Name :
Level :
RWBY Unofficial Tabletop RPG
Version notes
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Clarifications on Attribute Checkboxes: Change log (08.2020):
¤ Used in Skill Rolls (in Rolls section) and Semblance Rolls (in Semblance section) only,
to select which attributes/secondary attribute, respectively, to include in roll.
¤ Attribute checkboxes only affect Skill rolls and Semblance rolls, Semblance defense rolls
(in Defenses section) are unaffected.
¤ Empower checkbox (in Defenses section), if checked, adds 1d10 to Semblance Def. Roll.
¤ If one or more dialog boxes(in sheet options) is activated, corresponding rolls will not take
related checkboxes into account when calculating result: there is no need to uncheck them.

(☛ If one or both your weapon style(formerly weapon variants) dropdown menus have been
reset, it means your previously selected styles were Aggressive(for melee style) and/or
Heavy(for ranged style) you will need to reselect those. Similarly, attribute dropdown
menu in Phial repeating section have been reset, you will need to re-select them as well.)

V2.5.2 (08.20):
New update :
¤ Changed Martial Arts Unarmed damage to 1d6+STR


V2.5.1 (08.19):
Fixes :
¤ Fixed displaying issues in Firefox
¤ Minor cosmetic changes (Dust textfields switched to gray)
¤ Fixed Initiative dialog box displaying wrong attributes for React check

Added features :
¤ Added read-only fields showing accuracy bonus next to melee and ranged roll butons

V2.5 (07.19):
General:
¤ Updated Info boxes descriptions and rolls to match v.19.6.30
¤ Updated Initiative Roll to enable choosing "Initiate" or "React"
¤ Updated Defense rolls to no longer ignore PER when Aura is depleted
¤ Updated Clarifications on checkboxes to match sheet update
Weapon section:
¤ Updated Martial Arts Mod line to match v.19.6.30 (new accuracy: STR+PER, new damage: STR)
Skill Check List section
¤ Added expandable "Skill Check list" above Semblance section, containing all fifteen exemple Skill Checks with stand-alone Roll buttons
Semblance Empowering:
¤ Added Empower feature (checkbox) in Defense section
¤ Changed normal Semblance roll Empowering from Checkbox to in-chat button
Dust Phials section:
¤ Added Dust Phial Roll button next to Secondary Attribute selection menu
¤ Removed individual Phial Level roll buttons
¤ Removed reduced mode second line (with Phial Level shortcut rolls)
¤ Phial description fields are still collapsible and take even less space than before
Sheet Options section:
¤ Replaced "Initiative" permanent modifier field with "Dust phials (all)" permanent modifier field
¤ Replaced Semblance Empowering dialog box option with Defense Semblance Empowering dialog box option

V2.01 (05.19):
Fixes :
¤ Corrected chat messages for level 2 and 3 phial rolls
¤ Fixed Semblance rolls

