity may Empower their Semblance by expending 5 Aura. Increase Special Defense or a Semblance related ability by Ranged
1D6. Range is equal to the Entity’s Ranged Attack unless specified in an Ability. Cannot be parried.

Shroud Rapid
This Entity cannot be seen or Targeted and can only be revealed to a Character if they perform a successful Intuition Skill Check Dodge Defense Checks are performed at Disadvantage.
meeting or exceeding this Entity’s Special Defense.
Unpredictable
Single Minded Parry Defense Checks are performed at Disadvantage.
This Entity will always move towards and/or Attack the closest Adversary available.
Unrelenting
Soul Pressure Duplicate Defense Checks performed in the same Combat Round incur a -2 penalty each time they are performed against an
Adversaries with Aura lose 1 Aura at the end of their Turns. Ability with this Type. The Unrelenting modifier resets at the end of each Combat Round.

Stubborn Wild
This Entity will fight until defeated. It will not consider retreat as an option. Dust Defense Checks are performed at Disadvantage.

76 GRADIENTMGZ 77
Encounter Design Encounter Design
Basic Encounters Atlesian Knight-135
HP: 9 Hard Light Directional Shield

Alpha Beowolf ARMOR: 2


AURA: 0
This Entity carries a Hard Light shield
allowing it to benefit from Cover at all
BARRIER: 0 times. While this Entity is inflicted with
HP: 30 SPECIAL RULES CLASSIFICATION: Mechanical Grappled, it loses Cover.
ARMOR: 1 Enrage ATTACK: 20
AURA: 0 This Entity increases its Ability and Attack by 5 ACTION POOL: 2 Melee Specialist
BARRIER: 0 if its HP is 25% or less. ATTACKS PER TURN: 1 Grapple Skill Checks are performed at
CLASSIFICATION: Grimm ABILITIES PER TURN: 0 Disadvantage against this Entity. Melee
ATTACK: 20 Grimm Leader MELEE ATTACK: Adjacent Attacks and Unarmed Attacks may not
ACTION POOL: 3 While in Extreme range of a Grimm Entity with RANGED ATTACK: N/A benefit from Advantage against this Entity.
ATTACKS PER TURN: 1 Grimm Leader, all other Grimm Entities without DAMAGE: 2
ENCOUNTER RECOMMENDATION
ABILITIES PER TURN: 1 Grimm Leader ignore the Single Minded and SPEED: 17 ABILITIES
Challenge: Moderate
MELEE ATTACK: Adjacent Aimless Special Rule. They may be directed by MOVEMENT: 15ft Overclock
Grid Size: 1x1
RANGED ATTACK: N/A a Grimm with Grimm Leader. This Entity will DEFENSE: 18 This Ability may only be performed by
Level 2+
DAMAGE: 2 attempt to retreat when at 20% of its maximum SPECIAL DEFENSE: 20 Mechanical Entities. Follow the table to
1-3 Atlesian Knight-135s per Player
SPEED: 19 HP or less. determine which effect may be performed.
Character
MOVEMENT: 15ft SPECIAL RULES Max HP =< 25: Expend 1 HP to gain
DEFENSE: 20 ABILITIES Defensive Stance Charged.
SPECIAL DEFENSE: 18 Howl An Entity may intercept an Action Max HP > 25 & Max HP =< 50: Expend 2
ENCOUNTER RECOMMENDATION Targeting an Ally within Close HP to gain Charged.
Attack: 2D10 + 7 vs. Resolve Skill Check
Challenge: Challenging range of it. This Entity will never Max HP > 50: Expend 3 HP and gain 1
Range: Close
Grid Size: 2x2 move towards or Attack Point of Burning to gain Charged.
Type: N/A
Level 2+ Adversaries unless they are within
Damage: 0
1 Alpha Beowolf per Player Character Close range.
Effect: All Close range Humanoid Entities must
perform a Resolve Skill Check against Howl.
Inflicts Staggered. All other Grimm Entities in
Close range gain Light Footed. Howl may be
Atlesian Knight-200
used once per Combat Round. HP: 18 Red Dust Ammunition
ARMOR: 3 Gain the Offense effect of Red Dust while
Atlesian Knight-130 AURA: 0
BARRIER: 0
performing an Attack. An Entity may only
utilize 1 Special Rule with “Dust
HP: 9 Stubborn CLASSIFICATION: Mechanical Ammunition” in its name during a Turn and
ARMOR: 2 This Entity will fight until it is defeated. It ATTACK: 21 must be decided at the start of each
AURA: 0 will not consider retreat as an option. ACTION POOL: 2 Combat Round.
BARRIER: 0 ATTACKS PER TURN: 1
CLASSIFICATION: Mechanical Swarming ABILITIES PER TURN: 0 Brown Dust Ammunition
ATTACK: 15 Whenever a Character performs a MELEE ATTACK: Adjacent Gain the Offense effect of Brown Dust
ACTION POOL: 2 Defense Check against an Entity with the RANGED ATTACK: Medium while performing an Attack. An Entity may
ATTACKS PER TURN: 1 Swarming Special Rule, reduce their DAMAGE: 2 only utilize 1 Special Rule with “Dust
ABILITIES PER TURN: 0 selected Defense Check by -1 for each SPEED: 17 Ammunition” in its name during a Turn and
MELEE ATTACK: Adjacent Entity of the same type Adjacent to the MOVEMENT: 15ft must be decided at the start of each
RANGED ATTACK: Medium Character. There must be 2 or more of the DEFENSE: 19 Combat Round.
DAMAGE: 1 same type of Entity Adjacent to the Target SPECIAL DEFENSE: 18
ENCOUNTER RECOMMENDATION Blue Dust Ammunition
SPEED: 15 to apply Swarming.
Challenge: Easy SPECIAL RULES Gain the Offense effect of Blue Dust while
MOVEMENT: 15ft
Grid Size: 1x1 Ranged Preference performing an Attack. An Entity may only
DEFENSE: 15 ABILITIES
Level 1+ This Entity prefers keeping its utilize 1 Special Rule with “Dust
SPECIAL DEFENSE: 14 Overclock ENCOUNTER RECOMMENDATION
4-6 Atlesian Knight-130s per Player distance at all costs and to engage Ammunition” in its name during a Turn and
This Ability may only be performed by Challenge: Moderate
Character at range. If this Entity is within must be decided at the start of each
SPECIAL RULES Mechanical Entities. Follow the table to Grid Size: 1x1
Aimless determine which effect may be performed. Adjacent range of an Adversary, it Combat Round.
Level 3+
This Entity will always move Max HP =< 25: Expend 1 HP to gain must make an effort to create
2-3 Atlesian Knight-200s per Player
towards and/or Attack a random Charged. distance with a Move action at ABILITIES
Character
Adversary. Max HP > 25 & Max HP =< 50: Expend 2 least once per Turn with its first or Overclock
HP to gain Charged. last Action. This Ability may only be performed by
Max HP > 50: Expend 3 HP and gain 1 Mechanical Entities. Follow the table to
Point of Burning to gain Charged. determine which effect may be performed.
Max HP =< 25: Expend 1 HP to gain
Charged.
Max HP > 25 & Max HP =< 50: Expend 2
HP to gain Charged.
78 Max HP > 50: Expend 3 HP and gain 1 GRADIENTMGZ 79
Point of Burning to gain Charged.
Encounter Design Encounter Design
BEOWOLF BOARBATUSK
HP: 9 SPECIAL RULES
HP: 12 SPECIAL RULES
ARMOR: 0 Single Minded
ARMOR: 0 Single Minded
AURA: 0 This Entity will always move towards and/or
AURA: 0 This Entity will always move towards and/or
BARRIER: 0 Attack the closest Adversary available.
BARRIER: 0 Attack the closest Adversary available.
CLASSIFICATION: Grimm
CLASSIFICATION: Grimm
ATTACK: 15 Stubborn
ATTACK: 16 Inertia
ACTION POOL: 2 This Entity will fight until it is defeated. It will
ACTION POOL: 2 If this Entity performed a Move Action prior to
ATTACKS PER TURN: 1 not consider retreat as an option.
ATTACK PER TURN: 1 an Attack/Ability, it gains +1 to its Attack/Ability
ABILITIES PER TURN: 0
ABILITIES PER TURN: 0 for each Range increment it moved.
MELEE ATTACK: Adjacent Swarming
MELEE ATTACK: Adjacent ENCOUNTER RECOMMENDATION
RANGED ATTACK: N/A Whenever a Character performs a Defense
RANGED ATTACK: N/A Stubborn Challenge: Easy
DAMAGE: 1 Check against an Entity with the Swarming
DAMAGE: 2 This Entity will fight until defeated. It will not Grid Size: 1x2
SPEED: 15 Special Rule, reduce their selected Defense
ENCOUNTER RECOMMENDATION SPEED: 17 consider retreat as an option. Level 1+
MOVEMENT: 15ft Check by -1 for each Entity of the same type
Challenge: Easy MOVEMENT: 20ft 2-3 Boarbatusks per Player Character
DEFENSE: 15 Adjacent to the Character. There must be 2 or
Grid Size: 1x1 DEFENSE: 17
SPECIAL DEFENSE: 13 more of the same type of Entity Adjacent to the
Level 1+ SPECIAL DEFENSE: 14
Target to apply Swarming.
3-6 Beowolves per Player Character

Beringel CREEP
HP: 40 SPECIAL RULES
ARMOR: X Enrage
HP: 6 SPECIAL RULES
AURA: 0 This Entity increases its Ability and Attack by 5
ARMOR: 1 Aimless
BARRIER: 0 if its HP is 25% or less.
AURA: 0 This Entity will always move towards and/or
CLASSIFICATION: Grimm
BARRIER: 0 Attack a random Adversary.
ATTACK: 21 Variable Armor
CLASSIFICATION: Grimm
ACTION POOL: 3 This Entity’s Armor is equal to its HP / 10.
ATTACK: 14 Stubborn
ATTACKS PER TURN: 1 Armor is lost as the Entity loses HP.
ACTION POOL: 2 This Entity will fight until defeated. It will not
ABILITIES PER TURN: 1
ATTACKS PER TURN: 1 consider retreat as an option.
MELEE ATTACK: Adjacent Vengeful
ABILITIES PER TURN: 1
RANGED ATTACK: N/A This Entity will always move towards and
MELEE ATTACK: Adjacent Swarming
DAMAGE: 2 Attack the Entity that inflicted the most
RANGED ATTACK: N/A Whenever a Character performs a Defense
SPEED: 18 Damage to it. If no Damage has been inflicted ENCOUNTER RECOMMENDATION
DAMAGE: 1 Check against an Entity with the Swarming
MOVEMENT: 20ft to it, this Entity Attacks an Adversary with the ENCOUNTER RECOMMENDATION Challenge: Easy
SPEED: 16 Special Rule, reduce their selected Defense
DEFENSE: 21 highest Aura or HP. Challenge: Ambitious Grid Size: 1x2
MOVEMENT: 10ft Check by -1 for each Entity of the same type
SPECIAL DEFENSE: 19 Grid Size: 2x2 Level 1+
DEFENSE: 14 Adjacent to the Character. There must be 2 or
ABILITIES Level 4+ 2-4 Creeps per Player Character
SPECIAL DEFENSE: 12 more of the same type of Entity Adjacent to the
Wallop 1 Beringel per 2 Player Characters
Target to apply Swarming.
Attack: 2D10 + 11 vs. Defense Check
Range: Adjacent
ABILITIES
Type: Melee, Unpredictable
Burrow
Damage: 2
Effect: A Creep may expend 2 Actions to
Effect: Target is knocked back 15ft from the
immeditely place itself in Adjacent range to
Beringel. If the Target would hit another Entity,
another Entity. The Creep gains Cover until its
increase the Damage from Wallop by 2.
next Turn. A Target being Attacked by a Creep
after it has used Burrow during its previous
Shrug Off
Turn must perform an Intuition Check. On a
Effect: Once per Turn, you may remove 1
failed Intuition Check, the Defense Check is
Detrimental Status Effect that does not last
performed at Disadvantage.
until the end of the Combat Encounter.

