Kamigakari - Requiem of A Divinity
Kamigakari - Requiem of A Divinity
Kamigakari - Requiem of A Divinity
Requiem of a Divinity
Original Game Credits
Author: Rikizou
Assistant Writers: Shuuji Hisami (Development, Mononoke Data), Yoshiyuki Tagawa (Scenario 1)
Introduction
Requiem of a Divinity is an expansion rulebook for the Kamigakari: This book is composed of the following sections:
God Hunters role-playing game . To play with this book, you’ll
need the Kamigakari core rulebook as well. World Section: This section details the Inheritors, superhumans
with divine heritage, as well as Heroic Souls, Divine Spirits, and
For cross-references to pages of the various associated books, other Ancestries. It also explains Netherworlds, the hidden sanc-
we’ll be using the following format: tuaries of Mononoke.
World Section
This section introduces new setting lore and scenario hooks for Kamigakari: God Hunters, revealing more
regarding the Inheritors, details on the Heroic Soul and Divine Spirit Ancestries, and the extraordinarily
dangerous extradimensional spaces known as Netherworlds.
1
Kamigakari Worldbuilding Supplement 1: Ancestries
2
Vengeful Spirits The Dwellings of Gods
Arthur Pendragon. Napoleon Bonaparte. Liu Bei Xuande. All Divine Spirits have home bases or dwelling-places: moun-
Tokugawa Ieyasu. These are Heroic Souls who attained immor- tains, caverns, shrines, or hokora (miniature Shinto shrines dedi-
tality through their legendary deeds. However, there are also cated to minor gods). Most of these places are leylines controlled
those who—through corrupted retellings and exaggerated mis- by these gods, typically ubusunagami (deities who protect their
deeds—have become beings of terror and madness. Most refer place of birth) or gods of the land. They often reside in their
to these types of Heroic Souls as Vengeful Spirits. Examples original forms—as plants, animals, or machines—and spend their
include the Gorgon sisters, who storytellers passed down in time as they please. However, when a Supernatural Incident
legend as monsters with petrifying gazes, warping their original occurs, they will rush to resolve it in the hopes of gathering more
divinity, or Baron Gilles de Rais, who fought valiantly for his faith. In addition, those who occupy full-scale shrines and those
country but is now known only for his evil deeds. who are ritually honored receive wishes and prayers from their
Normally, Awakened don’t deliberately summon Vengeful shrine maidens, or the relevant religion’s equivalent. In these
Spirits into our world. However, they can manifest through cases, spirits may take on requests as thanks for their devotion.
malicious intentions, curses, or other accidents, and not as Because Divine Spirits are partially spirit beings, they do not
saviors. Instead, they recreate their own twisted legends and need to eat or drink. However, they can absorb spirit energy
grand villainy, seeking to destroy the world. These vile deeds from food. The same also applies to Heroic Souls. Divine Spirits
can easily attract Aramitama, and Vengeful Spirits may agree to will frequently incorporate the spirit energy of offerings made
a Soul Pact, depending on the risk and reward. When Venge- to them, and some enjoy literally consuming gifts of food as
ful Spirits become Aramitama, their former comrades and one of their day-to-day pleasures. Unlike humans, the faith
nemeses materialize to vanquish them and protect the world. and worship represented by food is the true feast for them.
3
Kamigakari Worldbuilding Supplement 2: Netherworlds
Divine Realms, Outlands, Sealed Worlds; there are many names
for these otherworlds. When a Mononoke who controls a leyline
(a Nushi, or master) combines a Spirit Barrier with their power of Treasures
Netherfication, the result is a supernatural labyrinth or extradi- When accepting commissions from Nushi and Divine Spir-
mensional space known as a Netherworld. Inside a Netherworld, its, rewards will traditionally be prepared. Most of these are
ordinary laws of physics become meaningless. One must defeat mystical treasures containing spirit energy: gemstones, pre-
the Nushi who performed the Netherfication in order to dissipate cious metals, crafted items, and works of art. God Hunters
a Netherworld. refer to these generalized Materials with no special effects as
Treasures. Because Divine Spirits typically offer Treasures in
Netherworlds connect to the physical world in a variety of places. predetermined amounts, this is more reliable than defeating
They don’t need to be attached to a physical place at all; they Mononoke to gather Materials. For this reason, commissions
can be inside a mirror, at the bottom of a lake, within a TV show in exchange for Treasures can be just as important a task as
or movie, or even within a person’s dreams. The inside of a fighting Aramitama.
Netherworld has the structure, appearance, and size its Nushi
envisions or desires. For example, a Nushi with strong memories of
a shrine could create a labyrinthine, beautiful shrine Netherworld God Eaters
with an endless procession of torii. Meanwhile, a water spirit Nushi Friendly Nushi who desire peaceful coexistence can become
might create a massive floating castle atop a vast lake. steadfast allies of humankind. God Hunter law forbids assaults
upon these Nushi, their subordinates, their families, and also
The scenery within various Netherworlds varies widely, but there bans theft of their Materials, ley gold, or leylines. However,
are two things they all have in common. Firstly, there are glowing there are heartless God Hunters who prioritize their own
cracks in the sky, reminiscent of lightning. These are also visible special circumstances, jobs they’ve taken on, or their own
within Spirit Barriers opened by other Awakened. Secondly, simple enjoyment, and hunt friendly Nushi and Divine Spirits.
within a Netherworld, it is always night. This seems to be for the These God Hunters are known as God Eaters. In addition to
protection of Mononoke, who must avoid the sunlight. And so, being hated and shunned, they often have warrants put out
Netherworlds are also known as Stilled Worlds or Stilled Nights. for their capture.
Tatarigami
One of the greatest fears of Mononoke is to become Tatari- Contract Beasts and Divine Contract Beasts
gami. A Tatarigami is a Mononoke whose soul is corrupted, When Contractors (this book p30) form Contracts, they call
causing them to lose their identity, and become feral and the Awakened they employ Contract Beasts or Divine Contract
violent. A Tatarigami loses all reason and understanding. They Beasts. Contracts are a secret technique to turning one’s Spirit
seek to devour anything that moves—even their own family Barrier into a special type of Netherworld, allowing Contract
and friends—and steal the souls of Innocents. Beasts or Divine Contract Beasts to nest there.
There are three circumstances that can corrupt a Mono- The difference between Contract Beasts and Divine Con-
noke and cause it to become a Tatarigami. The first is prolonged tract Beasts is one of price. Contract Beasts are Mononoke
exposure to direct sunlight. The second is receiving a wound who enter Contracts in exchange for large quantities of spirit
from a Tatarigami that infects the soul (this only happens occa- energy imbued in gold, and entrust the Contractor with their
sionally). The final circumstance is having their soul directly souls to become their masters’ Regalia. They vow absolute
corrupted by an Aramitama’s power. Most Mononoke who obedience to their masters, acting as tools and weapons on
serve Aramitama or their vassals are or become Tatarigami. the battlefield. In exchange, they become nigh-invincible, and
Saving a Mononoke who has transformed into a Tatarigami entrust their master with their safety.
requires defeating them. The defeated Tatarigami will dissipate, Divine Contract Beasts, on the other hand, are higher-rank-
but if the Nushi who created their Netherworld is healthy, their ing Mononoke and other divinities who enter Contracts in
powers will reincarnate the Mononoke in their original form. exchange for a portion of the Contractor’s soul. Divine Con-
If a Tatarigami appears inside a Netherworld, the Nushi tract Beasts and Contractors gain a powerful bond, but sum-
will be aware of the risk and flee the Netherworld to plead moning one requires offering up a sliver of their Spirit Crest.2d6
for help from local gods or God Hunters. In these cases, they + 14 physical damage, spear. If the target fails their reactive
will offer a bundle of Materials called Treasures as a reward. check, they become staggered.
4
Section 2
Player Section
This section explains the new rules for Netherworld Offensives introduced in this book, as well as new
Ancestries, Facets, and other options. Players should read through this section before a Netherworld
session, or before using the new character options.
36 37 38 39
THWAY 2 PATHWAY 7 PATHWAY 12 PATHWAY 17 PATHWAY 22
1 Confronted C-2 C-3 C-4 C-5
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Netherworld Offensives
Searching 41
for those who vanished under mysterious
42 circumstances. Area: An Area containing the PCs’
• Final43 44objective for the
Defeating the villain of a Supernatural Incident. Saving a friendly mission, typically involving a confrontation with a Boss.
THWAY 3local god or Mononoke.
PATHWAY 8 focused on missions
Sessions PATHWAY 13 Within thePATHWAY
into and Final Area, 18
Netherworld CriticalityPATHWAY 23
(see below)
1 escapes
Confronted from aD-2Netherworld are termed Netherworld
D-3Offensives.
Confronted doesn’t occur.
D-4 D-5
PATHWAY
Confronted
PATHWAY
PATHWAY
Confronted
PATHWAY
Confronted
Pathways
Pathways connect
different Areas. PCs can only declare movement
Core Offensive
Principles of a Netherworld
to another Area if it’s connected by a pathway from their current
46 47 48
Area. For example, if the current Area is F-4, 49
and it connects to
The following principles apply to a Netherworld Offensive unless
THWAY 4the GM or a scenario
PATHWAY 9
otherwise: PATHWAY Pathway 20 and Pathway
14 PATHWAY 59, it is possible
19 to move toPATHWAY
either Area
24
dictate
E-4 or Area F-5.
1 Confronted E-2 E-3 E-4 an AreaConfronted E-5
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
PATHWAY
After confronting , check this Confronted
The PCs All Act Together
box regardless of success or failure
Because a Netherworld Offensive is extremely dangerous, all
participating
God Hunters act as a group and always remain
together. Unless the GM says otherwise, PCs shouldn’t separate
51 to act on their own.
from the party 52 53 54
THWAY 5 PATHWAY 10 PATHWAY 15 PATHWAY 20 PATHWAY 25
All PCs Participate in Non-Combat Checks
1 Confronted F-2only overcome F-3 of reality F-4 F-5
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
God Hunters can distortion
the intense Confronted
inside of a Netherworld by working together. During Netherworld
offensives, when a check occurs out of combat, all PCs must take
stat checks inside a Netherworld,
part. For main you may use
Items with56Usage: Anomalies. 57 58 59
6
Netherworld Criticality
A Netherworld is a self-aware space brimming with spirit energy. When it detects invaders (someone other than its master, their
underlings, or their family), it will immediately attempt to expel them forcefully through a disaster known as a Netherworld Criticality.
Netherworld Criticality is subject to the following rules:
• When the Clock reaches the value chosen in Step 3: Set • Any negative effects from a Netherworld Criticality can be
the Clock Limit, Criticality occurs. dispelled by taking a breather, escaping from the Nether-
• Once Criticality has occurred, every time the Scene Player world, or ending the Netherworld Offensive.
performs Step 8: Advance the Clock, roll d66, and apply • You may use Talents to reduce damage from the effects
the corresponding result from the Netherworld Criticality of a Netherworld Criticality.
Table (see below). • The effects of Criticality can also affect items, Materials, or
• Netherworld Criticality continues until the Netherworld G carried inside Spirit Barriers.
Offensive ends. Until then, roll and apply the result from • Divine Contract Beasts are unaffected by Netherworld
the Netherworld Criticality Table every time the Clock is Criticality.
advanced.
11- Spacetime Distortion: A time-space distortion immedi- 41- Disturbed Rest: If the PCs try to rest, tentacles, poison-
12 ately returns the PCs to the Incursion Area. 42 ous insects, and other disturbances emerge to harass
them. PCs can’t take a breather until the Netherworld
13- Powerful Enemy Arrives: A Tatarigami suddenly appears.
Offensive ends.
14 The GM chooses a Mononoke to represent the Tatariga-
mi, and places it in a Search Area of their choosing. The 43- Longmai Destruction: Spirit energy goes wild, contam-
Tatarigami has a level equal to the PCs’ average level + 3. 44 inating and warping space. All PCs must immediately
In that Area, combat with the Tatarigami occurs with no reroll their spirit dice.
option to Avoid.
45- Personal Time Stop: Portions of the PCs’ bodies and
15- Shadow Hands: Countless miasmic hands form and 46 extremities become ashen-colored and paralyzed. Each
16 attempt to crush the PCs in their grip. All PCs are attacked PC must choose one type of Timing: Prep, Defense, or
with [Effect type: Magical Attack / Range: Combat Zone Free; they can no longer spend that type of Timing.
/ Target: Combat Zone / Result: 20 + PCs’ average level /
51- Longmai Dissonance: The cyclic flow of spirit energy
Magical Damage: 20 × PCs’ average level / Resist halves].
52 fractures and ebbs. Until the Netherworld Offensive ends,
21- Countless Evil Eyes: Terrifying evil eyes open around the PCs may no longer influence dice rolls using spirit dice.
22 PCs. Until they take a breather, all PCs take the condi-
53- Sealed Techniques: The surrounding air becomes nox-
tions blinded and pained.
54 ious. Each PC can no longer use their Talent with the
23- Spatial Breakdown: Space inside the Netherworld highest cost until the Netherworld Offensive ends. The PC
24 suddenly warps and collapses. All PCs are attacked with chooses a single qualifying Talent in the case of a tie. If a PC’s
[Effect type: Physical Attack / Range: Combat Zone / Talents all have Cost: None, the GM chooses one.
Target: Combat Zone / Result: 30 + PCs’ average level /
55- Accessory Disappearance: Azure light bathes the sur-
Physical Damage: 30 × PCs’ average level]
56 roundings, and the PCs’ accessories mysteriously vanish.
25- Armor Corrosion: A strange mist rises and corrodes ar- PCs lose all equipped Accessory items.
26 mor and shields. Each PC loses one equipped Protector
61- Lost Ley Gold: Crimson light bathes the surroundings,
item of their choosing.
62 and the PCs’ gold mysteriously diminishes. All PCs halve
31- Lost Materials: A strange light floods the surroundings, their carried gold.
32 and all carried Materials disappear.
63- GM’s Choice: The GM chooses one effect from this
33- Nothing: Nothing happens. 64 table to activate (except Criticality Overlap).
34
65- Criticality Overlap: Netherworld Criticality occurs twice.
35- Mononoke Attack: Tatarigami appear and attack the 66 The GM rolls this table two more times and applies both
36 PCs. The GM chooses two Mononoke with level equal to effects. If Criticality Overlap is rolled again, it’s treated as
the PCs’ average level + 2 to appear in front of the PCs, GM’s Choice instead.
and combat begins with no chance to avoid.
Netherworld Events
Netherworld Events specify the incidents, obstacles, and combat that occur within each Area. The GM or scenario defines the exact
details of a Netherworld Event.
7
Progression of a Netherworld Offensive Searching the Areas
A Netherworld Offensive progresses through the following four Searching an Area takes place in the following phases:
steps:
1. Arrive at the Area
1. Begin the Netherworld Offensive 2. Initiate Netherworld Event
2. Form Bonds 3. Decide whether to confront or avoid
3. Set the Clock Limit 4. Resolve the Netherworld Event
4. Search the Areas 5. Decide whether to take a breather
6. Discover pathways
7. Move to another Area
1. Begin the Netherworld Offensive
8. Advance the Clock
A Netherworld Offensive, when part of a scenario, takes up the
Action part of the scenario. When you play a scenario with a
1. Arrive at the Area
Netherworld Offensive, go through the Session Prep, Scenario
The party arrives at the Area they moved to (or the Incursion Area,
Intro, Scenario End, and Session End normally. After the Sce-
when starting a Netherworld Offensive). Here, the GM designates
nario Intro, when the GM declares the start of the Netherworld
the lead character for this scene. For the Incursion Area, the
Offensive, the PCs move to the Incursion Area as designated by
lead character is always PC 1. Afterwards, it rotates 2->3(->4->5,
the scenario. The lead character of the scene fills the designated
if present)->1 and so on. All PCs other than the lead character
Area space with “Incursion” on the Netherworld Sheet.
make appearance checks with a difficulty of 2. Regardless of
success or failure, they always appear in the Area. However, the
2. Form Bonds
Netherworld’s supernatural pressure interferes with the spirit
When God Hunters enter a Netherworld, they always have pow-
energy of any PCs who fail (i.e., fumble), who then reroll all their
erful emotions bonded to their Spirit Crests due to the immense
spirit dice. This failure cannot be negated, even by a Pomander.
spirit energy it bombards them with. Immediately after the GM
declares the start of the Netherworld Offensive, they fill in Bonds
2. Initiate Netherworld Event
1 through 7 on their character sheets as below.
Unless the “Confronted” box for this Area is already checked, a
Netherworld Event occurs.
Bonds During a Netherworld Incursion
1. An NPC from the NPC sheet
3. Decide whether to confront or avoid
2. A PC (PC 1 -> 2 -> 3 -> 4 -> 5 -> 1)
After the PCs learn the details of the Netherworld Event, they
3. A connection from your handout
discuss and decide whether to confront or avoid the Event. Some-
4. The people of the city the game is set in (for example,
times a scenario or Netherworld Criticality will dictate an event
Hisashiro City)
cannot be avoided, in which case PCs must confront it.
5. God Hunters
6. Aramitama CONFRONTING
7. A PC or NPC of your choice other than 1-6 When the PCs choose—or are forced—to face a Netherworld
Event, this is called “confronting”. The GM and the scenario
determine the details of the event. In addition, PCs who have
3. Set the Clock Limit chosen to confront an Event may perform cooperative checks
When the PCs move to the Incursion Area, the GM consults when applicable.
the Clock Limit section (this book p58) and decides on the
COOPERATIVE CHECKS
value of Clock Ticks for Netherworld Criticality to occur on, also
When a Netherworld Event includes main stat checks out of com-
known as the Clock Limit. The GM keeps the Clock Limit secret
bat, all PCs must succeed at the check except when detecting and
from players.
dispelling Anomalies. However, because PCs all work together
during a Netherworld Offensive, they can perform “cooperative
4. Search the Areas
checks” where they assist each other. After PCs calculate their
After the Clock Limit is set, the PCs move through Areas until they
check results, each PC may give or receive 1-3 points from their
reach the objectives given in their handouts. For more information
check result once per check. You may still use Talents such as Un-
about this process, see the next section.
rivaled Strength to succeed automatically after this adjustment. For
example, on a check with a difficulty of 13, if A’s result is 16 and B’s
result is 11, A can adjust their result by -3 to adjust B’s result by +3.
AVOIDING
When the PCs choose to ignore a Netherworld Event and proceed
to the next Area, it’s called ”avoiding”. When the PCs avoid, they
immediately proceed to Step 6 (discover pathways). For example,
if the Netherworld event is a combat and the PCs avoid it, they
skip that Event and move on to discovering pathways. However,
the GM or the scenario may designate Netherworld Events where
avoiding them is not an option.
8
Netherworld A-1 Confronted A-2 A-3 A-4 A-5 A-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Sheet
9
Name
PC1
31 32 33 34 35
Age Gender
PATHWAY 1 PATHWAY 6 PATHWAY 11 PATHWAY 16 PATHWAY 21 PATHWAY 26
Facade
B-1 Confronted B-2 B-3 B-4 B-5 B-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Name
PC2
Age Gender
36 37 38 39 40
Facade
PATHWAY 2 PATHWAY 7 PATHWAY 12 PATHWAY 17 PATHWAY 22 PATHWAY 27
C-1 Confronted C-2 C-3 C-4 C-5 C-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Name
PC3
Age Gender
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Age Gender
Facade
Name 46 47 48 49 50
PC5
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Facade Confronted
Searching Areas
1. Arrive at the Area.
Choose the lead character.
51 52 53 54 55
All other characters make difficulty 2 appearance PATHWAY 5 PATHWAY 10 PATHWAY 15 PATHWAY 20 PATHWAY 25 PATHWAY 30
checks. Those who fail reroll their spirit dice.
F-1 Confronted F-2 F-3 F-4 F-5 F-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
▼
2. Initiate Netherworld Event.
▼
3. Decide whether to confront or avoid.
56 57 58 59 60
▼
4. Resolve Netherworld Event.
Check the “Confronted” box.
▼
Clock Progression Action Clock Ticks Notes
5. Decide whether to take a breather
Avoiding an Event (this book p8) 1d6
▼
Take a breather (this book p8) 2d6
6. Discover pathways
Moving between Areas (this book p10) 1d6
▼
Retrying a check (core book p155) 1d6
7. Move to another Area
Combat (core book p165) 1d6
▼
Breaching or dispelling an Anomaly (core book p188) 1d6
8. Advance the Clock.
The lead character rolls for the party.
As dictated by the GM or the scenario 1d6
4. Resolve the Netherworld Event 6. Discover pathways
When the PCs choose to confront a Netherworld Event, they The party discovers pathways leading to other Areas. The lead
must play out and resolve the Event. After the Event is resolved, character learns which pathways connect to the current Area
check the “Confronted” box for that Area on the Netherworld from the GM, and fills in those boxes on the Netherworld Sheet.
Sheet. Once an Area has been confronted, no further Nether-
world Events will occur in that Area unless dictated by the GM 7. Move to another Area
or scenario. However, if the PCs avoid the Event, do not check The PCs choose a pathway from their current Area, and notify
the Confronted box. the GM of the connected Area they’re moving to. If they’re in an
Escape area, they may exit the Netherworld instead.
5. Decide whether to take a breather
Taking time during a Netherworld Offensive to rest and recuper- 8. Advance the Clock
ate is called a “breather”. After resolving a Netherworld Event, When the PCs declare which Area they’re moving to, the GM
PCs discuss and decide whether to take a breather. If they take a checks what Progression Actions the PCs have taken during the
breather, all PCs receive all the effects listed below. After receiving previous steps while searching an area to determine the number of
these effects, or deciding not to take a breather, play proceeds Clock Ticks that they roll. The lead character rolls the correspond-
to Step 6 (discover pathways). ing number of dice, and the Clock advances by the total value of
the roll. The lead character may consume 2 Crest to change one
Effects of a breather (and only one) of the rolled dice to a 1. After this, the PCs move
• Recover 50 HP to the new Area, returning to Step 1 (arrive at the Area). All eight
• Dispel all negative effects from Anomalies or Netherworld steps repeat until the PCs accomplish their objective, or exit the
Criticality Netherworld from an Escape Area. When the PCs accomplish the
• Each PC can exchange up to 2 of their spirit dice with other objectives on their handouts, the Netherworld Offensive ends,
PCs. For example, if A exchanges one of their spirit dice and the story proceeds to Scenario End.
with B, B can exchange one more of their spirit dice with
A. Alternatively, if A exchanges one of their spirit dice with
B, C can exchange one of their spirit dice with B.
10
Divine Contract Beasts
In this section, we detail the specifics of Divine Contract Beasts, which operate under the following rules:
• When a Divine Contract Beast appears in a scene through Divine Contract Beast Stats
a Contract Summoning (this book p31), they nullify
all conditions affecting them (including death), they are Divine Contract Beasts are played the same way as their corre-
restored to full HP, and any of their Talent effects that have sponding Mononoke (see core book p206, Mononoke). They
limited uses per combat have all their uses restored. can perform all Actions except for Action 5: Store Item, Action
• When they appear during combat, the GM should position 6: Equip Item, Action 7: Use Item, and Action 11: Gather Spirit
them so they are Engaged with their summoner. (It’s fine (see core book p167, Action Types).
to have enemies and allies between them, but if the Divine
Contract Beast cannot be placed in an Engaged square, Cunning
they cannot appear at all.) Set to Devious. Their Contract Summoners control them.
• A Divine Contract Beast departs at scene’s end, or when
their summoner is taken out or killed. Speech
• Otherwise, a Divine Contract Beast cannot depart until Set to Yes.
scene’s end.
• In Contractor Beta Talent effects, the phrase “while your Reaction
Divine Contract Beast is present” means while you have Set to Friendly.
your Divine Contract Beast summoned, ending when your
Divine Contract Beast departs or is killed. Checks and Damage Calculation
• Divine Contract Beasts are unaffected by sunlight, unlike Perform their checks using Fixed Stats. They only roll dice for
most Mononoke. damage calculation.
• Outside of combat, they can only use each of their Talents
once per scene. Initiative
• Divine Contract Beasts are invisible to those without spir- They take the same Initiative value as their Contract Summoner.
itual senses, such as Innocents. Their turn order with the summoner and other PCs with the same
• Alter their stats as described in the next column. Initiative value can be freely decided by players each round.
HP
When a Divine Contract Beast’s HP reaches 0 or lower, they die im-
mediately (therefore, Amrita or Talents cannot negate their death).
Timings
When a Divine Contract Beast appears in a combat zone, they can
spend Timings as normal (see core book p168, Timing Details).
They can immediately spend a Start Timing upon appearing. A
Divine Contract Beast has only one Attack Timing, which cannot
be modified by Talents.
Materials and XP
Divine Contract Beasts have no Materials and provide no XP, and
defeating them doesn’t replenish Crest.
11
Additional Uses of Kushimitama
In this section, we explain new uses for the mysterious crystals known as Kushimitama. When PCs spend a Kushimitama, they may
select one of the following effects, in addition to the normal options (core book p186, Kushimitama Use).
Spending a Kushimitama to meld two weapon-type Regalia, A PC can spend a Kushimitama to recall past lives, performing an
combining them into a new more powerful weapon, is called Origin Awakening to transform their abilities and techniques. Those
Armament Melding. When doing so, themelded items glow with who do so revive the memories of the world that lie within their
a rainbow light and resonate with a mystical sound, and merge soul, and change one of their existing Facets to a different Facet.
into a stronger form. When the user wields the reborn Regalia,
they learn its new Divine Name and its powers intuitively. How to perform Origin Awakening
A PC replaces one of their current Facets with a different Fac-
How to perform Armament Melding et of their choosing with a matching Type (Alpha or Beta). For
The PC selects two equipped weapons of the same form. The example, a PC with Archslayer Alpha (main) / Archslayer Beta
weapon the PC uses as raw materials is called Item A, and the could change their main facet to Godhand Alpha, becoming
weapon they strengthen is called Item B. Duplicate customizations Godhand Alpha (main) / Archslayer Beta. However, they could
and customizations unique to a specific weapon (for example, the not change Archslayer Alpha to Godhand Beta; it would have to
Two-Handed Sword’s effect “While equipped, once per combat be of a matching Alpha Type. The PC must then follow the stan-
when making a physical attack, gain +1 physical rank”), don’t dard rules to rewrite all their associated Facet data, and cannot
carry over to the new weapon. gained more Expert or High Talents than they could have attained
previously. They lose any combat modifiers and Talents from the
Example: Melding Item A, a Two-Handed Sword with the old Facet, and gain combat modifiers and a matching number of
customizations Blade of Abjuration, Vajra Blade, and Material Talents from the new Facet. Equipped items are unchanged by
Integration: Fragment of Primal Urges (PD+1); and Item B, an an Origin Awakening.
Ancient Sword with the customization Blade of Abjuration.
Example Use Cases
Result: Item A is consumed, but its applied customizations—Blade The GM may consider the following possibilities when deciding
of Abjuration, Vajra Blade, and Material Integration—are all applied whether to use Origin Awakening in their game:
to item B. As a result, aside from its preexisting customization • A player wants to roleplay a story about rediscovering
Blade of Abjuration, Item B: Ancient Sword gains the additional their true self
customizations of Vajra Blade and Material Integration: Fragment • You want to introduce new Facets from expansion books
of Primal Urges (PD+1). • Due to a PC dying or leaving, the balance of the party
needs adjustment
Materials
At the time of melding, the owner may choose whether to carry
over the existing Materials used in a Material Integration, or lose
the Materials to leave open space under the weapon’s Integra-
tion Limit.
Sale Value
The sale value of a melded item is equal to the total value of Item
A plus Item B, plus all customizations applied to either, halved.
12
Additional Character Details
Here we present some additional tables for character details.
In this section, we present a table for choosing family and given names with a modern fantasy tone. When using this table, roll
separately for the family name and for the given name, and combine your results.
Result Family Name Given Name Result Family Name Given Name
Male Female Male Female
13
Sample Character Heroic Soul of Beowolf Giantslayer
14
Character Name Ancestry Heroic Soul (Stat Type: Warrior)
Faction Facade
Level 1 Exp Facade Trait
Main Stats Sub Stats Facets (Group: Martial) Type Money and Equipment
Strength Agility Intellect Will Luck PD MD Init HP Sacraments: Soulthread
Godhand (main) A Sleeping Bag (Rest Recovery
5 6 2 2 1 3 1 11 10 Value +4); Tiger’s Eye (+1 to
Luck while dispelling)
+ + + + + + + + + Consumables: Pomander
Archslayer B (Automatic success on an
ACC Mod. EVA IVC RES INS Mod. PD Mod. MD Mod. Init Mod. HP Mod.
appearance check); Water
of Life x2 (Recover 20 HP);
2 1 0 0 0 4 0 6 38 Amrita x2 (Nullify downed);
Disposable Fetish (+1d6 to
= = = = = = = = = damage calculation); Calorie
Block x5 (Rest Recovery Value
Accuracy Evasion Invoke Resist Insight PD MD Init HP Simple Move 1 sq +5); Holy Water x5 (+1 Rank
Combat Move 5 sq when damaging Undead)
7 7 2 2 1 7 1 17 48
Full Move 14 sq 400G
Additional Effects: You are considered to be unarmed. Targets that fail their Evasion checks against you lose 2 HP. Bramble of Thorns applied.
Weapon
7 6 2 2 1 19 1 9 48 5 3
Spirit Crest
Location
Divine Name
Talents
Name Timing Range Target Cost Effect
Spirit Barrier Start Combat Zone Combat Zone None 1/combat: equip items; target cannot Die. Does not consume Timing.
Spirit Burn User Free Free None Effect varies based on Bonds; see page 168.
Concealed Presence Start User User 0 Unique Effect. Gain the hidden condition for the rest of the round (or scene).
Magic Resistance Free User User Doubles Use on Damage Reduction. Magical damage is halved.
Heaven-Earth Qigong Free User User 6 Use on Damage Calculation. Increase rank by +1. Forcibly move the target 3 squares in a direction of your choosing.
Unique Effect. Use after you succeed at an Evasion check. You gain an Attack Timing to immediately use on
Blade Flash Free User User 4, 4
the character who made the attack action you just dodged (you must be engaged with them).
1 Divine Knockout Attack Charge 4 Sq. One E Physical Attack. During damage calculation, add a main stat of the user’s choice.
1 Hundredfold Strike Free User User 6 Use on Damage Calculation. Add a main stat of the user’s choice when calculating damage.
Sample Character Friend of the Gods
16
Character Name Ancestry Draconic (Stat Type: Adept)
Faction Facade
Level 1 Exp Facade Trait
Main Stats Sub Stats Facets (Group: Skilled) Type Money and Equipment
Strength Agility Intellect Will Luck PD MD Init HP Sacraments: Soulthread
Contractor (main) B Sleeping Bag (Rest Recovery
Value +4); Talisman (+1 to Will
4 3 4 1 4 2 2 8 8 while dispelling)
Consumables: Pomander
+ + + + + + + + + (Automatic success on an
Digital Sorcerer A appearance check); Water of
ACC Mod. EVA IVC RES INS Mod. PD Mod. MD Mod. Init Mod. HP Mod.
Life x2 (Recover 20 HP); Five-
Stone Powder (Nullify pained,
1 1 1 1 1 2 2 6 32 paralyzed, and immobilized);
Amrita (Nullify downed);
= = = = = = = = = Ethereal Scent x5 (+1 to Will
while dispelling); Calorie
Accuracy Evasion Invoke Resist Insight PD MD Init HP Simple Move 1 sq Block x5 (Rest Recovery Value
+5); Holy Water x5 (+1 Rank
Combat Move 6 sq when damaging Undead)
5 4 5 2 5 4 4 14 40
Full Move 16 sq 400G
Additional Effects: Once per combat, the target of your magical attack halves their Ward. Spiritual Tempering applied.
Weapon
Additional Effects:
5 4 5 2 5 4 12 11 40 1 1
Spirit Crest
Location
Divine Name
Talents
Name Timing Range Target Cost Effect
Spirit Barrier Start Combat Zone Combat Zone None 1/combat: equip items; target cannot Die. Does not consume Timing.
Spirit Burn User Free Free None Effect varies based on Bonds; see page 168.
Use to Attack. Make an attack action. Physical Attack: Rank +1; Magical Attack: Rank 2, magical damage
Longmai Strike Attack 7 Sq. One O (halve on resist).
Longmai Balance Free User User None Unique Effect. Change the value of one spirit die by ±1 (cannot go below 1 or above 6).
Passive Effect. Once per combat or per scene, spend a Start Timing and 3 Crest to summon and control a
Contract Summoning Constant User User None
Beast-class Mononoke of Level 2 or lower as a Divine Contract Beast. Asura Ledger applied.
Zohar Method Free Combat Zone One 1, 1 Use When Target Declares Talent. Treat the entire cost of one Talent as already paid.
1 Force Implosion Free Combat Zone One 4 Use on Damage Reduction. Change the attack’s Target to One, and have your Divine Contract Beast take the damage.
1 Usher Accel Start Combat Zone One Steps Unique Effect. Add the MD of one of the user’s equipped Magical Weapons to the target’s Initiative.
Sample Character Guardian Deity of Hisashiro
18
Character Name Ancestry Divine Spirit (Stat Type: Occultist)
Faction Facade
Level 1 Exp Facade Trait
Main Stats Sub Stats Facets (Group: Arcane) Type Money and Equipment
Strength Agility Intellect Will Luck PD MD Init HP Sacraments: Soulthread
Divine Speaker A Sleeping Bag (Rest Recovery
Value +4); Spiritual Gloves (+1
1 2 5 5 3 1 3 7 9 to Strength while dispelling)
Consumables: Pomander
+ + + + + + + + + (Automatic success on an
Elder Mage B appearance check); Water
ACC Mod. EVA IVC RES INS Mod. PD Mod. MD Mod. Init Mod. HP Mod.
of Life x2 (Recover 20 HP);
Sura (Nullify blinded and
0 0 2 2 1 2 3 6 29 poisoned); Amrita (Nullify
downed); Nail of the Golden
= = = = = = = = = Bough x5 (+1 to Strength
while dispelling); Calorie
Accuracy Evasion Invoke Resist Insight PD MD Init HP Simple Move 1 sq Block x5 (Rest Recovery Value
+5); Holy Water x5 (+1 Rank
Combat Move 6 sq when damaging Undead)
1 2 7 7 4 3 6 13 38
Full Move 18 sq 200G
Additional Effects: +5 to healing effects of Magical Attacks. Tactical Support applied (spend a Start Timing for +1d6 to Initiative).
Weapon
Additional Effects:
1 2 7 7 4 3 11 13 38 1 2
Spirit Crest
Location
Divine Name
Talents
Name Timing Range Target Cost Effect
Spirit Barrier Start Combat Zone Combat Zone None 1/combat: equip items; target cannot Die. Does not consume Timing.
Spirit Burn User Free Free None Effect varies based on Bonds; see page 168.
Divine Form Start User User Steps Unique Effect. Out of combat, transform to a form of your choosing. In combat, you are flying instead.
Divine Revival Attack 5 Sq. One E Magical Attack. Nullify downed and restore HP to 1.
Mystic Word Prep User User O Unique Effect. Add +1 to rank during damage calculation. Do not spend Prep.
High Cure Attack Combat Zone One 6 Magical Attack. Restore HP equal to rank 3 magical damage.
1 Rebuke Attack 17 Sq. One 3 Magical Attack. Rank 2 magical damage (cancel on resist).
With your preternaturally bewitching allure, you can influence Wielding draconic power, you concentrate the longmai through-
others’ spirits. out your body and compress it into a singular spiritual strength.
Unique Effect. Can only be used outside of combat. You can Unique Effect. Use before influencing a roll. You can influence
erase or manipulate the memories and perception of Innocents all of your rolled dice (if you rolled 2d6 you can influence both,
for the duration of the scene. (Specifics are left to the GM’s if you rolled 3d6 you can influence all 3, etc.) This Talent can
judgment.) only be used once per combat or per scene.
You shape longmai energy into weapons, projectiles, bare-hand By manipulating longmai, you can instantly adapt your spirit
strikes, or even infuse it into an exhalation or a glare, pulverizing foes. power to the situation.
Use to Attack. Make an attack action on the target with one Unique Effect. Adjust the value of one of your spirit dice by
of the following effects. ±1 (it cannot go lower than 1 or higher than 6). This Talent can
• Physical Attack: Add +1 to rank. only be used once per round or per scene
• Magical Attack: Deal rank 2 magical damage to the
target (halve on resist).
You slash out with longmai energy to cut your enemies down. You extend the protection of your divine draconic power to
an ally.
Use to Attack. Make an attack action on the target with one
of the following effects. Unique Effect. Can be used at any time, on any target other
• Physical Attack: Add +1 to the result of your Accuracy than yourself. The target receives 1 overflow die. This Talent
check. can only be used once per combat or per scene.
• Magical Attack: Deal rank 1 magical damage to the
target (cancel on resist).
20
Scales of the Dragon King Eyes of the Dragon King (Expert)
Timing Defense Target User Timing Free Target One
Range User Cost E Range Combat Zone Cost E
A patch of crystalline longmai scales manifests, precisely shielding Using the piercing gaze of dragon eyes, you perceive your tar-
you from a magical assault. get’s weak points.
Unique Effect. Can only be used outside of combat. You can erase Use on Damage Reduction. Beauty to Topple Nations required.
or manipulate the memories and perception of Innocents for the Negate all “Reduce Damage by X” effects that your target has.
duration of the scene. (Specifics are left to the GM’s judgment.) This Talent can only be used once per combat or per scene
Whether a dragon of flame, rivers, or another purview, you bear Upon entering battle, you crystallize longmai into ornate, full-
the power of a dragon associated with an Origin Element. body armor.
Passive Effect. When taking Power of the Primordial Dragons, Passive Effect. Power of the Primordial Dragons required. Gain
designate one Element (henceforth referred to as origin C). a +3 bonus to Guard and to Ward. In addition, all damage you
When using a Talent with Attack Timing, endow it with origin receive endowed with origin C is halved.
C during damage calculation.
You unleash the draconic power sleeping within your body, You glare or grip at an airborne opponent, and bring them low
briefly granting you terrifying physical strength. with the crushing force of longmai.
Unique Effect. Choose any value from 1-5. Increase your Unique Effect. This talent can be used at any time, and only
physical damage and Guard by that amount, and reduce your on targets with Condition: Flying or Movement: Flying. Make
Initiative by an equal amount (Initiative cannot be reduced a rank 2 Magical Attack on the target (halve on resist). This
below 1). For example, if you select 2, you take a +2 bonus to Talent can only be used once per round.
physical damage and to Guard, and a -2 penalty to Initiative.
You unleash the draconic power sleeping within your body, You embody the power of the great dragon kings, and can compel
briefly granting you incredible magical might. spirit energy with the power of longmai.
Unique Effect. Choose any value from 1-5. Increase your Passive Effect. Protection of the Dragon King required. You
magical damage and Ward by that amount, and reduce your can now use Protection of the Dragon King up to 3 times per
Initiative by an equal amount (Initiative cannot be reduced combat or per scene.
below 1). For example, if you select 3, you take a +3 bonus
to magical damage and to Ward, and a -3 penalty to Initiative.
21
Ancestry:
Divine Spirit
You can alter your spirit energy to float through the air or freely By communing and communicating with animals, you can obtain
shapeshift. their cooperation.
Unique Effect. When used out of combat, transform into a Unique Effect. Can only be used outside of combat.
form of your choosing (this is treated as a Disguise Maneuver Automatically succeed on a main stat check regardless of your
with a check result of 20). When used in combat, you are flying roll, and then adjust one of your spirit dice to a value of your
instead. Divine Form lasts until the end of the round or scene. choosing. This Talent can only be used once per session.
As a powerful Divine Spirit, your mere presence purifies the By transforming briefly into spirit energy, you can instantly teleport
flow of spirit energy. to a designated location.
Unique Effect. Can only be used outside of combat. Designate Use on Appearance Check. Automatically succeed on an
two targets appearing in the scene, letting them trade one spirit appearance check regardless of your roll, and then adjust one
die with each other. This Talent can only be used once per scene. of your spirit dice to a value of your choosing. This Talent can
only be used three times per session.
Via eye contact, you connect with a person’s heart and soul to Through divine power, you cure someone of the wounds and
dictate their memories. demonic influences afflicting their body.
Unique Effect. Can only be used outside of combat. You can erase Magical Attack. Nullify one of the following conditions the
or manipulate the memories and perception of Innocents for the target is afflicted with: blinded, poisoned, pained, or paralyzed.
duration of the scene. (Specifics are left to the GM’s judgment.)
22
Divine Revival Regalia Forging (Expert)
Timing Attack Target One Timing Attack Target Other
Range 5 Sq. Cost E Range Other Cost Doubles
Through divine power, you revive an unconcsious ally. You can forge Regalia and other items on the spot through your
divine power.
Magical Attack. Nullify the target’s downed condition, and set
their HP to 1. The target may refuse this effect. Unique Effect. Can only be used outside of combat. For the
duration of the scene where Regalia Forging is used, appearing
PCs can buy (but not sell) items. This Talent can only be used
once per session.
You call forth a blessed, luminous mist, giving your allies relief By drawing upon knowledge of your own and others’ past lives,
and recovery. you recall special techniques.
Magical Attack. The target recovers HP by an amount equal Passive Effect. When taking Divine Destiny, choose one
to rank 1 magical damage. Maneuver. Gain a +3 bonus to that Maneuver. In addition,
gain a +3 bonus when calculating damage and to Initiative.
As a high-level god, you control the weather and the spiritual You are a Divine Spirit who has mastered the divine gift of healing
flow in a your domain.
Passive Effect. When using a Talent with Attack Timing that heals
Unique Effect. Can only be used outside of combat. Succeed HP, add a main stat of your choosing to the amount healed.
at a main stat check regardless of your roll. Then, all appearing
PCs may change one of their spirit dice to a value of their choice.
This Talent can only be used once per session.
Through divine power, you draw a standing stone or stone circle When an Aramitama falls, cleansing its foulness mends sur-
up from the earth. Unless the megalith is dismissed or destroyed, rounding souls.
it will remain standing for eternity.
Passive Effect. This Talent will always take effect as long as
Magical Attack. Create an obstacle comparable to a stone pillar you are not taken out or dead. When an Aramitama dies in a
or iron gate (core book p191) in a square of your choosing within scene where you are appearing, all appearing PCs regain 1d6
range. This Talent can only be used once per round or per scene. Crest. If multiple characters with Āsavakkhaya are present, the
amount of Crest recovered is still limited to a single roll of 1d6.
23
Ancestry:
Heroic Soul
A Heroic Soul is a hero of myth and legend who has manifested Ancestral Trait
in the modern world. Most Heroic Souls desire the Transcendent Mythic Power: You may acquire Heroic Soul Ancestry Talents.
Promise even after death due to a strong conviction or goal they Also, you may equip items restricted to Heroic Souls. Your Class
held in life. As a result, when summoners call them to resolve (core book p206) is changed to Undead.
Supernatural Incidents caused by Aramitama in the modern day,
they will cooperate to seek out Shards. All of them are highly STAT TYPE STR AGI INT WIL LUC
skilled in powerful fighting techniques. Warrior 5 5 2 2 1
Adept 4 3 3 1 1
Heroic Souls choose their Facades from Facades 3 (this book p44).
Occultist 1 1 5 5 3
Heroic Souls have the unique gift of concealing their presence, You can briefly transform into spirit energy to travel long
becoming imperceptible to Innocents even if standing right in distances.
front of them.
Use on Appearance Check. Succeed at an appearance check
Unique Effect. For the duration of the round (or scene), gain the regardless of your roll, and then change one of your spirit dice
hidden condition even if you are in a square with no obstacles to a value of your choosing. This Talent can only be used three
nearby. (This counts as a Sneak maneuver with a check result times per session.
of 30.)
You unleash a powerful finishing move or magical art you Anecdotes of your battles with supernatural evil have blessed
mastered in your past life. you with a powerful resistance to magic and mystical forces.
Use to Attack. Make an attack action on the target with one Use on Damage Reduction. Magical damage you receive is
of the following effects. halved. This Talent can only be used once per round.
• Physical Attack: Gain +1 rank.
• Magical Attack: Deal rank 2 magical damage to the
target (halve on resist).
Your skills as a Heroic Soul encompass crafting Regalia at a As a Heroic Soul, you possess a Spirit Barrier containing a
moment’s notice. castle or workshop, and can use as a base or to strengthen
your manifestation.
Unique Effect. Can only be used outside of combat. For
the duration of the scene where Master Alchemist is used, Passive Effect. Add a +2 bonus when calculating damage. In
Appearing PCs can buy (but not sell) weapons, protectors, addition, when you’re out of combat, you can always buy (but
and accessories. This Talent can only be used once per session. not sell) consumables.
24
Expert Rider Recollections of Glory (Expert)
Timing Constant Target User Timing Free Target User
Range User Cost None Range User Cost None
Drawing upon the depth of human history, you can instinctually You become a living echo of great deeds and heroic feats,
control great Contract Beasts and modern wheeled vehicles. amplifying and emanating your spirit energy.
Passive Effect. You can equip any weapon with Range: Charge Unique Effect. Spirit Form required. Can be used at any time.
X Sq, ignoring all restrictions. In addition, if you have the Change three of your spirit dice to values of your choosing.
Contractor facet, gain a +2 bonus when calculating damage This Talent can only be used once per session.
for weapons with Range: Charge X Sq.
Within a Spirit Barrier, you manifest a locale from your past, As a great Heroic Soul, you possess heightened resistance to
like a fortress where you held court, or a battlefield where you all harm.
stood victorious.
Use on Damage Calculation. Magic Resistance required. The
Unique Effect. Base of Operations required. For the duration effects of Magic Resistance now apply to physical damage
of combat, grant one of the following effects to your targets. as well.
This Talent does not expend a Start Timing.
• +1 to Accuracy check results and physical rank
• +1 to Invocation check results and magical rank
As a general who led great legions, or a grand wielder of magical As one who struck down legendary creatures, you have extensive
power, you can materialize troops or treasures to dominate the experience in battling them, and against lesser foes of all kinds.
battlefield.
Passive Effect. When taking The Slayer, designate a specific class
Unique Effect. Master Alchemist required. Can be used at any of Mononoke (core book p206). When calculating damage against
time. Change both the range and target of a Talent with Attack Mononoke of that class. In addition, when dealing damage to
Timing to “Combat Zone”. This Talent can only be used once Mononoke swarms of any class, they are killed instantly.
per combat.
25
Facet: Group: Martial
Godhand COMBAT MODIFIERS (WHEN MAIN)
With this as your main Facet, you are able to equip items ACC EVA IVC RES INS PD MD INIT HP
restricted to Godhands or to the martial group. 2 1 0 0 0 4 0 6 38
Type Alpha
Godhands of this type specialize in brawling, and acquire myriad techniques to amplify their blows.
To use Godhand Alpha Talents, you must be unarmed.
Through the unity of heaven and earth, you unleash shocking You supercharge yourself with spirit energy, accelerating your
strength to blow opponents away. mind and body.
Use on Damage Calculation. Gain +1 rank. In addition, you may Use on Active Check. Add a +1 bonus to your check result.
forcibly move the target up to 3 squares, ignoring engagements. This Talent can only be used once per round.
This Talent can only be used once per round.
Hundredfold Strike
Hurricane Strike Timing Free Target User
Timing Attack Target One Range User Cost 6
Range Item Cost 6
Your spirit quickens, and you lash out with a terrifying barrage
You destroy your weapon as you deliver an attack with of blows.
devastating force.
Use on Damage Calculation. Add a main stat of your choosing
Physical Attack. Gain +2 rank during damage calculation. After as a bonus to damage calculation. This Talent can only be used
End Timing, all weapons you used in Hurricane Strike can no once per round.
longer be equipped until the end of combat.
Overwhelming Armament
Crest Pierce
Timing Free Target User
Range User Cost None Timing Constant Target User
Range User Cost None
You imbue huge objects with spirit energy, creating impromptu
Regalia weapons. You can discern the vital points on a spirit crest. By piercing them,
you can disrupt an opponent’s spirit, causing it to erupt violently.
Unique Effect. This Talent can only be used if there is an obstacle
in one of your adjacent squares. Destroy the obstacle, store your Unique Effect. Add the following supplemental effect to
currently equipped weapon in inventory, and equip an Improvised Heaven-Earth Qigong: When you damage any Mononoke
Weapon (this book p48) for the remainder of the combat. swarm, you may kill them instantly. (This also counts for Talents
such as “Innermost Death”.)
26
Description
Those who bear Shards of gauntlets, prosthetic limbs, and sandals once worn by gods are known as Divine Pugilists, typically
referred to as “Godhands”. Those who earn the title of Godhand have learned unique martial arts skills and supernatural abilities
that make use of their spiritual surroundings and their opponents’ own strength. With these techniques, they can annihilate
objects with just a touch, grant them spiritual protection, or to deflect bullets and spells mid-leap with bare hands. Essentially,
they are legendary fighters who have mastered mystical moves, martial artists wielding the combined power of heaven and earth.
Type Beta
Godhands of this type specialize in throws, holds, and defensive techniques.
In order to use Godhand Beta Talents, you must be unarmed.
When defending, you sap opponents’ force, deflecting their You shield palm with spirit and deflect and diminish opponents’
assault through the unity of heaven and earth. strikes.
Use on Damage Reduction. Subtract a main stat of your choice Use on Damage Reduction. Apply a -3 penalty to damage
from the damage you take. This Talent can only be used once you take.
per round.
Spirit Rebound
Tornado Strike Timing Free Target User
Timing Attack Target One Range User Cost O
Range Engaged Cost Doubles
In the moment after evading an attack, your preternatural
As you perform a twisting, terrifying throw or hold, your spirit techniques rebound the strike’s force back upon your opponent.
and strength intertwine to injure both body and soul.
Use on Damage Reduction. Give the staggered condition to
Physical Attack. Add a main stat of your choice as a bonus to an engaged opponent who attacked you. This Talent can only
physical damage. Any target who takes at least one point of be used once per round.
physical damage from this attack is staggered.
Well-Honed Form
Divine Drop Timing Constant Target User
Timing Attack Target One Range User Cost None
Range Engaged Cost 6, 6
You apply the result of your rigorous training.
You grapple and hurl an opponent through the air, and then
Passive Effect. Gain a +2 bonus to the result of Strength and
slam into the ground or wrench their joints, breaking both bones
Agility checks, and to Ward.
and spirit.
27
TYPE
A Godhand
By using special breathing techniques to their fullest potential, Using an unique, secret technique you’ve developed, you deliver
you can dramatically increase your spirit energy. the final blow.
Unique Effect. Gain 2 overflow dice. This Talent can only be Passive Effect. Add the following supplemental effects to
used once per session. Heaven-Earth Qigong: Add a main stat of your choice as a
bonus to damage calculation. You may destroy an obstacle
you have damaged with Heaven-Earth Qigong.
Thunderstrike (Expert)
Timing Attack Target One
Range Engaged Cost 6, 6 Xiao Zhou Tian (Focus)
When you stomp or strike, the percussive echo resonates with Timing Constant Target User
your spirit, amplifying your impact. Range User Cost None
Physical Attack. You gain +3 rank when calculating damage. Using special breathing techniques, you weave your spirit energy
This Talent can only be used once per round. into a spiraling orbit, dramatically increasing its potential.
Passive Effect. You may now use Heaven-Earth Qigong for cost E,
and use any Godhand Alpha Talent with Attack Timing for cost 6.
Supersonic Throw (Expert)
Timing Constant Target User
Range User Cost None
You augment your body with spirit energy, making your limbs
akin to powerful Regalia.
28
TYPE
Godhand B
You halt distant attacks at a hair’s-breadth as you advance with You have mastered the force-transforming techniques of Hua
a burst of divine speed. Jing, developing truly transcendent techniques.
Use on Damage Reduction. When your target attacks you Passive Effect. You may use Hua Jing for Cost: O, and may use
with range N Sq. or Combat Zone, you take 5 direct damage it up to three times per round. In addition, gain +1 rank when
and negate all other effects of the attack. You then move 7 using any Facet Talent with Attack Timing.
squares from your current square, ignoring engagement. This
Talent can only be used once per combat.
Your spirit energy bolsters your body with the endurance of steel.
29
Facet: Group: Skilled
Contractor COMBAT MODIFIERS (WHEN MAIN)
With this as your main Facet, you are able to equip items
ACC EVA IVC RES INS PD MD INIT HP
restricted to the skilled group. You are able to equip items
1 1 1 1 1 2 2 6 32
restricted to Contractors, even if this is not your main facet.
Type Alpha
Contractors of this type can perform powerful attacks while riding on Contract Beasts.
To use Contractor Alpha Talents, you must have a weapon with range “Charge X Sq” equipped.
Clad in spirit energy, you perform fearsome charges to pulverize You wait for a gap in your opponents’ guard, and break through
opponents. their battle lines.
Use to Attack. Make an attack action on the target with one Use to Attack. Make an attack action on the target with one
of the following effects. of the following effects, ignoring engagement.
• Physical Attack: Gain +2 rank. • Physical Attack: Gain +1 rank
• Magical Attack: Deal rank 3 magical damage to the • Magical Attack: Deal rank 2 magical damage to the
target (halve on resist). target (halve on resist).
Your Contract Beast or vehicle leaps through the sky or races Your skill as a contractor allows you to track others’ spirit energy.
along walls and ceilings, bypassing obstacles and opponents.
Use on Active Check. Add a +1 bonus to the result of your
Unique Effect. Place yourself in any square up to 5 squares active check. This Talent can only be used once per round.
away, ignoring engagements.
Explosive Leap
Prepare to Charge Timing Free Target User
Timing Prep Target User Range User Cost 4
Range User Cost O
Right after a charge, you unleash explosive spirit energy to launch
By having your Contract Beast prepare to pounce, or by revving yourself into the air.
your vehicle’s engine, you increase the impact of your next charge.
Use on Damage Calculation. Add a +2 bonus to damage
Unique Effect. Gain +1 rank during damage calculation. calculation. Then place yourself in any square up to 2 squares
away, ignoring engagements. This Talent can only be used
once per round.
Dragoon
Timing Constant Target User
Cavalry
Range User Cost None
Timing Constant Target User
You are a master of ranged combat while riding your mount.
Range User Cost None
Passive Effect. While you have a ranged weapon with range
You are a master of melee combat while riding your mount.
“Charge X Sq” equipped, you may additionally equip a ranged
weapon (including firearms) with a one-handed (not switchable) Passive Effect. While you have a ranged weapon with range
grip. Accuracy, PD, actions, and customizations all combine and “Charge X Sq” equipped, you may additionally equip a melee
stack. When making an attack action, you can choose to use weapon with a one-handed (not switchable) grip. Accuracy,
the range and target from either of your equipped weapons. PD, actions, and customizations all combine and stack. When
This Talent’s effect cannot be used in combination with Cavalry. making an attack action, you can choose to use the range and
target from either of your equipped weapons. This Talent’s
effect cannot be used in combination with Dragoon.
30
Description
Those who bear Shards from the riding Regalia of the gods—divine steeds, spiritual beasts, golden ships, reins, chariots, and
more—are known as the Sealers of Contracts (commonly called Contractors). Contractors form contracts with high-level
Mononoke, sentient machines, and other such beings. They can then ride them, call upon their aid in battle, and summon them
for a fragment of the Contractors’ souls. By directing Contract Beasts and Divine Contract Beasts (this book p11), they can
perform all manner of violence, gain protection, and share spirit energy. They are incredibly skilled riders and drivers, or powerful
summoners who can command dragons, youkai, and guardian spirits.
Type Beta
Contractors of this type use spirit energy to strengthen and control Divine Contract Beasts. There are no restrictions on
the use of Contractor Beta Talents, but if your Divine Contract Beast is backstage or dead, you cannot use Talents with the
designation “can only be used while your Divine Contract Beast is present”.
You can instantly call and control a divinity you have formed a As your powers grow, you can imbue your Divine Contract
contract with. Beast with spiritual armor.
Passive Effect. When taking Contract Summoning, select a Use on Damage Reduction. Halve magical damage taken
class of Mononoke from among Beast, Insectoid, Plant, or by your Divine Contract Beast. This Talent can only be used
Machine. By spending 3 Crest and a Start Timing, once per once per round.
scene you can summon a Mononoke from your chosen class
equal to or less than your level (henceforth referred to as your
Divine Contract Beast); they will appear in the scene, and you Force Implosion
can control them. For more details on Divine Contract Beasts,
Timing Free Target One
see this book p11.
Range Combat Zone Cost 4
Timing Free Target One Use on Damage Reduction. Can only be used while your Divine
Range Combat Zone Cost Steps Contract Beast is present. Change the target of an attack action
to One, and your Divine Contract Beast takes the damage. This
By sharing senses with your Divine Contract Beast, you can
damage is treated as though the Resist check has already failed.
cover for your allies’ mistakes.
This Talent can only be used once per round.
Unique Effect. Can only be used while your Divine Contract
Beast is present. Use before the target influences a roll. Have
the target reroll their dice roll (including criticals and fumbles); Beast Fusion
after the reroll, they can influence the new roll normally. This
Timing Free Target One
Talent can only be used once per round or per scene, and the
Range User Cost None
target may refuse this effect.
You and your Divine Contract Beast’s spirits unite, crafting a
closer collaboration.
Spirit Burst Passive Effect. Can only be used while your Divine Contract
Timing Free Target One Beast is present. Gain a +2 bonus to damage calculation and
Range 7 Sq. Cost 4 to Luck checks.
31
TYPE
A Contractor
You strike down opponents like lightning while charging forward. With your thorough riding experience, you can wield larger
weapons, becoming a greater force on the battlefield.
Physical Attack. Gain +1 rank during damage calculation. If
your target is downed, taken out, or dead, you can additionally Passive Effect. Cavalry or Dragoon required. When you take
move 3 squares, ignoring engagement, and make a weapon Shinigami of the Battlefield, add one of the following effects
attack on a single target of your choosing. This Talent can only to Cavalry and Dragoon:
be used once per round. • You can equip a weapon with a switchable grip one-hand-
ed as if you were wielding it two-handed.
• You can equip a shield along with your one-handed
Steady Advance (Expert) weapon.
You can read the flow of battle to instinctively cut off your
Legendary Knight (Focus)
opponents’ charges or retreats.
Timing Constant Target User
Unique Effect. Use when your target declares a breakaway, a
Range User Cost None
withdrawal, or a Talent with non-Constant Timing that ignores
engagement; it is nullified. This Talent can only be used once You draw out the techniques of legendary knights from your
per round. Shard, gaining unmatched riding skills.
32
TYPE
Contractor B
By sharing your spiritual senses, your Divine Contract Beast You use a Contractor’s mastery of connections to endure
benefits from your mastery as a mage. another’s wounds.
Passive Effect. Your Divine Contract Beast adds your level as Unique Effect. Change the damage taken by your target to 5
a bonus to the result of active checks and non-combat checks. direct damage, and you take the original damage in their place.
This Talent can only be used once per combat.
33
Facet: Group: Caster
Divine Speaker COMBAT MODIFIERS (WHEN MAIN)
With this as your main Facet, you are able to equip items
ACC EVA IVC RES INS PD MD INIT HP
restricted to Divine Speakers or to the caster group.
0 0 2 2 1 2 3 6 29
Type Alpha
This type of Divine Speaker strengthens their techniques by reciting mantras and performing mudras.
There are no restrictions on Divine Speaker Alpha Talents.
You recite secret kotodama, strengthening your spiritual You intone lost words of bygone eras, expanding your techniques’
techniques. effect.
Unique Effect. Gain +1 rank during damage calculation. This Unique Effect. Can be used at any time. Change the target of
Talent does not expend a Prep Timing. a Talent with Attack Timing to “Area”. This Talent can only be
used once per round.
Origin Mudra
Twin Kotodama
Timing Prep Target User
Range User Cost E Timing Special Target User
Range User Cost 3
You utter a mudra that reflects the Origin, imbuing its aspect
into your techniques. You recite well-practiced techniques and spells in swift succession.
Unique Effect. When taking Origin Mudra, choose one element Unique Effect. Use after you perform damage calculation.
(henceforth referred to as origin D). During damage calculation, Use a Talent with Attack Timing and cost X, treating the cost
imbue your damage with origin D. If it already has origin D, as already paid. This Talent can only be used once per round.
increase its rank by 1 instead.
34
Description
Those who bear Shards from the ceremonial Regalia of the gods—garments, staves, musical instruments, and jewelry—are called
the Singers of the Holy Words, (commonly termed Divine Speakers). Those who earn the title of Divine Speaker use their Shards
to imbue words with power, and they possess techniques that manifest spirit energy by reciting mantras, performing mudras, or
singing songs. Their techniques are close to those of the first gods of Creation, and are supremely powerful. They include esoteric
monks with enlightened utterances, saints who perform sacraments, and mystical poets and songstresses who weave magical verses.
Type Beta
Divine Speakers of this type use the power of song to raise magical defenses and boost their strength.
There are no restrictions on Divine Speaker Beta Talents.
Your songs repel magic by weaving radiant barriers, Your song creates a barrier to guard an ally against magic and
supernatural powers.
Use on Damage Reduction. Halve magical damage taken by
the target. This Talent can only be used once per round. Use on Damage Reduction. Change the target’s Ward to the
same value as your own.
Psalm of Amplification
Euphonic Barrier
Timing Start Target User
Range User Cost 3 Timing Free Target User
Range User Cost 3
Your song resounds, shielding you from the occult.
As you sing, your voice shields you with unseen force.
Unique Effect. Choose a value from 1-10, increasing your
Ward by that amount, and decreasing your total Initiative by Use on Damage Reduction. Special Damage you receive is
the same amount (you cannot reduce your Initiative to 0 or halved. This Talent can only be used once per round.
lower). For example, if you chose 10, you would gain a +10
bonus to Ward and a -10 penalty to your Initiative. This Talent
does not expend a Start Timing. Vigorous Healing
Timing Constant Target User
Range User Cost None
Euphonic Excitation
Your song amplifies your divine healing.
Timing Attack Target One
Range 17 Sq. Cost Steps Passive Effect. Add a +5 bonus to healing effects from Talents.
Timing Attack Target One Use on Damage Reduction. Change the target of your target’s
Range Combat Zone Cost E, 3, 3 attack action to One, and take the damage yourself. This
damage is treated as though you’ve already failed your resist
Your voice, filled with spiritual power, instantly heals an ally.
check. This Talent can only be used once per round.
Magical Attack. The target restores HP by an amount equal
to rank 5 magical damage.
35
TYPE
A Divine Speaker
By calling out powerful kotodama, you can purify spiritual You have discovered the ultimate truth of kotodama, and can
afflictions. express their power intuitively.
Magical Attack. This Talent does not deal any magical damage. Unique Effect. Use after using a Talent with Attack Timing. Use
Instead, nullify an ongoing effect from one non-Constant Timing another Talent with Attack Timing and cost X or X,X, treating
Talent affecting the target (nullify this effect on resist). This the cost as already paid. This Talent can only be used once
Talent can only be used once per round. per round.
When your opponent dares to move, chains of kotodama arise Through a perfect understanding of mudra, you can drastically
to lash them. increase your techniques’ power.
Unique Effect. Use after the target performs a movement Passive Effect. After receiving the effect of a Facet Talent with
action, or uses a Talent with non-Constant Timing that includes Prep Timing, when calculating damage for a Facet Talent with
a movement effect. Make a weapon attack on the target. This Attack Timing, add a main stat of your choosing as a bonus
Talent can only be used once per round. to damage. This effect cannot be applied to weapon attacks.
Passive Effect. You may now use Facet Talents with Prep Timing
for cost 3.
36
TYPE
Divine Speaker B
With your skill as a virtuoso, you inspire an ally in battle. Having perfected your mystic songs, you constantly exude excess
spirit energy.
Use on Damage Calculation. The target adds a main stat of
your choosing ×2 as a bonus during damage calculation. This Passive Effect. Each time Start Timing arrives, gain one overflow
Talent can only be used once per combat. die.
You use kotodama to alter the essence of your techniques, Using the power of your songs, your distant notes echo efficiently.
dramatically boosting your healing abilities.
Passive Effect. You can now use Armor Hymn, Euphonic Barrier,
Unique Effect. Use when declaring a Talent with a healing and any Talents with range 17 Sq and target One, for cost E.
effect. Add a main stat of your choosing ×3 as a bonus to the
healing effect. This Talent can only be used once per session.
You can alter the qualities of your songs to heal sickness and
wounds.
Passive Effect. When you use a Talent with Attack Timing that
does not inflict damage (e.g., Euphonic Excitation or Psalm of
Activation), the target nullifies one of the following conditions:
blinded, poisoned, pained, or paralyzed.
37
General Talents
In this section, we present some new General Talents, which can be taken regardless of a character’s chosen Facets.
You focus energy through your Crest, strengthening your fighting You cultivate a unique spirit energy, and it flows through your
spirit. limbs to give them the strength and power of steel.
Unique Effect. Add a +1 bonus to active check results. Passive Effect. Add a +5 bonus to damage from unarmed
attacks (core book p77). This effect does not apply to weapons
that are treated as though you are unarmed.
Spirit Dash
Timing Start Target User
Extend (Expert)
Range User Cost O
Timing Constant Target User
You send a swell of spirit energy racing through your body,
Range User Cost None
boosting your speed and leaving afterimages in your wake.
You manifest your spirit to intensify your techniques.
Unique Effect. Change your simple move speed to 2 Sq.
Passive Effect. When you use a Talent with effect class “Use
on Damage Calculation”, add “Gain an additional +1 rank” to
Spirit Rush the Talent’s effect.
Spirit Fists Passive Effect. This Talent can only be taken by members of
the Skilled group. Add your Level as a bonus to your Initiative.
Timing Constant Target User
Also, once per combat, at Start Timing you may double your
Range User Cost None
Initiative total.
You cultivate a unique spirit energy, and it flows through your
limbs to give them the strength and power of steel.
38
Seasoned Mage (Expert) One-Handed Weapon Master (Expert)
Timing Constant Target User Timing Constant Target User
Range User Cost None Range User Cost None
You possess outstanding magical abilities, and are an expert mage. You have completely mastered the use of one-handed and
switchable weapons, and can wield them to devastating effect.
Passive Effect. This Talent can only be taken by members of
the Occult group. Add a +5 bonus to magical damage. Also, Passive Effect. Combat Reflexes required. While you have a
once per session, you may treat the cost of one Occult group weapon with a one-handed or switchable grip equipped, gain
Talent as already paid. a +1 bonus to your active check results, and +1 to rank when
calculating damage. This effect does not duplicate or stack if
you have multiple weapons equipped.
Master Generalist (Expert)
Timing Constant Target User
Switchable Weapon Master (Expert)
Range User Cost None
Timing Constant Target User
You have an extensive, perfected understanding of fighting
Range User Cost None
techniques, and can unleash them with a minimal effort.
You have completely mastered the use of switchable weapons,
Passive Effect. Combat Reflexes required. Whenever you use
and can wield them one-handed as well as other warriors wield
a General Talent, you may treat one portion of the cost as
them with two.
already paid.
Passive Effect. One-Handed Weapon Master required. You
may equip a weapon with a switchable grip one-handed as if
Multiplexer (Expert) you were using a two-handed grip (Shinigami of the Battlefield
does not apply in this case). Also, gain a +10 bonus to damage
Timing Constant Target User
calculation, and always apply the two-handed PD/MD/Init
Range User Cost None
stats for your weapons.
You can blend principles between myriad techniques to perfect
your combat prowess.
Multidefender (Expert)
Timing Constant Target User
Range User Cost None
39
High Talents, Level 5
The following High Talents can be taken starting at Level 5; you may take one High Talent at each of Levels 5, 10, 15, and 20.
Be aware that these Talents are not automatically granted, and must be acquired normally.
You unleash a powerful combination technique of your own You are constantly aware of the battlefield, always maintaining
design. peak vitality.
Unique Effect. Use when declaring a talent with effect class Passive Effect. Gain +30 HP.
Physical Attack. You may combine it with another Physical
Attack talent you have taken. (You must pay the cost for each
talent separately. See this book p10 for more details.) This Longmai Expansion
Talent can only be used once per round.
Timing Constant Target User
Range User Cost None
Timing Free Target User Passive Effect. Select one of your Talents; every time you use
Range User Cost None it, treat one portion of its cost as already paid.
Combat Boost
Timing Constant Target User
Range User Cost None
40
High Talents, Level 10
The following High Talents can be taken starting at Level 10. When your character’s level reaches 10, choose one of Quickening, Esoteric
Teachings, or Facet Fluorescence (core book p115) to be granted automatically. After that, you may choose one non-Key High Talent
to take (which are not automatically granted, as a reminder). At each of Levels 10, 15, and 20, you may take one non-Key High Talent.
By training your body in spirit concentration techniques, you As a powerful Awakened, you are incredibly skilled at optimizing
can easily adjust your spiritual flow. your spirit energy.
Passive Effect. Change 2 of your spirit dice to values of your Passive Effect. After End Timing (or the end of a scene), when
choosing. you reroll used spirit dice, choose one of the rerolled dice and
change it to a value of your choosing
Wondrous Vitality
Timing Constant Target User
Range User Cost None
At the moment of impact, you send a burst of power across the Your veteran eyes find the perfect opening, and you execute a
battlefield, flattening all who oppose you. lethal strike with all your power.
Unique Effect. Use at any time. Change the range and target Use on Damage Calculation. Add your level ×2 as a bonus to
of an attack action to Combat Zone. If the range and target damage. This Talent can only be used once per round.
are already Combat Zone, add a main stat of your choosing as
a bonus to damage calculation. This Talent can only be used
once per combat.
Tides of Victory
Timing Free Target One
Range Combat Zone Cost None
41
Facades 1
You’ve made your motley hobbies your vocation. As a poly- You make a living as a driver: a cabby, trucker, stunt biker,
math, you possess extraordinary skills. Dilettantes acquire the racecar driver, etc. Drivers gain the Skilled Driver trait, and the
Ever-Changing Interests trait, and the following items. following items.
Items
• Safehouse (Rest Recovery Value +1)
• Bag
• Wardrobe
• Witch’s Brew (Recover 25 HP)
42
Facades 2
You are a Divine Spirit worshiped as a local gods. Gods take myr- You were a tool, machine, or other curio that attained an eternal
iad shapes, and some take on human form to adapt to modern spirit with the passage of many years. Manifestations gain the
society. Gods of the Land gain the Offerings of Worship trait, and Eternal Being trait, and the following items.
the following items.
Eternal Being
Offerings of Worship Gain +2 to the result of Intellect and Luck checks.
At the start of each session, you may gain a single consumable
item with cost 200G or less. Items
• Sanctuary (Rest Recovery Value +10)
Items • Spirit Teleportation (Can become invisible and travel at
• Sanctuary (Rest Recovery Value +10) car speed)
• Spirit Teleportation (Can become invisible and travel at • Spirit Sense (+1 to Sense)
car speed)
• Spiritual Light (Ignore penalties from bad lighting [core
Fantasy Creature
book p155])
Higher Being
Gain +2 to the result of Strength and Intellect checks.
