RWBY Book-October Vol 4
RWBY Book-October Vol 4
Andrew Diederich
Table of Contents
Introduction
The Basics
The Rule of Cool
Playing the Game
Base Attributes
Derived Statistics
Semblance
Weapon Design
Modifications
Dust
Mastering the Game
Crafting Skill Checks
Combat
Turn Phases
Action Budget
Combat Maneuvers
Status Effects
Advantage &
Disadvantage
Wealth
Variant Rules
Grimmiore
Grimm
Robots
Humans
Rivals
Swarms
Template
Adventure
Story
Juniors Club
Characters
Q.,S., & F. A.
Beyond Remnant
pg. 2
pg. 3
pg. 4
pg. 5
pg. 6
pg. 7
pg. 8
pg. 10
pg. 11
pg. 17
pg. 22
pg. 23
pg. 24
pg. 26
pg. 27
pg.29
pg. 31
pg. 33
pg. 35
pg. 38
pg. 40
pg. 41
pg. 42
pg. 43
pg. 48
pg. 49
Table of Contents
ver. 10.22.16
Introduction
2
Introduction
Remnant is a world in which Man has been
brought to the brink of extinction. Driven back by
thecreatures of darkness known as Grimm, Man
was nearly helpless. However, in time, Mans
ingenuity led to the development of Dust. Dust is
natures wrath in physical form, and with Dust,
Man could bend the forces of nature, and by
extension, the creatures of Grimm to his will.
Since then,, great Huntsmen and Huntresses have
been selected and trained to protect Man
and all his kingdoms from the creatures of Grimm,
who are always ready to strike at the first sign of
weakness, and destroy Man forever.
The Basics
To play the RoC System, players will firstly need
some pencils, paper, and dice. Most dice, such as
those found in common household board games
are six sided cubes, called a d6. When referring
to different varieties of dice, the term #d# will
be used a great deal, the first # stands for the
number of dice, and the second d# refers to
the number of sides on the die. The RoC System
uses two kinds of dice, six-sided (d6) and ten-sided
(d10), often using many of each at once. Dice can
usually be found in hobby shops or online.
There are also many digital options in the way
of number generators if all else fails. The minimum requirements are 2d10 and 1d6, but this will
quickly become inadequate. Other useful tools are
calculators, maps and character tokens. The RoC
System does not require the use of a battle grid
as Is the case in many other tabletops, but it is
recommended.
Every player except the GM begins with 2d10.
The GM will never need to roll any dice. These
first two dice should be marked, or be a different
color than any other dice, as they are unique to
that player. These are called their Natural Dice.
When a Character attempts an action they will roll
a Skill Check. A Skill Check is any action that is
more difficult than any normal everyday activity.
Be it performing acrobatics, avoiding hazards, or
attacking enemies. Skill Checks start by rolling
2d10 and adding the two resulting numbers
Introduction
Introduction
Examples:
Base
Attributes
Base Attributes are the
primary definitions of a
Character. By looking at their
attributes one can see what
they are good at and what they
struggle with. Players Rank
their six Attributes from 0 to
5. The attribute represented
by 5 being their most adept.
These numerical rankings are
the number that is added to
skill checks. Every Character
is good at some things, but no
one is good at everything.
STR
AGI
END
PER
WIL
DIS
STR
Jump
Lift
Grapple
Intimidate
Break
AGI
Jump
Climb
Reflex
Pickpocket
Stealth
END
Lift
Climb
Resistance
Performance
Resolve
PER
Grapple
Reflex
Resistance
Influence
Detection
WIL
Intimidate
Influence
Hacking
DIS
Break
Detection
Hacking
Strength (STR):
Agility (AGI):
Stealth
Resolve
Perception (PER):
Willpower (WIL):
Endurance (END):
Discipline (DIS):
Pickpocket Performance
STR: 5
AGI:2
END:1
WIL:4
PER:3
DIS:0
Skill Checks
Skill Checks are a combination of two base
attributes, using their ranking as a modifier to add
to the characters d10 rolls. There are 15 total
combinations of attributes, but countless number
of actions that a character can make.
The following skill checks are examples of each of
the 15 checks, but ultimately the two most relevant checks are what are used in any given moment regardless of this list.
AGI+WIL
Pickpocket- Making someone look away
while acting out of sight.