80 GRADIENTMGZ 81
Encounter Design Encounter Design
Griffon Razorwing
HP: 16 SPECIAL RULES
HP: 35 Evasive
ARMOR: 0 Single Minded
ARMOR: 0 If this Entity performed a Move Action during its
AURA: 0 This Entity will always move towards and/or
AURA: 0 prior Turn or the current Turn, Damage inflicted
BARRIER: 0 Attack the closest Adversary available.
BARRIER: 0 to it is halved.
CLASSIFICATION: Grimm
CLASSIFICATION: Grimm
ATTACK: 17 Stubborn
ATTACK: 20 Stubborn
ACTION POOL: 2 This Entity will fight until it is defeated. It will
ACTION POOL: 3 This Entity will fight until it is defeated. It will
ATTACKS PER TURN: 1 not consider retreat as an option.
ATTACKS PER TURN: 1 not consider retreat as an option.
ABILITIES PER TURN: 1
ABILITIES PER TURN: 1
MELEE ATTACK: Adjacent Swarming
MELEE ATTACK: Adjacent ABILITIES
RANGED ATTACK: N/A Whenever a Character performs a Defense
RANGED ATTACK: N/A Beak Crack ENCOUNTER RECOMMENDATION
DAMAGE: 2 Check against an Entity with the Swarming
DAMAGE: 2 Attack: 2D10 + 9 vs. Defense Check Challenge: Challenging
SPEED: 17 Special Rule, reduce their selected Defense
SPEED: 19 Range: Adjacent Grid Size: 1x1
MOVEMENT: 20ft Check by -1 for each Entity of the same type
MOVEMENT: 20ft Type: Melee, Focused Level 4+
DEFENSE: 17 Adjacent to the Character. There must be 2 or
DEFENSE: 20 Damage: 3 2-4 Razorwings per Player Character
SPECIAL DEFENSE: 15 more of the same type of Entity Adjacent to the
SPECIAL DEFENSE: 18 Effect: Destroys Armor equal to the Damage ENCOUNTER RECOMMENDATION
Target to apply Swarming.
inflicted. Challenge: Challenging
SPECIAL RULES Grid Size: 2x2
ABILITIES
Aimless Lightning Swipes Level 4+
Terror Dive
This Entity will always Attack: 2D10 + 8 vs. Defense Check 1 Griffon per Player Character
Attack: 2D10 + 9 vs. Defense Check
move towards and/or Attack Range: Adjacent
Range: Adjacent
a random Adversary. Type: Melee, Rapid
Type: Melee, Bizarre, Wild
Damage: 2
Damage: 3
Effect: Inflicts Disoriented.
Effect: The Razorwing may perform a free
Move Action after performing Terror Dive if the
Ability failed against its Target. Inflicts
Disoriented.
Manticore
HP: 75 SPECIAL RULES

Sabyr
ARMOR: 0 Aimless
AURA: 0 This Entity will always move towards and/or
BARRIER: 0 Attack a random Adversary.
CLASSIFICATION: Grimm HP: 14 SPECIAL RULES
ATTACK: 22 Stubborn ARMOR: 0 Focus Fire
ACTION POOL: 3 This Entity will fight until defeated. It will not AURA: 0 This Entity will coordinate attacks to bring
ATTACKS PER TURN: 2 consider retreat as an option. BARRIER: 0 down one Adversary at a time with its Allies.
ABILITIES PER TURN: 1 CLASSIFICATION: Grimm
MELEE ATTACK: Adjacent ABILITIES ATTACK: 16 Stubborn
RANGED ATTACK: N/A Grimm Fire ACTION POOL: 3 This Entity will fight until it is defeated. It will
DAMAGE: 2 Attack: 2D10 + 11 vs. Defense Check ATTACKS PER TURN: 1 not consider retreat as an option.
SPEED: 19 Range: Medium ABILITIES PER TURN: 0
MOVEMENT: 20ft Type: Ranged MELEE ATTACK: Adjacent Swarming
DEFENSE: 21 Damage: 3 RANGED ATTACK: N/A Whenever a Character performs a Defense
SPECIAL DEFENSE: 19 Effect: Target and all Close range Entities to ENCOUNTER RECOMMENDATION DAMAGE: 2 Check against an Entity with the Swarming ENCOUNTER RECOMMENDATION
the Target must perform a Defense Check Challenge: Ambitious SPEED: 18 Special Rule, reduce their selected Defense Challenge: Challenging
against this Ability. Inflicts Burning. Grid Size: 2x2 MOVEMENT: 15ft Check by -1 for each Entity of the same type Grid Size: 1x2
Level 6+ DEFENSE: 16 Adjacent to the Character. There must be 2 or Level 4+
Manticore Sting 1 Manticore per 2 Player Characters SPECIAL DEFENSE: 16 more of the same type of Entity Adjacent to the 2-3 Sabyrs per Player Character
Attack: 2D10 + 12 vs. Defense Check Target to apply Swarming.
Range: Close
Type: Melee, Focused Unorthodox Agility
Damage: 2 Grapple Skill Checks are performed at
Effect: Inflicts Poisoned. Disadvantage against this Entity. This Entity
may increase its position in the Initiative Order
Shrug Off by 1 at the start of each Combat Round.
Effect: Once per Turn, you may remove 1
Detrimental Status Effect that does not last ABILITIES
until the end of the Combat Encounter. N/A

82 GRADIENTMGZ 83
Encounter Design Encounter Design
Seer Teryx Unorthodox Agility
Grapple Skill Checks are performed at
HP: 5 Shroud Disadvantage against this Entity. This Entity
HP: 85 may increase its position in the Initiative Order
ARMOR: 0 This Entity cannot be seen or Targeted and
ARMOR: 0 by 1 at the start of each Combat Round.
AURA: 0 can only be revealed to a Character if they
AURA: 0
BARRIER: 10 perform a successful Intuition Skill Check
BARRIER: 0 ABILITIES
CLASSIFICATION: Grimm meeting or exceeding this Entity’s Special
CLASSIFICATION: Grimm Dive Bomb
ATTACK: 21 Defense.
ATTACK: 23 Attack: 2D10 + 12
ACTION POOL: 1
ACTION POOL: 3 Range: Adjacent
ATTACKS PER TURN: 1 Darkness Barrier
ATTACKS PER TURN: 1 Type: Melee, Focused, Wild
ABILITIES PER TURN: 1 Status Effects must be applied a second time
ABILITIES PER TURN: 2 Damage: 4
MELEE ATTACK: Close before being inflicted against an Entity with any
MELEE ATTACK: Adjacent Effect: The same Target cannot be selected
RANGED ATTACK: N/A Barrier points remaining.
RANGED ATTACK: Medium for Dive Bomb in the same Combat Round.
DAMAGE: 2
DAMAGE: 3 Inflicts Staggered.
SPEED: 14 Life Sap
SPEED: 17
MOVEMENT: 20ft Attacks/Abilities performed by this Entity are
MOVEMENT: 25ft Wing Gust
DEFENSE: 19 always directed to HP. Restore HP to this
ENCOUNTER RECOMMENDATION DEFENSE: 21 Attack: 2D10 + 10
SPECIAL DEFENSE: 23 Entity equal to the Damage inflicted.
Challenge: Ambitious SPECIAL DEFENSE: 23 Range: Medium
SPECIAL RULES ABILITIES Grid Size: 1x1 Type: Ranged
Level 4+ SPECIAL RULES Damage: 2
Sadistic Suffocating Tendrils
1 Seer per 2 Player Characters Inertia Effect: The Teryx may perform Wing Gust in
This Entity will attempt to Attack: 2D10 + 9 vs. Defense Check
If this Entity performed a place of its Defense/Special Defense against 1
critically injure or kill an Range: Close
Move Action prior to an Ranged Attack per Combat Round. If Wing
Adversary who is Defeated. Type: Melee
Ability or Attack, it gains +1 Gust is successful, inflict Wing Gust’s Damage
If a Defeated Adversary is Damage: 1
to its Ability/Attack for each to the Attacker and the Target is knocked back
within range, at least 1 Effect: Inflicts Grappled until removed and ENCOUNTER RECOMMENDATION
Range increment it moved. 15ft.
Attack or Ability must be inflicts 1 Damage at the end of each of the Challenge: Ambitious
performed against that Seer’s Turns except the Turn it performed Grid Size: 4x4
Ranged Predator Icicle Shower
Adversary. Suffocating Tendrils. A Grapple Skill Check or Level 6+
This Entity will always move Attack: 2D10 + 10
Force Skill Check may be used to end the 1 Teryx per 2 Player Characters
towards and/or Attack an Range: Close
effect of Suffocating Tendrils by the Target
Adversary who has per- Type: Ranged
meeting or exceeding this Ability’s original
formed a Ranged Attack. If Damage: 2
Attack. This Entity loses Shroud while per-
there are multiple Entities Effect: All Adversaries in range must make a
forming Suffocating Tendrils.
Sulfur Fish
that have performed a Defense Check against this Ability. Inflicts
Ranged Attack, determine Chilled.
the Target at random. If no
HP: 3 SPECIAL RULES Adversary has performed a Shrug Off
ARMOR: 0 Single Minded Ranged Attack, move Effect: Once per Turn, you may remove 1
AURA: 0 This Entity will always move towards and/or towards and/or Attack a Detrimental Status Effect that does not last
BARRIER: 0 Attack the closest Adversary available. random Adversary. until the end of the Combat Encounter.
CLASSIFICATION: Grimm
ATTACK: 13 Stubborn
ACTION POOL: 2 This Entity will fight until it is defeated. It will
ATTACK PER TURN: 1 not consider retreat as an option.
ABILITIES PER TURN: 0
MELEE ATTACK: Adjacent Swarming ENCOUNTER RECOMMENDATION
RANGED ATTACK: N/A Whenever a Character performs a Defense Challenge: Easy
DAMAGE: 1 Check against an Entity with the Swarming Grid Size: 1x1
SPEED: 13 Special Rule, reduce their selected Defense Level 1+
MOVEMENT: 15ft Check by -1 for each Entity of the same type 4-8 Sulfur Fish per Player Character
DEFENSE: 13 Adjacent to the Character. There must be 2 or
SPECIAL DEFENSE: 11 more of the same type of Entity Adjacent to the
Target to apply Swarming.

84 GRADIENTMGZ 85
Encounter Design Encounter Design
Thug White Fang Radicals
HP: 6 SPECIAL RULES HP: 6 SPECIAL RULES
ARMOR: 0 Aimless ARMOR: 1 Radical Fervor
AURA: 0 This Entity will always move towards and/or AURA: 0 This Entity will always move towards and/or
BARRIER: 0 Attack a random Adversary. BARRIER: 0 Attack the closest Adversary available unless
CLASSIFICATION: Humanoid CLASSIFICATION: Humanoid directed by a White Fang Officer. This Entity
ATTACK: 15 Cold Feet ATTACK: 15 will retreat once 75% of all other Entities of the
ACTION POOL: 2 This Entity will attempt to retreat when 75% of ACTION POOL: 2 same type have been Defeated unless a White
ATTACKS PER TURN: 1 all other Entities of the same type have been ATTACKS PER TURN: 1 Fang Officer is still in Combat.
ABILITIES PER TURN: 0 Defeated. ABILITIES PER TURN: 1
MELEE ATTACK: Adjacent MELEE ATTACK: Adjacent Swarming
RANGED ATTACK: Medium Swarming RANGED ATTACK: Medium Whenever a Character performs a Defense
DAMAGE: 1 Whenever a Character performs a Defense DAMAGE: 1 Check against an Entity with the Swarming ENCOUNTER RECOMMENDATION
SPEED: 15 Check against an Entity with the Swarming SPEED: 15 Special Rule, reduce their selected Defense Challenge: Easy
MOVEMENT: 15ft Special Rule, reduce their selected Defense MOVEMENT: 15ft Check by -1 for each Entity of the same type Grid Size: 1x1
DEFENSE: 14 Check by -1 for each Entity of the same type DEFENSE: 16 Adjacent to the Character. There must be 2 or Level 1+
SPECIAL DEFENSE: 12 Adjacent to the Character. There must be 2 or SPECIAL DEFENSE: 12 more of the same type of Entity Adjacent to the 3-5 White Fang Radicals per Player Characters
more of the same type of Entity Adjacent to the Target to apply Swarming.
Target to apply Swarming.
ABILITIES
ABILITIES Grenade
Pickpocket Attack: 2D10 + 7
Attack: 2D10 + 8 Range: Medium
Range: Adjacent Type: Ranged
Type: Melee Damage: 2
Damage: 0 Effect: Target and all Adjacent range Entities
Effect: Inflicts Fumbled and reduces Lien by to the Target must perform a Defense Check
25. ENCOUNTER RECOMMENDATION against this Ability.
Challenge: Easy
Grid Size: 1x1
Level 1+
4-8 Thugs per Player Character
White Fang Officer
URSA HP: 50
ARMOR: 3
SPECIAL RULES
Deflection
AURA: 0 Entities that fail a Melee Attack or Unarmed
HP: 65 SPECIAL RULES BARRIER: 0 Attack against this Entity are inflicted with
ARMOR: 0 Aimless CLASSIFICATION: Humanoid Damage equal to this Entity’s Damage
AURA: 0 This Entity will always move towards and/or ATTACK: 20 Attribute.
BARRIER: 0 Attack a random Adversary. ACTION POOL: 3
CLASSIFICATION: Grimm ATTACKS PER TURN: 1 Melee Specialist
ATTACK: 21 Enrage ABILITIES PER TURN: 1 Grapple Skill Checks are performed at
ACTION POOL: 3 This Entity increases its Ability and Attack by 5 MELEE ATTACK: Close Disadvantage against this Entity. Melee Attacks
ATTACKS PER TURN: 3 if its HP is 25% or less. RANGED ATTACK: N/A and Unarmed Attacks may not benefit from
ABILITIES PER TURN: 1 DAMAGE: 2 Advantage against this Entity.
MELEE ATTACK: Adjacent Stubborn SPEED: 18
RANGED ATTACK: N/A This Entity will fight until it is defeated. It will MOVEMENT: 20ft ABILITIES
DAMAGE: 3 not consider retreat as an option. DEFENSE: 19 Cable Hook
SPEED: 13 SPECIAL DEFENSE: 18 Attack: 2D10 + 10
MOVEMENT: 10ft ABILITIES Range: Medium
DEFENSE: 21 Environmental Throw ENCOUNTER RECOMMENDATION
Type: Ranged
SPECIAL DEFENSE: 21 Attack: 2D10 + 10 Challenge: Challenging
ENCOUNTER RECOMMENDATION Damage: 2
Range: Medium Grid Size: 1x1
Challenge: Challenging Effect: Target is placed within Adjacent range
Type: Ranged Level 3+
Grid Size: 2x2 of this Entity. Inflicts Grappled.
Damage: 2 1 White Fang Officer per 2 Player Characters
Levels 2+
Effect: Inflicts Stagger. 1 Ursa per 2 Player Characters Rally The Cause!
Effect: You may remove 1 Detrimental Status
Thunderous Roar Effect that does not last until the end of the
Attack: 2D10 + 8 vs. Resolve Skill Check Combat Encounter from this Entity or another
Range: Close Entity with the words “White Fang” in its name.
Type: Bizarre That Entity also gains Extinguish.
Damage: 1
Effect: All Close range Humanoid Entities
must perform a Resolve Check against this
Ability. Inflicts Shaken. The Ursa gains
86 GRADIENTMGZ 87
Regeneration and Charged.
Encounter Design Encounter Design
Arthur Watts
Advanced Encounters HP: 15
ARMOR: 0

apathy AURA: 95
BARRIER: 0
CLASSIFICATION: Humanoid
HP: 20 ATTACK: 24
ARMOR: 0 ACTION POOL: 2
AURA: 0 ATTACKS PER TURN: 1
BARRIER: 0 ABILITIES PER TURN: 1
CLASSIFICATION: Grimm MELEE ATTACK: Adjacent
ATTACK: 24 RANGED ATTACK: Medium
ACTION POOL: 2 DAMAGE: 3
ATTACKS PER TURN: 1 SPEED: 24
ABILITIES PER TURN: 1 MOVEMENT: 20ft
MELEE ATTACK: Adjacent DEFENSE: 25
RANGED ATTACK: N/A SPECIAL DEFENSE: 25
DAMAGE: 2
SPEED: 10 ENCOUNTER RECOMMENDATION SPECIAL RULES
MOVEMENT: 15ft Challenge: Expert Proficiency
DEFENSE: 24 Grid Size: 1x1 Gain a point of Rule of Cool at the end of each Turn. A Rule
SPECIAL DEFENSE: 24 Level 5+ of Cool may be used to increase this Entity’s Ability, Attack, ENCOUNTER RECOMMENDATION
4-8 Apathy per Player Character Defense Check, Defense, or Special Defense by 1D10. This Challenge: Expert
SPECIAL RULES Entity starts with 1 Rule of Cool and may possess a Grid Size: 1x1
Relentless maximum of 5 Rule of Cool. Level 8+
If this Entity is Defeated, mark the location where it was Arthur Watts vs. 4 Player Characters
Defeated. It returns to with half of its previous Maximum HP Ranged Preference Drone Turret
during its Turn on the following Combat Round and may act. This Entity prefers keeping its distance at all costs and to Effect: Deploy a Drone Turret in Medium range that has a
An Entity continues to return from Defeated in this manner engage at range. If this Entity is within Adjacent range of an Defense, Special Defense, Attack, and Damage equal to Arthur
until its HP becomes 1. Adversary, it must make an effort to create distance with a Watts. It is destroyed if any Attack would exceed its Defense or
Move action at least once per Turn with its first or last Special Defense. It may perform 1 Attack in Medium range of
Listless Presence Action. itself at the end of a Combat Round. Two Turrets may be active
All Humanoid Entities within Distant range of this Entity at one time.
reduce a random Attribute by 1 at the end of each Combat Reflector Barrier
Round. If 2 or more of an Entity’s Attributes are 0 due to this A Ranged Action performed against this Entity that fails is Emergency Stimulant
effect, they immediately become Defeated and set their HP reflected back. That Entity must defend against their own Effect: Remove all Detrimental Status Effects except those
and Aura to 0. Attributes only return to a Character after Action. inflicted with Rule of Cool. Emergency Stimulant may be used
there has been at least a half day to recuperate outside of once per Combat Encounter.
the range of this Entity’s influence. Skilled Combatant
This Entity has a unique Initiative Order and performs a Turn Lefaucheux
ABILITIES immediately after each Player Character has completed a Attack: 3D10 + 11
Stagnant Scream Turn. If Player Characters do not beat the Entity’s Speed, Range: Medium
Attack: 2D10 + 12 vs. Resolve Skill Check this Entity gains 1 free Turn at the beginning of the Combat Type: Ranged
Range: Medium Encounter. Only 1 Signature Action may be performed per Damage: 2
Type: N/A Combat Round while this Entity is present. Damage inflicted Effect: While performing Lefaucheux, you may select White,
Damage: 0 to this Entity is halved. Orange, or Red Dust’s Offense Effect to add to Lefaucheux. You
Effect: Immediately apply the effect of Listless Presence. may perform Lefaucheux without selecting a Dust. If you do,
One Apathy for every four that are present may perform this ABILITIES you may perform Lefaucheux twice with a single Action.
Ability. Anneaux
Attack: 3D10 + 13 Pistol Whip
Frozen Touch Range: Long Attack: 2D10 + 11
Attack: 2D10 + 13 vs. Defense Check Type: Bizarre, Wild Range: Adjacent
Range: Adjacent Damage: 2 Type: Melee
Type: N/A Effect: Inflicts Burning and Immobilized. Annaeux may be Damage: 3
Damage: 2 utilized to materialize a wall equal to its Ability roll rounded Effect: Inflicts Staggered.
Effect: Inflicts Chilled. to the nearest step of 5 to determine its length.

It is recommended that you never add other Adversaries to an Encounter when utilizing Apathy. They are extremely potent and add a heavy
layer of fear to their presence. Use caution when leveraging them.

88 GRADIENTMGZ 89
Encounter Design Encounter Design
Atlesian Paladin-290 Deathstalker
HP: 200 HP: 110
ARMOR: 8 ARMOR: X
AURA: 0 AURA: 0
BARRIER: 20 BARRIER: 0
CLASSIFICATION: Mechanical CLASSIFICATION: Grimm
ATTACK: 23 ATTACK: 23
ACTION POOL: 4 ACTION POOL: 3
ATTACKS PER TURN: 2 ATTACKS PER TURN: 1
ABILITIES PER TURN: 4 ABILITIES PER TURN: 2
MELEE ATTACK: Adjacent MELEE ATTACK: Adjacent
RANGED ATTACK: Long RANGED ATTACK: N/A
DAMAGE: 3 DAMAGE: 3
SPEED: 20 SPEED: 19
MOVEMENT: 20ft ENCOUNTER RECOMMENDATION MOVEMENT: 20ft
DEFENSE: 25 Challenge: Expert DEFENSE: 23
SPECIAL DEFENSE: 25 Grid Size: 4x4 SPECIAL DEFENSE: 23
Level 8+
SPECIAL RULES 1 Atlesian Paladin-290 vs. 4 Player Characters SPECIAL RULES
Daunting Hyper Autofire Aimless
Only 1 Signature Action may be performed per Combat Round Attack: 2D10 + 11 + 1D3 This Entity will always move towards and/or Attack a
while this Entity is present. Once per Turn this Entity may Range: Long, Unrelenting random Adversary.
expend an Action to increase its Initiative Order by 1. Type: Ranged
ENCOUNTER RECOMMENDATION
Damage: 3 Daunting
Large Entity Challenge: Difficult
Effect: This Ability inflicts double Damage against Barrier. Only 1 Signature Action may be performed per Combat
The Entity’s body size dwarfs that of Humans and Faunus alike, Destroys 1 Capacity. Grid Size: 5x5
Round while this Entity is present. Once per Turn this Entity
easily matching the size of a small house. The Entity is immune Levels 6+
may expend an Action to increase its Initiative Order by 1.
to the effects of Grappled, but may still be latched onto by other Hyperbaric Dust Missile 1 Deathstalker vs. 4 Player Characters
Entities. Other Entities that do Grapple this Entity move with it Attack: 5D10 + 1D6 Enrage Battering Scurry
whenever a Move action is performed. Players who use the Range: Extreme This Entity increases its Ability and Attack by 5 if its HP is Attack: 2D10 + 11
Grappler Specialization may instead pull themselves to the Type: Ranged 25% or less. Type: Melee
Entity. Damage: 5 Damage: 3
Effect: Prior to performing this Ability, roll 1D10 and assign the Large Entity Effect: The Deathstalker immediately performs a free Move up
Critical Destruction Dust with the corresponding value. This Ability gains the The Entity’s body size dwarfs that of Humans and Faunus to Long range in a single direction. All Entities in front of the
Critical Damage disables one Ability until the End of the Combat Offense effect of the Dust assigned. Target and all Close range alike, easily matching the size of a small house. The Entity Deathstalker must perform a Defense Check against this Ability
Encounter. Reduce Armor of the Entity by 1 each time Critical Entities must perform a Defense Check against this Ability. This is immune to the effects of Grappled, but may still be latched that are within Long range of its starting position. Any Entity hit
Damage is inflicted or a Successful Charge Attack inflicts Ability may be performed once per Turn. onto by other Entities. Other Entities that do Grapple this moves with the Deathstalker’s free Move.
Damage. Entity move with it whenever a Move action is performed.
Overclock Players who use the Grappler Specialization may instead Death Sting
Rechargeable Hex Barrier This Ability may only be performed by Mechanical Entities. pull themselves to the Entity. Attack: 5D10+2
This Entity’s Barrier is set to 10% of its Maximum HP at the start Follow the table to determine which effect may be performed. Type: Melee, Focused
of each of its Turns. While this Entity has Barrier, Detrimental Max HP =< 25: Expend 1 HP to gain Charged. Stubborn Damage: 4
Status Effects except those applied by Rule of Cool must be Max HP > 25 & Max HP =< 50: Expend 2 HP to gain Charged. This Entity will fight until it is defeated. It will not consider Effect: Inflicts Poisoned and Staggered. This Ability may be
applied twice before afflicting this Entity. This Special Rule may Max HP > 50: Expend 3 HP and gain 1 Point of Burning to gain retreat as an option. performed once per Turn.
only be applied to an Entity with the word “Atlesian” in its name. Charged.
Variable Armor Grasping Pincer
ABILITIES Power to Weapons This Entity’s Armor is equal to its HP / 10. Armor is lost as Attack: 2D10 + 12
Emergency Repair Effect: Increase the Attack or Abilities of this Entity by 5 until its the Entity loses HP. Type: Melee, Unrelenting
Effect: Twice per Turn, this Entity may restore 1D10 HP or next Turn. You may not perform Power to Defenses during the Damage: 2
remove 1 Detrimental Status Effect except those inflicted with Turn this Ability is Activated. ABILITIES Effect: Inflicts Grappled until removed and inflicts 2 Damage at
Rule of Cool. This Ability may only be performed by Mechanical Acid Spray the end of each of the Deathstalker’s Turns except the Turn it
Entities. Power to Defenses Attack: 2D10 + 10 performed Grasping Pincer. A Grapple Skill Check or Force Skill
Effect: Increase the Defense or Special Defense of this Entity Range: Close Check may be used to end the effect of Grasping Pincer by
Grappler Arms by 5 until its next Turn. You may not perform Power to Weapons Type: Ranged, Rapid meeting or exceeding this Ability’s Attack.
Attack: 2D10 + 12 during the Turn this Ability is Activated. Damage: 3
Range: Medium Effect: All Close range Entities in front of the Deathstalker Shrug Off
Type: Melee Pulse Wave must perform a Defense Check against this Ability. Capacity Effect: Once per Turn, you may remove 1 Detrimental Status
Damage: 2 Attack: 2D10 + 11 + 1D6 and Armor is destroyed equal to the Damage inflicted. Acid Effect that does not last until the end of the Combat Encounter.
Effect: Inflicts Grappled until removed and inflicts 2 HP Range: Close Spray may be performed once per Turn.
Damage at the end of each of the Atlesian Paladin-290’s Turns Type: Ranged
except the Turn it performed Grappler Arms. A Grapple Skill Damage: 2
Check or Force Skill Check may be used to end the effect of Effect: All Close range Entities must perform a Defense Check
Grappler Arms by meeting or exceeding this Ability’s Attack. against this Ability. Inflicts Staggered and knocks back 30ft. This
Ability may be performed once per Turn.
90 GRADIENTMGZ 91
Encounter Design Encounter Design
Lancer - Queen Lancer - Warrior Drone
HP: 140 HP: 5
ARMOR: 2 ARMOR: 0
AURA: 0 AURA: 0
BARRIER: 0 BARRIER: 0
CLASSIFICATION: Grimm CLASSIFICATION: Grimm
ATTACK: 21 ATTACK: 16
ACTION POOL: 4 ACTION POOL: 2
ATTACKS PER TURN: 2 ATTACKS PER TURN: 1
ABILITIES PER TURN: 4 ABILITIES PER TURN: 0
MELEE ATTACK: Adjacent MELEE ATTACK: Adjacent
RANGED ATTACK: Medium RANGED ATTACK: Medium
DAMAGE: N/A DAMAGE: 1
SPEED: 21 SPEED: 20
MOVEMENT: 20ft MOVEMENT: 15ft
DEFENSE: 22 DEFENSE: 16 ENCOUNTER RECOMMENDATION
SPECIAL DEFENSE: 22 SPECIAL DEFENSE: 14 Challenge: Easy
Grid Size: 1x1
SPECIAL RULES SPECIAL RULES Level 1+
Daunting Aimless 4 Warrior Drone Lancers per Player Character
ENCOUNTER RECOMMENDATION
Only 1 Signature Action may be performed per Combat Challenge: Ambitious This Entity will always move towards and/or
Round while this Entity is present. Once per Turn this Entity Grid Size: 4x4 Attack a random Adversary.
may expend an Action to increase its Initiative Order by 1. Level 4+
1 Queen Lancer vs. 4 Player Characters Ensnaring
Enrage If an Attack from this Entity is successful, the
This Entity increases its Ability and Attack by 5 if its HP is Target is considered Grappled.
25% or less. Queen’s Summons
Effect: A Lancer - Warrior Drone in Long range of the Lancer Queen’s Guard
Large Entity Queen immediately performs a Move Action towards the Lancer While in the presence of a Queen Lancer, a
The Entity’s body size dwarfs that of Humans and Faunus - Queen. The Lancer - Queen gains Reinforced. Warrior Drone Lancer in Adjacent range of a
alike, easily matching the size of a small house. The Entity Queen Lancer will immediately intercept an
is immune to the effects of Grappled, but may still be latched Queen’s Edict Action directed towards the Queen Lancer.
onto by other Entities. Other Entities that do Grapple this Effect: A Lancer - Warrior Drone in Long range of the Lancer
Entity move with it whenever a Move action is performed. Queen immediately performs an Attack Targeting an Adversary Swarming
Players who use the Grappler Specialization may instead in range of that Lancer - Warrior Drone. That Attack gains a +5 Whenever a Character performs a Defense
pull themselves to the Entity. bonus. The Lancer - Queen gains Light Footed. Check against an Entity with the Swarming
Special Rule, reduce their selected Defense
Vengeful Shrug Off Check by -1 for each Entity of the same type
This Entity will always move towards and Attack the Entity Effect: Once per Turn, you may remove 1 Detrimental Status Adjacent to the Character. There must be 2 or
that inflicted the most Damage to it. If no Damage has been Effect that does not last until the end of the Combat Encounter. more of the same type of Entity Adjacent to the
inflicted to it, this Entity Attacks an Adversary with the Target to apply Swarming.
highest Aura or HP. Spine Banks
Attack: 2D10 + 10
ABILITIES Range: Close
Hatchlings Type: Ranged, Rapid
Effect: Once per Turn, place 1D6 Lancer - Warrior Drones Damage: 2
in Close range of the Lancer - Queen. Effect: All Close range Adversaries must perform a Defense
Check against this Ability.
Lancer Queen Poison Jab
Attack: 5D10 + 2 Tracker Pheromone
Range: Close Effect: Immediately perform a Move Action with each Lancer -
Type: Melee Warrior Drone in Long range of the Lancer - Queen towards any
Damage: 3 Adversary. The Lancer - Queen gains Charged.
Effect: Inflicts Poisoned. This Ability may be performed
once per Turn.