Added features :
¤ Added a character Level field next to character name field

V2 Update (02.19) :
¤ Updated health, aura, capacity and other stat/roll calculations to match ver.6.29.20.17
¤ Added Empower feature in Semblance section
¤ Added optional Additional, Unarmed and Alternate Form attack and damage rolls in Weapon section footer (click on the arrows to expand)
¤ Added Info boxes attached to various parts of the sheet containing rule details
¤ Added Sheet Options section in the footer (click on the arrow to expand)
¤ Added permanent modifier fields to all Secondary Attributes, Defense, Attack, Damage and Semblance rolls in Sheet Options section
¤ Added toggles to replace the Attribute selection checkbox system with dialog boxes for Skill and Semblance Rolls in Sheet Options section
¤ Added toggles to enable dialog boxes asking for modifier and advantage/disadvantage for all rolls in Sheet Options section
¤ Added option to hide Modification and Phial description fields (click on the arrow in front of name/color row to reduce/expand), reduced format includes a Quick description field for mods and roll buttons for phials
¤ Added Version Notes section in the header containing update and how-to-use notes (click on the arrow to expand/reduce)
¤ Added default placeholders to drop-down menus for Weapon styles(formerly weapon variants) and phial attributes
¤ Minor cosmetic changes (sans-serif font in text areas, etc)
¤ (Chrome only) Added webkit buttons (up/down arrows) in RoC Dice field for one-click RoC modification
Attributes
STR
Strength
Represents the Character’s ability to
manipulate the world through physical effort.
Skill checks that involve the Character
trying to physically overpower an obstacle
will use STR. Characters with a high STR tend
to be melee focused and have high damage output.
PER
Perception
Represents the senses and the strength of
a character’s Aura. Skill checks that require
a keen eye or the ability to pick up on
hidden clues use PER. Characters with a high
PER can defend themselves against any threat
and are adept at controlling the battlefield.
HP
Health
The amount of physical damage one can withstand
before succumbing to their wounds.
When health reaches 0, the Character is knocked
unconscious and left at the mercy of their enemies.
Health is recovered by 1 at the end of a Scene,
and Health is completely restored a the end of
a Chapter.
/
Endurance + 1
AGI
Agility
Represents the Character’s ability to move
quickly or precisely. Skill checks that require
sudden and rapid movement or accuracy use AGI.
Characters with a high AGI are the most skilled
at ranged combat and are highly mobile.
WIL
Willpower
Represents the Character’s ability to influence
the world with their mind. WIL is used mostly for
Semblance checks as well as conventional influence
Skill checks such as lying or bribing. Characters
with a high WIL have powerful Semblances and are
capable of rolling higher than other characters,
but at a cost.
AUR
Aura
Aura is the passive physical manifestation of the soul.
Every human and Faunas generates an Aura,
and Huntsmen and Huntresses have been trained
in its utilization. Aura is an extra layer of
protection against Damage and is depleted when
attacks cannot be avoided. A Character can also
attempt to influence the world around them with
their Aura in the form of a Semblance.
When Aura reaches 0, the character's Semblance
cannot be used.
Aura completely recharges at the end of a Scene.
/
Perception + 10
END
Endurance
Represents the Character’s stamina and durability.
Skill checks that involve withstanding a hazard or
maintaining effort over a long period of time will
use END. Characters with a high END are amond the
toughest on the field and are well rounded offesively.
DIS
Discipline
Represents the Character’s training and study.
Skill checks that require a clear mind and calm
thoughts, like those to control Dust, will use DIS.
A character with a high DIS is highly versatile and
has numerous Specializations and high Capacity,
making them effective at controlling Elemental Dust.
CAP
Capacity
Capacity is an abstract representation of the total
amount of ammunition a character has access to in a
given moment. Capacity is reduced when a character
uses a Ranged Attack, Dust, or certain combat Action.
All uses of Capacity drain from the same pool.
When Capacity reaches 0, the character cannot perform
any action that requires it.
Capacity is refilled by the character's DIS+1 when they
reload as a Minor Action.
/
Discipline + 1
Rolls
Initiative
Initiate (WIL+PER) - Working up the nerve to
Attack first.
React (AGI+PER) - Reacting to an opponent’s
Initiative and moving faster.
Skill Roll
Check desired attributes and roll.
RoC Dice
Number of Rule of Cool dice the team got.
Information
Year
Gender
Hair
Team
Age
Eyes
Heritage
Height
Color
Defenses Defense Checks
Characters who avoid an attack by 5 or more
may make a counter attack as their reaction
instead of the normal bonus for avoiding the
attack. This Counter must be an Attack that
shares an Attribute with the Defense Check.
For exemple: if a characters defends themself
with a Semblance Check, they can Counter Attack
using either WIL or PER, such as an Energy Ranged
Attack, Semblance Attack, or a WIL-based Dust
Attack.
They may also choose to perform any Minor Actionn.
Characters may at any time
choose to do nothing with their reaction.
Parry
Defense Check PER+STR
Preempting the strike and redirecting the
damage elsewhere. Melee attacks and most
physical hazards like falling boulders can be
parried, but Ranged Attacks and incorporeal
hazards like explosions cannot. When a character
successfully parries an attack, they immediately
inflict 3 points of Damage.
Dodge
Defense Check PER+AGI
Moving out of the way as quickly as possible.
Almost all Attacks and hazards can be avoided by
dodging except in special cases such as poison
gas. Successfully dodging a hazard allows the
character to immediately move up to one Range
Increment away or perform any simple Skill Check
that does not require a roll.
Resist
Defense Check PER+END
Reliance on the durability of the body to absorb
any ill effects. Characters can attempt to resist
any hazard regardless of source. If a character
does not succeed at making a Resist Defensive
Check, they may choose to take 1 point of damage
to Health rather than the normal damage to Aura.
Semblance
Defense Check PER+WIL
Semblances can be used to avoid damage, but
which attack and hazards can be avoided are
based on how the Semblance is used. The character
must have at least 1 point of Aura to make
this check.
Before rolling a Defensive Check, characters can
choose to Empower their Semblance at the cost
of 1 Aura.
Empower
Check to empower Semblance defense roll
Temporarily adds 1d10 to the roll at
the cost of 1 aura.
Dust
Defense Check PER+DIS
Dust Phial effects can be used to avoid damage,
but which attack and hazards can be avoided are
based on how the Dust is used.
The Character consumes 1 Capacity to make this check.
Dust Defensive Checks can be capacity boosted
by spending 1 additional Capacity.
Weapon
Name:
Melee Style
The wielding style of your Weapon's melee form.
Aggressive - STR+END
Weapons designed for two-handed use, even if the
character does not so. Includes Buldgeoning and large
weapons like hammers, shields, scythes and claymores but
also unarmed attacks, gauntlets and other worn weapons
Precise - STR+AGI
Small, one-handed weapons. Usually small or thin. Includes
daggers, rapiers, claws and the like.
Elegant - STR+DIS
Any weapon that requires further specialised training.
Straight swords, whips, or staves rely more on careful
training than physical prowess. Dust-ready weapons
usually are Elegant but don't always have to be.
Melee attack
(+)
Melee damage
Melee Damage is set at 1d6+STR
Alternate forms(see below) can deal
more damage.
Ranged Style
The wielding style of your Weapon's ranged form.
Heavy - AGI+END
Large or unwieldy, requires a great deal of strength.
Heavy machine guns, shotguns, explosive launchers, bows
and other heavy weapons fall into this category.
Accurate - AGI+DIS
Best used when carefully aimed. Pistols and rifles are
typical examples, like most conventional firearms.
Energy - AGI+WIL
Deals damage with bolts of energy or by tapping into
the wielder's Semblance. These bolts are directed with
force of will, bending and writhing toward the target,
but can only hit what the wielder can see.
Ranged attack
Ranged attacks consume at least
1 Capacity each time. They are
effective at ranges up to Long Range.
(+)
Ranged damage
Ranged Damage is set at 1d6
Alternate forms(see below) can
deal more damage.
Description:
Bonus attacks mod
Martial arts mod
Alternate forms mod
Bonus Attacks
Melee Attack
Melee bonus attacks add STR to the roll
but no secondary attribute. They are granted
by a Modification.
Damage
Bonus attacks add no attribute to damage
Ranged Attack
Ranged bonus attacks add AGI to the roll
but no secondary attribute. They are granted
by a Modification.
Damage
Martial Arts
Unarmed attack
This is granted by a Modification.
The character is trained in the martial arts.
They also use STR+PER to determine accuracy
when fighting unarmed, as opposed to characters
without this Modification, who use STR+END instead.
Damage
Unarmed Damage is now equal to 1d6+STR,
as opposed to only STR without the specialization.
Alternate Forms
Style
Alternate forms are additional Melee or Ranged styles.
They are granted by a Modification.
By using their weapon in a suboptimal form, such as a sword
rather than a scythe, the wielder trades accuracy for power,
dealing significantly more damage.
When using this alternate style, they recieve a damage
bonus equal to the accuracy penalty compared to their
primary weapon form(that is to say: the difference between
the sums of the attributes used by each style).
This bonus does not carry over between ranged and melee
forms (and is calculated automatically by the sheet).
Alternate attack
Damage+
This number is the amount of bonus damage your alternate form deals. It is equal to the difference between parent and alternate style accuracy bonuses(sum of attributes). (Example: a +9 Aggressive weapon(for STR 5 + END 4) gives a +5 Elegant alternate form(for STR 5 + DIS 0) a bonus of 9-5=4 to alternate form(Elegant) damage.)
Desc.
Modifications
Name
Effect:
Description:
Skill Check list A list of exemple skill rolls.
Click the arrow to expand.