AGI+DIS
Stealth- Moving quickly while maintaining
control over unnecessary movements
and sounds.
END+PER
Resistance- Understanding a hazard and
positioning to minimize damage.
END+WIL
Performance- Attempting to
influence someone over a long period
of physical activity.
END+DIS
Resolve- Maintaining control of the body
and mind, especially when being poisoned.
PER+WIL
Influence- Attempting to manipulate
others through words, whether they be
true or false.
PER+DIS
Detection- Awareness of ones
surroundings and ability to pick up on
subtle hints.
WIL+DIS
Hacking- Knowledge of technology and
how to manipulate it.
Some checks can be attempted again on
failure. Some, however, cannot until a change
occurs allowing a retry. Most physical checks, like
acrobatics, can be retried on failure. Something like
a Detection check cannot be retried, at least not
until a change occurs such as new terrain,
additional sets of eyes, or even simply waiting.
STR+DIS
Break- Targeted strikes against the weak
spots of an object.
Derived Statistics
AGI+END
Climb- Moving carefully over long periods.
AGI+PER
Reflex- Noticing a threat and
avoiding it in time.
Health
END+1
Semblance
Aura
PER+10
Aura is the physical manifestation of the soul.
Every human and Faunas generates an Aura,
and Huntsman and Huntresses have been trained
in its use specifically. Aura is an extra layer of
protection for its user 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, PER cannot be added to defensive
rolls and Semblance uses cannot be attempted.
Aura recharges 1 point every hour of
non-strenuous action, and fully recharges
after a full nights rest.
Capacity
Empower
Before rolling a Semblance Check a character may
choose to Empower their Semblance by reducing
their Aura by 1 point to temporarily increase the
dice pool for that check by 1d10.
Semblances can also be used to make attacks.
However, failing to bypass an enemys defenses
with a Semblance roll reduces the characters
Aura by 1, and the attack fails. This is inaddtion
to any damage they took from Empowering the
Semblance.
DIS+1
Example:
Speed
Glyphs
Clone
Possession
Gravity
Link
Teleport
Summon
Berserk
Telekinesis
Construct
Phase
Example Semblances
Transform
Illusions
Weapon Design
Melee Variants
Aggressive- STR+END
Precise- STR+AGI
Elegant- STR+DIS
Ranged Variants
Heavy- AGI+END
Energy- AGI+WIL
Accurate- AGI+DIS
10
Static Weapons
Characters with a DIS of 0 may choose to
forgo their melee or ranged component of their
signature weapon to gain a weapon modification or
Dust. Only characters with DIS of 0 may make this
choice. Characters who forgo their ranged weapon
cannot make ranged attacks, and characters who
forgo their melee weapon may still make melee
attacks, but are treated as if they were unarmed.
Dust
Dust is a naturally occurring energy propellant
that can be triggered by the aura of humans
and faunas. Dust is energy in physical form, each
color representing a different fundamental force
of nature. Dust is naturally found in four base
colors, Red, Yellow, Green, and Blue. The six
combinations of these Dusts create the 10
common colors available to characters.
Modifications
11
List of Modifications
Additional Weapon
Alternate Form
12
Armor
Extended Magazine
Hands Free
Effect: Effectively grab objects, terrain, or enemies with the weapon. Use Melee attack attributes
for all Grapple Checks.
Description: The weapon is shaped in such a
way that it can effectively hold various things.
Weapons such a scythes and whips can be
considered Hooked.
Special: Hooked can be selected twice. The
second version of Hooked gives the character a
grappling hook. This grappling hook allows them to
make a STR+PER Grapple checks up to a distance
of 50ft.
Martial Arts
Mixed Capacity
Mobility
Reach
Tower Shield
Hooked
13
Red-Fire
Yellow-Earth
Green-Wind
Blue-Water
Violet-Force
Brown-Acid
Pink-Sonic
White-Ice
Orange-Lightning
Black-Light
15
Additional Damage
Incendiary Crystals/Bleed Rounds
Apply additional damage to the target equal to the
total number of damage dice being rolled for the
attack. Example: 1d6+1, 3d6+3.
Splash Damage
Explosive Rounds/Arc Crystals
For every damage die being rolled against the
primary target, deal a point of damage to adjacent
enemies. Example 1d6=1, 3d6=3
Overpenetration
Status Effects
Dust Shards
16
Examples :
17
Skill Thresholds
GMs apply the logic of the world and quantify
it as tiers of difficulty for players to roll against.
Thresholds come in increments of 5. The exact
difficulty of a threshold can be withheld from a
player if they do not have adequate information,
such as making a leap of faith in the dark.
Sometimes, players may perceive a given task at a
higher or lower threshold than is actually true, if
the information they have on the obstacle is
inaccurate, such as leaping onto illusionary terrain.
Examples:
Description
15: Can be reliably achieved by someone well
trained in both relevant attributes (+9)
25: Just beyond the grasp of the most adept people in the world, requires at least 1 level of RoC
35: The epitome of the skill, where the game
reaches Anime levels of prowess. Requires
multiple levels of RoC and a highly skilled
base character.
Jump (STR+AGI)
Lift (STR+END)
Grapple (STR+PER)
Intimidate (STR+WIL)
Break (STR+DIS)
Climb (AGI+END)
19
Dodge (AGI+PER)
Detection (PER+DIS)
Stealth (AGI+DIS)
Resistance (END+PER)
Performance (END+WIL)
Resolve (WIL+PER)
20
Influence (WIL+DIS)
Hacking (WIL+DIS)
Elemental Semblances
A simple way to generate a Semblance is to
use one of the existing elements that Dust
normally gives Characters influence over. The
key difference in using a Semblance to control an
element rather than Dust is they are controlled
with WIL rather than DIS. Dust however uses
a renewable resource, but requires that the
character be holding a weapon and devote a
much higher DIS attribute to get
the same returns.
Attribute Enhancers
Some of the most straightforward Semblances
are Attribute enhancers. Attribute Enhancing
Semblances focus on a single attribute that
defines the character. Semblance Checks allow
the character to attempt a Skill Check normally
defined by that Attribute, utilizing WIL as the
primary and their focused attribute as the
secondary. Skill checks attempted in this way
should be one threshold easier to achieve than
the normal Skill Check. In all other ways, this
functions as a normal Semblance Check.
Healing Semblances
Semblances that give direct control over character
health and aura regeneration are inherently unbalanced and usually too clunky to make work in any
fashion. There is simply not a large enough economy of mechanics in the Unofficial RWBY Tabletop
RPG to allow for one character to nullify damage
with little to no investment. Players looking to
have a Healing Semblance are directed toward the
Aura Healing combat maneuver on page 25.
21
Combat
Huntsman and Huntresses come in conflict with
Grimm by the very nature of their profession.
Being combat ready is not just the norm, but it is
expected. It is a rare to see pacifists seek this line
of work.
In the RoC System, all obstacles Characters
must overcome are set values, including enemy
defenses, attacks and damages. As with every
skill check in the game, Enemy attack and defense
thresholds come in increments of 5.
With RoC, Characters will outgrow most
adversaries. As numbers are rolled higher
against enemies, it becomes easier to dispatch
them. Against defenses this is demonstrated with
passively dealing more damage at higher rolls
as well as imparting detrimental status effects
to enemies. Against attacks, players avoid
weaker entities with ease and will have more
opportunities to destroy them.
Defensive Rolls
Any time the Characters come to a hazard
that can do them harm, whether it be an entity
actively trying to attack them or simply a part
of the world that carries no particular malice. In
such scenarios characters roll a Defense Check.
Defense checks are one of five different rolls, and
which attribute is rolled is dependent on how
the character chooses to overcome the obstacle.
Different defensive checks have different effects
depending on which one is used and the outcome
of the roll. Characters can generate RoC with a
clever defensive action.
Parry- STR+PER
22
Dodge- AGI+PER
Resist- END+PER
Semblance- WIL+PER
Dust- DIS+PER
Example 1
Example 2
Example 3
Turn Phases
Combat is held in a series of phases.
Characters conduct their turn during the phase
corresponding to their WIL score. Characters
with a high WIL score lack hesitation in the face of
the unknown, and more naturally take the initiative
in dangerous situation.
Characters with higher WIL scores act before
characters with low WIL scores. Characters with
the same WIL occupy the same phase, and can act
individually or simultaneously. Acting individually is
functionally identical to normal turn order, only
the participants may chose to swap places at any
time. Acting simultaneously requires weaving
actions between two or more characters until
their respective action budgets have been filled.