92 GRADIENTMGZ 93
Encounter Design Encounter Design
Nevermore Nuckelavee
HP: 130 HP: 180
ARMOR: 0 ARMOR: 0
AURA: 0 AURA: 0
BARRIER: 0 BARRIER: 0
CLASSIFICATION: Grimm CLASSIFICATION: Grimm
ATTACK: 20 ATTACK: 23
ACTION POOL: 4 ACTION POOL: 4
ATTACKS PER TURN: 2 ATTACKS PER TURN: 2
ABILITIES PER TURN: 3 ABILITIES PER TURN: 2
MELEE ATTACK: Adjacent MELEE ATTACK: Adjacent
RANGED ATTACK: Distant RANGED ATTACK: N/A
DAMAGE: 2 DAMAGE: 3
SPEED: 23 SPEED: 23
MOVEMENT: 30ft MOVEMENT: 25ft
DEFENSE: 23 DEFENSE: 25
SPECIAL DEFENSE: 23 SPECIAL DEFENSE: 25

SPECIAL RULES SPECIAL RULES


Daunting Adaptive Body
Only 1 Signature Action may be performed per Combat Any Detrimental Status Effect must be applied twice to take ENCOUNTER RECOMMENDATION
Round while this Entity is present. Once per Turn this Entity effect against this Entity. This excludes RoC inflicted Challenge: Expert
ENCOUNTER RECOMMENDATION
may expend an Action to increase its Initiative Order by 1. Detrimental Status Effects. Grid Size: 3x3
Challenge: Challenging
Grid Size: 4x5 Level 8+
Enrage Despair 1 Nuckelavee vs. 4 Player Characters
Level 3+
This Entity increases its Ability and Attack by 5 if its HP is While inflicting Damage, the Target loses 1 RoC. RoC loss
1 Nevermore vs. 4 Player Characters
25% or less. may only occur once per Combat Round per Entity. Only 1 Projectile Regurgitation
Signature Action may be performed per Combat Round Attack: 2D10 + 13
Feather Storm
Large Entity while this Entity is present. Range: Medium
Attack: 2D10 + 9
The Entity’s body size dwarfs that of Humans and Faunus Type: Ranged, Rapid
Range: Distant
alike, easily matching the size of a small house. The Entity Death Throes Damage: 2
Type: Ranged
is immune to the effects of Grappled, but may still be latched On Defeat, this Entity will immediately perform 1 Attack/ Effect: All Medium range Entities must perform a Defense
Damage: 2
onto by other Entities. Other Entities that do Grapple this Ability Targeting the nearest Entity in range. Check against this Ability. Inflicts Bleeding.
Effect: Target and all Entities in Close range of the
Entity move with it whenever a Move action is performed.
Target must make a Defense Check against this
Players who use the Grappler Specialization may instead Sadistic Rotating Sweep
Ability. Inflicts Grappled. Feather Storm may be
pull themselves to the Entity. This Entity will attempt to critically injure or kill an Adversary Attack: 3D10 + 11
performed once per Turn.
who is Defeated. If a Defeated Adversary is within range, at Range: Close
ABILITIES least 1 Attack or Ability must be performed against that Type: Ranged, Unpredictable, Wild
Shrug Off
Aerial Assault Adversary. Damage: 3
Effect: Once per Turn, you may remove 1
Effect: The Nevermore may soar above into Distant range Effect: All Close range Entities must perform a Defense Check
Detrimental Status Effect that does not last until the
(120ft). Remove the Nevermore from PC view on any Stubborn against this Ability. Inflicts Staggered and knocks back 30ft.
end of the Combat Encounter.
battlemap if one is being used. During the Nevermore’s next This Entity will fight until defeated. It will not consider retreat
Turn, it must immediately return to the battlefield at any as an option. Death Stroke
Talon Snatch
location. Aerial Assault may be performed 2 times during a Attack: 3D10 + 13
Attack: 2D10 + 11
Combat Encounter. ABILITIES Range: Adjacent
Type: Melee
Shrug Off Type: Melee
Damage: 2
Beak Drill Effect: Once per Turn, you may remove 1 Detrimental Damage: 2D3
Effect: Inflicts Grappled. The Target moves when the
Attack: 3D10 + 12 Status Effect that does not last until the end of the Combat Effect: Destroys Armor equal to the Damage inflicted. Ignores
Nevermore until Grapple is removed. Target is
Type: Melee, Focused Encounter. Barrier. Inflicts Disoriented and Weakened. This Ability may be
inflicted with 1 Damage at the end of each of their
Damage: 3 performed once per Turn.
turns until the Grapple status is removed. The
Effect: Armor is destroyed equal to Damage after Damage Hope Shatter
Nevermore may only apply Talon Snatch’s effect to 1
reduction from Armor is applied. This Ability may be per- Attack: 2D10 + 11 vs. Resolve Skill Check Stranglehold
Target at a time.
formed once per Turn. Range: Medium Attack: 2D10 + 13
Type: Bizarre Range: Adjacent
Wild Swoop
Damage: 2 Type: Melee
Attack: 2D10 + 10
Effect: Inflicts Shaken. All Medium range Humanoid Entities Damage: 3
Type: Melee, Wild
must perform a Resolve Skill Check against this Ability. Effect: Inflicts Grappled until removed and inflicts 3 Damage at
Damage: 2
Effect: The Nevermore may move up to Medium the end of each of the Nuckelavee’s Turns except the Turn it
range past a Target after performing Wild Swoop. performed Stranglehold. A Grapple Skill Check or Force Skill
Wild Swoop may be performed at Medium range Check may be used to end the effect of Stranglehold by
against a Target. Any Target hit is pushed along with meeting or exceeding this Ability’s Attack.
the Nevermore when it completes Wild Swoop.

94 GRADIENTMGZ 95
Encounter Design Encounter Design
Prototype Paladin-290 Sphinx
HP: 165
HP: 155
ARMOR: 0
ARMOR: 5
AURA: 0
AURA: 0
BARRIER: 0
BARRIER: 0
CLASSIFICATION: Grimm
CLASSIFICATION: Mechanical
ATTACK: 24
ATTACK: 23
ACTION POOL: 4
ACTION POOL: 4
ATTACKS PER TURN: 2
ATTACKS PER TURN: 1
ABILITIES PER TURN: 2
ABILITIES PER TURN: 4
MELEE ATTACK: Adjacent
MELEE ATTACK: Adjacent
RANGED ATTACK: Medium
RANGED ATTACK: Medium
DAMAGE: 3
DAMAGE: 2
SPEED: 22
SPEED: 20
MOVEMENT: 20ft
MOVEMENT: 20ft
DEFENSE: 22
DEFENSE: 24 ENCOUNTER RECOMMENDATION
SPECIAL DEFENSE: 24
SPECIAL DEFENSE: 24 Challenge: Difficult
SPECIAL RULES Grid Size: 2x3
SPECIAL RULES Level 6+
Daunting
Daunting 1 Sphinx vs. 4 Player Characters
Only 1 Signature Action may be performed per Combat
Only 1 Signature Action may be performed per Combat
Round while this Entity is present. Once per Turn this Entity
Round while this Entity is present. Once per Turn this Entity Fury Claws
may expend an Action to increase its Initiative Order by 1.
may expend an Action to increase its Initiative Order by 1. Attack: 2D10 + 10
ENCOUNTER RECOMMENDATION Range: Adjacent
Enrage
Large Entity Challenge: Difficult Type: Melee, Unrelenting
This Entity increases its Ability and Attack by 5 if its HP is
The Entity’s body size dwarfs that of Humans and Faunus Grid Size: 4x4 Damage: 3
25% or less.
alike, easily matching the size of a small house. The Entity Level 7+ Effect: This Ability repeats against the Target until they succeed
is immune to the effects of Grappled, but may still be latched Prototype Paladin-290 vs. 4 Player Characters with a Defense Check, their Aura is depleted, or their HP is
Grimm Leader
onto by other Entities. Other Entities that do Grapple this depleted. This Ability expends 2 Actions and may only be
While in Extreme range of a Grimm Entity with Grimm
Entity move with it whenever a Move action is performed. performed once per Turn.
Leader, all other Grimm Entities without Grimm Leader
Players who use the Grappler Specialization may instead Multi Missile Pods ignore the Single Minded and Aimless Special Rule. They
pull themselves to the Entity. Attack: 5D10 Intense Grimm Fire
may be directed by a Grimm with Grimm Leader. This Entity
Range: Extreme will attempt to retreat when at 20% of its maximum HP or Attack: 3D10 + 12
Critical Destruction Type: Ranged Range: Medium
less.
Critical Damage disables one Ability until the End of the Damage: 3 Type: Ranged
Combat Encounter. Reduce Armor of the Entity by 1 each Effect: Select up to 2 Targets. The Target(s) and all Damage: 4
Unorthodox Agility
time Critical Damage is inflicted or a Successful Charge Close range Entities to the Target(s) must perform a Effect: Target and all Close range Entities to the Target must
Grapple Skill Checks are performed at Disadvantage
Attack inflicts Damage. Defense Check against this Ability. This Ability may perform a Defense Check against this Ability. Inflicts Burning.
against this Entity. This Entity may increase its position in
be performed once per Combat Round. the Initiative Order by 1 at the start of each Combat Round. This Ability may be performed once per Turn.
ABILITIES
Emergency Repair Omni Hand Paralyzing Glare
Vengeful
Effect: Twice per Turn, this Entity may restore 1D10 HP or Attack: 2D10 + 13 Attack: 2D10 + 9 vs. Resolve Skill Check
This Entity will always move towards and Attack the Entity
remove 1 Detrimental Status Effect except those inflicted Range: Adjacent Range: Close
that inflicted the most Damage to it. If no Damage has been
with Rule of Cool. This Ability may only be performed by Type: Melee, Unrelenting Type: Bizarre
inflicted to it, this Entity Attacks an Adversary with the
Mechanical Entities. Damage: 2 Damage: 0
highest Aura or HP.
Effect: Inflicts 1 Damage to HP if Aura is Damaged Effect: Inflicts Immobilized and Stunned. All Humanoid Entities
Hunker Down and Inflicts Staggered. facing the front of the Sphinx must perform a Resolve Check
ABILITIES
Effect: This Ability expends 2 Actions to perform. Increase against this Ability. This Ability may be performed once per Turn.
Freezing Zephyr
the Defense and Special Defense of this Entity by 5 until its P-Series Energy Cannon Attack: 2D10 + 12 vs. Endure Skill Check
next Turn. Attack: 2D10 + 11 Screech
Range: Close
Range: Medium Type: Bizarre Attack: 4D10 + 2 vs. Resolve Skill Check
Leg Kick Type: Ranged, Unrelenting Range: Medium
Damage: 2
Attack: 3D10 + 11 Damage: 1D3 Type: Bizarre
Effect: Inflicts Chilled. All Close range Entities must perform
Range: Adjacent Effect: If at least a single 10 is rolled, P-Series Damage: 0
an Endure Skill Check against this Ability. This Ability may
Type: Melee, Focused Energy Cannon’s Damage becomes 3 and destroys Effect: All Medium range Humanoid Entities must perform a
be performed once per Turn.
Damage: 3 Armor equal to the Damage inflicted. Resolve Check against this Ability. Inflicts Disoriented and
Effect: Inflicts 2 Damage to HP if Aura is Damaged and you destroys 1 Capacity. This Ability may be performed once per
may knock back the Entity up to 30ft away from the Targeting Arrays Turn.
Prototype Paladin-290. This Ability may be performed once Effect: Charged may be gained up to 4 times.
per Turn. Expend any number of Actions to gain instances of Shrug Off
Charged equal to the number of Actions expended. Effect: Once per Turn, you may remove 1 Detrimental Status
Effect that does not last until the end of the Combat Encounter.

96 GRADIENTMGZ 97
Encounter Design Encounter Design
Legendary Encounters ABILITIES Moonslice Unleashed
ADAM TAURUS Blushful Blast
Attack: 5D10
Attack: XD10 + 15
Range: Extreme
HP: 25 Range: Adjacent Type: Ranged
ARMOR: 0 Type: Ranged, Rapid Damage: XD3 + 4
AURA: 160 Damage: 3 Effect: At least 1 point of Moonslice must be available to
BARRIER: 0 Effect: Target and all Adjacent range Entities to the Target perform this Ability. Expend all points of Moonslice, Rule of
CLASSIFICATION: Humanoid must perform a Defense Check against this Ability. Knocks Cool, and Actions. Select a direction, All Entities within a
ATTACK: 26 back 30ft. direct line of Adam Taurus must perform a Defense Check.
ACTION POOL: 3 X is equal to the amount of Moonslice points expended.
ATTACKS PER TURN: 2 Crimson Saw Inflicts Stunned and ignores half of affected Entities’ Armor
ABILITIES PER TURN: 2 Attack: 2D10 + 1D6 + 12 and Barrier.
MELEE ATTACK: Adjacent Range: Medium
RANGED ATTACK: Close Type: Ranged, Wild Wilting Cut
DAMAGE: 3 Damage: 3 Attack: 2D10 + 15 + 1D3
SPEED: 25 Effect: You may resolve this Ability again using the Entity Range: Close
MOVEMENT: 25ft Targeted as the new origin point for determining a new Type: Melee
DEFENSE: 26 Target to resolve this Action against. This effect may be Damage: 4
SPECIAL DEFENSE: 24 performed up to 3 times while resolving this Ability. This Effect: Inflicts Weakened and Bleeding. This Ability may be
Ability may be performed once per Combat Round. performed once per Combat Round.
SPECIAL RULES
Deadly Counter Ferocious Headbutt Shadow Combo
Whenever a Melee Attack or Unarmed Attack fails, the Entity Attack: 2D10 + 15 + 1D6 Attack: 3D10 + 15
may immediately perform a free Attack or Ability that is also Range: Adjacent Range: Medium
within its Attack or Ability range. Type: Melee, Unpredictable Type: Melee, Bizarre
Damage: 3 Damage: 3
Moonslice Effect: Inflicts Staggered and Disoriented. Effect: Expend 1 point of Moonslice. This Ability is repeated
Whenever an Action fails against Adam Taurus while ENCOUNTER RECOMMENDATION against the same Target until it is successfully defended, the
possessing points of Aura and is not afflicted by Disarmed, Challenge: Legendary Fury Grip Target’s Aura becomes 0, or the Target’s HP becomes 0.
gain 1 point of Moonslice. Adam Taurus may possess a Grid Size: 1x1 Attack: 2D10 + 15 + 1D3 Place Adam Taurus within Adjacent range of the Target after
maximum of 3 Moonslice points. Level 10+ Range: Adjacent resolving this Ability.
Adam Taurus vs. 4 Player Characters Type: Melee, Rapid
Damage: 3 Quickdraw
Prime Antagonist
This Entity may expend 1 RoC to reduce the effectiveness
of Detrimental Status Effects inflicted from an RoC effect by
EXAMPLE SCENARIO
Adam Taurus and his White Fang radicals have planted timed
Effect: Inflicts damage to HP. Inflicts Grappled until
removed and inflicts 2 Damage at the end of each of Adam
Attack: 2D10 + 15 + 1D3
Range: Medium
1. Gain a point of Rule of Cool at the start and end of each explosives on a CCT Relay nearby! Intercept the White Fang Taurus’ Turns except the Turn Fury Grip was performed. A Type: Melee, Unrelenting
Turn. A Rule of Cool may be used to increase this Entity’s and disrupt their plan to take down the CCT network in the area. Grapple Skill Check or Force Skill Check may be used to Damage: 1D2+1
Ability, Attack, Defense Check, Defense, or Special Defense Even a few explosives would cause catastrophic damage to the end the effect of Suffocating Grip by the Target meeting or Effect: This Ability is repeated against the same Target until
by 1D10. This Entity starts with 2 Rule of Cool and may station. exceeding this Ability’s original Attack. it is successfully defended, the Target’s Aura becomes 0, or
possess a maximum of 5 Rule of Cool. the Target’s HP becomes 0.
Success: All explosives on the CCT Relay are disarmed. Loyal Fanatics
Semblance User Failure: All Player Characters are Defeated or 2 White Fang Effect: Expend an additional Action to perform this Ability. Rage Eruption
The Entity may Empower their Semblance by expending 5 Explosives detonate. Target 4 locations at least Medium range or more from Attack: 3D10 + 15
Aura. Increase Special Defense or a Semblance related Setup: Using the center of the map as your reference, place 8 Adam Taurus. Each location must be at least Medium range Range: Long
ability by 1D6. White Fang Explosives at Long range in each cardinal and from each other. Place 2 White Fang Fanatics in Close Type: Ranged
intercardinal direction. Modify the the Skill Check difficulty range of each location and add them to the Initiative Order. Damage: 3D2
Extreme Maneuverability and/or the number of White Fang Explosives to increase or They may act the Combat Round they arrive. This Ability Effect: Expend 1 point of Moonslice and 1 Rule of Cool.
Perform a free Move Action at the end of each Combat decrease the difficulty. Adam Taurus and the Player Characters may be performed once per Combat Encounter. Inflicts Bewildered, Disoriented, and Staggered, This Ability
Round. Any ranged damage is halved against this Entity. are placed within Close range of the center of the map. may be performed once per Combat Round.
Grapple negates the effects of .
PLAYER CHARACTER UNIQUE SCENARIO ACTION
White Fang Fanatic
Tactical Retreat Disarm Explosive HP: 12 SPECIAL RULES
When this Entity reaches half of its Aura or HP, they will Perform an Engineering Skill Check or an Expertise Skill Check ARMOR: 0 Dust Affluence
consider retreating as an option during Combat. As a GM, targeting an Adjacent White Fang Explosive at DC20. A success AURA: 0 Determine the type of Dust this Entity utilizes
weigh the situation and determine its outcome from that disarms the White Fang Explosive, rendering it harmless. A BARRIER: 0 by rolling 1D10 and assigning the Dust with
Entity’s perspective. Entities with Aura should re-evaluate failure reduces the countdown of the Target White Fang CLASSIFICATION: Grimm the corresponding value from the Dust
their situation once their Aura has reached approximately Explosive by 1. ATTACK: 24 section. Attacks benefit from the Offense
25% of their maximum Aura and again at approximately ACTION POOL: 2 effect of the Dust selected with this effect.
10%. ADDITIONAL ENTITIES ATTACKS PER TURN: 1 Use this Entity’s Attack attribute for any
White Fang Explosive ABILITIES PER TURN: 1 effects that involve an Attack or Skill Check
Unorthodox Agility Speed: 1 MELEE ATTACK: Adjacent divided by 10.
Grapple Skill Checks are performed at Disadvantage Any White Fang Explosive’s countdown that reaches 0 RANGED ATTACK: Medium
against this Entity. This Entity may increase its position in automatically explodes, inflicting 2D6 Damage to all Entities DAMAGE: 2 ABILITIES
the Initiative Order by 1 at the start of each Combat Round. within Medium range. Each White Fang Explosive’s Countdown SPEED: 21 Elemental Wall
starts at 10. Reduce the Countdown by 1 each Turn. MOVEMENT: 20ft Effect: Form a 15ft section of walls formed by
98 DEFENSE: 23 the Dust the White Fang Fanatic possesses. GRADIENTMGZ 99
SPECIAL DEFENSE: 25
Encounter Design Encounter Design
ATLESIAN COLOSSUS ABILITIES Heat Vent Flare
Bayonet Sweep Attack: 3D10 + 14 + 1D6
HP: 225 Attack: 2D10 + 12 + 1D3 Range: Adjacent
ARMOR: 10 Range: Close Type: Ranged
AURA: 0 Type: Melee Damage: 2
BARRIER: 75 Damage: 4 Effect: All Adjacent range Entities must perform a Defense
CLASSIFICATION: Mechanical Effect: Target and all Adjacent Entities to the Target must Check against this ability. Inflicts Burning. This Ability may
ATTACK: 26 perform a Defense Check against this Ability. Inflicts be performed once per Combat Round.
ACTION POOL: 4 Staggered.
ATTACKS PER TURN: 3 Mammoth Repair Servos
ABILITIES PER TURN: 4 Concealed Missile Pods Effect: This Ability may only be performed by Mechanical
MELEE ATTACK: Close Attack: 4D10 + 4 Entities. Once per Turn, this Entity may restore 3D10 HP,
RANGED ATTACK: Extreme Range: Long restore an Ability disabled from Critical Destruction
DAMAGE: 4 Type: Ranged (including this Ability), expend 5 HP to remove 1 Detrimental
SPEED: 15 Damage: 3 Status Effect, or expend 10 HP to reduce the effectiveness
MOVEMENT: 20ft Effect: All Long range Adversaries must perform a Defense of a Detrimental Status Effect inflicted by RoC by 2.
DEFENSE: 25 Check against this Ability. This Ability may be performed
ENCOUNTER RECOMMENDATION
SPECIAL DEFENSE: 25 once per Combat Round. Overclock
Challenge: Legendary
This Ability may only be performed by Mechanical Entities.
Grid Size: 6x6
SPECIAL RULES Concentrated Dust Cannon Follow the table to determine which effect may be
Level 8+
All Systems Override Attack: XD10 + 10 performed.
Atlesian Colossus vs. 4 Player Characters
May only be performed while this Entity has 50% or less HP. Range: Extreme Max HP =< 25: Expend 1 HP to gain Charged.
Expend 5 HP to perform this Ability. Increase this Entity’s Attack Type: Ranged Max HP > 25 & Max HP =< 50: Expend 2 HP to gain
and Abilities by 5 or Defense and Special Defense by 5 until the
end of the Combat Round.
EXAMPLE SCENARIO
An Atlesian Colossus has been activated by rogue bandits in
Damage: XD2 + 2
Effect: Expend all Actions to perform this Ability. X becomes
Charged.
Max HP > 50: Expend 3 HP and gain 1 Point of Burning to
order to stop the Dolphin Airship’s escape of precious cargo! the number of Actions expended while performing this gain Charged.
Critical Destruction Your Team must defend the Dolphin while takeoff preparations Ability. All Extreme range Entities in a line from the Atlesian
Critical Damage disables one Ability until the End of the Combat complete. The rogue Atlesian Colossus will attempt to claim the Colossus must perform a Defense Check against this ability. Single Reactor Dust Cannon
Encounter. Reduce Armor of the Entity by 1 each time Critical cargo that is contained. It is neither parties’ best interest to This Ability may be performed 3 times per Combat En- Attack: 3D10 + 12 + 1D3
Damage is inflicted or a Successful Charge Attack inflicts damage the Dolphin Airship and collateral damage to it should counter and cannot be performed in the following Combat Range: Extreme
Damage. be avoided at all costs. Its destruction would mean the destruc- Round after being performed. Type: Ranged
tion of its cargo. Damage: 4
Daunting Drill Hand Effect: Target and all Close Entities to the Target must
Only 1 Signature Action may be performed per Combat Round Success: The Dolphin Airship completes its launch Attack: 3D10 + 12 + 1D6 perform a Defense Check against this ability. Inflicts
while this Entity is present. Once per Turn this Entity may preparations and escapes or the Atlesian Colossus is Defeated. Range: Close Burning, Frostbitten, Concussed, or Exhausted. The
expend an Action to increase its Initiative Order by 1. Failure: All Player Characters are Defeated, the Dolphin Airship Type: Melee Detrimental Status Effect this Ability inflicts must be selected
is destroyed, or the Atlesian Colossus successfully retrieves all Damage: 4 before it is performed. This Ability may be performed once
Engine of Destruction Cargo. Effect: Destroys Armor equal to the Damage inflicted. If a per Combat Round.
The Entity ignores obstructions such as walls created with Dust Setup: Place the Atlesian Colossus at Long range of the Resist Defense Check succeeds against this Ability, ignore
and crushes them with its sheer mass. Dust walls do not Dolphin Airship. Player Characters may arrange themselves the normal Action Resolution rules and inflict 1 Damage and Spectrum Hard Light Grid
impede this Entity’s Movement and are destroyed by performing within Close range of the Dolphin Airship. Modify the Turns destroy 1 Armor. This Ability may be performed once per Effect: Expend 10 Barrier. Gain Diffraction.
a Move Action through them. required for the Dolphin Airship to Launch or the amount of Combat Round.
Cargo the Dolphin Airship possesses to increase or decrease Stomping Shockwave
Gargantuan Entity difficulty. Deploy Point Defense Shield Attack: 2D10 + 10 + 1D6
The Entity’s body size dwarfs that of Humans and Faunus alike, Effect: Expend 5 Barrier and nominate 1 Ability. It cannot be Range: Medium
easily matching the size of a small skyscraper. The Entity is ATLESIAN COLOSSUS UNIQUE SCENARIO ABILITY disabled by the effect of Critical Destruction until the Atlesian Type: Ranged
immune to the effects of Grappled, but may still be latched onto Transfer Supplies Colossus’ next Turn. You cannot nominate the same Ability Damage: 2
by other Entities. Characters who use the Grappler While the Atlesian Colossus is within Close range of the Dolphin twice in a row with Deploy Point Defense Shield. Effect: All Medium range Entities must perform a Defense
Specialization may pull themselves to the Entity. You may jump Airship, it may use its gravity dust tethers to remove the cargo Check against this Ability. Inflicts Staggered. This Ability may
atop a Gargantuan Entity and move with it. Each Turn you start from the Dolphin Airship and transfer them to its own Disembark Automated Escorts be performed once per Combat Round.
while still atop a Gargantuan Entity, you must perform a Grapple impenetrable reserve bays. Reduce the Dolphin Airship’s Cargo Effect: This Ability may be performed while the Atlesian
Skill Check or Reflex Skill Check to maintain your hold and by 1. This Ability may be performed once per Combat Round. Colossus possesses 50% HP or less. Expend an additional
footing, otherwise you fall off. If you have fallen, immediately Action to perform this Ability. Place 6 Atlesian Knight-200
place your Character 15ft away from the Gargantuan Entity ADDITIONAL ENTITIES Entities in Close range of the Atlesian Colossus and add
closest to the location you were atop it. This Entity may only Dolphin Airship them to the Initiative Order. They may act the Combat
perform 1 Move Action per Turn. If Staggered and Stunned HP: 25 Round they arrive. This Ability may be performed once per
were to be applied, inflict an additional 1D6 Damage to this CARGO: 8 Combat Encounter.
Entity instead. Unaffected by the Character Specialization Wow! SPEED: 1
DEFENSE: 20 Exhaust Repulsor
Hex Barrier Fluctuator SPECIAL DEFENSE: 20 Attack: 2D10 + 14 + 1D3
The Atlesian Colossus may direct Damage to its HP instead of The Dolphin Airship starts its Countdown Procedure with 12 Range: Adjacent
its Barrier once per Combat Round while performing Damage Turns before it is ready to launch. Once the Dolphin Airship’s Type: Ranged
Calculation. Countdown Procedure reaches 0, it is able to escape with the Damage: 3
Cargo in tow. Reduce the Countdown Procedure by 1 each Effect: All Adjacent range Entities must perform a Defense
Turn. Check against this Ability. Knocks back 30ft. This Ability may
100 be performed once per Combat Round. GRADIENTMGZ101
Encounter Design Encounter Design
Leviathan ABILITIES Maelstrom
Thunderous Roar Attack: 2D10 + 12 + 1D6
HP: 250 Attack: 2D10 + 12 + 1D3 vs. Endure Skill Check Range: Medium
ARMOR: 5 Range: Close Type: Ranged
AURA: 0 Type: N/A Damage: 2
BARRIER: 0 Damage: 1 Effect: All Close range Entities must perform a Defense
CLASSIFICATION: Grimm Effect: All Close range Humanoid Entities must perform an Check against this Ability. Destroys Capacity equal to the
ATTACK: 26 Endure Skill Check against this Ability. Inflicts Bewildered, Damage inflicted and inflicts Fumbled. After performing this
ACTION POOL: 2 Disoriented, and Fumbled. After performing this Ability, it Ability, it cannot be performed again until all other Abilities
ATTACKS PER TURN: 1 cannot be performed again until all other Abilities with an with an Attack value have been performed.
ABILITIES PER TURN: 1 Attack value have been performed.
MELEE ATTACK: Close Regenerate Hide
RANGED ATTACK: Extreme Tidal Smash Effect: This Ability may only be performed if this Entity’s
DAMAGE: 4 Attack: 2D10 + 14 + 1D6 Armor is 2 or less. Gain 1D6 Armor, Reinforced, and
SPEED: 10 Range: Close Extinguish.
MOVEMENT: 15ft Type: Melee
DEFENSE: 24 Damage: 6 Superior Shrug Off
SPECIAL DEFENSE: 24 Effect: Target and all Adjacent Entities to the Target must Effect: Expend 5 HP to remove 1 Detrimental Status Effect
perform a Defense Check against this Ability. Inflicts that was not inflicted by Rule of Cool or reduce the effect-
SPECIAL RULES Stunned. After performing this Ability, it cannot be performed iveness of all Rule of Cool inflicted Detrimental Status
Daunting again until all other Abilities with an Attack value have been effects by 2. This Ability may be performed once per Turn
Only 1 Signature Action may be performed per Combat ENCOUNTER RECOMMENDATION performed. and does not expend an Action.
Round while this Entity is present. Once per Turn this Entity Challenge: Legendary
may expend an Action to increase its Initiative Order by 1. Grid Size: 6x6 Rupture Barbs
Level 7+ Attack: 3D10 + 12 + 1D3
Engine of Destruction Leviathan vs. 4 Player Characters Range: Medium
The Entity ignores obstructions such as walls created with Type: Ranged
Dust and crushes them with its sheer mass. Dust walls do
not impede this Entity’s Movement and are destroyed by EXAMPLE SCENARIO
A Leviathan has risen from the depths of a nearby body of
Damage: 3
Effect: All Medium range Entities must perform a Defense
performing a Move Action through them. Check against this Ability. Inflicts Bleeding. If an Entity is
water and its roar has echoed across the land! It is encroaching already Bleeding, they are inflicted with Poisoned instead.
Enrage on a nearby city and will raze it to the ground if not stopped. After performing this Ability, it cannot be performed again
This Entity increases its Ability and Attack by 5 if its HP is Defeat the Leviathan before it is in range of the city to destroy it! until all other Abilities with an Attack value have been
25% or less. performed.
Success: The Leviathan is Defeated.
Gargantuan Entity Failure: All Player Characters are Defeated or The Leviathan Surging Wave
The Entity’s body size dwarfs that of Humans and Faunus razes the City. Attack: 2D10 + 13 + 1D6
alike, easily matching the size of a small skyscraper. The Setup: Position the Leviathan at Extreme range from the City. Range: Extreme
Entity is immune to the effects of Grappled, but may still be Player Characters may arrange themselves within Long range Type: Ranged
latched onto by other Entities. Characters who use the of the City. Modify the range the Leivathan is positioned from Damage: 1D3 + 2
Grappler Specialization may pull themselves to the Entity. the city to increase or decrease difficulty. Effect: All Entities in a 30ft wide line of the Leviathan must
You may jump atop a Gargantuan Entity and move with it. perform a Defense Check against this Ability. Destroys
Each Turn you start while still atop a Gargantuan Entity, you LEVIATHAN UNIQUE SCENARIO ABILITY Capacity equal to the Damage inflicted and knocks back
must perform a Grapple Skill Check or Reflex Skill Check to Raze City 30ft. After performing this Ability, it cannot be performed
maintain your hold and footing, otherwise you fall off. If you The Leviathan may only perform this Ability while in Adjacent again until all other Abilities with an Attack value have been
have fallen, immediately place your Character 15ft away range of the City and it must do so at the start of its Turn. performed.
from the Gargantuan Entity closest to the location you were Electricity arcs from the Leviathan as the city’s borders are
atop it. This Entity may only perform 1 Move Action per Turn. reduced to rubble. Bursts of electricity sweep across the city, Scorching Voltage
If Staggered and Stunned were to be applied, inflict an leaving nothing but destruction. The city has been lost to the Attack: 4D10 + 8
additional 1D6 Damage to this Entity instead. Unaffected by monstrous Grimm. Range: Extreme
the Character Specialization Wow! Type: Ranged
Damage: 2D3 + 2
Stubborn Effect: All Entities within a 15ft wide line from the Leviathan
This Entity will fight until defeated. It will not consider retreat must perform a Defense Check against this Ability. Inflicts
as an option. Burning, Staggered, and removes all Beneficial Status
Effects. An Entity that successfully defends itself against this
Ability loses 1 Beneficial Status effect. After performing this
Ability, it cannot be performed again until all other Abilities
with an Attack value have been performed.

