V0.36 Update: New moves, rule changes


So I said this was going to be the 0.4 update that would include the Grimm bestiary, but there's good news and bad news: The good news is, I got a real game design job! The bad news is, that severely put a damper on my ability to get the bestiary in place when I wanted it to be done over a month ago.  So as not to keep you in the dark, I'm putting out the 0.36 update ahead of 0.33s year anniversary. This includes a ton of tweaks that were done due to some of my own playtesting over the last few weeks, incorporates feedback I got in my recent devlogs, and adds a few more things I wanted to put in, such as reworking team attacks and new moves tied to each of the attributes. Be sure to check the changelog, which should have the rundown of most of the major changes. 

As far as the Grimm Bestiary goes, it got stalled out around the halfway mark (which is still about 40 Grimm deep). I'm thinking I'll release part 1 some time before the end of the month, which would be the front half of the alphabet, so as to give you something to play with in the mean time while I drag my feet on the back half of the alphabet. It probably won't be pretty, but it'll give something to toy with and test out some numbers. 

As always, thank you for playing, and any feedback or comments are appreciated!

Files

RWBY_TTRPG_V036.pdf 4 MB
Oct 09, 2022

Get An(Other) Unofficial RWBY TTRPG: The Momentum System

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

Just gave this a skim-through, I am very excited to try this! The new changes all look very fantastic. I can't try it right away, but I plan on updating to this version of the system on the next narrative 'break' for my campaign, I'll let you know how that goes! Thank you so much for your hard work, and a big congrats on your new game design job!