Items
• Sanctuary (Rest Recovery Value +10)
• Spirit Teleportation (Can become invisible and travel at
car speed)
• Spirit Shock (Incapacitate Innocents with one hit)
43
Facades 3
You are a great hero born from history or myth; a noble lord, You are a great mage or mystic, a caster of grand spells and terrible
knight, a legendary warrior, weapon master, or another class of curses spoken of in history and in myth. This also includes monks,
combatant. Heroes gain the Mighty and Courageous trait, and sacred healers, prophets, and other masters of esoterica. Great
the following items. Sorcerers gain the Mystic Wisdom trait, and the following items.
Items Items
• Sanctuary (Rest Recovery Value +10) • Sanctuary (Rest Recovery Value +10)
• Spirit Teleportation (Can become invisible and travel at • Spirit Teleportation (Can become invisible and travel at
car speed) car speed)
• Spirit Shock (Incapacitate Innocents with one hit) • Spiritual Light (Ignore penalties from bad lighting (core
book p155))
Leader
Monster (Advanced)
You were a prominent ruler or champion of the people that
inspired others in history or in myth. You could be a legendary Legends speak of you as a monster, whether that’s true or not.
monarch, the founder of a religion, or another guiding light from This includes guardians of holy lands, maligned heroes, half-beasts,
the past. Leaders gain the Charisma treat, and the following items and demons. Monsters gain the Mark of the Beast trait, and the
following items.
Charisma
Gain +3 to the result of Will checks. Mark of the Beast
Gain +3 to the result of Agility checks.
Items
• Sanctuary (Rest Recovery Value +10) Items
• Spirit Teleportation (Can become invisible and travel at • Sanctuary (Rest Recovery Value +10)
car speed) • Spirit Teleportation (Can become invisible and travel at
• Spiritual Light (Ignore penalties from bad lighting (core car speed)
book p155)) • Spirit Shock (Incapacitate Innocents with one hit)
You are a general or soldier whose incredible victories on the Players can come up with their own original Facades by choosing
battlefield are recorded in history or retold in legends. You might a trait and a set of items from any of the other Facades in this
be the commander who won a historical battle, or the salvation section as appropriate.
of your country. War Heroes gain the Extraordinary Tactician trait,
and the following items Your Choice of Trait
Items
• Sanctuary (Rest Recovery Value +10)
• Spirit Teleportation (Can become invisible and travel at
car speed)
• Spirit Sense (+1 to Sense)
44
Melee Weapons / Form: Sword
A shortsword Regalia well-suited for defense. A tachi Regalia with a transparent blade.
While equipped, gain +2 Guard. While equipped, when a Talent imbues your damage with an
Element, gain a +3 bonus when calculating damage.
Killing Dagger
Greatsword
Form Sword Range Engaged Target One
Form Sword Range Engaged Target One
Restriction None Acc –
Grip One-Handed PD +4 Restriction Martial Acc –
Cost 500G Init -3 Grip Two-Handed PD +9
Cost 1500G Init -6
A dagger Regalia with a uniquely sinister blade.
While equipped, add +10 to damage against swarm Mononoke. A gigantic two-handed sword Regalia that resembles a great
slab of iron.
While equipped, once per combat, gain +5 Guard.
Small Sword
Form Sword Range Engaged Target One
Ancient Sword
Restriction None Acc –
Form Sword Range Engaged Target One
Grip Switchable PD +3 / +4
Cost 1000G Init -1 / - Restriction Martial Acc +1
Grip Two-Handed PD +7
A rapier or saber Regalia.
Cost 3000G Init –
While equipped, when you make a physical attack, reduce the
target’s Guard by 5 (to a minimum of 0). A longsword or tachi Regalia once carried by a legendary knight
or samurai.
While equipped, once per combat, perform an additional
Demonbane Sword weapon attack after damage calculation.
Using your spirit to propel your draw, you ready your sword at You temper your weapon’s edge with your very spirit.
uncanny speeds. While equipped, once per combat when you perform a physical
While equipped, once per round, add +1 to the result of an attack, increase your physical rank by +1.
Accuracy check.
45
Melee Weapons / Form: Spear
Vajra Polearm
Form Spear Range Engaged Target One Form Spear Range Engaged Target One
Sasumata
Glaive
Form Spear Range Engaged Target One
Form Spear Range Engaged Target One
Restriction None Acc –
Grip Switchable PD +3 / +4 Restriction None Acc +1
Cost 800G Init -5 / -4 Grip Two-Handed PD +6
Cost 2800G Init -1
A spear Regalia with a forked end.
While equipped, increase the range of your physical attacks by +1 A glaive Regalia.
Sq (Engaged becomes 2 Sq, Charge 2 Sq becomes Charge 3 Sq). While equipped, your physical attacks may have one additional
target.
Zhanmadao
Demonbane Spear
Form Spear Range Engaged Target One
Form Spear Range Engaged Target One
Restriction Martial Acc –
Grip Switchable PD +4 / +5 Restriction Martial Acc +1
Cost 800G Init -2 / -1 Grip Two-Handed PD +7
Cost 2800G Init -2
A Regalia with a broad, long blade.
While equipped, once per combat, gain +1 physical rank. A large, durable masterwork spear forged into a Regalia.
While equipped, increase the range of your physical attacks by +2
Sq (Engaged becomes 3 Sq, Charge 2 Sq becomes Charge 4 Sq).
You charge your weapon with your spirit, and deliver a twisting You spin your weapon swiftly to shield yourself.
strike to pierce an opponent’s defense. While this weapon is equipped, once per combat, add a +2
While this weapon is equipped, once per combat when you bonus to the result of a reactive check.
make a physical attack, you may halve your target’s Guard.
46
Melee Weapons / Form: Axe
Harpe
Battleaxe
Form Axe Range Engaged Target One
Form Axe Range Engaged Target One
Restriction None Acc -1
Grip Switchable PD +6 / +7 Restriction Martial Acc –
Cost 1200G Init -3 / -2 Grip Two-Handed PD +13
Cost 5500G Init -3
A sickle-sword Regalia.
While equipped, once per round when you make a physical attack, An oversized axe Regalia specialized for war.
apply a -1 penalty to the result of your target’s Evasion check. While equipped, increase your Guard and Ward by +2.
You temper your weapon’s edge with your very spirit. Your weapon’s blade was modified for a strong and sturdy defense.
While equipped, once per combat when you perform a physical While equipped, once per combat, increase your Guard by +5.
attack, increase your physical rank by +1.
47
Melee Weapons / Form: Hammer
A weighted chain Regalia. A huge, spiked cudgel, this Regalia shines brightly with spirit power.
While equipped, you may spend a Prep to change a physical While equipped, when making a physical attack, reduce your
attack’s Range to 6 Sq and its Target to One, and perform a target’s Guard by 5 (to a minimum of 0).
ranged attack.
Battle Hammer
Knuckle Dusters Form Hammer Range Engaged Target One
Form Hammer Range Engaged Target One
Restriction Martial Acc –
Restriction None Acc – Grip Two-Handed PD +8
Grip One-Handed PD +3 Cost 1300G Init -7
Cost 400G Init -2
A warhammer Regalia with a gigantic, crushing head.
“Brass knuckle” While equipped, once per combat after performing damage
Regalia worn to increase your percussive power. While calculation on one engaged target, make an additional weapon
equipped, you are considered to be unarmed. attack on them.
A Regalia consisting of two metal batons connected by a chain. Regalia worn on arms and legs to provide both attack and defense.
While equipped, you may add one additional target to your While equipped, you are considered to be unarmed, and gain
physical attacks, and you are considered to be unarmed. +2 Guard.
A Regalia made up of a chain ending in a heavy metal weight. A street sign, telephone pole, or other heavy object empowered
While equipped, you may spend a Prep to change a physical by the wielder’s spirit to become an impromptu Regalia by using
attack’s Range to 5 Sq and its Target to One, and perform a the “Spirit Weapon” talent.
ranged attack. While equipped, you are considered to be unarmed. The Arms
System is not applicable to this weapon, and it is destroyed at
the end of combat.
You create a blast of spiritual force to launch yourself at a foe. You suffuse your weapon with your essence to repel supernatural
While equipped, once per combat, you may change the range forces.
of a physical attack to Charge 4 Sq. While equipped, once per combat, increase your Ward by +5.
48
Ranged Weapons / Form: Ranged
Empowered Handgun (Firearm) Concealed Spirit Weapons
Range 6 Sq. Target One Range [Strength] Sq. Target One
A handgun Regalia built to imbue bullets with spirit energy. A variety of small throwing Regalia hidden on your person.
While equipped, once per combat when you’ve made a While equipped, you are considered to be unarmed. This
physical attack, gain +1 physical rank. weapon is thrown as a projectile, but remains usable afterwards.
One of myriad magical beasts summoned and bound by a contract. A special Contract Beast summoned by a superior contract.
While equipped, you may perform ranged and magical attacks While equipped, you may perform ranged and magical attacks
even after a combat move. even after a combat move. In addition, increase physical
damage dealt to swarm Mononoke by +10.
A longbow Regalia with increased piercing power. An exalted Contract Beast—close to being a god—summoned
While equipped, you may spend a Start Timing and a Prep by a unique contract.
Timing to increase your rank on all attacks by +1 for the duration While equipped, you may perform ranged and magical attacks
of the round. even after a combat move. In addition, once per combat, you may
perform an additional weapon attack after damage calculation.
Your ranged weapon can track targets. Your spiritual senses are shared with your Contract Beast.
While equipped, once per combat when you make a physical Restriction: Contractor. While equipped, once per combat, adjust
attack, apply a -2 penalty to the result of your target’s reactive check one of your spirit dice by ±1 (cannot go below 1 or above 6).
49
Magical Weapons / Form: Magic
A sheaf of talismans inscribed with spells which can be held A sheaf of talismans inscribed with master-level spells, to be
and thrown as a barrage. held and thrown singly or several at a time.
While equipped, once per combat, you may add one additional While equipped, once per round you may add one additional
target to a magical attack. target to a magical attack.
A musical instrument Regalia that enhances kotodama. An azusa-wood bow Regalia specially crafted for exorcisms.
While equipped, once per combat, you may change one of While equipped, add a +5 bonus to healing effects from your
your spirit dice to a 3. magical attacks.
A special Contract Beast wreathed in spiritual power. A Spirit Gun with an integrated computer.
While equipped, you may perform ranged and magical attacks While equipped, you are considered to have an item restricted
even after a combat move. to Digital Sorcerers equipped, and your Divine Contract Beast’s
attacks gain a +1d6 bonus to damage.
Spirit Gun
Magical Attack Range 7 Sq. Target One Rare Contract Beast
Magical Attack Range Charge 5 Sq. Target One
Resist Cancel Element None Rank 2
Resist Cancel Element None Rank 2
Restriction Contractor IVC – Restriction Contractor IVC –
Grip Switchable MD +4 / +5 Grip Two-Handed MD +7
Cost 2000G Init -3 / -2 Cost 3000G Init -3
A handgun Regalia that fires pure spirit energy. You can also A rare Contract Beast summoned as pure spiritual energy.
shoot yourself with it to stimulate your spiritual flow and boost While equipped, you may perform ranged and magical attacks
spellcasting and summoning. even after a combat move. In addition, once per combat when
While equipped, your Divine Contract Beast’s attacks gain a you make a magical attack, you may halve your target’s Ward.
+1d6 bonus to damage.
Your magic explodes upon impact, multiplying its force. Special formulas prevent your foes from easily resisting your magic.
While equipped, once per combat when you’ve made a magical While equipped, once per combat when you make a magical
attack, gain +1 magical rank. attack, apply a -2 penalty to the result of your target’s Resist check.
50
Protectors / Armor
Divine Vestments
Royal Gothic Restriction Divine Spirits EVA –
Restriction Nightstalker EVA – Init +1 Guard –
Init +1 Guard +1 Ward +3 Cost 4000G
Ward +2 Cost 4000G Many powerful gods bear elaborate robes, garments of office,
A black hat and coat, a suit jacket with trousers or a skirt, and other shirabyôshi, suikan, and similar attire. High-ranking gods of the
Gothic fashion crafted exclusively for Nightstalkers as Regalia. land and powerful yôkai particularly favor these clothes. These
These are lavish garments sewn from rare materials such as spirit mystic treasures can only be worn by powerful Divine Spirits.
hair and ley gold thread, granting their wearers an air of true
grace and elegance.
Hyper Grapple Suit
Restriction Godhand EVA +1
Garb of the Great Yōkai Init +2 Guard +1
Restriction Hanyou EVA – Ward +1 Cost 5000G
Init +3 Guard +1 A Godhand’s training clothes or other garments can be remade
Ward – Cost 4000G into powerful, custom Regalia, from karate gi to pro wrestling
A jacket or vest Regalia spun from the precious, phantasmal hair costumes. It is taboo to wear these for the sake of mere vanity
of great yōkai. This can only be equipped by those with yōkai or style, as they express a dedicated fighting spirit.
heritage, and wearing it grants the speed of the wind.
51
Accessories
52
Consumables
53
Sacraments
Sapphire Dragon
Usage Other Cost 2000G
A sapphire figurine of Huanglong, the Yellow Dragon of the
Center, which lets its holder influence their misfortune.
Gain a +1 bonus to the result of Luck checks.
Spiritual Light
Usage Other Cost Unpurchasable
You emanate spiritual light.
Ignore penalties due to poor lighting (core book p155).
54
Section 3
Master Section
This section includes advice on handouts and scenario hooks for Heroic Souls and Divine Spirits, and
guidance on Netherworld Offensive scenarios. Once you’ve read through this section, we encourage
you to craft your own Heroic Soul scenarios, Divine Spirit scenarios, and Netherworld Offensives.
Special Scenario Hooks
Ghostly Heroic Souls and Divine Spirits—who could be considered gods or yōkai—are beings far removed from humanity. Therefore,
scenario hooks for characters with these Ancestries may be quite different from hooks for other characters. When writing scenarios
and handouts that involve Heroic Souls and Divine Spirits, you can start with the following examples as inspiration.
As protectors of the world, Heroic Souls are often summoned As gods of the land, guardian deities, or youkai on friendly terms
to resolve a Supernatural Incident. For example, their motiva- with humanity, Divine Spirits often work to resolve Supernatural
tions could include“Fulfill your summoner’s request”, “Protect Incidents to answer prayers and earn worship. For example, their
the world”, or “Defeat Aramitama”. Likewise, a Heroic Soul’s motivations could include “Fulfill a believer’s prayer”, “Protect
ending often grants them Shard as a reward for resolving the the people”, or “Carry out your divine duties”. Likewise, a Divine
Supernatural Incident before they fade away amidst an ethereal Spirit’s ending often involves worshipers offering their prayers and
blue light, recalled once more into the memory of the world. It’s gratitude, and the Region being restored to peace. Ultimately,
also possible for them to have reasons to remain in the modern the GM can formulate and roleplay whatever makes sense in the
world (for example: they cannot yet return, for they have not yet context of the scenario.
defeated their true enemy). GMs are free to formulate and roleplay
whatever makes sense in the context of a scenario. Use the following examples as a reference when writing with
handouts and scenario hooks for Divine Spirits:
Use the following examples as a reference when writing handouts
and scenario hooks for Heroic Souls: Prayers of the Faithful
One of the PC’s worshippers gets entangled in a Supernatural
Summoned Incident, and prays for salvation. Perhaps a caretaker who cleans
The PC is called upon by an investigator researching a Super- the PC’s shrine daily has a friend or relative go missing due to a
natural Incident or a God Hunter comrade, and summoned into Supernatural Incident.
the modern world.
Objective: Fulfill a believer’s prayer.
Objective: Carry out an NPC’s request.
Helping out a Friend
Rescuing a Victim A God Hunter friend of the PC’s, or a god or youkai from a
When a Supernatural Incident ensnares a NPC, an heirloom or neighboring region, gets caught up in a Supernatural Incident.
text relating to the PC is nearby, creating a link to the Heroic They, or their subordinates or family, come to request the PC’s aid.
Spirit (for instance, maybe the PC is the NPC’s favorite character
in a historical-fantasy browser game they’ve been playing). This Objective: Save a friend.
causes the PC to manifest spontaneously, rescue the NPC, and
become involved in the Supernatural Incident. A Disturbance in the Land
The ley line or territory the PC oversees is suffering discord, and
Objective: Protect the world. they take action to find the cause and end the crisis.
56
Netherworld Offensive Scenarios
PCs embark upon Netherworld Offensives for many reasons; this section gives advice on creating Netherworld Offensives scenarios.
A Netherworld Offensive scenario has the following structure; Progress the Netherworld Offensive as per the rules on p6
for examples of each of these components, refer to the Sample of this book.
Netherworld Scenario presented on page ?? of this book.
Understanding Netherworld Offensives
Handouts First, familiarize yourself with the Netherworld Offensive rules.
There usually is single shared handout for the whole party. How- It’s recommended that you play through the Sample Netherworld
ever, you can also create Netherworld Offensive scenarios with Scenario (this book p104) to practice how a Netherworld ses-
multiple handouts. sion progresses.
Number of Areas
57
Clock Limit
Average Advance Payment on Successful
Level Payment Completion
Based on the number of Areas, decide how far the Clock advances
before Netherworld Criticality occurs. For a first Netherworld 1-2 1× Potency 1 1× Potency 2
session, we recommend the Easy difficulty (these are calculated
3-4 1× Potency 1 2× Potency 2
for a Netherworld with 6 Areas). The Clock Limit is not shared
with the players. 5-6 2× Potency 1 2× Potency 2
Normal 40
How to Read General-Purpose
Hard 35
Netherworld Events
58
General-Purpose Netherworld Events
You arrive at a drab and barren wasteland. An unpleasant mist You arrive in a vast manor, where a wide hall leads onwards.
gradually crawls across the scenery. However, this is no normal fog: As you proceed, you detect a presence: there’s a Tatarigami
the stagnant spirit flow here has decayed into miasma, a cursed lying in ambush ahead. If you approach while concealing your
poison. If you inhale it, the results won’t be pleasant. Holding presence, you might be able to slay it with one hit…
your breath, you shield yourself with spirit, and make a run for it!
Challenge: Agility check or Sneak Maneuver, target 13.
Challenge: Strength check or Endure Maneuver, target 15 Success: Restore 1d6 Crest Failure: Lose 2d6 HP.
Success: No effect. Failure: Lose 3d6 HP.
Challenge: Strength check or Swim Maneuver, target 13. Challenge: Agility check or Acrobatics Maneuver, target 13.
Success: No effect. Failure: Lose 1d6 HP. Success: Change 2 spirit dice Failure: Lose 10 HP.
to values of your choosing.
59
13: The Aged Beast Avoidable: Yes 18: The Swarm Avoidable: Yes
You travel through a a vast, pristine forest filled with a purifying You enter a large cavern protected by a purification barrier. Inside,
force that would repel any Tatarigami. From the forest depths, a you find a large group of benevolent Mononoke hiding from the
mystical beast with magnificent horns emerges. It seems that they impurity outside. To avoid fear corrupting them into Tatarigami, you’ll
were once a god of this land. Do you pause for a conversation, need to quickly take charge of the situation and explain yourselves.
offering your fullest praise and respect?
Challenge: Will check or Command Maneuver, target 11.
Challenge: Will check or Connect Maneuver, target 17 Success: Gain one Failure: During the Final Battle, one
Success: Restore 2d6 Crest Failure: Lose 2d6 Crest. material rolled from additional Mononoke will appear as an
the Material Tables enemy, with level equal to the PCs’ av-
(core book p205). erage level minus 1 or 2 (minimum 1).
14: Deciphering the Glyphs Avoidable: Yes
You arrive at an oasis of extraordinarily beautiful scenery, You arrive at a cluttered ruin, crammed with heaps of refuse
stretching out in all directions. It seems like the Nushi who and rubble. From a quick inspection, you can tell it’s littered
created this Netherworld found this site very meaningful. There with artifacts that once held spirit power. There might even be
doesn’t seem to be anything special here. Do you investigate something that’s still usable. Do you search for it?
anyway? Or do you hurry along?
Challenge: Intellect check or Appraise Maneuver, target 16.
Challenge: Make a Sense check for an Anomaly prepared by Success: Gain an accessory of cost Failure: Lose 10 HP.
the GM, and breach or dispel it as normal (see the Anomaly 500G or less.
rules on core book p188).
At the end of your long hunt, you find your vile nemesis before
17: Parade of a Avoidable: No
you. You brandish your Regalia, and release your spirit energy…
Hundred Demons Do you begin your final showdown here and now?
You walk down a wide, straight road, hemmed in by vast walls
on both sides. As you traverse it, you spot a gathering in front Challenge: Combat with an NPC chosen by the GM. The PCs
of the exit. Looking closer, you see an absurdly large gathering are placed on squares of their choosing among A6-A8 and
of Tatarigami. If you disguise or camouflage yourselves, you B6-B8. The NPC is placed on any square of the GM’s choosing
can get through undetected … maybe. Victory: End the Netherworld Offensive. Defeat: End the
After that, end the scenario. session.
Challenge: Intellect check or Disguise Maneuver, target 12.
Success: No effect. Failure: Lose 1d6 HP and 1d6 Crest.
60
Boss Talents
Here we provide some Boss Talents that can be chosen for Aramitama and Bosses. The Boss Talents listed below are all extremely
powerful, and GMs should think carefully about where to use them.
”It kept making weird movements, I couldn’t tell who it was “That thing was the strongest monster I’ve ever fought, it took
aiming at… and then it struck us all” out my friend in a single hit!”
Unique Effect. The creature adds two additional targets to an Passive Effect. When making a weapon attack, the creature adds
action with Attack Timing. If the target was already Combat +1 to its active check result and +5 to damage. If the target of the
Zone, it adds +1d6 to damage instead. weapon attack is a Mononoke, the creature adds an additional
bonus to its damage equal to 5 times its level (max 30).
Extended Reach
Crest Eater
Timing Free Target User
Range User Cost None Timing Constant Target User
Range User Cost None
“I’d heard stories of those forbidden techniques, but I didn’t
believe them, until that thing stabbed me from halfway across “I stopped its attack, but then I felt curses emanate from its
the battlefield…” body that ate away at my Crest!”
Unique Effect. The creature can use this at any time by spending Passive Effect. When a combatant uses a Talent (e.g. Shattered
5 HP. It changes the range of an action with Attack Timing to Shadow, Shadow Binding, etc.) to cancel one of the creature’s
“Combat Zone”. This Talent can only be used once per round. Talents, they lose 5 Crest.
“It was a flailing nightmare of horrid limbs, all lashing out at once!” “The whole thing was this shifting chaotic mass, we could never
The creature gains one additional Attack Timing on its turn. hit it with the same attack twice!”
When a PC is the Actor, if they spend all their Attack Timings and Passive Effect. When the creature is affected by a Talent with non-
succeed on a Strength or Intellect check with difficulty 20, this Constant Timing, it cannot be affected by that Talent again until the
Talent loses its effect for the duration of the current combat only. start of the next round. For example, after the creature is hit once by
Reveal this to players when they succeed on an Identify check. Keen Strike, until the start of the next round, any damage or other
This Talent may be taken multiple times under different names. effects it takes from other uses of Keen Strike will be canceled.
Paranormal Projectile
Timing Constant Target User
Range User Cost None
“It lifted its minions up in the air and started throwing them
at us, as fast as bullets! The sound was absolutely sickening…”
Once each round, if there is a swarm Mononoke or obstacle
in a neighboring square, the creature may destroy it to make
a special attack with Range: 7 Sq / Target: One / Effect Type:
Physical Attack / Physical Damage: 2d6 + [ACC Fixed Stat]×2.