102 GRADIENTMGZ103
Encounter Design Encounter Design
The Hound ABILITIES
Corrosive Drool
HP: 125 Attack: 2D10 + 12 + 1D6
ARMOR: 5 Range: Close
AURA: 0 Type: Ranged, Bizarre
BARRIER: 125 Damage: 2
CLASSIFICATION: Grimm Effect: Target and all Adjacent Entities to the Target must
ATTACK: 23 perform a Defense Check against this ability. Destroys half of a
ACTION POOL: 3 Target’s Armor and 1 Capacity.
ATTACKS PER TURN: 2
ABILITIES PER TURN: 2 Erratic Nails
MELEE ATTACK: Adjacent Attack: 2D10 + 12 + 1D3
RANGED ATTACK: N/A Range: Close
DAMAGE: 3 Type: Melee, Wild
SPEED: 19 Damage: 3
MOVEMENT: 20ft Effect: All Close range Entities must perform a Defense Check
DEFENSE: 24 ENCOUNTER RECOMMENDATION against this Ability. Inflicts Fumbled.
SPECIAL DEFENSE: 23 Challenge: Legendary
Grid Size: 2x2 Howl Of Dissonance
SPECIAL RULES Level 10+ Effect: Rule of Cool effects require 1 additional Rule of Cool to
Darkness Barrier The Hound vs. 4 Player Characters be performed until the end of the next Combat Round. This
May apply only to Grimm. Detrimental Status Effects must Ability may be performed once per Combat Encounter.
be applied a second time before being inflicted against an
Entity with any Barrier points remaining. EXAMPLE SCENARIO
You have drawn the eye of something greater and are being
Ravaging Bite
Attack: 2D10 + 14 + 1D6
Daunting hunted by a relentless Grimm of the master’s bidding. The Range: Adjacent
Only 1 Signature Action may be performed per Combat creature will stop at nothing to achieve its objective. Failure for Type: Melee
Round while this Entity is present. Once per Turn this Entity its master is not an option. Damage: 4
may expend an Action to increase its Initiative Order by 1. Effect: Inflicts Strained and Bleeding. This Ability may be
Success: The Hound is Defeated or the Target successfully performed once per Turn.
Hybrid Evolution escapes.
Immediately when this Entity’s HP becomes 0 or less, its Failure: All Team Members are Defeated or The Hound Reflex Bucking
profile changes to The Hound Evolved and loses all captures its Target and escapes. Attack: 2D10 + 14 + 1D3
Detrimental Status Effects. Perform Initiative again as if you Setup: Randomly select a Player Character or an NPC the Range: Adjacent
started a new Combat Encounter. Players who have not yet Player Characters are allied with. That Target become the Type: Melee, Rapid
started a Turn during the current Combat Round roll objective of The Hound. Select a suitable map such as a Damage: 3
Initiative with Advantage. building or city streets to navigate. Place an evacuation point at Effect: Target is knocked back 30ft. Inflicts Staggered.
Extreme Distance or further away from the furtherstmost
Inertia location on the map. The Hound and Player Characters are Voracious Maul
If this Entity performed a Move Action prior to an Ability or arranged within Medium range of each other at one location. Attack: 3D10 + 14 + 1D6
Attack, it gains +1 to its Ability/Attack for each Range Range: Adjacent
increment it moved. THE HOUND & THE HOUND EVOLVED UNIQUE SCENARIO Type: Melee, Unpredictable
ABILITY Damage: 2D3 + 2
Will Of The Master Capture Effect: Inflicts Grappled and Stunned. If the Target fails to
This Entity is given an objective by its master (GM Dis- The Hound may only perform this Ability while in Adjacent range remove Grappled inflicted by The Hound before The Hound’s
cretion) and will continue to pursue this objective until of a Defeated Target. It picks up the Target and may carry it next Turn, they take 4 Damage at the start of The Hound’s next
fulfilled or Defeated. Ex. Capture an individual, eliminate an while it performs Move Actions. A Player Character may attempt Turn and Grappled is removed. This Ability may be performed
individual, destroy a specific Asset, etc. If its objective is to free the Defeated Target by performing a Grapple Skill once per Combat Encounter.
fulfilled, it will retreat and return to its master or another Check. There may be other methods to free the Target. GM
home location. discretion is advised.

104 GRADIENTMGZ105
Encounter Design Encounter Design
The Hound Evolved Mach Tackle Spinal Shard Expulsion
Attack: 2D10 + 12 Attack: 2D10 + 12 + 1D3
HP: 150 Range: Extreme Range: Close
ARMOR: 5 Type: Melee, Rapid Type: Ranged
AURA: 0 Damage: 3 Damage: 3
BARRIER: 0 Effect: May only be perfomed while not being afflicted by Effect: Expend 5 HP to perform this Ability. All Close
CLASSIFICATION: Grimm Grappled. Move The Hound to Adjacent range of the Target if range Entities must perform a Defense Check
ATTACK: 26 this Ability succeeds or fails. against this Ability. This Ability may be performed
ACTION POOL: 2 once per Combat Round.
ATTACKS PER TURN: 1 Intimidating Roar
ABILITIES PER TURN: 1 Attack: 2D10 + 10 vs. Resolve Skill Check Survival Surge
MELEE ATTACK: Adjacent Range: Medium Effect: May only be perfomed while this Entity has
RANGED ATTACK: N/A Type: N/A 75% or less HP and is afflicted by Broken, Crippled,
DAMAGE: 4 Damage: 0 or Impaired. Expend 5 HP to perform this Ability.
SPEED: 23 Effect: Inflicts Shaken and destroys 1 Capacity. This Ability may Increase this Entity’s Attack and Abilities by 5 or
MOVEMENT: 30ft be performed once per Combat Round. Defense and Special Defense by 5 until the end of
DEFENSE: 26 Corrupt the Combat Round.
SPECIAL DEFENSE: 26 Effect: Invert a Beneficial Status Effect into a Detrimental Ravage
Status effect using the following table. Extinguish does not Attack: 2D10 + 11 + 1D6 Velocity Drop
SPECIAL RULES negate this effect. Range: Adjacent Attack: 3D10 + 10
Equal Opportunist Type: Melee, Focused Range: Adjacent
This Entity randomly selects a Target to perform an Attack or Charged = Blinded Damage: 2 Type: Melee, Unpredictable, Rapid
Ability against each Turn. This Entity must try to Target a Diffraction = Fumbled Effect: Inflicts Weakened and Strained. Destroys Armor equal Damage: 1D3 + 1
new Adversary each Turn until the end of the Combat Extinguish = Chilled to the Damage inflicted. Effect: May only be perfomed while The Hound has
Round. If each Adversary has been acted against by this Harmonized = Concussed Grappled inflicted to an Adversary. Replace Grappled
Entity, it Targets the Adversary with the lowest combined Light Footed = Exhausted Sonic Boom with Stunned.
Aura and HP (GM choice if tied). Regeneration = Toxified Attack: 2D10 + 10 + 1D6 vs. Endure Check
Reinforced = Staggered Range: Adjacent
Skilled Combatant Type: N/A
This Entity has a unique Initiative Order and performs a Turn Desecrate Damage: 0
immediately after each Player Character has completed a Attack: 5D10 Effect: Expend 5 HP to perform this Ability. A Move Action must
Turn. If Player Characters do not beat the Entity’s Speed, Range: Long be performed before performing this Ability. Entities in Adjacent
this Entity gains 1 free Turn at the beginning of the Combat Type: Ranged, Unrelenting range are knocked back 30ft. Inflicts Confused, Disoriented,
Encounter. Only 1 Signature Action may be performed per Damage: 2 and destroys 1 Capacity.
Combat Round while this Entity is present. Damage inflicted Effect: Expend 5 HP to perform this Ability. Repeat the Attack of
to this Entity is halved. this Ability against a Target until until the Target successfully
defends, their Aura becomes 0, or their HP becomes 0. This
Super Rejuvenation Ability may be performed once per Combat Round.
Restore 10 HP at the end of the Turn.
Evolutionary Resistance
Will Of The Master Effect: Expend 5 HP to perform this Ability. Remove 1
This Entity is given an objective by its master (GM Dis- Detrimental Status Effect that does not last until the end of the
cretion) and will continue to pursue this objective until Combat Encounter.
fulfilled or Defeated. Ex. Capture an individual, eliminate an
individual, destroy a specific Asset, etc. If its objective is Grimm Eclipse
fulfilled, it will retreat and return to its master or another Attack: 3D10 + 14 + 1D6
home location. Range: Extreme
Type: Ranged
ABILITIES Damage: 2D3 + 4
Aileron Buffet Effect: Expend 5 HP to perform this Ability. All Entities in a 15ft
Attack: 2D10 + 12 + 1D6 wide line of this Entity must perform a Defense Check against
Range: Close this Ability. Inflicts Burning. This Ability may be performed once
Type: Melee, Wild per Combat Encounter.
Damage: 2
Effect: Target and all Adjacent Entities to the Target must Hind Grapple
perform a Defense Check against this ability. Knocks back Attack: 3D10 + 10
15ft. Inflicts Confused and Fumbled. Range: Adjacent
Type: Melee
Damage: 1D3
Effect: Inflicts Grappled. While The Hound performs a Move
Action, the Adversary that is inflicted with Grappled is moved
with The Hound. Only 1 Entity may have Grappled inflicted to it
by The Hound at a time.

106 GRADIENTMGZ107
Encounter Design Encounter Design
Wyvern ABILITIES Lacerating Claw
Crunching Maw Attack: 4D10 + 4 + 1D3
HP: 300 Attack: 3D10 + 15 + 1D6 Range: Close
ARMOR: 5 Range: Close Type: Melee
AURA: 0 Type: Melee, Focused, Wild Damage: 3
BARRIER: 0 Damage: 2D3+2 Effect: Expend 1 Ferocity to perform this Ability. Inflicts
CLASSIFICATION: Grimm Effect: Expend 3 Ferocity to perform this Ability. Inflicts Bleeding. If the Target is already Bleeding, inflict Strained
ATTACK: 24 Stunned and Exhausted. instead.
ACTION POOL: 4
ATTACKS PER TURN: 2 Empowering Surge Pathogenic Mist
ABILITIES PER TURN: 4 Expend 10 HP and 1 Ferocity. Gain Charged, Light Footed Attack: 2D10 + 13 + 1D6 vs. Endure Skill Check
MELEE ATTACK: Close and Rejuvenation. Range: Close
RANGED ATTACK: Medium Type: N/A
DAMAGE: 4 Horrific Wail Damage: 0
SPEED: 24 Attack: 2D10 + 13 vs. Resolve Skill Check Effect: Expend 2 Ferocity to perform this Ability. All Close
MOVEMENT: 30ft Range: Medium range Entities must perform an Endure Skill Check against
DEFENSE: 24 Type: N/A this Ability. InflictsToxified and Strained.
SPECIAL DEFENSE: 26 Damage: 0
Effect: Inflicts Concussed and Disarmed. This Ability may Regenerate Hide
SPECIAL RULES be performed once per Combat Round. Effect: This Ability may only be performed if this Entity’s
Daunting Armor is 2 or less. Gain 1D6 Armor, Reinforced, and
Only 1 Signature Action may be performed per Combat Round Hurricane Wingbeat Extinguish.
while this Entity is present. Once per Turn this Entity may Attack: 2D10 + 13 + 1D3
expend an Action to increase its Initiative Order by 1. Range: Close, Unpredictable Spawning Rain
Type: Ranged Effect: Expend any amount of Ferocity to perform this
Engine of Destruction ENCOUNTER RECOMMENDATION Damage: 3 Ability. Place Savage Beowolves equal to the Ferocity
The Entity ignores obstructions such as walls created with Dust Challenge: Legendary Effect: All Close range Entities must perform a Defense expended anywhere the Wyvern has moved this Turn. This
and crushes them with its sheer mass. Dust walls do not Grid Size: 7x6 Check against this Ability. Knocks back 30ft from the Ability may be performed twice per Combat Encounter.
impede this Entity’s Movement and are destroyed by performing Level 11+ Wyvern.
a Move Action through them. Wyvern vs. 4 Player Characters Superior Shrug Off

Ferocity EXAMPLE SCENARIO


The city is under attack by a Wyvern! Protect the population
Incineration Breath
Attack: 2D10 + 14 + 1D3
Effect: Expend 5 HP to remove 1 Detrimental Status Effect
that was not inflicted by Rule of Cool or reduce the effect-
Whenever an Adversary expends Rule of Cool, gain equal Range: Medium iveness of all Rule of Cool inflicted Detrimental Status
points of Ferocity. This Entity may possess a maximum of 5 from the Grimm that are spawning across the city while they Type: Ranged effects by 2. This Ability may be performed once per Turn
points of Ferocity. Ferocity may be used to increase this Entity’s evacuate! Wyverns are extremely ferocious and deadly, often Damage: 3 and does not expend an Action.
Attack by 1D10 once per Action. If no Rule of Cool is expended taking on the most elite Huntsmen and Huntresses. Use caution Effect: All Entities in a 15ft wide line of the Wyvern must
in a Combat Round, gain 1 Ferocity at the end of the Combat when dealing with a creature of this size and strength. perform a Defense Check against this Ability. Destroys 1 Sweeping Tail
Round. Capacity and inflicts Burning. Attack: 2D10 + 15 + 1D3
Success: The Wyvern is Defeated, The Wyvern retreats, or all Range: Close
Gargantuan Entity citizens have been evacuated. Outrage Type: Melee, Unpredictable
The Entity’s body size dwarfs that of Humans and Faunus alike, Failure: All Team Members are Defeated or more than half of Attack: 2D10 + 15 + 1D3 Damage: 4
easily matching the size of a small skyscraper. The Entity is the Citizens are Defeated. Range: Medium Effect: Expend 2 Ferocity to perform this Ability. Target and
immune to the effects of Grappled, but may still be latched onto Setup: Using the center of the map as your reference, place 16 Type: Melee, Unpredictable, Rapid all Close range Entities to the Target must perform a
by other Entities. Characters who use the Grappler Citizens at random locations from the center of the map up to Damage: 2D2 Defense Check against this Ability. Inflicts Fumbled and
Specialization may pull themselves to the Entity. You may jump Long range away from the center of the map. Player Characters Effect: Expend 2 Ferocity. This Ability is repeated against Staggered.
atop a Gargantuan Entity and move with it. Each Turn you start may arrange themselves within 15ft of one cardinal direction the
while still atop a Gargantuan Entity, you must perform a Grapple city. Place 8 Savage Beowolf Entities within Medium range of
Skill Check or Reflex Skill Check to maintain your hold and the center of the map. Savage Beowolves will attempt to attack
the same Target until it is successfully defended, the
Target’s Aura becomes 0, or the Target’s HP becomes 0. Savage BEOWOLF
Citizens. Modify the number of Citizens and Savage Beowolf SPECIAL RULES HP: 9
footing, otherwise you fall off. If you have fallen, immediately
Entities to increase or decrease difficulty. Place the Wyvern Death Throes ARMOR: 0
place your Character 15ft away from the Gargantuan Entity
randomly in a cardinal direction at Medium range from the On Defeat, this Entity will immediately perform 1 Attack/ AURA: 0
closest to the location you were atop it. This Entity may only
center of the map after 2 Combat Rounds have elapsed. Ability Targeting the nearest Entity in range. BARRIER: 0
perform 1 Move Action per Turn. If Staggered and Stunned
CLASSIFICATION: Grimm
were to be applied, inflict an additional 1D6 Damage to this
Focus Fire ATTACK: 23
Entity instead. Unaffected by the Character Specialization Wow! ADDITIONAL ENTITIES
Citizen This Entity will coordinate attacks to bring down one ACTION POOL: 2
HP: 1 Adversary at a time with its Allies. ATTACKS PER TURN: 1
Self Preservation
ACTION POOL: 1 ABILITIES PER TURN: 0
This Entity will consider retreat at 50% HP and 25% HP. To
Stubborn MELEE ATTACK: Adjacent
determine a retreat, tally the total of all Adversaries Resources. DEFENSE: 10
SPECIAL DEFENSE: 10 This Entity will fight until it is defeated. It will not consider RANGED ATTACK: N/A
If the total is equal to or more than this Entity’s HP, retreat
SPEED: 1 retreat as an option. DAMAGE: 2
becomes this Entity’s primary objective.
MOVEMENT: 15ft SPEED: 20
Swarming MOVEMENT: 20ft
SPECIAL RULES Whenever a Character performs a Defense Check against DEFENSE: 19
Panic an Entity with the Swarming Special Rule, reduce their SPECIAL DEFENSE: 19
This Entity will attempt to flee from a threat or flee towards an selected Defense Check by -1 for each Entity of the same
108 allied Entity whom can defend them from harm. type Adjacent to the Character. There must be 2 or moreG R A D I E N T M G Z 1 0 9
of the same type of Entity Adjacent to the Target to apply
Swarming.
Rewards Rewards
When your Player Characters complete various Episodes, Arcs, and other personal stories, you will want to provide them
with a reward. Rewards are not only to provide Character progression to become stronger and take on more difficult
challenges, but also provide more investment into the future.
Purchaseable Asset Recommendations
You are always able to change both an Asset’s value and its availability as you see fit. Personally, I enjoy providing
Single Episode Completion different locations to purchase Assets, more unlocking as the Players progress. Below are recommendations on Lien
At the end of an Episode players likely have already received their reward. An Episodic reward does not need to be prices and when certain Assets should be available to purchase.
large, often taking the form of some extra Lien or a juicy slip of information to lead them on to the next piece of a mystery.

