Guns and Auras
Chose a Style | - |
---|---|
Phony | Posh |
Heroic | Serious |
Daredevil | Rebellious |
Ace | Retired |
Chose a Role | - |
---|---|
Soldier | Terrorist |
Huntsman / Huntsman (in Training) | Dust Salesman |
Academy Staff | Researcher |
Bandit | Aristocrat |
Choose your number, from 2 to 5. A high number means you’re better at GUNS (technology; science; cold rationality; calm, precise action). A low number means you’re better at AURA (intuition; diplomacy; seduction; wild, passionate action).
Give yourself a cool name with a color reference and decide if you’re a Faunus or a Human.
You have a cool weapon that’s also a gun, a scroll communication device, and a unique outfit.
Chose a Goal | - |
---|---|
Settle a New Settlement | Become a Renouned Huntsman |
Find The Source of Grimm | Make Things Better for the Faunus |
Prove Yourself | Fight Bad Guys |
Keep Being Awesome (you have nothing to prove) |
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number.If you’re using GUN (science, reason), you want to roll under your number.If you’re using AURA, (rapport, passion) you want to roll over your number.
If you roll your number exactly, you have GUN AURA. You get a special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions: (A roll of GUN AURA counts as a success.)
What are they really feeling?
Who’s behind this? How could I get them to _____? What should I be on the lookout for?
What’s the best way to _____? What’s really going on here?
HELPING: If you want to help someone else who’s rolling, say how you try to help and make a roll. If you succeed, give them +1d.
The World of Remnant
Roll | A Threat… | Wants to… | The… | Which Will… |
---|---|---|---|---|
1 | The Queen of the Grimm | Destroy/Corrupt | Relics of the Gods | Summon a Vengeful God |
2 | A Fascist General | Steal/Capture | Supply Train | Destroy the City |
3 | Criminal Mastermind | Bond With | Dust Mines | Oppress the Faunus |
4 | A Grimm Horde | Protect/Empower | A Kingdom | Get Revenge Against Their Greatest Enemy |
5 | A Bandit Leader | Build/Create | The Newest Atlasian Super Weapon | Gain Control of the Military |
6 | Terrorist Cell | Pacify/Occupy | Maidens | Bring Magic back to the World |
Academy Days
Roll | A Threat… | Wants to… | The… | Which Will… |
---|---|---|---|---|
1 | The School Bully | Destroy/Corrupt | Treasure Hidden in the Academy | Cut off the City from the World |
2 | A Team from Another Academy | Steal/Capture | Airship Port | Give Them Ultimate Power |
3 | A Famous Thief | Bond With | A Prototype Weapon | Personally Hurt the PCs |
4 | An Alpha Grimm | Protect/Empower | Party’s Faunus Friend | Let Them/Help Others Cheat on Finals |
5 | A Terrorist Group | Build/Create | The Headmaster’s Kid | Assassinate a Corrupt Official |
6 | An Expert Assassin | Pacify/Occupy | Test Answers | Blackmail the City/Academy |
Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask them what they do. “Ironwood charges the mega-cannons on his ship. What do you do?” “Roman pours you a glass of Arcturan whiskey and slips his arm around your waist. What do you do?”
Call for a roll when the situation is uncertain. Don’t pre-plan outcomes—let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill