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Old 09-01-2015, 07:43 AM   #12
GreatWyrmGold
 
Join Date: Oct 2011
Default Re: GURPS: Remnant: Fan-made rules for adventuring in the world of RWBY

Training and Schooling

RWBY is a series about students learning to become the next Huntsmen; naturally, rules about training will be important.

The default rules are that 200 hours of study equals one character point. A typical week at Beacon probably involves five eight-hour school days (based on nothing but its similarities to American high schools and the fact that this leads to nice round numbers); this means one character point every five weeks. This character point may be spent in any combat skill or any other skill taught at Beacon, including most academic subjects.
Remedial classes instead count as intensive training (B293), for ten hours per day; this provides one character point every other week! This is only used when absolutely necessary to help a student catch up to his peers.
Combat and missions typically count as on-the-job learning. Each four hours on missions counts as one hour of training, as per the default rules. (Students in remedial classes do not get twice as much out of missions, and instead need eight hours on missions to equal one hour of their accelerated training schedules.) Missions with teachers may be used primarily as teaching opportunities; if the GM decides this applies, instead count every two hours as an hour of training. The GM may rule that particularly difficult combats may count as one or more hours of training in addition to the above.
Occasionally, students may be taught outside of class (e.g, Uncle Qrow tutoring Ruby, or Pyrrha tutoring Jaune). These may qualify as Training Sequences (see GURPS Martial Arts, page 147), at the GM's discretion.

Points gained by any of these methods should be added to a character's point total; that is, they stack with bonus points earned other ways, such as those awarded for completing missions. Beacon training makes everyone stronger and more skilled, even if they don't go on adventures after school.

Aura

Some characters have an order of magnitude more Aura than others. Why is this? The obvious answer is "they're mooks," but this author has never been content to leave it at that.
The answer that seems to best explain why Aura varies so much is simple. Aura grows with training. Huntsmen and the elites of criminal or military organizations have the time and resources to pour into such training, but common thugs and basic infantry simply don't.

If the GM agrees with this interpretation, he may track Aura training, separately from the above. Typical Beacon schooling gives one character point to spend on Aura or Aura-related abilities[sup]1[/sup] per two points you earn in other ways. Intensive training gives two per three; the same is true of most missions. Training sequences may give Aura at this rate as well.
The GM may rule that specialized Aura-training exercises are present. If this is so, these would be incorporated into the standard Beacon curriculum; increase the rate to the two-per-three ratio. Characters may also be able to use the Training Sequence rules without a teacher or exceptional attributes, if they have access to these exercises and do not engage in activity such as classes or jobs during this time. (It is possible to perform a training sequence at -7 to fit it into a typical weekend.)

You may wish to track Aura gain by hour, rather than by point. If so, add one hour to Aura training per two hours of Beacon courses or 1.5 hours of anything which earns Aura points at a 2:3 ratio.

Any of the above options that the GM allows should allow the characters to gain points, rather than merely spending earned points.

Training and Bonus Points

At various points, the GM may decide to award the players with bonus points for good roleplaying, completing challenges, et cetera. By default, these should not require the above rules to spend.
If the GM wishes to slow advancement with the progression of school, he should allow these bonus points to be spent on a 1:1 ratio with those earned in other ways. For instance, a student with 5 bonus points who earned three from lessons and one from a mission could spend four of them (and spend the fifth on Aura, if using the Aura-training rules).

Footnote

Wait, only one? Geez, this must be a short one.

1: The ability to spend these Aura points on Aura-related abilities relates to the paradox that the characters whose fighting styles rely most on Aura are the most-easily incapacitated. They could spend more points on Aura capacity, or on more Aura powers. Other characters simply put it in Aura. The GM may rule that this is silly, and force his players to put these points in raw Aura.
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adaptation, footnotes, gurps 4th, monty oum, rwby

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