Characters may also hold their turn until they see
Action Budget
Players are not given a hard number of actions in a
turn. Instead they have an Action Budget.
The Action Budget is used all at once by players
describing their actions for a turn. The limit on
the number of actions is generally 3. This number
can fluctuate based on the complexity of the tasks,
level of RoC, or any number of situational
modifiers, but 3 is usually appropriate.
Players who declare I hit it with my axe for their
turn, only perform a single action, the remainder
are lost, meanwhile, players who declare, I run
along the branches, dive on top of the Beowolf
and stab him in the back, has almost entirely filled
their action budget, losing any remainder. GMs
decide when a player has exceeded their action
budget for the turn, cutting the string of skill
checks short.
Some checks require less effort than others, and
some do not count against the action budget.
Other actions consume more than one action in
the budget, such as attacks, or careful movement.
Talking and general communication do not usually
count against the action budget.
23
Example 1:
Example 2:
Example 3:
24
Combat Maneuvers
Various actions that are combat specific. Attacks
and Semblances Characters may perform 1 attack
or Semblance use per action, but not more than
2 such actions per turn. An attack is any action
where the only intended result is direct damage
to an entity. Semblances and Attacks pull from the
same pool of two actions per turn. Attacks made
with Dust phials consume both these actions.
Movement
Reload
Unarmed Attacks
Capacity Boost
Non-Lethal Attacks
Charge Attack
Execute
Grapple
Aura Healing
Sneak Attacks
Characters cannot miss when attacking an unaware target with a melee weapon. Characters are
guaranteed a successful attack regardless of how
low the attack roll, including on missed Targeted
Strikes. However missing the necessary threshold
for a Targeted Strike results in normal damage
and no status effect. Attack rolls of a Natural 2
still miss and critically fail. Only applies to the first
melee attack while hidden to target.
Suppressing Fire
Throwing a Weapon
25
Targeted Strikes
Status
+0
Stagger
+5
Cripple
+10
Cleave
+10
Stun
Status Effects
Status effects are anything that hinders the target
in some way beyond damage. Most Status effects
are applied by targeting an enemys weak points,
or through the use of Dust.
When Characters are affected by Status effects,
the effect lasts a number of turns equal to the
amount of damage received from the hazard or
attack that caused the status effect. Any status
effects applied without a direct damaging effect
last 1 turn.
Status Effects do not stack on the same target
more than once, but different status effects can be
applied to the same target.
Status Effects that affect Attack and Defense
Thresholds only affect the lowest threshold.
Bonuses like Bonus Damage, Maximize damage
and Counter attacks retain their
normal thresholds.
26
Blinded
Cleaved
Confused
Crippled
Decrease Attacks by 5.
Held
Helpless
Stunned
Staggered
Weaken
Wealth
Huntsmen and Huntresses are trained,
employed, and paid by the Kingdom they live in.
Their primary function is the protection of the
Kingdom from the forces of Grimm, but many
are often hired for scouting, law enforcement and
diplomatic relations. Huntsmen and Huntresses
enjoy a level of fame and status, and most of their
worldly needs such as housing, transport, and
sustenance are covered by the state.
Advantage &
Disadvantage
27
Vehicles
Most Characters will encounter vehicles at
some point in their careers. Different vehicles have
different attributes required to successfully pilot
Them, as well as: speed, health, and means
of attack if any exist. Vehicles with integrated
weapons do not take a damage penalty for not
being a Characters signature weapon, but actions
such as ramming do. Attempting an action that
is above normal operation such as hard turns as
full speed, ramps, or evasive maneuvers requires
making a check.
Bumblebee Motorcycle
Mount
28
Atlesian Paladin
Example Assets:
Sentry Turret
Whisper Rounds
DJ Helmet
Additional Assets:
Assets
29
Example:
30
Adrenaline Rush
Variant Rules
31
Character Progression
Bonus
Beyond
Grimmoire
Grimmoire
Defense Thresholds
+5
Bonus Damage
+10
Maximize/Collateral Damage
+15
+20
33
Grimmoire
Enemy Statistics
Name
34
Creep
Beowolf
Grimmoire
Grimm
35
Grimmoire
Boarbatusk
Ursa
36
Taijitu
Health: 45
First Turn: 3
Attack: 20, Bite
Damage: 2
Defense: 25
Bonus: 1d6
Special: 2 actions. The Yang Taijitu coils around
its target and slowly crushes it. Characters cannot
Parry this attack, and those who fail take 1 point
of damage every turn and cannot make any action
besides attempt to get free. A character is freed
from the constriction if they make a STR+END
check of 25, an ally makes a STR+END Check of
20, or the Yang Taijitu is killed. The Yang Taijitu
cannot take any other actions while a character is
being constricted.