Mononoke destroyed in this way cannot be resurrected with
Calamity Call (core book p211), but the PCs can still gain XP,
Crest, and Materials from them.
61
Mononoke Data:
Humanoid
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancels Range Manipulation: Prep / User
• 2d6 + 9 magical damage. • The creature increases the range of an attack action by 4
Sq (“Engaged” becomes Charge 4 Sq., “Combat Zone”
Elemental Magic I: Magical Attack / 4 Sq / One / Cancels gains +1d damage instead).
• 2d6 + 9 magical damage, psychic. 1/Round.
Materials (2d6)
2-6 None
7+ Fragment of Truth / Will +1: 500G (Potency: 1)
Description
A Mononoke standing approximately one meter high, with small knobs or horns on their head. They are skilled at reading emo-
tions, and manipulate those they possess into acting against their own desires, eventually warping their targets’ hearts until they
become fellow Amanojaku. They enjoy feeding off the discord and negative emotions they cause, and often become vassals of
Aramitama for that reason.
62
Deep Ones x5 Class: Humanoid L
V 2 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Deep Strike: Physical Attack / Engaged / One
• 2d6 + 14 physical damage, spear. • 2d6 + 14 physical damage, hammer. A target who takes
any damage from this attack may be pushed away from
Pincer Formation: Start / Combat Zone / Combat Zone the creature 1 square in a direction of their choosing,
• Swarm Mononoke gain +2 to their Accuracy checks. ignoring engagement.
Materials (2d6)
2-6 None
7-10 Slimy Scale / Guard +1: 500G (Potency: 1)
11+ Meat Skewer / HP +6: 1000G (Potency: 2)
Description
Mononoke with fish-like faces and bodies and scaly arms and legs. They can interbreed with humans; while young, their offspring
have human-like appearances, but they gradually shift to their original forms as they reach adulthood. Once their transformation
is complete, they return to the sea. Although they can look like humans, they have overwhelming strength, and often move in
groups. They can be dangerous enemies, especially when encountered in water.
Attack Options
Weapon Attack: Ranged Attack / 7 Sq / Two Magical Barricade: Free / 7 Sq / One
• 2d6 + 16 physical damage, ranged. • The target gains +5 Ward. 1/Round.
Materials (2d6)
2-10 Magical Girl Dress / Ward +1: 500G (Potency: 1)
11+ Magical Girl Wand / MD +2: 1000G (Potency: 2)
Description
Mature, battle-scarred magical girls who have experienced harsh realities and awakened from their naïve dreams. Still, they carry
on, fighting for the things they want to protect and the wishes they cling to. They avoid fighting unnecessarily, but won’t hesitate
to use violence when confronted by injustice.
63
Ippon-Datara Class: Humanoid L
V 6 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Stone Shooter: Magical Attack / 7 Sq / One / Halves
• 4d6 + 19 physical damage, hammer. • 2d6 + 15 magical damage. 1/round.
Hammer Strike: Physical Attack / Engaged / One Counterattack: Defense / User / Unavoidable
• 3d6 + 24 physical damage, hammer. A target who takes • Use before making an Evasion check. The creature auto-
at least one point of damage from this attack may be matically fails at the Evasion check, but deals 3d6 + 24 phys-
moved up to two squares, ignoring engagement. ical damage with the hammer form to one engaged target.
Materials (2d6)
2-10 Giant Eyeball / Intellect +1: 500G (Potency: 1)
11+ Precious Ore / Guard +3: 1500G (Potency: 3)
Description
A Mononoke formed from an ore or gemstone imbued with a Shard, and who spent many years accumulating spirit energy from
ley lines. They are one-eyed, one-legged giants who can freely control metals, and some mountain villages worship them. They
don’t attack unprovoked, but will punish fools who trespass on their domain.
Attack Options
Weapon Attack: Special Attack / 4 Sq / One Devious Strike: Physical Attack / Engaged / One
• 3d6 + 27 physical damage, ranged. Extra Effect: Change • The creature gains +2 to their Accuracy check, 2d6 + 27
the attack to a special attack. 1/Combat. physical damage, hammer.
Brutalize II: Physical Attack / Combat Zone / Area Engagement Distance: Start / User
• 3d6 + 32 physical damage, hammer. 1/round. • The user can place themselves in any unoccupied square
within 7 squares of their current square. 1/Combat.
Divine Fusion: Constant / User
• The creature gains one additional Attack Timing on its turn.
Materials (2d6)
2-9 Giant’s Fingernail / Strength +1: 500G (Potency: 1)
10+ Clamshell Toy / Speed +2: 1500G (Potency: 3)
Description
Two giant Mononoke: one with incredibly long arms, and another with incredibly long legs. They always move together, using
their long, whiplike limbs to attack and eat people or sink ships. They are typically considered fiends, but are revered as servants
of the gods in some regions.
64
Visitor Class: Humanoid L
V 11 (3)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancels Third Eye: Constant / User
• 2d6 + 36 magical damage. Extra Effect: Add +10d6 damage. • The creature gains one additional Attack Timing on its
1/Session. turn. In addition, the user is immune to being blinded or
staggered.
Combat Magic III: Magical Attack / Combat Zone / Area / Halves
• 4d6 + 40 magical damage. 2/Round. Magic Rejection: Free / Combat Zone / One
• Cancel a target’s magical attack. 2/Round.
Barrier Interference: Defense / 7 Sq / One
• The creature and the target swap Ward values.
Materials (2d6)
2-8 Extradimensional Alloy / MD +3: 1500G (Potency: 3)
9+ Third-Eye Gemstone / Blindness Immunity: 2000G (Potency: 4)
Description
Among the incredibly rare, godlike Marebito–mysterious beings who enter our world from other dimensions–there are a rarer few
who wield a primordial spirit energy. They bear jewel-like sensory organs on their foreheads and possess otherworldly powers.
While they cannot spirit burn, they can use a similar technique to ignite powerful, spiritual conflagrations.
L
Ura Class: Humanoid V 13 (3)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Combat Techniques IV: Physical Attack / Engaged / Area
• 3d6 + 39 physical damage, hammer. • The creature gains +4 to their Accuracy check. 3d6 + 54
physical damage, sword.
Armored Hide of the Oni King: Start / User / User
• Select one weapon form: Sword, Spear, Axe, or Hammer. Lord of Oni: Constant / User
For the duration of the round, the creature halves any • The creature gains two additional Attack Timings. Once
physical damage it takes from weapons of that form. per round, when making a reactive check against a non-
Engaged attack, make it as an Accuracy check.
Materials (2d6)
2-10 Bone of the Oni King / Strength +4: 2000G (Potency: 4)
11+ Hairclip of the Miko Princess / Pain Immunity: 4000G (Potency: 5)
Description
The Oni King who once ruled over the Kibi region. He clashed with the Yamato Kingship until the prince Kibitsuhiko-no-mikoto
ultimately slew him. His bones were sealed within shrines, but disappeared during the Scouring. Twelve years later, following the
mysterious purchase of an island in the Seto Inland Sea, a person calling himself Ura veiled the island in a massive Netherworld.
His goals are unknown, and various Awakened organizations are carefully tracking the situation as a top-priority case.
65
Mononoke Data:
Beast
L
Kyuuso x10 Class: Beast V 1 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Devouring Swarm: Start / 4 Sq / One
• 1d6 + 10 physical damage, sword. • Reduce the HP of an obstacle within range by 30. This
effect is cumulative, and when its HP reaches 0, the ob-
Demonic Strike I: Physical Attack / Engaged / One stacle is destroyed.
• 2d6 + 14 physical damage, sword. If the target fails their
reactive check, they become staggered.
Materials (2d6)
2-5 None
6-9 Puffy Ears / Intellect +1: 500G (Potency: 1)
10+ Round Tail / Luck +2: 1000G (Potency: 2)
Description
Mononoke who take the form of giant rats, and their consumption of Shards means they grow up to 60 centimeters long. They
follow their instincts mindlessly, and insatiably devour all they can consume. Their behavior is similar to ordinary rats; but their
size allows their gnawing to cause major structural damage to buildings. When kyuuso form large packs, they can cause serious
harm, and must be dealt with quickly.
66
Okuri-Inu Class: Beast L
V 2 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Lupine Strike: Physical Attack / Engaged / One
• 2d6 + 13 physical damage, spear. Extra Effect: Change • 2d6 + 14 physical damage, spear. If the target fails their
the attack to a special attack. 1/Combat. reactive check, they become staggered.
Materials (2d6)
2-8 Sharp Fang / PD +1: 500G (Potency: 1)
9+ Dog’s Pelt / Ward +2: 1000G (Potency: 2)
Description
A dog that has been imbued with a Shard to become a highly intelligent Mononoke. Malicious okuri-inu will often stalk humans
to devour their souls, but benevolent okuri-inu rescue people or serve Divine Spirits. Especially venerable okuri-inu may adorn
themselves with sacraments to collect spiritual might.
L
Ohgama Class: Beast V 3 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Swallow: Physical Attack / Engaged / One
• 3d6 + 13 physical damage, hammer. • 2d6 + 21 physical damage, hammer.
Imbued Weapon Resistance II: Start / 5 Sq / One Rainbow Qi: Magical Attack / 7 Sq / One / Halve
• The target halves damage with the axe or hammer form • 2d6 + 10 magical damage, psychic. Targets who fail their
they take. resistance checks become staggered.
Materials (2d6)
2-5 None
6-9 Toad Oil / Guard +1: 500G (Potency: 1)
10+ Extending Tongue / Strength +2: 1000G (Potency: 2)
Description
A Mononoke in the form of a giant toad up to three meters in length, born from frogs who lived for centuries and became imbued
with Shards. They belch up a shining, prismatic qi that fogs the minds of those exposed to it, and also secrete a mystical oil which
reduces the impact of heavy weapons.
67
Hihi Class: Beast L
V 4 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Demonic Strike I: Physical Attack / Engaged / One
• 4d6 + 16 physical damage, sword. Extra Effect: Change • 3d6 + 17 physical damage, axe. Targets who fail their re-
the attack’s target to Area. 1/Combat. active checks become staggered.
Materials (2d6)
2-8 Hihi Lip / Intellect +1: 500G (Potency: 1)
9+ Hihi Jawbone / Strength +2: 1000G (Potency: 2)
Description
A giant Mononoke that resembles a monkey up to three meters tall, which come into existence when a long-lived monkey claims
a Shard. They often concoct devious plans to entrap humans, and specifically to devour women’s souls. Highly intelligent, they
can tear apart humans easily with their brute strength, and have divine power over the winds.
L
Onikuma Class: Beast V 9 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Cover: Defense / Engaged / One
• 5d6 + 32 physical damage, axe. Extra Effect: After dam- • Use on Damage Reduction. The creature takes damage in
age calculation, makean additional weapon attack. 1/ place of the target (automatically failing their Resistance
Combat. check). This cannot be applied to attacks with target Area
or Combat Zone.
Impact III: Physical Attack / 2 Sq / Two
• 3d6 + 42 physical damage, hammer. Targets who fail their Bear Storm: Constant / User
reactive checks may be placed in an unoccupied square • The creature gains one additional Attack Timing on its
within three squares of their current square. turn. In addition, the creature halves any physical damage
it takes from hammers.
Materials (2d6)
2-7 Thick Pelt / Guard +2: 1000G (Potency: 2)
8+ Giant Bear Claw / PD +3: 1500G (Potency: 3)
Description
An aged bear that has become a large Mononoke that can stand ten meters tall, with power and stamina to match its size.
Its quick reaction speed and intelligence make it a difficult foe even for God Hunters.
68
Mizuchi Class: Beast L
V 11 (3)
Attack Options
Weapon Attack: Melee Attack / Charge 4 Sq / One Evil Eye: Free / 10 Sq / One
• 6d6 + 40 physical damage, axe. • Use when a target declares the use of a Talent. Cancel the effect
of one Talent used by the target with non-Constant Timing.
Vassal of the Serpent God: Constant / User
• The creature gains one additional Attack Timing on its Venomous Fangs: Physical Attack / Engaged / Area
turn. In addition, this creature reduces any frost damage it • 3d6 + 40 physical damage, sword. A target who takes at least
takes to 0, and any other effects of the attack are nullified. one point of damage from this attack becomes poisoned.
Materials (2d6)
2-9 Mizuchi Scales / Speed +1: 1000G (Potency: 2)
10+ Mizuchi Heart / Nullify Poison: 3000G (Potency: 5)
Description
A serpentine Mononoke that absorbed qi from ley lines in wetlands, gaining longevity and becoming gigantic. Steel-hard scales
cover their body, and their spear-sharp fangs secrete poisonous venom. They wish to gain greater power, and to eventually become
a dragon, and punish any who trespass upon their ley line.
L
Ohkuchi-no-makami Class: Beast V 13 (3)
Attack Options
Weapon Attack: Ranged Attack / Charge 4 Sq / One Curse of Claw and Fang II: Physical Attack / Engaged / Area
• 3d6 + 32 physical damage, ranged. Extra Effect: Change • 4d6 + 19 physical damage, sword. Targets who fail their
the attack to a special attack. 1/Round, reactive checks against this attack take a -3 on penalty on
Evasion checks for the rest of combat.
Commander of Beasts: Start / Combat Zone / Combat Zone
• The creature grants a +9 bonus to Initiative and a +10 Instincts of the Wild: Free / User
bonus to damage to Mononoke of its choosing. • The creature may make an Instinct check using their Eva-
sion stat. 1/Round.
God of Truth: Constant / User
• The creature gains one additional Attack Timing on its turn.
Materials (2d6)
2-9 Fang of the God of Truth / PD +3: 1500G (Potency: 3)
10+ White Tail of the God of Truth / Init +5: 3000G (Potency: 5)
Description
A blue-white wolf god standing one meter tall who erected a vast spirit barrier around their territory deep in the mountains, where
they reside along with their kin. They avoid contact with humans due to an unpleasant history, but it is rumored they may offer
protection in exchange for an arduous favor.
69
Mononoke Data:
Insectoid
Attack Options
Weapon Attack: Ranged Attack / 4 Sq / One Corrosive Mold: Magical Attack / Combat Zone / Area / Cancel
• 2d6 + 6 physical damage, ranged. • 2d6 + 9 magical damage. Targets who take at least one
point of damage from this attack have their Guard halved
Strange Orbit: Constant / User for the rest of combat.
• The creature may change an attack action of their choos-
ing to Special Attack / 4 Sq / One.
Materials (2d6)
2-5 None
6-9 Long Red Tongue / HP +3: 500G (Potency: 1)
10+ Long Claws / Strength +2: 1000G (Potency: 2)
Description
A Mononoke formed when spirit energy collects and stagnates in dark, filthy, damp places, attracting insects to consume it. It
takes the form of a crimson-skinned humanoid one meter tall, with curtains of hair and a long, licking tongue. It often seeks to
create more akanami.
70
Revenant Swarm x100 Class: Insectoid L
V 3 (1)
Attack Options
Weapon Attack: Physical Attack / 7 Sq / One / Cancel Teeming Swarm: End / User
• 1d6 + 13 physical damage, ranged. • The creature recovers 10 HP.
Materials (2d6)
2-5 None
6-9 Wings of the Revenant Swarm / MD +1: 500G (Potency: 1)
10+ Crystal of Hatred / Imbue Blight: 1500G (Potency: 3)
Description
Mononoke spawned from the souls of humans and animals who die with lingering grudges, and who infest insects. They are
often given names based on the souls they spawned from, such as Jougen-mushi (after a ronin executed for crimes he had long
repented), Okiku-mushi (after a servant drowned in a well for a crime she did not commit), and Heike-gani (after the Taira clan
soldiers killed in the Battle of Dan-no-ura). They cause plagues and famines, but occasionally they will carry on their original soul’s
will, becoming guardian deities.
L
Metamorphosed Class: Insectoid V 4 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Horrid Transformation: Start / User
• 2d6 + 18 physical damage, axe. Extra Effect: After dam- • The creature gains +1d6 damage. 1/Combat.
age calculation, make an additional weapon attack. 1/
Combat. Binding Strike I: Physical Attack / 3 Sq / One
• 2d6 + 14 physical damage, ranged. Targets who fail their
Tactical Diversion: Free / 3 Sq / One reactive checks reduce their Initiative by 2 for the rest of
• The target gains a +1 bonus to their Accuracy check, combat. (This effect can stack up to a maximum of -6. Initiative
and a +3 bonus to physical damage. can be reduced to a minimum of 0, immobilizing the target.)
Materials (2d6)
2-10 Imitation Compound Eye / Intellect +1: 500G (Potency: 1)
11+ Brainwashing Device / Imbue Shock: 1500G (Potency: 3)
Description
Former humans who shadowy organizations implanted with special Shards, turning them into horrid Mononoke. Their bodies
are unable to fully accept the Shards–being creating from Innocents–leaving them weaker than a perfected experiment. Since
their memories and mind are typically lost they are often found under the command of a powerful Mononoke or Aramitama.
However, it may be possible to restore their selfhood in extremely rare cases.
71
Tomoe Firefly Class: Insectoid L
V 5 (1)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Pain Attack: Physical Attack / Engaged / One
• 2d6 + 21 magical damage. Extra Effect: Change the at- • 2d6 + 13 physical damage, spear. Targets who take at least
tack’s target to Area. 1/Combat. one point of Damage from this attack also become pained.
Elemental Magic II: Magical Attack / 4 Sq / Three / Cancel Mesmerizing Light: Free / 7 Sq / One
• 2d6 + 26 magical damage, radiant. 1/Round. • The target takes a -2 penalty to an active check. 1/Round.
Materials (2d6)
2-9 Tomoe-Patterned Wings / Ward +1: 500G (Potency: 1)
10+ Bioluminescent Organ / Imbue Radiant: 1500G (Potency: 3)
Description
A human soul that became a Mononoke by inhabiting a firefly. They are named for the pattern on their body, which resembles
two comma-shaped swirls flowing together. They often take on human guise, abducting humans as live food for their carnivorous
larvae. However, a few retain the memories of their original soul and live alongside humans peaceably.
L
Dire Pest x3 Class: Insectoid V 7 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Full-Power Flight: Start / User
• 4d6 + 23 physical damage, hammer. • Place the creature in any unoccupied square up to seven
squares from their current square.
Impact II: Physical Attack / Engaged / Two
• 3d6 + 28 physical damage, hammer. Targets who fail Counterattack: Defense / User / Unavoidable
their reactive checks may be placed in any unoccupied • Use on Evasion check. The creature automatically fails
square up to two squares away from their current square. their Evasion check, but deals 2d6 + 26 physical damage
with the hammer form to one engaged target.
Materials (2d6)
2-9 Serrated Antenna / HP +3: 500G (Potency: 1)
10+ Black Cerci / Init +3: 1500G (Potency: 3)
Description
Mononoke formed from cockroaches or aphids imbued with Shards. They have incredible reaction speed, a powerful survival
instinct, and high fertility, making them challenging to exterminate. They terrify and intimidate by mimicking human form, and
try to spawn as much as possible. They are highly intelligent and adaptable, and anyone who dismisses them as mere insects is
in for a harsh lesson.
72
Spider Mistress Class: Insectoid L
V 9 (2)
Attack Options
Weapon Attack: Melee Attack / 2 Sq / One Neurotoxin: Free / 7 Sq / One
• 4d6 + 35 physical damage, spear. Extra Effect: Change • Use on Active Check. For the creature’s attack after using
the attack’s target to Area. 1/Round this Talent, targets who take at least one point of damage
also become pained.
Binding Strike II: Physical Attack / 7 Sq / Two
• 4d6 + 26 physical damage, ranged. Targets who fail their Eight Scything Legs: Constant / User
reactive checks reduce their Initiative by 3 for the rest • The creature gains one additional attack Timing on its turn.
of combat. (This effect can stack up to a maximum of
-9. Initiative cannot be reduced below 0.)
Materials (2d6)
2-9 Strong Thread / MD +3: 1500G (Potency: 3)
10+ Deep Red Eye / Halve Blight: 2000G (Potency: 4)
Description
A spider that was imbued with a Shard and gained longevity. It spent years residing on ley lines or spiritual sites and grew larger
and stronger. Due to stories of them transforming into women and seducing victims, they’re called Spider Mistresses, but there are
Spider Mistresses of all genders. They can be either heartlessly cruel or deeply caring, and may assist those they have grown fond of.
L
Nawi-no-kami Class: Insectoid V 12 (3)
Attack Options
Weapon Attack: Melee Attack / 5 Sq / One Mental Disarray: Start / Combat Zone / Combat Zone
• 6d6 + 41 physical damage, hammer. Extra Effect: Change • Targets take a -1 penalty to reactive checks.
the attack’s range to Combat Zone. 1/Round.
Impact III: Physical Attack / Engaged / Area
That Which Crawls Below The Earth: Constant / User • 3d6 + 51 physical damage, hammer. Targets who fail their
• The creature gains one Attack timing. In addition, Flame reactive checks may be placed in any unoccupied square
damage is reduced to 0, and its other effects are nullified. up to three squares away from their current square.
Materials (2d6)
2-7 Psychic Receptor / Will +4: 2000G (Potency: 4)
10+ Metal Egg / Halve Flame: 2000G (Potency: 4)
Description
A gigantic, tentacled, caterpillar-like Mononoke over 30 meters long that tunnels through the earth. They have powerful telepathic
abilities, can influence ley lines, and cause earthquakes. They are highly resistant to fire, but vulnerable to bodies of water. As
immersion can destroy them, they’ve been successfully sealed away in lakes or on isolated islands. Based on their appearance
and characteristics, some speculate that they may be the pupal form of the serpentine yôkai known as nozuchi.
73
Mononoke Data:
Plant
Attack Options
Weapon Attack: Magical Attack / 5 Sq / One / Cancel Conceal: Start / 5 Sq / One
• 1d6 + 9 magical damage. Extra Effect: Change the attack’s • Target gains hidden with a check result of 20.
target to Two. 1/Combat.
Elemental Magic I: Magical Attack / 4 Sq / One / Cancel
• 2d6 + 9 magical damage, wind. 1/Round.
Materials (2d6)
2-7 None
8-10 Small robes / Luck +1: 500G (Potency: 1)
11+ Sacred Acorn / HP +6: 1000G (Potency: 2)
Description
Small people born from spirit energy that accumulates in trees, flowers, and rocks in natural environs near powerful ley lines over
many years. They don’t care for humans to notice them, hiding within spirit barriers deep in mountain ranges, and moving with
incredible speed to stay out of sight. While peaceful, they will unite to punish those who invade their territory or betray them.
74
Azuki-arai Class: Plant L
V 3 (1)
Attack Options
Weapon Attack: Ranged Attack / 5 Sq / One Cover: Defense / Engaged / One
• 2d6 + 13 physical damage, ranged. • Use on Damage Reduction. The creature takes damage in
place of the target (automatically failing their Resistance
Mysterious Sound: Start / User check). This cannot be applied to attacks with target Area
• The creature halves any magical damage it takes. or Combat Zone.
Materials (2d6)
2-8 Tree Fruit Set / HP +3: 500G (Potency: 1)
9+ Sacred Sapling / Evasion +1: 1000G (Potency: 2)
Description
A Mononoke formed when a creature’s soul fuses with a plant spirit. They often serve as gardeners, taking the form of a child or
animal, and caring for plants and trees on sacred mountains. When humans approach, they rattle seeds and fruits they have on
hand to warn people off. The sound is reminiscent of azuki beans being washed, which inspired their name. They are humble,
peaceful folk, but will not hesitate to put their bodies on the line to protect lives under their care.
L
Oshirasama Class: Plant V 4 (1)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Combat Magic I: Magical Attack / 7 Sq / One / Halve
• 1d6 + 14 magical damage. • 2d6 + 18 magical damage. 1/round.