Attribute Checkboxes have
no relation to these rolls.
Name
Stats
Roll
Name
Stats
Roll
Jump
Leap into the air for various effects.
STR+AGI
Sneak
Move carefully or minimize one’s profile when standing still.
AGI+DIS
Climb
Movement across a vertical surface.
AGI+END
Pickpocket
Use misdirection to hide or take an object without being detected.
AGI+WIL
Lift
Physically manipulate heavy objects.
STR+END
Detect
Notice the unseen and avoid being mislead.
PER+DIS
Break
Remove a barrier with blunt force.
STR+DIS
Resolve
Resist mental hazards and suppress slow-moving physical effects.
END+DIS
Grapple
Gain physical control over a resisting entity.
STR+PER
Hack
Forcing a piece of technology into submission.
WIL+DIS
Dodge
Move in a very specific pathway, usually to avoid Damage.
AGI+PER
Perform
The ability to influence others through speech, mannerisms, or song for a lengthy period.
END+WIL
Resist
Withstand unavoidable hazards unscathed.
END+PER
Influence
Convince others of something they do not believe.
WIL+PER
Intimidate
Scare a subject through appearance or action.
STR+WIL
Semblance Semblance is the active manifestation of the Character’s soul. Every Huntsman and Huntress has a Semblance that is unique to them.
Semblance checks are always a WIL Check and one other attribute which depends on how the Semblance is being utilized. Semblances last 1 turn, and characters can keep the effect up with a WIL+END Semblance check each subsequent turn or without any Check if they do nothing else during that turn.

