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VALR, as the name may or may not suggest, is a Valor tabletop campaign run in the setting/style/approximate universe of Rooster Teeth's CGI animesque animated series, RWBY.
OVERVIEW:
For those familiar with RWBY:
OVERVIEW:
For those familiar with RWBY:
- The world of Remnant (such as it is), the four nations, Grimm, Huntsmen + Huntresses, Hunter Academies, etc, all exist roughly as they do in canon.
- All named characters are AU'd out, to be replaced with PCs or NPCs.
- Dust, Aura, and Semblances will be roughly similar to canon, with more details on exact changes coming eventually.
- Until such time as details are better established, we will not be using anything relating to the Four Maidens.
- The Faunus Rights Revolution, unspecified timeline-wise in canon, happened fourty years ago.
- Settlements outside the major capitals exist more readily than they did in canon, but are much more dangerous, as Grimm are overall more threatening.
- There is no mechanical difference to playing a Faunus vs a regular Human, though note that the White Fang will be undergoing some moderate rewrites and there may be story perks.
- Name and Plurk
- General availability - what days and times would you be able to consistently make game? Please include time zones where applicable.
- Character concepts, if you have any!
- Setting and game questions, if you have any!
- Your favorite weapon, historical, fictional, anime, whatever.
For those not familiar with RWBY:
The world of Remnant is a place that brims with technology born of magic, and a struggle to survive in a hostile world.
In the beginning annals of history, mankind struggled to find its place in the world, for one simple reason: ever since mankind can remember, they have been beset upon by the Grimm. Creatures of darkness, soulless in their single-minded destructive nature, hellbent on wiping humanity from this world. They would have succeeded, if not for mankind's own ingenuity and discovery of Dust, a magical energy catalyst that reacts to one's Aura, or soul. In conjunction, it was found that many individuals could manifest their Aura in ways that not even Dust could replicate, these special abilities, Semblances are unique to the individual, with some notable exceptions. With magic crystals and new powers in hand, humanity fought back against the darkness - and won, for a time.
But the Grimm were never truly vanquished - and humanity could only establish the barest footholds against their aggressive predators. To that end, four kingdoms were formed: Mantle to the North, Vacuo to the West, Mistral to the East, and Vale in the 'center', south of Mantle, west of Mistral, and East of Vacuo. At some point (though history isn't clear), humanity learned that it was not alone in fighting against the Grimm, the Faunus - animal-esque humanoids who shared many similarities to humankind.
Humankind, however, is ever fickle. Even when continued survival depends on cooperation, it struggles against itself most mightily. Though there was a fragile, but existent peace, eighty years ago, that peace was shattered by the Great War, a War fought over many things - most importantly, the right to individualism, and to express themselves artistically. Though records of that time are conflicting or, at worst, absent, those who wished to express themselves emerged victorious - and brokered for peace on the island of Vytal. And thus, crowned the Vytal Festival to encourage a bi-annual mingling of the Kingdoms.
This peace, to many, was only skin deep - in the kingdoms, the establishment of new places of learning were created. Hunter Academies, which trained those gifted, skilled, or talented enough to be considered worthy into Huntsmen and Huntresses, champion Human and Faunus alike who dedicated their life to securing mankind's future. It's at this time that Mantle 'fell', as Atlas Academy and the kingdom of Mantle essentially became one and the same. Military, government, and academy unified.
And even still, humanity is not without its faults - so comes the Faunus Rights Revolution of fourty years ago, a war started as a response to increasing discrimination of the Faunus race and their attempts to segregate them to the southwest continent of Menagerie. Though the Faunus were successful in willing their right to co-exist with humans as equals, there still remains today discrimination - albeit rare. In response, the White Fang was created with the intent of keeping the peace between the leaders of the Faunus and Humanity, though in its long and stories history there have been critics who claim that these methods are not near enough to undo the decades of prejudice humanity has built towards their hybrid kin.
Though there has been progress, it seems once more that the kingdoms have become distant - as Grimm become uncharacteristically more aggressive in their attacks, and the morale of humankind seems in a downswing. News reports consistently talk more and more about settlements outside the kingdoms' capitals being razed or going dark, and racial tensions - even within the erstwhile White Fang - coming to a head. People have begun to fear. And with the fear comes yet more Grimm. One thing is clear: The world needs its Hunters, now more than ever.
MECHANICS:
Valor, either Vanilla with Prof's balancing Houserules or, if it's out by the time the game launches, Valor:
I can provide the core Vanilla rulebook to anyone who doesn't have it.
There may be additional houserules in the works as we get closer to running this thing, primarily about whether I want to make Semblances mechanical or flavor. I'll let prospective players know one way or the other before game starts.
PLANNING:
Game will begin likely when my schedule clears up more in the Winter, let's say early January. I may move this date forward or backward depending on RL needs. Sessions will run for roughly 3 hours.
Campaign is ideal for four characters, but I will take a maximum of six if demand is high enough. The party will be students (either Human or Faunus) who are starting their first year (of 4) at Beacon Academy in Vale, though said students can come from any of the four Kingdoms, or even settlements outside of their capitals. Rough idea is that each Season in Valor is a year's worth of training at the academy, learning how to function as a team, discovering the various conspiracies and conflicts in your teammates and at Beacon, and the mysteries of the world as it threaten to topple over into darkness. I have plans, don't worry.
INTERESTED?
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