Threat: 1 RoC
Yin Taijitu
Health: 45
First Turn: 1
Attack: 25, Bite
Damage: 2
Defense: 20
Bonus: 1d6
Special: Passive. Any targets hit by the
Yin Taijitus bite are Confused, and can only make
Resist (END+PER) defensive checks. This effect
subsides if the character makes an effort to
suppress the poison on their turn with an
END+DIS check of 20.
Threat: 1 RoC
Griffon
Grimmoire
Yang Taijitu
Nevermore
37
Grimmoire
Deathstalker
Goliath
38
Robots
Robots on Remnant are synthetic entities
typically used for security. Both private
companies and the military make extensive use of
automations. Robots typically have standing orders
such as Protect the area, Destroy Target, but
can also be remotely controlled. Some piloted
vehicles are also considered robotic enemies if the
the pilot is completely encased in the vehicle. All
robots are made of synthetic materials like metals
and ceramics and are generally more resilient than
humans or Grimm of similar threat levels. When a
robots health is reduced to 0 it is destroyed, but
can be repaired given enough time and proper skill.
AK-130
AK-200/b
Sentinel
Grimmoire
AK-200/a
Spider Droid
39
Grimmoire
Atlesian Paladin
40
Humans
Compared to Grimm and Robotic Enemies,
humans are fairly weak. There isnt a great deal
of variety in possible human opponents that a
Huntsman and Huntress will come in conflict
with, and usually a large group of them is necessary
to pose noticeable threat. Generally human
opponents are members of a street gang, the
White Fang, or the military. Faunas are
interchangeable with all Human enemies.
When a humans health is reduced to 0 they are
knocked unconscious and rendered Helpless.
Thug
Soldier
Rivals
Rivals are any enemy that has similar
capabilities as a Character trained as a Huntsman
or Huntress. They are almost always Human or
Faunas, but extremely advanced robots or even
exotic varieties of Grimm can rival a Character.
Rivals are exemplified by very high damage and
very low health pools, thus conflict with them
tends to be very quick and costly. Not limited to
being a Mastermind, Evil-doer, or Bad guy, but can
be a mercenary, tournament opponent, or simply
another hero on similar but conflicting quest.
Fights with rivals are tailored to a given adventure
and the examples below are simply generic stat
blocks,
Standard Rival
Grimmoire
Fighter
Advanced Rival
41
Grimmoire
Swarms
Swarms are for any encounter that calls for an
unorthodox number of combatants. A Swarm is
numerous, and has as many entities in it as it has
health, but act as a single enemy. Characters will
defeat multiple members of a swarm in a single
attack. Swarms lack a special ability, and instead
simply act between every player character,
effectively 4 times a turn. Swarms can be of any
enemy type, not simply the example given. Swarms
of Humans and Robots are also possible, but are
less common. Typically any creature in a swarm is
of a weaker and less threatening variety than its
full grown/trained counterpart. Swarms are
incapable of ranged attacks. When using Armor
Piercing Rounds, damage is increased by 1d6 as
the attack rips through multiple targets in close
proximity.
Rapier Wasps
42
Templates
When an encounter calls for a certain enemy type,
but at a greater or lesser difficulty, a Template is
used.
Major Enemy
Minor Enemy
Adventure
Story
Adventure
Juniors Club
Near the docks and under a freeway is a
repurposed warehouse filled with noise and
people. The characters have been tasked by Vale
Police Department to investigate one of Juniors
nightclubs as there is supposed to be a shipment
of weapons coming in tonight.
The building is approximately 100ft square, 50ft
tall and made of steel. It is flanked by identical
warehouses on either side and a parking garage
from behind. A 10ft alley separates it from all
adjacent buildings. A large and noisy crowd
gathers in the front behind velvet ropes. Along
the side a fire escape rises about halfway down
the left side alley. Juniors gang is distinguishable
from civilians with their telltale red ties, glasses,
and fine black suits.