God of Protection: Start / Combat Zone / Combat Zone Condition Resistance I: Constant / User
• Targets gain a +1 bonus to reactive checks. • The creature automatically nullifies pained.
Materials (2d6)
Automatic Purifying Mulberry Branch / Luck +1: 500G (Potency: 1)
2-10 Small Kimono / Ward +1: 500G (Potency: 1)
11+ Snow-White Mayudama / Instinct +1: 1000G (Potency: 2)
Description
A wooden doll worshiped as a god that became a Mononoke. Most of them have the appearance of kimono-clad, wooden dolls
about 30 centimeters high. They are often guardian deities of houses, farms, or villages, and enjoy playing with small children.
While typically peaceful and friendly, they bring down harsh curses upon those who violate their taboos.
75
Mitoh-Sama x5 Class: Plant L
V 5 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Gravity Barrier: Free / 7 Sq / One
• 2d6 + 17 physical damage, sword. Extra Effect: Change • The target gains +10 Guard. 1/Round.
the attack’s target to Area. 1/Combat.
Beings From Beyond The Stars: Constant / User
Optical Weapon: Magical Attack / 4 Sq / Three / Cancel • This creature reduces psychic damage it takes to 0, and
• 2d6 + 26 magical damage, radiant. 1/Round. any other effects of the attack are nullified.
Materials (2d6)
2-11 Mysterious Metal Fragment / MD +1: 500G (Potency: 1)
12 Metal Cylinder / Halve Psychic: 2000G (Potency: 4)
Description
Giant winged, six-legged, crustacean-like Mononoke often dwelling in deep mountain caverns and mineshafts. Their heads re-
semble spiky mushrooms–and God Hunters classify them as closely related to fungi–but they have keen intellects that belie their
outward appearance. They spend most of their time in their holes diligently digging up special minerals, and avoid human contact.
There are rare cases where they form a mutualistic relationship with humans, and some regions worship them as mining gods.
L
Sacred Gate Class: Plant V 8 (2)
Attack Options
Weapon Attack: Melee Attack / 2 Sq / Two Guardian of Sacred Ground: Free / Combat Zone / One
• 3d6 + 30 physical damage, spear. Extra Effect: Change • Use When Target Declares Talent. Nullify the effect of one
the attack’s range to Combat Zone. 1/Round. talent with Start Timing.
Blocking the Way: Free / Engaged / One Torii Incarnation: Constant / User
• When the creature declares engagement with a target, • The creature halves any physical damage from swords
or when a target declares engagement, breakaway, or or spears.
withdraw from the creature, they immediately perform
a weapon attack on the target.
Materials (2d6)
2-9 Torii Fragment / Guard +2: 1000G (Potency: 2)
10+ Banner of the Holy Lance / Init +3: 1500G (Potency: 3)
Description
A torii guarding the entrance to a sacred space upon a gigantic ley line which become a Mononoke. They expel trespassers
and evil creatures dutifully, sometimes assisted by komainu or other guardian entities. They rarely leave their gates in the course
of their duties, but there are reported cases of them wandering and acting independently when their sacred spaces have been
destroyed, leaving them abandoned.
76
Camellia Goddess Class: Plant L
V 10 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Breath of the Earth: Defense / 7 Sq / One
• 2d6 + 35 physical damage, sword. Extra Effect: Change • The target nullifies one of the following: blinded, poison-
the attack’s target to Area. 1/Round. ous, pained, or paralyzed.
Way of the Concealed Blade - Falling Blossom: Physical Spirit of the Thousand-Year Camellia: Constant / User
Attack / Engaged / One • The creature gains one additional Attack Timing on its
• 2d6 + 67 physical damage, sword, wind. 1/Round. turn. In addition, once per round, the user may change
physical damage to magical damage.
Materials (2d6)
2-4 Ancient Wood Concealed Blade / Agility +4: 2000G (Potency: 4)
5-9 Crimson Petals / HP +9: 1500G (Potency: 3)
10+ Camellia Hairpin / Ward +4: 2000G (Potency: 4)
Description
A gigantic tree that became a Mononoke growing on top of a ley line deep in the mountains. They appear as women of other-
worldly beauty clad in deep red hagoromo–an elaborate feathered kimono–leading to their name. They seldom leave their own
domains, and thus are rarely seen, but there are legends of them forming bonds with humans and even having children together.
L
Sapling of Fusang Class: Plant V 13 (3)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Spirit Tempest: Start / Combat Zone / Combat Zone
• 6d6 + 36 magical damage. Extra Effect: Change the at- • The targets reroll their spirit dice.
tack’s target to Combat Zone. 1/Round
Breath of Life: End / Combat Zone / Combat Zone
Elemental Magic IV: Magical Attack / Combat Zone / Area • Targets recover 20 HP.
/ Cancel
• 3d6 + 51 magical damage, wind. 2/Round. Sacred Tree of Takamagahara: Constant / User
• The creature gains two additional Attack Timings on its turn.
Materials (2d6)
2-9 Leaf of Fusang / Halve Wind: 2000G (Potency: 4)
10+ Bark of Fusang / Guard +5: 3000G (Potency: 5)
Description
A sapling of the great tree, Fusang, said to have resided once in the divine realm of Takamagahara; the heavens above Japan. The
parent tree is a vast reserve of spirit energy, enough to turn any land into a powerful ley line merely by taking root. Even a single
seed would be worth a fortune. However, Mononoke born from its ley line closely guard it, and getting close is a daunting challenge.
77
Mononoke Data:
Machine
Attack Options
Weapon Attack: Melee Attack / Engaged / One Magic-Resistant Cloth: Free / 4 Sq / One
• 4d6 + 11 physical damage, spear. • The target gains Ward +5. 1/Round.
Materials (2d6)
2-9 None
6-9 Spirit-Thread Embroidery / Ward +1: 500G (Potency: 1)
10+ Shikigami-Crafting Cloth / Evasion +1: 1000G (Potency: 2)
Description
A type of shikigami created using cloth as a spiritual vessel. It appears to be an ordinary sheet of cloth about 10 meters by 10
meters, but with a pair of long, slender, diminutive hands extending from it. Constructed by using cloth with magical formulae
woven into it, it can be given simple orders and act autonomously, such as attacking or abducting people. But because the cloth
is highly receptive to spiritual influence, Shards may cause them to develop their own wills, becoming strays that wander off.
78
Rokuro-kubi Class: Machine L
V 3 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Headbutt: Physical Attack / 2 Sq / One
• 3d6 + 14 physical damage, hammer. Extra Effect: After • 2d6 + 14 physical damage, hammer. Targets who fail their
damage calculation, make an additional weapon attack. reactive checks against this attack may be placed in an
1/Combat. unoccupied square up to one square away from their
current square.
Range Control: Prep / User
• The creature increases the range of an attack action by Distorted Vision: Free / 7 Sq / One
+4 Sq. (Engaged becomes Charge 4 Sq. If the range is • The target takes a -2 penalty to the Evasion check. 1/
already Combat Zone, increase damage by +1d6.) Round.
Materials (2d6)
2-9 Broken Machine / Intellect +1: 500G (Potency: 1)
10+ True Form Fragment / Accuracy +1: 1000G (Potency: 2)
Description
A Mononoke formed when a soul and a Shard fuse with a rope, a chain, or the pulley of an old well. They can take on human form,
and can elongate their necks to absurd lengths, or can detach their heads from their bodies entirely. Some consider themselves
to be regular humans, and live out ordinary lives. They are ordinarily harmless, but some are influenced by their original role or
tainted by their former owner’s sins, becoming feral and violent.
L
Sprite Class: Machine V 4 (1)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Curse Waveform: Magical Attack / 5 Sq / Area / Halve
• 2d6 + 14 magical damage. • 2d6 + 20 magical damage. 1/Round. Targets who fail their
reactive checks become pained.
Electrical Discharge: Start / Combat Zone / Combat Zone
• Targets take a -3 Initiative penalty. Error-Correcting Program: End / User
• The creature recoversr 10 HP.
Holographic Body: Constant / User
• The creature halves any physical damage it takes of rank
2 or lower.
Materials (2d6)
2-10 Storage Media / MD +1: 500G (Potency: 1)
11+ Coolant System / Imbue Frost: 1500G (Potency: 3)
Description
A being formed when a human’s ambition is preserved in digital media or on the Internet, and fuses with a Shard. Computer code
roughly recreates their body and mind, leading them to single-mindedly seek their objective. But in this age of rapidly advancing
technology, there are persistent rumors of sprites with sentience.
79
Ghost Cart Class: Machine L
V 4 (1)
Attack Options
Weapon Attack: Ranged Attack / Charge 4 Sq / One Monster Machine: Physical Attack / Engaged / One
• 4d6 + 16 physical damage, ranged. Extra Effect: Change • 3d6 + 16 physical damage, hammer. Targets who fail their
the attack’s range to Charge 10 Sq. 1/Combat. reactive checks may be placed in any unoccupied square
up to one square away from their current square.
Tune-Up From Hell: Start / User
• The creature gains a +2d6 bonus to Initiative. 1/Combat. Bond of Steel: Free / Combat Zone / One
• Use when the target declares a move action. They may
still make ranged attacks and magical attacks after moving.
Materials (2d6)
2-9 Broken Brake / Initiative +1: 500G (Potency: 1)
10+ Soul of Steel / Speed +1: 1000G (Potency: 2)
Description
A vehicle that became a Mononoke by bonding with a Shard. Historically, these were oxcarts with giant faces, but now auto-
mobiles, motorcycles, and even tanks and trains have acquired Shards. The weight and speed of such a machine is a dangerous
threat to life and limb.
L
Fallen Regalia Class: Machine V 5 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Brutalize I: Physical Attack / Engaged / Area
• 3d6 + 22 physical damage, sword. Extra Effect: Gain • 3d6 + 19 physical damage, sword. 1/Round.
+3d6 to damage. 1/Combat.
Regalia of Extermination: Constant / User
Ultimate Technique Recalled: Physical Attack / Combat Zone • The creature gains one additional Attack Timing on its turn.
/ One Swarm Mononoke that take at least one point of physical
• The creature gains +3 to their Accuracy check. 36 phys- damage from them are killed immediately.
ical damage, sword. 1/Combat.
Materials (2d6)
2-9 Broken Guard / Accuracy +1: 1000G (Potency: 2)
10+ Soul Crystal Fragment / Ward +3: 1500G (Potency: 3)
Description
The sad remnants of a Regalia forged of ley gold, once wielded to vanquish evil gods. With no wielder, they seek to fulfill their
last bearer’s purpose or dying wish ceaselessly, until the day another living weapon destroys them.
80
Shipsoul Class: Machine L
V 10 (2)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Naval Artillery: Magical Attack / Combat Zone / Area / Halve
• 5d6 + 34 magical damage. Extra Effect: Halve either the • 2d6 + 34 magical damage, radiant. 2/Round.
target’s Guard or their Ward. 1/Round
Summon Fleet: Constant / User
Oceanic Battlefield: Start / Combat Zone / Combat Zone • The creature gains one additional Attack Timing on its
• Targets are submerged and take appropriate penalties turn. Once per session, change an attack’s range and
until combat ends. target to Combat Zone.
Materials (2d6)
2-10 Shipsoul Vessel / Nullify Staggered: 1500G (Potency: 3)
11+ Mark of the Flagship / Halve Wind: 2000G (Potency: 4)
Description
A divine idol aboard a warship–such as a pirate ship or naval vessel–entrusted with prayers for safety and victory which has bound
to a Shard. The lingering regrets when a ship is sunk or decommissioned often transform them into Mononoke. They construct
spirit barriers that echo the oceans they called home, and sail forever across the seas or skies in an attempt to carry on their duties.
Sometimes, the souls of crew who perished aboard manifest with them as undead Mononoke.
L
Daidarabotchi Class: Machine V 14 (3)
Attack Options
Weapon Attack: Melee Attack / Combat Zone / One Brutalize III: Physical Attack / Combat Zone / Combat Zone
• 6d6 + 46 physical damage, hammer. Extra Effect: Halve • 5d6 + 56 physical damage , ranged. 2/Round.
either the target’s Guard or Ward. 1/Round
Machine God: Constant / User
Impact III: Physical Attack / Engaged / One • The creature gains two additional Attack Timings on its
• 3d6 + 56 physical damage, hammer. Targets who fail turn, is immune to pained, and halves any physical damage
their reactive checks may be placed in any unoccupied it takes from swords and spears.
square up to three squares from their current square.
Materials (2d6)
2-9 Gravity Control Device / Imbue Force: 1500G (Potency: 3)
10+ Physical Barrier Device / Guard +5: 3000G (Potency: 5)
Description
A legendary giant that left footprints across every land in prehistory, constructed by unknown creators from a mysterious metal.
God Hunters debate various theories regarding their origin, including whether they’re a relic from an incredibly ancient civiliza-
tion, a distant future, or another dimension. The only confirmed daidarabotchi is in a dormant state, and it is rumored that they
lie asleep waiting for a master to give them purpose again.
81
Mononoke Data:
Undead
Attack Options
Weapon Attack: Melee Attack / Engaged / One Spirit Wave: Magical Attack / 7 Sq / One / Halve
• 1d6 + 9 physical damage, hammer. • 2d6 + 14 magical damage, 1/round. Targets who fail their
reactive checks become pained.
Spread: Prep / User
• Change an attack’s target to Area.
Materials (2d6)
2-7 None
8+ Memory Jewel / Will +1: 500G (Potency: 1)
Description
An accumulation of leftover spirit energy formed when a human turns to pitch, sometimes called Shadow Flame. The energy
is influenced by the negative emotions borne from the moment they turn to pitch, and may attack humans to join with a soul
again, or be manipulated by an Aramitama that bears their original soul. As they are merely leftover dregs, destroying them has
no effect on the original soul.
82
Guardian Spirit Class: Undead L
V 2 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Cover: Defense / Engaged / One
• 2d6 + 9 physical damage, spear. • Use on Damage Reduction. The creature takes the damage
in place of the target (automatically failing their Resistance
Karmic Shackle: Physical Attack / Engaged / One check). This cannot be applied to attacks with target Area
• 2d6 + 16 physical damage, hammer, force. 1/Round. or Combat Zone.
Materials (2d6)
2-5 None
6-9 Heirloom / Ward +1: 500G (Potency: 1)
10+ Family Treasure / Luck +2: 1000G (Potency: 2)
Description
A being formed from ancient memories retained within the soul and a Shard. Taking on physical form, they often appear in the
guise of one of their master’s ancestors to protect that individual or their household. As manifestations of leftover memories,
rather than complete people, their ways of thinking are often rooted in traditions and obsessions powerful enough to linger across
generations, and tend to exhibit extreme behavior.
L
Corpse Lion Class: Undead V 3 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Abnormal Regeneration: End / User
• 3d6 + 12 physical damage, sword. • The creature recovers 10 HP.
Materials (2d6)
2-5 Corpse-Beast Fur / Strength +1: 500G (Potency: 1)
6-9 Corpse-Beast Fang / PD +2: 1000G (Potency: 2)
10+ Corpse-Beast Mane / Luck +2: 1000G (Potency: 2)
Description
A Mononoke constructed by gathering the most potent components from various animal corpses to haphazardly, magically
stitch together. Though called “lions”, they bear no resemblance to a natural lion beyond being a quadrupedal beast. Their large,
powerful bodies can deliver shattering blows that aren’t to be taken lightly.
83
Soldiers of Yomi x5 Class: Undead L
V 6 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Elemental Attack II: Physical Attack / 2 Sq / One
• 2d6 + 20 physical damage, spear. Extra Effect: Change • 2d6 + 42 physical damage, spear, frost. 1/Round.
the attack’s target to Two. 1/Combat.
Legion of Death’s Domain: Constant / User
Order to Charge: Start / Combat Zone / Combat Zone • All Mononoke in an engagement with the creature who bear
• All swarm Mononoke may be moved into any the same name (including the creature) gain a +1 bonus to
unoccupied square up to seven squares away from Accuracy checks and a +3 bonus to physical damage. In addi-
their current square. tion, they halve all physical damage of rank 1 or lower it takes.
Materials (2d6)
2-10 Death-Spear Point / PD +1: 500G (Potency: 1)
11+ Death-Spear Ribbon / Init +2: 1000G (Potency: 2)
Description
Oni native to Yomi–the Shinto land of the dead–who were sent out by the goddess Izanami to capture her husband, Izanagi.
Although they are not particularly intelligent as individuals, they always operate and fight as well-coordinated squads.
L
The Seven on the Shore Class: Undead V 7 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Gaze - Stagger: Start / 4 Sq / Area / No Resist
• 2d6 + 24 physical damage, hammer. Extra Effect: Change • Targets become staggered.
the attack’s range to 7 Sq. 1/Combat.
Spirit Wave II: Magical Attack / 5 Sq / Area / Halves
Life Drain II: Physical Attack / Engaged / One • 2d6 + 21 magical damage, 1/round. Targets who fail their
• 3d6 + 17 physical damage, hammer. If the target fails reactive checks become pained.
their reactive check, the creature recovers 20 HP.
Seven In One: Constant / User
• The creature gains one additional Attack Timing on its turn.
Materials (2d6)
2-10 Rusted Khakkhara / Invoke +1: 1000G (Potency: 2)
11+ Bone Prayer Beads / Intellect +4: 2000G (Potency: 4)
Description
A collective ghost formed from seven humans who once commanded spiritual power, their death binding them together. To
redress their lingering regrets, they sacrifice their weakest member, then attack those with greater spirits to absorb them into the
collective. As a side effect, they grow stronger and stronger over time.
84
Yomotsu-shikome Class: Undead L
V 10 (2)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / Two / Cancel Withdraw: End / User
• 2d6 + 34 magical damage. Extra Effect: Change the at- • Place the creature in any unoccupied square up to four
tack’s range to Combat Zone. 1/Combat. squares away from their current square.
Commander II: Start / Combat Zone / Combat Zone Tracker of the Dead: Constant / User
• Swarm Mononoke gain a +6 bonus to Initiative. • The creature gains one additional Attack Timing on its
turn, and may perform magical attacks even after moving.
Miasma of Death’s Domain: Magical Attack / 7 Sq / Area /
Cancel
• 2d6 + 44 magical damage, frost. 1/Round.
Materials (2d6)
2-9 Grape Vine / Initiative +2: 1000G (Potency: 2)
10+ Smoldering Comb Teeth / Nullify Blinded: 2000G (Potency: 4)
Description
A female oni who is said to dwell in Yomi, the Shinto land of the dead, as a manifestation of all its foulness and decay. According
to legend, the goddess Izanami sent Yomotsu-Shikome to pursue her husband Izanagi as he fled Yomi. She is incredibly fast and
ravenous; Izanagi threw various objects in her path for her to eat, such as his headdress which transformed into a vine of grapes,
and comb teeth that became bamboo shoots, in order to distract her and escape.
L
Gashadokuro Class: Undead V 12 (3)
Attack Options
Weapon Attack: Melee Attack / Combat Zone / One Counterattack: Defense / User / Unavoidable
• 6d6 + 41 physical damage, axe. Extra Effect: Have either • Use before an Evasion check. The user automatically fails
the target’s Guard or Ward. 1/Round. the Evasion check, but deals 3d6 + 39 physical damage
with the hammer form to one engaged target.
Miasma of Death’s Domain: Start / 4 Sq / Area / No Resist
• The target becomes poisoned. Titan’s Remnants: Constant / User
• This creature gains two additional Attack Timings on its
Brutalize III: Physical Attack / Combat Zone / Combat Zone turn, and automatically nullifies pained.
• 5d6 + 51 physical damage, hammer. 1/Round.
Materials (2d6)
2-9 Miasma Crystal / Will +3: 1500G (Potency: 3)
10+ Shattered Summoning Core / Nullify Pained: 4000G (Potency: 5)
Description
A huge assemblage of vengeful, ghostly spirits summoned into the skeleton of an ancient titan. Having never received ritual
offerings, and enraged at the ritual disturbing them even further, they go on a rampage, spreading destruction until everything
they see is ash and embers.
85
Mononoke Data:
Myth
Attack Options
Weapon Attack: Magical Attack / 4 Sq / One / Cancel Fortune Call: Constant / User
• 1d6 + 7 magical damage. • Within Range: Combat Zone, Target: Combat Zone, targets
other than the creature gain a +1 bonus to Luck checks.
Alter Fate: Free / 5 Sq / One
• Adjust one of the target’s spirit dice by ±1. 1/Round.
Materials (2d6)
2-7 None
8-11 Azuki Beanbag / MD +1: 500G (Potency: 1)
12+ Hand-Sewn Kimono / Luck +3: 1500G (Potency: 3)
Description
A kind Mononoke with the appearance of a small child. They inhabit house storerooms, and bring fortune and plenty to the home’s
occupants. However, some consider them to be ill spirits, as their departure from a house can bring down equal misfortunes. In
rare cases, a zashiki-warashi has become attached to a person instead of a home.
86
Merfolk Class: Myth L
V 3 (1)
Attack Options
Weapon Attack: Magical Attack / 5 Sq / One / Cancel Protection of the Waters: Defense / 5 Sq / One
• 2d6 + 14 magical damage. • The target halves frost damage they take.
Born of the Waters: Start / Combat Zone / One Elemental Nullification I: Constant / User
• The target gains Movement: Swim for the combat's duration. • The creature reduces any frost damage to 0, and any other
effects of the attack are nullified.
Elemental Magic I: Magical Attack / 4 Sq / One / Cancel
• 2d6 + 14 magical damage, frost. 1/Round.
Materials (2d6)
2-11 Merfolk Scale / Agility +1: 500G (Potency: 1)
12+ Merfolk Heart / Imbue Frost: 1500G (Potency: 3)
Description
Aquatic spirit-kin who are born from oceans and lakes, with an upper human half, and a fishtail for a lower half. However, they
can take on a fully human form for short periods. Their meat is reputed to have countless medicinal uses despite being a powerful
poison, making it extremely dangerous to handle without thorough expertise. Due to a long and tragic history of being hunted
by humans, merfolk avoid contact with them as much as possible.
L
Yatagarasu Class: Myth V 4 (1)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Lineage of the War God: Free / Combat Zone / One
• 2d6 + 16 magical damage. • Adjust one of the target’s rolled dice by ±1. 1/Round
Divine Harbinger: Start / Combat Zone / Combat Zone Great Beast of Light: Constant / User
• The targets gain automatic immunity to blindness until • This creature reduces any radiant damage it takes to 0, and
the end of combat. any other effects of the attack are nullified.
Materials (2d6)
2-10 Third Leg / MD +1: 500G (Potency: 1)
11+ Deep Black Tail Feather / Luck +3: 1500G (Potency: 3)
Description
A three-legged crow Mononoke with an one meter wingspan, a divine messenger who has offered guidance to kings and heroes
since ancient times. They are also an embodiment of the sun, and can shine with a golden, holy light to drive away evil. They are
sticklers regarding promises and contracts, and bestow harsh punishments upon oathbreakers.
87
God of the Land Class: Myth L
V 5 (1)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Divine Breath: Magical Attack / Combat Zone / Two / Halve
• 2d6 + 22 magical damage. • 2d6 + 27 magical damage, radiant. 1/Round.
Ley Line Manifestation: Start / Combat Zone / Combat Zone Divine Authority: Constant / User
• Once per target per round, adjust one of the target’s • This creature reduces any damage it takes from non-Awak-
rolled dice by ±1. (The dice value cannot go above 6 or ened to 0, and any other effects of their attacks are nulli-
below 1, and this cannot trigger a critical or a fumble.) fied. In addition, they instantly kill any swarm Mononoke
they deal at least one point of damage to.
Materials (2d6)
2-9 Spirit Mineral / Resist +1: 1000G (Potency: 2)
10+ Shrine Idol / Ward +3: 1500G (Potency: 3)
Description
An animal, plant, or other creature became a ley line’s guardian due to its spiritual influence. They guard mid-length ley lines (for
instance, one district of a city), and can take on human forms when necessary. Occasionally, when an incident occurs that they
cannot handle alone, they may turn to familiar God Hunters for assistance.
L
Fenghuang Class: Myth V 8 (2)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Guidance of the Lord of Beasts: Free / Combat Zone / One
• 3d6 + 22 magical damage. Extra Effect: Halve the target’s • The target gains one Overflow.
Guard or Ward. 1/Round
Avatar of Flame: Constant / User
Lord of Winged Creatures: Start / Combat Zone / Combat Zone • This creature gains one additional Attack Timing on its
• The creature nullifies Condition: Flying and Movement: turn. In addition, this creature reduces any flame damage it
Fly for all targets. takes to 0, and any other effects of the attack are nullified.
Materials (2d6)
2-10 Five-Colored Feather / Imbue Flame: 1500G (Potency: 3)
11+ Fenghuang Egg / HP +12: 2000G (Potency: 4)
Description
A Mononoke resembling a peacock of up to three meters in length, said to be “lords among beasts”. They accompany those who
are suitable to become wise and virtuous monarchs, and offer teaching, guidance, and protection to their chosen masters. Within the
fivefold system of Wuxing, they are equated with the Vermilion Bird that rules over the element of fire and the southern direction.
88
Fledgling Peng Class: Myth L
V 10 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Growth Spurt: End / Engaged / One / No Resist
• 5d6 + 35 physical damage, hammer. Extra Effect: Halve • The creature can kill one swarm Mononoke within range
the target’s Guard or Ward. 1/Combat to recover 30 HP.
Wingbeats of the Peng (Fledgling): Start / Combat Zone / Starfarer Bird: Constant / User
Combat Zone • This creature gains one additional Attack Timing on its turn.
• The targets take a -2d6 penalty to Initiative.
Materials (2d6)
2-10 Giant Eggshell Fragment / Strength +3: 1500G (Potency: 3)
11+ Fluffy Down-Feathers / Halve Frost: 2000G (Potency: 4)
Description
The Peng is a legendary, gigantic bird in Chinese and Japanese mythology. Its immature fledglings can reach hundreds of meters
in size, and can create hurricane-force winds with a single wingbeat. Fully grown Peng are said to fly 360,000 kilometers without
landing–the distance from the Earth to the Moon—and some theorize that they are adapted for interstellar travel.
L
Qilin Class: Myth V 12 (3)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / One / Cancel Followers of the Qilin: Constant / User
• 3d6 + 30 magical damage. • The creature may expend a Start Timing to summon and
command one Beast or Myth Mononoke of level lower
King of All Beasts: Start / Combat Zone / Combat Zone than the user’s, placing it in an engaged position with
• All Mononoke with Cunning: Low become immobilized. them. If the Mononoke cannot be placed in an engaged
position, this Talent’s effect cannot be used.
Divine Beast of Loving-Kindness: Defense / 10 Sq / One
• The target reduces damage taken 10.
Materials (2d6)
2-9 Qilin Hide / Halve Shock: 2000G (Potency: 4)
10+ Qilin Horn / Speed +4: 3000G (Potency: 5)
Description
A five-meter-long divine beast with golden fur, the body of a deer, the head of a dragon, the hooves of a horse, the tail of an ox,
and a five-colored mane on their back. They have huge horns covered by soft skin–to avoid injuring others,–and race through
the skies to avoid treading on grass or insects. They are said to be the “kings of all beasts”.
89
Mononoke Data:
Abomination
L
Jinmenso x3 Class: Abomination V 1 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Miasma Strike: Physical Attack / Engaged / One
• 2d6 + 10 physical damage, sword. • 2d6 + 10 physical damage, sword, blight.
Materials (2d6)
2-11 Bloodstained Knife / Agility +1: 500G (Potency: 1)
12 Human Face Skin / Agility +3: 1500G (Potency: 3)
Description
Face-shaped pustules caused by an infection of chaotic miasma, growing on the bodies of humans and animals alike. They
gradually take over their hosts, turning them into servants of chaos. They are primarily spiritual entities, and cannot be surgically
removed by mundane means. But if they are destroyed with spirit energy, their victims are cured.
90
Ten-Meter Woman Class: Abomination L
V 2 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Brutalize I: Physical Attack / Engaged / Area
• 4d6 + 12 physical damage, hammer. Extra Effect: Change • 2d6 + 12 physical damage, hammer. 1/Round.
the attack’s range to 7 Sq. 1/Combat.
Moment of Despair: Free / 7 Sq / One
Gaze - Stagger: Start / 4 Sq / Area / Unavoidable • The target takes a -2 penalty to an Evasion check. 1/Round.
• The targets become staggered.
Materials (2d6)
Automatic Cursed Black Hair / Strength +1: 500G (Potency: 1)
2-9 None
10+ Broken Charm / Will +2: 1000G (Potency: 2)
Description
A giant woman with long black hair and a blue-white face who enthralls, abducts, and kills humans, and laughs in disturbing tones.
She is known by many names, such as “The Long-Faced Woman” and “Hachishaku-sama”. There is speculation that she may be
a manifestation of pure curses and miasma, but her true identity is unknown.
L
Hua-she Class: Abomination V 4 (1)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Impact II: Physical Attack / Engaged / One
• 4d6 + 19 physical damage, axe. Extra Effect: After damage • 2d6 + 24 physical damage, hammer. Targets who take at
calculation, make an additional weapon attack. least one point of damage from this attack may be moved
into any unoccupied square up to two squares away from
Fast Attack: Free / User their current square, ignoring engagement.
• Use on an Accuracy check. The creature gains a +4 bonus
to that Accuracy check. 1/Combat.
Materials (2d6)
2-9 Stretchy Skin / Guard +1: 500G (Potency: 1)
10+ Caruncle / Agility +2: 1000G (Potency: 2)
Description
An abomination with a bat’s wings and a snake’s body, said to cause floods. They grow up to 12 meters long, swim through the
air with incredible speed, and capture victims with their sharp fangs or with their coiling body. Their scales are incredibly tough,
but bright light weakens them, and so they are mostly sighted at night. They sometimes serve as lackeys, messengers, and familiars
for other abominations.
91
Nurarihyon Class: Abomination L
V 5 (1)
Attack Options
Weapon Attack: Magical Attack / 10 Sq / Two / Cancel Servant of Madness: Magical Attack / Combat Zone / Combat
• 2d6 + 18 magical damage. Extra Effect: Change the at- Zone / Unavoidable
tack’s target to Area. 1/Combat. • The creature may change an obstacle or NPC of their
choosing into an Abomination Mononoke of a level less
The Parade of a Hundred Demons: Start / Combat Zone / than their own, and control it. This effect is dispelled if the
Combat Zone creature is downed, taken out, or killed.
• Mononoke within range gain a +5 bonus to Initiative
and Guard. Evil Eye: Free / 10 Sq / One
• Use when target declares a Talent. Nullify the effect of
one non-Constant Talent used by the target.
Materials (2d6)
2-10 Golden Pipe / MD +2: 1000G (Potency: 2)
11+ Faceless Mask / Imbue Psychic: 1500G (Potency: 3)
Description
An abomination whose name denotes something slippery and intangible. They enjoy manipulating people’s emotions, and delight
in cruelty and mockery. They often appear as bald, kimono-wearing, old men, but sometimes are completely faceless or take on
countless other forms. For these reasons, some whisper that they may be spiritual echoes of powerful Aramitama.
L
Umibōzu Class: Abomination V 9 (2)
Attack Options
Weapon Attack: Melee Attack / Engaged / One Abnormal Regeneration: End / User
• 6d6 + 26 physical damage, spear. Extra Effect: Halve the • The creature recovers 10 HP.
target’s Guard. 1/Combat.
Bastard of the Sea God: Constant / User
Teleport: Start / User • This creature gains one additional Attack Timing on its turn.
• Once per combat, the user may be placed at a location In addition, this creature reduces any psychic damage it
of their choosing within 7 Sq. takes to 0, and any other effects of the attack are nullified.
Materials (2d6)
2-9 Deep Green Skin / Guard +2: 1000G (Potency: 2)
10+ Self-Reproducing Meat Lump / HP +9: 1500G (Potency: 3)
Description
Aquatic aberrations that summon storms and sink ships. They usually manifest as giant humanoids with smooth slimy heads,
but some witnesses describe squid-like tentacles, scaly wings, claws, and other strange features. According to rumors, there are
still-extant regional cults that offer them human sacrifices and gifts, worshiping them to ward off disaster.
92
Meat-Sucker Class: Abomination L
V 11 (3)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / Area / Cancel Spirit Wave: Magical Attack / Combat Zone / Three / Halve
• 3d6 + 36 magical damage. Extra Effect: Gain +3d6 dam- • 2d6 + 30 magical damage. 2/Round. Targets who fail their
age. 1/Combat. reactive checks become pained.
Spiritual Contamination: Start / Combat Zone / Combat Zone God of Dissipation and Iniquity: Constant / User
• When the targets use spirit dice to influence rolls, they • This creature gains two additional Attack Timings on its
must keep at least two dice from their original roll. turn. In addition, the creature halves any physical damage
it takes from hammers.
Materials (2d6)
2-10 Phosphorescent Meat / Agility +3: 1500G (Potency: 3)
11+ Soul Crystal / Intellect +4: 2000G (Potency: 4)
Description
Disturbing abominations with bulbous, headless bodies that shine brightly, and mouths on their hands to consume both bodies and
souls. They take joy in moral decay and corruption, and will appear to targets in forms calculated to put them at ease, spiritually
debasing them before devouring them. They then mimic the form of their victim, traveling on to spread malevolence and vileness
L
The Lord of Yellow Class: Abomination V 14 (3)
Attack Options
Weapon Attack: Magical Attack / 7 Sq / Two / Cancel Spirit Theft: Start / Combat Zone / Combat Zone
• 3d6 + 42 magical damage. Extra Effect: Halve targets’ • The targets must immediately exhaust one spirit die.
Guard or Ward. 1/Round.
Avatar of Raging Winds: Constant / User,
Summon Typhoon: Magical Attack / Combat Zone / Combat • This creature gains two additional Attack Timings on its
Zone / Halve turn. In addition, this creature reduces any wind damage it
• 4d6 + 78 magical damage, wind. 1/Round. takes to 0, and any other effects of the attack are nullified.
Finally, they may change an attack of their choosing to
Special Attack / 4 Sq / One.
Materials (2d6)
Automatic Yellow Sign / Speed +3: 2000G (Potency: 4)
2-10 Yellow Robe / Guard +4: 2000G (Potency: 4)
11+ Pale Stone Mask / MD +5: 3000G (Potency: 5)
Description
A tall humanoid aberration clad in yellow robes and bearing a pale, white mask, and its said you must never see what lies beneath.
They are widely worshiped in Japan as a god of typhoons, but few know of their terrifying similarity to a certain avatar of evil gods.
93
Sample Scenario:
Requiem of a Divinity
Sample Scenario Handouts Sample Scenario Clues
94
Scenario Summary The Truth
A series of victims transformed into pitch in Hisashiro City. A The true identity of the Kaya who the PCs are fighting is not
lone girl appears and disappears in the shadows of these inci- Hisano-Kayahime, but the Aramitama, Whitefang. The Kaya who
dents. The fading red glow of nostalgic longing. PC 1 made a promise to–Hisano-Kayahime–was forgotten after
losing her shrine. However, she was saved from fading away be-
“Please, always be my friend, okay?” cause PC 1 remembered her and their promise. Kaya lingered as
a powerless god of the land due to her possession of a ley line.
Those words were the final bond connecting the girl to this Whitefang deceived her with a false pledge to reunite her with
world, a gentle memory that saved a divine soul. PC 1, and then trapped her and seized her ley line. This was not a
Soul Pact, but a means to steal her form and memories. Whitefang
Kamigakari: God Hunters presents: disrupted and used her ley line to control Mononoke, and to lure
Requiem of a Divinity. and devour human souls. Whitefang has sealed Kaya away inside
his Spirit Barrier, and must be defeated to free her.
Scenario Overview
NPC Information
People have disappeared in a string of Supernatural Incidents
across Hisashiro City, and a girl named Kaya has been lurking in
KAYA
the background of these incidents. As the PCs investigate, they
Age: 10 (appearance) Gender: Female
eventually discover that Kaya is actually an old god of the land,
Occupation: Manifestation
Hisano-Kayahime, and that the culprit is an Aramitama named
PC 1’s best friend. Her true identity is a Sae no Kami (border god)
Whitefang who stole Kaya’s form and memories (referred to
with the form of a white snake. In her human form, she appears
below as Fake Kaya).
as a young girl with a shoulder-length bob cut, an anachronistic
kimono, and a cute smile. Her personality is slightly introverted.
Kaya was forgotten and tormented by loneliness. Whitefang took
advantage of her vulnerability, trapping her inside an Anomaly
and stealing her ley line. Having stolen her form and memories, WHITEFANG
Whitefang is now exploiting her ley line to control Mononoke and Age: Unknown Gender: Male Occupation: Evil God
steal souls. The scenario ends with Whitefang’s defeat. An Aramitama who recently arrived with his partner Blackfang,
but is working alone for this scenario. Though his true form is that
of a silver, white-fanged, giant centipede, for this scenario he takes
Creating PCs
on Kaya’s form as a giant white snake, and does not take on his
true form. His speech pattern is reminiscent of a teenage punk,
This scenario is written for three to five PCs of level 1. If you’re
and his personality is shallow and cruel.
using the sample PCs, the players select from the following:
95
Scenario Introduction
Once PC creation is complete, the GM goes through each PC’s Scenario Introduction. Unless instructed otherwise, the lead char-
acter is the only PC appearing in these introduction scenes.
NOTES NOTES
PC 1 has a dream about their past promise with Kaya. PC 2 manifests in the modern world, saves Ryoko Kamiya from
Mononoke attackers, and is tasked with investigating and resolving
DESCRIPTION 1
the Supernatural Incident.
The same dream as always… That nostalgic memory from your
childhood. Saying goodbye to a friend you thought you’d always The Mononoke in this scene are one swarm of Jinmenso ×3 (this
be with. Hearing your words, Kaya’s eyes fill with tears. In the book p90).
red-dyed twilight scenery, you made a promise to her. [Describe
Kaya’s outward human appearance–not her snake form—from After Description 1, have PC 2 make an active check with a
the NPC information.] difficulty of 15. If they succeed, they easily dispatch the Mononoke
in a manner of their choosing. If they fail, they still beat the
Kaya: “... Oh. So you’re gonna move away, [PC 1].”
Mononoke, but lose 4d6 HP from their counterattack. Either
Kaya: “But, if you leave, Kaya will…”
way, proceed to Description 2 afterwards.
Kaya: “Um, um… Could I ask you something? Just … please,
always be Kaya’s friend, no matter how far away you DESCRIPTION 1
go… Is that okay?” “O HEROIC SOUL, ENGRAVED WITHIN THE MEMORY OF THE
[PC 1 makes the promise.] WORLD. A VOICE CALLS THEE FORTH…”
Kaya: “... Really? Thank goodness!”
You manifest in the present day to answer to the world’s call.
Kaya: “That’s a promise, okay? Please, don’t forget about
Sulfurous smoke. Racing bolts of lightning. The unique sensation
Kaya!”
of spirit becoming flesh.
DESCRIPTION 2
As you appear in the magic circle, you see a wounded young
That’s when you wake up in the present. Just recently, you’ve
mage–Ryoko Kamiya–staring in awe at your arrival. Surrounding
come back to Hisashiro City You tried looking for that girl… for
her are a group of vile aberrations eyeing her with murderous
Kaya… but you still have no idea where she could be. Where is
intent. Your summoner is in mortal peril.
she now, and how is she doing?
COMPLETION REQUIREMENTS [Have the player make an active check with a difficulty of 15.]
The scene ends after PC 1 receives Clue 1.
DESCRIPTION 2
The fighting is over in an instant. After seeing you cleave through
the Mononoke with your supernatural powers, Ryoko stares at
you in amazement. And so, the surrounding Hiryuu Manor is
returns to the silence of night.
COMPLETION REQUIREMENTS
The scene ends after PC 2 accepts the mission. They receive
Materials and Crest for defeating Jinmenso ×3.
96
SCENE 3: PRAYER OF THE FAITHFUL DESCRIPTION 2
Scene Player: PC 3 Event: Information Gathering You slay the Mononoke, and … wait, how long has that girl
been there? Standing nearby is a young girl in a kimono with
NOTES
a blood-chilling leer on her face. Your God Hunter instincts are
PC 3 receives a request from a worshiper to search for her grand-
screaming at you: “This girl isn’t human… She’s an evil god!”
daughter.
Fake Kaya: “Nice to meet you! I’m Kaya!”
DESCRIPTION
Fake Kaya: “Hey, wanna play with me next?”
You are enjoying the calm of the sunset as a god of this land.
[Fake Kaya attacks, snapping a telephone pole behind
Many offerings from the faithful are piled before of your shrine…
PC 4 like a twig. PC 4 makes a difficulty 15 reactive
Your ongoing existence is due to their devoted worship. A god
check. Regardless of the result, PC 4 briefly battles
without worshipers will inevitably vanish from this world.
Fake Kaya.]
As you contemplate this, an old woman approaches. She is one Fake Kaya: “Ahaha! You’re real strong, huh, [Onee-chan/Onii-
of your most devout worshipers, and regularly cleans your shrine chan]!”
and leaves offerings. With a weary, pained expression, she brings Fake Kaya: “... Looks like I won’t be able to kill you just yet.”
her hands together to pray to you. Fake Kaya: “Come play with me later, once I’ve gathered more
souls!”
Old Woman: “[PC 3]-sama, [PC-3]-sama. I beseech you, please save
my granddaughter, and all the others caught up in (Fake Kaya disappears by using Dimensional Door.)
these disappearances…” (Hand over Clue 3.)
COMPLETION REQUIREMENTS
Old Woman: “I don’t care what happens to me, but my grand-
The scene ends after PC 4 receives Clue 4, and Materials and
daughter and her friends are all such sweet, lovely
Crest for defeating Jinmenso ×3.
children… Please… Please, I beg of you…!”
[Only if PC 3 gives her some sort of sign.]
Old Woman: “... Could it be … [PC 3]-sama?” SCENE 5: A BIZARRE ALLY
Scene Player: PC 5 Event: Information Gathering
COMPLETION REQUIREMENTS
NOTES
The scene ends after PC 3 takes on the old woman’s wish. If there
In this scene, PC 5 agrees to investigate a Supernatural Incident.
is no PC 5, provide Clue 5 as well.
DESCRIPTION
Silhouetted by the eerie light of the crescent moon, you stand in
SCENE 4: THE CULPRIT OF THIS CASE
the usual meeting spot. Facing you is another silhouette: Mephisto
Scene Player: PC 4 Event: Information Gathering
Pheles, the arch-demon who boasts of schemes to become human.
NOTES
Mephisto: “My dear friend, I’m so glad to see you looking
In this scene, PC 4 encounters the culprit, the Aramitama known
well!”
as Whitefang in his guise as Fake Kaya.
Mephisto: “I imagine word of the incidents in Hisashiro City
After Description 1, PC 4 battles a group of Mononoke attacking have already reached your ears.”
people. The Mononoke are one swarm of Jinmenso ×3 (this book Mephisto: “At first, it was thought to be the work of some
p90). Then have PC 4 make an active check with a difficulty low-level Mononoke, but … It appears there’s one
of 10. If the check succeeds, PC 4 easily dispatches the Monon- of those slinking around behind the scenes.”
oke in a manner of their choosing. If they fail, they still beat the [Hand over Clue 5.]
Mononoke, lose 4d6 HP from a counterattack. Mephisto: “That being the case, I can rely on you as always,
dear friend!”
After the check, regardless of the result, Whitefang emerges in the
form of “Fake Kaya”, and Description 2 begins. At this point, PC
COMPLETION REQUIREMENTS
4 makes an active check with a difficulty of 15. If they succeed,
The scene ends after PC 5 responds to Mephisto.
they fend off Fake Kaya. If they fail, Fake Kaya injures them, and
they lose 2d6 HP.
DESCRIPTION 1
A series of supernatural incidents have been plaguing Hisashiro
City. As you investigate, you find yourself facing down a trio of
Mononoke attacking people to steal their souls. You carefully
judge the distance for a killing blow in the dusk-shrouded alleway.
97
Main Part
This is the main part of the scenario. Start with the following explanation, before continuing to the following scenes.
• The lead character may designate PCs of their choosing • Bonds strengthen your Spirit Burn and can restore lost
who are with them in the scene as support characters. Spirit Crest at the end of the scenario.
• Appearance checks will be Luck checks with a difficulty of • When you fail a main stat check, you may always retry it
8, or a difficulty of 2 for support characters. (core book p155). However, doing this will make the final
• PCs interacting with each other in a scene may share clues battle more difficult, as the Boss steals more souls with
they’ve obtained with the GM’s permission. the passage of time. Each time you retry a check, the Boss
• When a scene ends, you may form one Bond with a PC gains +1d to the damage they deal. (Don’t tell the players,
or NPC. but this has a maximum of +2d.)
NOTES NOTES
In this scene, PC 1 encounters Fake Kaya, whose Mononoke In this scene, the PCs investigate Mitsurugi Manor’s archives.
attack PC 1. When the PCs defeat the Mononoke, Fake Kaya
flees. This scene includes a battle; for placing combatants, see After Description 1, if the PCs openly announce themselves, use
Battle Placements 1 on Page XX. Description 2. If the PCs use an ability such as Spirit Teleportation
to sneak into the archives directly, proceed to Description 3.
DESCRIPTION 1
After school, you walk the streets of Hisashiro, seeking out the
After Description 3, have the PCs make Recall (Intellect) checks
place from your dreams. The passage of time has changed these
with a difficulty of 12, and provide Clue 6 if they succeed.
neighborhoods, leaving them unrecognizable to you. Then, in an
alley dyed red by the setting sun, you meet her once again. That DESCRIPTION 1
girl, looking completely unchanged from your memories: Kaya. At the foot of Mt. Myoken, one finds a Society stronghold: Mit-
surugi Manor. There should be a large collection of old docu-
Fake Kaya: “...Good evening! It’s sure been a while, [PC 1]...
ments here with details on Hisashiro’s ley lines. So, how do you
How’ve you been?”
investigate?
Fake Kaya: “Hey, uh, Kaya was actually looking for [PC 1] to
ask for a favor…” DESCRIPTION 2
Fake Kaya: “I just really want … YOUR SOUL!” Ayane Mitsurugi politely greets you, as you explain that you are
here to investigate the incidents affecting Hisashiro City’s ley lines.
DESCRIPTION 2
Ayane: “On behalf of House Mitsurugi: welcome, honored
…Was Kaya the kind of girl who’d give such an evil smile? In
guests.”
an instant, a mirrored world spreads out around you, and the
Ayane: “Regarding the disturbances, we have been conduct-
scenery is repainted in bizarre colors. The shadows of the alley
ing our own research, however… As of yet, we have
grow and move, forming strange shapes. Monsters step out of
not been able to identify the ley line in question. It is
the shadows, surrounding you.
entirely possible that there are ley lines beyond our
Fake Kaya: “See, Kaya needs souls to grow…” knowledge.”
Fake Kaya: “C’mon, what’s a soul between best friends?” Ayane: “In any case, we are more than happy to assist you
Fake Kaya: “Don’t worry, it won’t hurt a bit…” (Combat starts) however possible. Please, do not hesitate to let us
Fake Kaya: (Combat ends) “Damn… You’re tougher than you know if there is any help you require.”
look.”
Fake Kaya: “[PC 1] and their friends are being meanies! Kaya’s DESCRIPTION 3
going home. Bye, [PC 1] … Seeya round!” The storeroom of Mitsurugi Manor, with ley line documentation
[She disappears through a Dimensional Door.] and studies piled up haphazardly, filling every available space.