Semblances can also be used to make attacks up to Close
Range, dealing Damage equal to the character's WIL.

One can Empower their Semblance after they roll the dice, adding 1d10 to that roll at the cost of 1 Aura. A button will appear in the chat after rolling, click it to Empower your Semblance.
Name:
Check the secondary attribute and roll.
Description:
Dust
Crystal Making a melee attack with equiped Dust costs
1 Capacity and produces the effect of the Dust
cristal for 1 turn.
Status Effects caused by Dust last 1 turn and are
wiped away and replaced if any new Status Effect
is also caused by Dust.
Round Making a ranged attack with equiped Dust costs
1 Capacity in addition to the base 1 Capacity
consumed by Ranged Attacks, costing 2 Capacity
in total, and produces the effect of the Dust
round for 1 turn.
Status Effects caused by Dust are wiped away
and replaced if any new Status Effect is also
caused by Dust.
Phials
Using a Dust Phial is a Minor Action and consumes 2 Capacity.
Describe what aspect of the Dust’s element you want to manipulate
and make a Dust Check.

One can also Attack up to Close Range with a Phial, using a Major Action.
This costs 2 Capacity and deals Damage equal to the character's DIS.

Before Attacking with a Dust Phial, a character can consume an additional
Capacity to apply the Dust Crystal or Round Effect to the attack if
successful.
Color
1.
2.
3.
Based on ver. 20.7.25
y Show sheet options and permanent attribute modifiers
Attribute Mod Attacks Mod Damage Mod Defenses Mod
Health Melee attack Melee damage Parry
Aura Ranged attack Ranged damage Dodge
Capacity Bonus melee Bonus melee dmg Resist
Others Mod Bonus ranged Bonus ranged dmg Semblance
Semblance Martial arts Martial arts dmg Dust
Dust phial(all) Alternate (all) Alternate dmg (all)
General Options
Include a query asking for modifier in all rolls
Include a query asking if using advantages or disadvantages in all rolls ? Yes No

(☛ If the following dialog boxes are enabled, associated checkboxes status is ignored for rolls☚)
Use a dialog box instead of checkboxes to select attributes for skill rolls? Yes No
Use a dialog box instead of checkboxes to select secondary attribute for semblance rolls? Yes No
Use a dialog box instead of a checkbox to empower semblance defensive roll? Yes No