43
44
Adventure
Exterior Map
A) Doors. These two sliding Bay doors are
A1) Doors.
H) A long, angled skylight stands in the middle of the warehouse roof. Its glass is an opaque
red that pulses with the lights of the dance floor,
but otherwise block all vision.
Adventure
45
46
Adventure
Basement Map
Adventure
The Backdoor
If the Characters decide to explore the
surrounding buildings, they can discover the
shipping container in the basement of a parking
garage before even entering Juniors Club. In this
case the AK-130 droids are still active, the Ursa
loses its major template, and Junior is upstairs
with Chalk and the Malachite twins. In essence the
encounter moves backwards. In this case Junior
has the same stats as a Major Ursa, with ranged
attacks instead of the Ursas special ability.
47
Characters
Adventure
Lorenzo Chalk
Melanie Malachite
48
Miltia Malachite
Questions, Secrets,
and Further
Adventure.
Questioning Junior after the defeat of the Ursa
will reveal he was receiving what he thought was
a shipment of weapons from his business associate, Lorenzo Chalk. This raises several questions
and how the adventure continues is determined by
how the GM answers those questions.
Lorenzo Chalk could be trying to destroy Juniors
Gang as an act of revenge. Characters can retrace
Chalks steps to find out where he acquired an
Ursa, and what past event was he
trying to pay back.
Chalk is being set up by the White Fang. He
intended on delivering several thousand Lien
worth of weapons to Junior. Similar questions are
raised as above with the major characters
changing roles.
Beyond Remnant
Adventure
Adventure Hooks
Story
Cooperatively telling a story is a major aspect of
playing a tabletop role-playing game. It is the GMs
responsibility to present the story, and the players
responsibility to drive it forward. The story can be
anything from a simple as extermination of Grimm
to a complex political game involving the council,
backroom deals and mysterious benefactors. GMs
should have a story in mind when first building a
team of players, and also be prepared for players
to take an entirely different path than expected.
49
Glossary
Glossary
Character: In game entity controlled by a single player. These Characters are almost always a
Huntsman or Huntress.
Game Master (GM): Person who acts as the primary storyteller of the game. They describe
all actions of any entities that are not Player Characters (Non-player characters, monsters,
ect.).
Player: Person who controls a single Character.
Weapon Type: Every Character weapon contains a Melee and Ranged component. Each of
these components is called a weapon Type
Weapon Variant: Weapon Variants determine what attributes are used for accuracy rolls.
Melee weapon Variants are: Aggressive(STR+END), Precise(STR+AGI), and Elegant(STR+DIS).
Ranged weapon Variants are: Heavy(AGI+END), Energy(AGI+WIL), and Accurate(AGI+DIS).
Dust Form: Every Color of Dust has three Forms: Crystal, Vial, and Phial. Every time a
Character with Dust reloads their weapon capacity, they may declare any color of Dust they
possess. Characters utilize the Crystal effect on melee attacks, Round effect on Ranged attacks
and Phials for direct manipulation.
Rule of Cool (RoC): RoC is awarded to players when they have a creative or cinematic
solution to an obstacle. RoC adds 1d10 to the players rolls and can stack up to 3 times.
Attribute: The six defining attributes are STR(Strength), AGI(Agility), END(Endurance),
WIL(Willpower), PER(Perception), DIS(Discipline). Each attribute has a numerical value
between 0-5. Attributes add their numerical value to Skill checks associated with them, and to
any relevant Derived Statistics.
Skill Check: Anytime characters attempt to accomplish a task above normal day to day
activity, they are rolling a skill check. Skill checks add the numbers associated with two
Attributes together and add the total to the die result.
Graphic Designer
Brannon Wardwell
Editor
Special Thanks
Monty Oum
Rooster Teeth
The charisma solution
r/rwbytabletop
FNDM
TeganGibby
Gary Gygax
Josh Partridge
Kelly Korsunky
The Alpha Testers
Play Testers
Dylan Floodeen
Luis Martinez
Mia Ferrante
Danielle Johnston
Adele Putnam
Forrest Diederich
Kaydn Kerr
John Lewis
Contact us at:
email:
[email protected]
Reddit:
/u/EnderofThings
Twitter:
@EnderofThings
Roosterteeth.com:
EnderofThing
Credits
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RWBY
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