Investigating this mountain of documents will be grueling work.
COMPLETION REQUIREMENTS (Have the PCs make Recall (Intellect) checks with a difficulty of
After Description 2 and the PCs exchange clues, end the scene. 12, and provide Clue 6 to PCs who succeed.)
If there is no PC 4, give Clue 4 to all of the PCs now.
COMPLETION REQUIREMENTS
The scene ends after the PCs receive Clue 6.
If the PCs investigate Mitsurugi Manor, proceed to Scene 7.
98
SCENE 8: THE OSI RECORDS ROOM (Have the PCs make two Sense (Luck) checks, and proceed to
Scene Player: PC 4 (or PC 1 if there is no PC 4) resolution of the anomalies.)
Event: Information Gathering
DESCRIPTION 2
NOTES As you deal with the anomalies… you suddenly hear a young girl
In this scene, the PCs investigate the OSI’s records room. crying, the sound echoing from within the ruins. PC 3, when you
seek it out, you find the old woman’s granddaughter. She was
After Description 1, if the PCs openly announce themselves, use
trapped inside the anomaly.
Description 2. If the PCs use an ability such as Spirit Teleportation
to sneak into the records room directly, proceed to Description 3. Granddaughter: “Huh…? Where… am I? Have you seen Ryu,
Ibuki, and Kaya anywhere?”
After Description 3, have the PCs make Recall (Intellect) checks
Granddaughter: (To PC 3) “Who are you?”
with a difficulty of 10. If they succeed, they learn Hisano Shrine’s
Granddaughter: “... Did you rescue me?”
location. Then, have them make separate Recall (Intellect) checks
Granddaughter: (To PC 3) “Kaya and the others were at the
with a difficulty of13. If they succeed, they also learn about the
shrine. Please, can you go rescue them too?”
god who was worshiped there.
Granddaughter: (To PC 3) “Also … Kaya said to give this letter
DESCRIPTION 1 to someone named [PC 1]...”
In the basement of Hisashiro City Hall is a secret branch office (Explain the Truth.)
of the OSI. There should be a large compilation of material on
Hisashiro City here. So, how do you investigate? COMPLETION REQUIREMENTS
The scene ends after PC 3 has learned the Truth.
DESCRIPTION 2
Kukuri Kuroi welcomes you in. After you explain the situation,
she leads you to the records room. SCENE 10: BY THE STANDING STONE
Scene Player: PC 5 (or PC 2 if there is no PC 5)
Kukuri: “...This room holds all records we have available.”
Event: Anomaly
Kukuri: “Please bear in mind that as urban development has
continued, some of this information may be out of NOTES
date.” This scene can only take place after the PCs have learned the
location of Hisano Shrine’s ruins–the standing stone–and have
DESCRIPTION 3 discovered the Truth.
The OSI’s meticulously-kept records room is filled with old files,
The anomaly “Forgotten Place” (core book p214) is present. After
well-organized and in excellent condition. This should have ev-
Description 1, have the PCs sense and resolve the anomaly, and
erything you need to research Hisano Shrine.
then proceed to Description 2.
(Have the PCs make Recall (Intellect) checks with dif-
ficulty 10, and provide Clue 7 to PCs who succeed.) DESCRIPTION 1
(After that, have the PCs make Recall (Intellect) checks with You have arrived at a small park in the foothills of the mountain.
difficulty 13, and provide Clue 8 to PCs who succeed.) All that remains of the shrine is a standing stone, sitting alone
like a forgotten grave…
COMPLETION REQUIREMENTS
The scene ends after the PCs receive Clues 7 and 8. (Have the PCs make Sense (Luck) checks, and proceed to
resolving the anomaly.)
DESCRIPTION 1
You arrive at the Hisashiro Clock Tower Ruins, where the grand-
daughter of PC 3’s worshiper went missing. This area is oddly
devoid of any human presence.
99
Final Battle DESCRIPTION
As Whitefang is destroyed, the surrounding scenery reverts to
an echo of the day you made your promise. Distant streets, the
SCENE 11: ARAMITAMA
setting sun, and the small standing stone… In the shadows of the
Scene Player: PC 1 Event: Final Battle
stone, you see Kaya, curled up and crying.
NOTES
Kaya: “[PC 1]... I’m so sorry… This is all because of… all
This scene is the final battle with the Aramitama. For placing
because of that promise I made you make…”
combatants, see Battle Placements 2.
Kaya: “I’m so sorry…”
DESCRIPTION 1 Kaya: The children Whitefang captured are here too, could
You step onto the grounds of a place you have never seen before: you please bring them back home?”
Hisano Shrine. Just like the day you made that promise, the twilight Kaya: “I got to see [PC 1] again, one last time… That’s all I
dyes the world a darkening red. As you enter, young girl with a need, to be at peace…”
malevolent smile greets you. Kaya… no… the evil god Whitefang, Kaya: (Her body starts to fade away) “I used all my spirit
who has stolen her form and memories. energy …protecting those children… I don’t have any-
thing left…”
Whitefang: “So you really did come to see me, [PC 1]!”
Kaya: “Thank you, for never forgetting me… [PC 1]...”
Whitefang: (If the PCs acknowledge his true identity) “You’re
onto me, huh. Guess playtime’s over…”
COMPLETION REQUIREMENTS
Whitefang: “Anyway, you coming here on your own makes
The scene ends after PC 1 confirms whether they are spending
things easier…”
a Kushimitama to save Kaya.
Whitefang: “I’ve grabbed a decent handful of souls, so I’m
ready to make this ley line mine.”
Whitefang: “And for that to happen … [Looking at PC 1] I’ve Scenario Conclusion
gotta take your soul, and erase Kaya for good!”
Whitefang: “Gyahaha, I wonder what kind of crying face The Scenario Conclusion serves as a set of epilogues for the PCs.
that girl’s gonna make when she finds out you’ve After deciding how to use Kushimitama and making Crest checks,
bitten it…” each PC plays out an ending scene. The GM should collaborate
Whitefang: “Now, it’s time for some real fun!” with players to frame these scenes based on their ideas and
requests. If the players have no particular preference, they play
DESCRIPTION 2 out the following scenes.
Once Whitefang shouts those words, fog envelops Kaya’s form.
Lightning flashes from within, and the disturbing sound of a body
SCENE 13: THE ARCHDEMON’S FAVOR
violently shapeshifting echoes around you. When you open your
Scene Player: PC 5
eyes… the fog has cleared, and the girl before you has transformed
into a gigantic white snake! NOTES
In this scene, Mephisto praises PC 5 for their work.
Whitefang: “Gyahaha! Whaddaya think, awesome isn’t it?”
Whitefang: “A great white snake, with spiritual power to rival DESCRIPTION
the Dragon Kings’ kin… This is Kaya’s true form! You are back at the usual spot once again. As you arrive, a girl in a
Now, with this divine power, I’m gonna crush you silk hat appears out of nowhere. The Archdemon you’ve formed
all into pulp!” a bizarre bond with stands before you: Mephisto.
Whitefang: (Defeated) “N- No way! I was supposed to have
Mephisto: “Excellent work, dear friend! Truly a valiant show-
power that rivaled the Dra… Gyaaah!!” (Blue-white
ing, as always! Thanks to your strenuous efforts,
flames erupt from his body, and he explodes into
my dear friend, I can feel myself drawing closer to
pitch.)
my goal by the day!”
Mephisto: “I’ll continue to rely on you going forward, dear
COMPLETION REQUIREMENTS
friend!”
The scene ends after Whitefang is defeated. The PCs each gain
Mephisto: “Adieu, then, until we meet again!”
a Shard.
COMPLETION REQUIREMENTS
SCENE 12: REQUIEM OF A DIVINITY The scene ends after PC 5 reacts to Mephisto.
Scene Player: PC 1 Event: Information Gathering
NOTES
This scene takes place after the Final Battle. After finally being
reunited with PC 1, Kaya loses the last of her spirit energy, and
begins slowly fading away. Kaya can be saved by spending one
Kushimitama.
100
SCENE 14: CASE CLOSED SCENE 16: GUARDIAN OF THE WORLD
Scene Player: PC 4 Scene Player: PC 2
NOTES NOTES
In this scene, PC 4 receives recognition from Chief Urabe. In this scene, PC 2 speaks with Ryoko, and then returns to the
memories of the world.
DESCRIPTION
Back at the OSI office, you’ve finished writing up your case report. DESCRIPTION
As you do, Section Chief Masato Urabe comes by your desk. Having fulfilled your mission, you return to Hiryuu Manor to see Ryoko
Kamiya; your summoner and a dear friend. She hurries out to meet
Masato: “Good work out there. That’s one more Supernatural
you, having sensed your presence. As she does, a spiritual light begins
Incident resolved, thanks to you.”
to envelop your body … it is almost time for you to return home.
Masato: “This really is thanks to your excellent work. I’m truly
grateful.” Ryoko: “Welcome back, [PC 2]! Are you okay?!”
Masato: “...Now then. I’ve finished the paperwork on my end, Ryoko: (Hearing the answer) “I see… Oh, thank goodness!”
too; how about we go out for drinks?” Ryoko: “... Uh. It, it’s not like I was worried about you or any-
(If the character is underage, substitute dinner.) thing, though!”
Masato: “Don’t worry, it’s on me. No need to go easy!” Ryoko: “But… um… Thank you. Um, if I get in trouble, I might
(Smiling kindly) call you again, so … thank you in advance!”
NOTES NOTES
In this scene, PC 3 receives prayers of thanks from the old woman This scene takes place if PC 1 did not spend a Kushimitama.
and her granddaughter.
DESCRIPTION
DESCRIPTION That promise you made with her… In the end, did you really keep
You’ve been enjoying a pleasant and lively morning, with plenty of it? When you close your eyes, you can see her face looking at you
offerings piled up in front of your shrine. You see the old woman as she faded away. As you walk away from the standing stone,
and her granddaughter arrive for a visit; smiling warmly, they face the setting sun dyes the world red, just like that day…
your shrine and bring their hands together in prayer.
Kaya (flashback): “Please, always be my friend, no matter how
Old Woman: “Oh, [PC 3]-sama, thank you so much! far away you go… That’s a promise, [PC 1]!”
Thanks to you, my granddaughter has
returned safe and sound!” COMPLETION REQUIREMENTS
Old Woman: “We’ll keep offering up our praise and The session ends after PC 1 reacts to the flashback.
worship, so please, if you would … please
keep watching over us.”
SCENE 17-B: A NEW PROMISE
Granddaughter: “Thank you, Kami-sama! Thanks from Ryu and
Scene Player: PC 1
Ibuki, and from Kaya too!”
NOTES
COMPLETION REQUIREMENTS This scene takes place if PC 1 spent a Kushimitama.
The scene ends after PC 3 reacts in some way.
DESCRIPTION
Some time has passed. Near the old standing stone, there’s a new-
ly-built apartment building and a small temple. The landlord was
familiar with the history of Hisano Shrine, and built the temple to
honor the gods of the land. When you visit the temple, you see a small
girl sitting on a bench nearby, stuffing her face with candy offerings.
COMPLETION REQUIREMENTS
The session ends after PC 1 reacts to Kaya.
101
Session End
Completed Handout Objective 50
After the Scenario Conclusion, it’s time to wrap up the session. Got a Shard 50
Don’t forget to clean up after you’re done.
Anomaly Count × 10 30
To calculate XP for this scenario, use the following table: # of Bonds removed at end ×2 Varies
Combat Data
L
Boss: Whitefang Class: Abomination V3 (1)
ACC EVA IVC RES CHK
Combat Values 8 4 6 3 4 Init 15 (7) HP 243
Fixed Values 15 11 13 10 11 Guard 2 Ward 2
Size 3 Cunning Devious Perception Normal Speech Yes
Reaction Hostile ID 11 Weaknesses Flame, Shock, Movement Walk, Swim
Wind, Radiant
Attack Options
Weapon Attack: Physical Attack / Engaged / One Plague Transmission: Free / 7 Sq / One
• 3d6 + 19 physical damage, spear. • Use on Active Check. For the target’s first attack action
after this Talent is used, anyone who takes a single point
White Poison Fang: Magical Attack / 4 Sq / One / Halves of damage from the attack becomes poisoned.
• 2d6 + 19 magical damage, blight. 1/Round.
Regeneration: End / User
• The creature recovers 10 HP.
Boss Talents
• Reserved Power [Timing: Prep] (core book p210) • Pseudopods / Extra Arms [Timing: Constant] (this book
• Death’s Squall [Timing: Attack] (core book p211) p61)
• Forbidden Miracle [Timing: Free] (core book p211) • Constant Adaptation [Timing: Constant] (this book p61)
Materials: None
102
Placing Obstacles More Powerful Enemies
Depending on the scenario, the GM may place obstacles in the The GM may add one Boss Talent to Mononoke that aren’t
Combat Zone. The GM may also do this if there’s something Bosses or Aramitama. Defeating Mononoke with Boss Talents
special the players want to be present. earns the PCs 10 additional XP, and refreshes 1d of Crest.
When placing obstacles at the start of combat, the GM waits We recommend being particularly cautious about applying the
until all the characters have been placed, and then places as Boss Talent “Beyond the Bounds” (core book p212) to Mono-
many obstacles as they want in squares of their choosing. If noke. Since this Boss Talent drastically increases a creature’s
the GM is unable to decide on the number of obstacles or HP, Mononoke will become much more difficult to defeat,
their placement, they can roll on the following table as a guide. particularly if it’s applied to all of them, and the battle may
For obstacle data, see core book p191. drag on excessively. With this in mind, it can make sense for
the GM to give “Beyond the Bounds” to a single Mononoke
in a leader-like role in a group of enemies.
D6 Obstacles
Additionally, keep in mind that if the Boss Talents “Dire Divin-
1 3 House-sized obstacles within 7 Sq of NPCs
ity” or “Ravening Violence” are applied to a Mononoke with
2 4 Large Boulder-sized obstacles within 10 Sq of PCs a max HP less than 200, their effects will be active at the start
of a battle.
3 3 Large Boulder-sized obstacles in between the NPCs
and PCs
103
Sample Netherworld Scenario:
Stolen Ley Line
Handouts BLACKFANG
Age: Unknown Gender: Male Occupation: Evil God
The GM should read this handout aloud, or distribute it in advance An Aramitama who wandered into town along with Whitefang,
for players to read. a gigantic centipede with fangs poisoned with curses. He speaks
All PCs Request from a God of the Land in an old-fashioned, but menacing manner.
Hisashiro-nushi, a local god of Hisashiro City, had her ley line DESCRIPTION 2
hijacked by Blackfang, a powerful Aramitama who recently ar- The divine servants speak with pained and anxious expressions.
rived. Escaping her Netherworld, Hisashiro-nushi sought aid from According to them, Hisashiro-nushi was forced out of her ley line
the PCs, asking them to defeat Blackfang and the Tatarigami he by an Aramitama and badly needs help.
created. This scenario ends after the PCs defeat Blackfang.
To get the full story, you head for her refuge, a temple near
Hisashiro Reservoir. There, you meet a black-haired, golden-eyed
Creating PCs girl in a lavish, red kimono: Hisashiro-nushi.
104
DESCRIPTION 3 SCENE 2: PREPARING FOR INCURSION
At this point, she breaks down in tears. She clearly feels a deep Scene Player: All PCs Event: Information Gathering
guilt and shame over fleeing while leaving her kin behind to die.
NOTES
Hisashiro-nushi: “I would not ask you to go unrewarded.” The PCs purchase equipment for their Netherworld Offensive
Hisashiro-nushi: “I apologize, but these are the only Treasures I from Cordelia A. Blackeagle (core book p36).
have to offer right now.”
DESCRIPTION
(Give the PCs Treasures as a reward.
According to Hisashiro-nushi, her Netherworld is filled with spir-
See this book p4 for details.)
itually saturated lakes, and you will occasionally need to swim.
Hisashiro-nushi: “You would also be welcome to keep any
So, you have contacted the mystical arms dealer Cordelia A.
materials you obtain within my Netherworld
Blackeagle to purchase Regalia for your mission.
during your journey.”
Hisashiro-nushi: “Please, I beg of you… will you help me?” Cordelia: “I hear you’re preparing for a Netherworld Offensive?
In that case, you should definitely stock up on gear,
COMPLETION REQUIREMENTS or something terrible might happen!”
The scene ends after the PCs accept the mission.
COMPLETION REQUIREMENTS
The scene ends after the PCs finish buying and selling items.
Main Part
The main part of the scenario starts here. The GM has the PCs fill in Bonds 1 through 7 according to the instructions, and then begin
the Netherworld Offensive. The Clock Limit for this Offensive is 45. The Netherworld Map for this scenario is as follows:
F-5 Confronted Path- E-5 Confronted Path- D-5 Confronted Path- C-5 Confronted
way way way
Search Area 2 Escape Area Search Area 3 Final Area
18: The Swarm (this 3: The High Ground 2: Sunken Realm (this 22: Final Battle (this
book p60) (this book p59) book p59) book p100)
(# PCs -3) groups of
25 24 23 Deep Ones ×5
Boss: Blackfang
105
Supplemental Event 1 / F-4: Incursion Area SUPPLEMENTAL EVENT 4 / C-5: FINAL AREA
NOTES NOTES
This Event occurs before entering the Incursion Area to illustrate This Event occurs immediately after the description for “Final
the Netherworld’s environment. Battle”.
DESCRIPTION DESCRIPTION
The Hisashiro City Mountain District at midnight. Illuminated by At the end of the pathway, a gigantic, seven-meter centipede
the moonlight, you see the entrance to the Netherworld floating lies in wait, with blood dripping from sharp fangs. This must be
on the surface of the Hisashiro Reservoir’s clear waters. You en- Blackfang.
ter the divine realm once ruled by Hisashiro-nushi, the Aquatic
Blackfang: “Well, well, I applaud your efforts traversing this
Palace Netherworld. In the middle of a lake is a vast, traditional
realm to reach me.”
Japanese castle floating in the stillness of the night.
Blackfang: “I presume you were incited by that pathetic koi
COMPLETION REQUIREMENTS goddess, were you not?”
This Event ends when the PCs begin their investigation and deal Blackfang: “Whatever the case may be, it seems that White-
with the “Sunken Realm” event. fang failed miserably in his attempt to rid the
region of God Hunters.”
Blackfang: “However, this Netherworld is already in the palm
SUPPLEMENTAL EVENT 2 / F-4: INCURSION AREA
of my hand. The scant few divine servants who
NOTES remain in hiding shall feel the sting of my fang
This Event occurs after dealing with “Sunken Realm”. soon enough, and so shall you!” (Combat starts)
DESCRIPTION
COMPLETION REQUIREMENTS
As you pass through the sunken realm, you see the path ahead
This Event ends after combat ends.
dividing into two forks… Looking closely, you can see a trail of
blood leading in the direction of Pathway 20.
COMPLETION REQUIREMENTS
Scenario Conclusion
This Event ends when the PCs begin their investigation.
COMPLETION REQUIREMENTS
The session ends after the PCs respond to Hisashiro-nushi and
receive the remainder of their reward.
106
Session End
Got a Shard 50
Attack Options
Weapon Attack: Melee Attack / Engaged / One Gaze - Blind: Start / 4 Sq / Area / Unavoidable
• 2d6 + 23 physical damage, sword. Extra Effect: Change • Targets become blinded.
the attack’s target to Area. 1/Combat.
Tatarigami Contagion: Physical Attack / Engaged / One
Life Drain I: Melee Attack / Engaged / One • 2d6 + 31 physical damage, sword, blight.
• 2d6 + 19 physical damage, hammer. If the target fails
their reactive check, the creature recovers 10 HP. Abnormal Regeneration: End / User
• The creature recovers 10 HP.
Boss Talents
• Reserved Power [Timing: Prep] (core book p210) • Forbidden Miracle [Timing: Free] (core book p211)
• Death’s Squall [Timing: Attack] (core book p211) • Pseudopods / Extra Arms [Timing: Constant]
• Eye of the Dark God [Timing: Attack] (core book p211) (this book p61)
Materials: None
107
Designer’s Notes
This is the author, Rikizou. Thank you as always for your support! It’s thanks to all of you that we can publish
Requiem of a Divinity, and we’re truly grateful to everyone for cheering us on. We hope that you’ll continue
playing and enjoying Kamigakari going forward!
In this expansion, we introduce new rules for Netherworld Offensives. These allow GMs to create their own
scenarios extremely easily; although obviously, that wasn’t our only goal in introducing them. Netherworlds are
extradimensional spaces created by Mononoke to serve as dwellings. In these spaces, our ordinary common
sense doesn’t apply. They’re bizarre, otherworldly realms, which can sometimes trigger Supernatural Incidents.
A sudden, mysterious disappearance; a cursed, haunted hour that arrives each night; an urban legend about
a movie that sucks in viewers; a nightmare realm created by an evil witch. The Netherworld Offensive rules
provide a simple template for creating all kinds of mystical labyrinths that lurk in the shadows of our modern
world. These scenarios allow anyone to enjoy a more traditional hack-and-slash “dungeon crawl” style of play
within Kamigakari. If you’re intimidated by the difficulty of creating a standard scenario, if you want to throw
your players into lots of battles and let them rack up materials, or if you’re just short on prep time, we encourage
you to try out GMing using these Netherworld Offensive rules. We recommend play groups rotate through
and give everyone a turn as GM when possible.
Shared Rules
Whether to use custom rules tweaks introduced in any Dice Control System TTRPG books is up to individual
GMs’ discretion. At a bare minimum, we encourage GMs to make sure that all players have copies of the rules
and understand the rules fully. Specific rules judgments and edge cases are always up to the GM. If it seems
like custom rules will make the game too complicated, or be difficult to adjudicate, we advise avoiding them.
108
Netherworld A-1 Confronted A-2 A-3 A-4 A-5 A-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Sheet
Name
PC1
109
31 32 33 34 35
Age Gender
PATHWAY 1 PATHWAY 6 PATHWAY 11 PATHWAY 16 PATHWAY 21 PATHWAY 26
Facade
B-1 Confronted B-2 B-3 B-4 B-5 B-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Name
PC2
Age Gender
36 37 38 39 40
Facade
PATHWAY 2 PATHWAY 7 PATHWAY 12 PATHWAY 17 PATHWAY 22 PATHWAY 27
C-1 Confronted C-2 C-3 C-4 C-5 C-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Name
PC3
Age Gender
Facade
41 42 43 44 45
Name
PATHWAY 3 PATHWAY 8 PATHWAY 13 PATHWAY 18 PATHWAY 23 PATHWAY 28
PC4
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
Age Gender
Facade
Name 46 47 48 49 50
PC5
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Facade Confronted
Searching Areas
1. Arrive at the Area.
Choose the lead character.
51 52 53 54 55
All other characters make difficulty 2 appearance PATHWAY 5 PATHWAY 10 PATHWAY 15 PATHWAY 20 PATHWAY 25 PATHWAY 30
checks. Those who fail reroll their spirit dice.
F-1 Confronted F-2 F-3 F-4 F-5 F-6
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
PATHWAY
Confronted
▼
2. Initiate Netherworld Event.
▼
3. Decide whether to confront or avoid.
56 57 58 59 60
▼
4. Resolve Netherworld Event.
Check the “Confronted” box.
▼
Clock Progression Action Clock Ticks Notes
5. Decide whether to take a breather
Avoiding an Event (this book p8) 1d6
▼
Take a breather (this book p8) 2d6
6. Discover pathways
Moving between Areas (this book p10) 1d6
▼
Retrying a check (core book p155) 1d6
7. Move to another Area
Combat (core book p165) 1d6
▼
Breaching or dispelling an Anomaly (core book p188) 1d6
8. Advance the Clock.
The lead character rolls for the party.
As dictated by the GM or the scenario 1d6