Multiple Episode Completion


After 2-3 Episodes, or a particularly significant challenge, Player Characters should be rewarded with a level up. My
preferred method is Milestone leveling, which removes unnecessary grinding.
Early Campaign
125 - Basic Aura Stimulant 1,000-1,500 - Dust (Randomize the
Arc Completion 125 - Basic Health Stimulant colors of Dust available and keep the
Completing an Arc should reward the Player Characters with something unique. I personally prefer to award a unique 100 - Antidote Stimulant world moving!)
Asset that can be used by the players, alongside a Destiny point. 150 - Filtered Serum Stimulant
175 - Basic Adrenaline Stimulant
Lien Rewards
Lien awarded for completing a mission or contract should be proportional to the difficulty. I find that it is an easy reward to
rapidly draft up during an Episode, and players enjoy the flexibility it provides. Mid Campaign
Random Rewards 275 - Standard Aura Stimulant 3,000-4,500 - Vehicle
For Players looking to go off and explore or help an NPC, you can reward them with something else other than Lien. 275 - Standard Health Stimulant 250 - Atlas A-5 Grenade
Think about looking at the Assets provided in this book as rewards such as a Permanent Asset. For the Players looking 375 - Standard Adrenaline Stimulant 500-750 - Custom Asset
to go off and explore, you can reward them with something other than Lien. I encourage looking at the Assets provided in 300 - Steroid Stimulant 1,000-1,500 - Specialization (Weapon
this book on page 57 or even create your own. When rewarding Lien in a randomized way, perhaps utilize a single D10, 300 - Concentration Stimulant and Vehicle Specializations make most
or even multiples. Roll a D10 or multiple D10s if the difficulty was higher than the normal Attributes of the Players and 300 - Finesse Stimulant sense to be purchased!)
multiply the result by 10. 300 - Fortification Stimulant
300 - Clarity Stimulant
300 - Sensory Stimulant

Late Campaign
550 - High Grade Aura Stimulant
550 - High Grade Health Stimulant
750 - Full Aura Stimulant
750 - Full Health Stimulant
Groups looking to venture forth as established Huntsmen and Huntresses may want to use level 4 as their starting point to provide 700 - High Grade Adrenaline Stimulant
additional bonuses to begin a game with.

110 GRADIENTMGZ111
OPTIONAL CAMPAIGN RULES OPTIONAL CAMPAIGN RULES
CRAFTING ASSETS and CUSTOM SPECIALIZATIONS Crafting Examples
Crafting Standard Health Stimulant personal Motorbike
Crafting Assets is recommended to be performed in a Campaign setting only. Decide what category of Asset you would Type: Consumable Asset Type: Permanent Asset
like to craft. It is recommended to allow a Player one Asset to craft at a time and may require each other to help in the Materials Materials
endeavor with more complex Assets. Crafting an Asset should feel significant and an accomplishment. Crafted ● Hardware (100 Lien) ● Motorbike Chassis (2000 Lien)
Consumable Assets shouldn’t become relied on or stockpiled to keep the impact of these items high. It is the re- ● Herbal Serum (200 Lien) ● Hardware (1600 Lien)
sponsibility of the GM to ensure that craftable Assets do not overshadow rewards and vice versa. ● Electronics (1500 Lien)
Tasks ● Textiles (500 Lien)
Complexity ● Formula Synthesis ● Dust Battery (3000 Lien)
Based on the Asset selected, the GM may roll dice to determine the effort required to complete a crafting step of the First Aid: 0/2 Effort ● Filtered Dust (1000 Lien)
Asset or set a static number of points required to complete that step.
● Stimulant Construction Tasks
Materials Expertise: 0/3 Effort ● Design & Schematics
Material assets are required to craft an item. There should be 2 or more materials required to craft an Asset. A GM may Engineering: 0/10 Effort
dream up their own materials or use generic examples for an Asset listed below. Costs must be assigned to each Atlas A-5 Grenade Expertise: 0/5 Effort
material. Use your best judgment when determining the Lien required to obtain these materials. Type: Consumable Asset
● Dust Materials ● Intricate Machinery Assembly
● Hardware ● Explosive Compounds (200 Lien) Engineering: 0/8 Effort
● Electronics ● Hardware (100 Lien)
● Textiles ● Motor Body Assembly
Tasks Carry: 0/8 Effort
A recommended total cost of Lien to obtain all materials is outlined below: ● Explosive Mixing Force: 0/5 Effort
● 2-5 Total Effort: Total Material Cost = (Total Effort / 2) x 100 Expertise: 0/2 Effort Engineering: 0/5 Effort
● 6-10 Total Effort: Total Material Cost = (Total Effort / 2) x 200
● 11+ Total Effort: Total Material Cost = (Total Effort / 2) x 300 ● Casing Construction ● Calibration
Engineering: 0/3 Effort Reflex: 0/5 Effort
Tasks Performance: 0/5 Effort
Having the Materials doesn’t mean you know how they all go together! Apply your diligence and experience to refine your Magnetic Dust Expertise: 0/4 Effort
Materials. It is recommended that there should be at least 2 or more Tasks to craft an Asset. Assign 1 or more Skill Type: Weapon Specialization or Dust Weaver Specialization
Checks to each Task. Each Skill Check must be given an Effort value. Each Skill Check for a task starts with 0 Once per Episode, you may perform a Reload Action for free ● Final Assembly
Completed Effort. It is GM discretion on what types of Skill Checks will be required for each Task. when your Capacity becomes 0 if Dust was infused. All other Tasks must be completed before the Final Assembly can be
Materials performed.

CRAFTING Process ● Filtered Dust (750 Lien)


● Hardware (250 Lien)
Carry: 0/3 Effort
Force: 0/3 Effort
Engineering: 0/3 Effort
Groundwork Tasks
Player Character(s) may elect an existing Asset to craft or may request a custom Asset/Specialization. Work with your ● Prototyping
Player(s) to develop something cool and unique. It is on you as the GM to ensure that the item is balanced in relation to Expertise: 0/4 Effort
its cost and length of time to complete.
● Dust Magnetiziation
Development Dust: 0/3 Effort
Once the required materials have been acquired by purchase, favors, rewards, or other means, a Player Character may
use free time available to work on their Asset. It is recommended that a Player Character may only work on the ● Component Adaptation
development of their Asset once per Episode. Allow the Player Character to determine the Task(s) they wish to progress. Engineering: 0/3 Effort
A Player Character may select a number of Tasks equal to half the total number of Tasks required to complete their Asset
each Episode. For example, if 3 Tasks are required to complete an Asset, the Player Character may elect 2 to work on.

Perform each Skill Check under the Task. Add the value of the Skill Check / 10 to the Completed Effort value. Once a
Player Character has met or exceeded the Effort value of the Skill Check, that Skill Check is completed for the Task.
Ex. A Player Character is performing a Task that requires an Expertise Skill Check that has an Effort value of 3. The
Expertise Skill Check is rolled resulting in an 18. Add 2 Points to the Completed Effort for that Skill Check.

Another Character may assist you while crafting! The Character assisting also rolls Skill Checks along with the crafting
Player Character. Add the value of the assisting Character’s Skill Check / 10 to your Skill Check. If an NPC is being
leveraged that does not utilize a Character Sheet, the Player Character rolls Skill Checks with Advantage instead.

● A Task is complete once each Skill Check for that Task has a Completed Effort equal to or greater than the Effort.
● An Asset is completed and available to the Player Character once all Tasks have been completed.
● A Critical Success immediately completes all the required Effort for that Skill Check.
● Keep track of the Completed Effort you have made on each Task’s Skill Checks as it carries over to each Episode!

112 GRADIENTMGZ113
Index NOTES
Abilities…..72-73 Endure.....23 Types…..77
Additional Damage…..28 Energy.....10 Thrown Melee Weapon Attack.....27-28
Actions.....29-30 Engineering.....23 Toxified.....32
Action Resolution…..28 Expertise.....23 Triple Advantage.....24
Adjacent.....26 Explosive.....10 Triple Disadvantage.....24
Advantage.....24 Extreme.....26 Unarmed Attack.....27-28
Aegis.....9 Falling Damage.....32 Vehicle Chassis…..62-63
Aggressive.....9 First Aid.....23 Vehicle Maneuvers…..61
Agility.....6 Force.....23 Vehicle Specializations.....8, 64-67
Ambush.....30 Frostbitten.....31 Vehicles.....60-67
Armor.....7 Grapple.....23 Weakened.....32
Assets.....54-57 Grappled.....31 Weapon Specializations.....8, 46-51
Attacking.....27 Heavy Automatic…..10 Weapon Transformation….30
Attuned.....9 Health Points.....7 Willpower.....6
Aura.....7 Hold Action.....30 Weapon Form…..9, 22
Automatic.....10 Immobilized.....31 Weapon Form.....9-11
Base Damage…..28 Initiative.....25, 30
Barrier.....7 Intimidate.....23
Beneficial Status Effects.....32 Intuition.....23
Bewildered.....31 Investigate.....23
Boost.....30 Lien.....11
Bleeding…..31 Long.....26
Broken.....31 Medium.....26
Burning.....31 Melee Attack.....27-28
Capacity.....7 Melee Forms.....9
Capacity Move.....28 Move.....28
Carry.....23 Movement.....6
Character Progression.....7 Negative Specializations.....8, 44-45
Character Specializations.....8, 34-43 Negotiate.....24
Charge Attack.....29 Nonconventional.....10
Chilled.....31 Parry Defense Check.....30
Close.....26 Perception.....6
Combat Encounters.....25, 71 Performance.....24
Concussed.....31 Permanent Assets.....57
Confused.....31 Persevere.....30
Consumable Assets.....55-56 Pilot Specializations…..8, 52-53
Cover.....32 Pistol.....11
Cripple.....31 Player vs. Player.....32-33
Critical Damage…..28 Poisoned.....31
Critical Failure.....25 Precise.....9
Critical Success.....25 Range Increments.....26
Damage Calculation.....28 Ranged Attack.....27-28
Deceit.....23 Ranged Forms.....10
Defeated.....33 Reflex.....24
Defending.....27 Reload.....7, 28
Defense Check.....29 Resist Defense Check.....30
Destiny.....7, 33 Resolve.....24
Detrimental Status Effects.....31 Rule of Cool.....7, 26
Disadvantage.....24 Semblance.....12-13, 24
Disarmed.....31 Semblance Defense Check.....30
Discipline.....6 Shaken.....31
Disoriented.....31 Shotgun.....11
Distant.....26 Signature Action…..14-15
Dodge Defense Check.....29 Skill Check.....23-24
Double Advantage.....24 Sniper.....11
Double Disadvantage.....24 Social Encounters.....25, 70
Dust.....58-59 Specialization.....8, 34-53,64-67
Dust Defense Check.....30 Special Rules…..74-76
Dust Skill Check.....23, 59 Staggered.....31
Dust Weaver.....9,10, 42-43 Status Effects.....31-32
Elegant.....9 Stealth.....24
Encounters.....25 Strength.....6
Empower.....30 Stunned.....31
Endurance.....6 Supplies.....7

114 GRADIENTMGZ115
Thank you!
Special Thanks to those who assisted in testing and developing my Homebrew rule set as I ran through numerous campaigns throughout
the discovery of the Unofficial RWBY Tabletop System by EnderofThings. This document will see updates to address frequently asked
questions or general errors encountered after its public release. This document will continue to grow as I run additional campaigns and
figure out new ideas to share with the community. Credit goes to EnderofThings who developed the original ruleset for the RWBY
Unofficial Tabletop Game System that I used to build upon further and tailor to my own tastes and design preferences as a GM. Please
use this to inspire your own creativity and ideas for your own adventures into the World of Remnant.

Game Master and Developer


Paradigm

Playtesters and Editors


John Waltz Feldsky Pyrope
Sheeple DarkMagics Wan

Questions? Comments? Found Errors?


Contact me via Discord: Paradigm#1983
Join our Discord: https://discord.gg/U8S97vrNQ2

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