RPG V1.1
Table of Contents Introduction . Rolling Dice Character Creation Attributes and Edges Races . . Animal . Golem . uman . "ere#ol$ . &ombie . Classes . . (eister . "arrior . "ea*on . "itch . +raits . . (adness . . Rules . . ,estiar- . . Acno#ledgements Acno#ledgements
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Introduction /"elcome to Death "ea*on (eister Academ-. (ore commonl- no#n as the D"(A. It stands as a de$ence against the $orces o$ eil #hich #ould *lunge the #orld into chaos and drag humanit- into the er- de*ths o$ $ear and madness. +he demons no#n as ishin and their and their insatiable hunger $or destruction. +o ensure the ishin neer regain their hold on this #orld this academ- #as $ounded b- the Grim Rea*er Death himsel$. 4arrator /5o basicall- #e are an organiation that e7ists to *rotect and *resere *eace. I guess its not e7actl- a t-*ical school. 9h #ell that isnt im*ortant $or no#. :ets roll u* our sleees and get to #or. :ord Death This is Soul Eater 5c-thes $l-ing brooms nin;as ishin souls... 5oul Eater is a
anime elements that s*ea to the audience. Its all oer the *lace> eer-thing is eer-#here al#a-s. And its $un. Characters run $ast. 5ouls get eaten. "e #ant to cheer $or the good gu-s and #atch the bad ones die. And sometimes #e #ant to be a *art o$ that #orld. This is a Roleplaying Game Its a game o$ -our imagination #here -ou tell stories b- being a main character
-ou decide #hat -our character does. +he game master is the director
sane or not EA+ or 49+. "hen -ou *la- the 5oul Eater Role*la-ing Game -ou create a the illains> -our allies> that cat. +he gamemaster also gets to be the #orld> that house> that club> the sun> the ground -our on. And the gamemaster and the *la-ers get to interact in a *lethora o$ #a-s. An-thing can ha**en
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What You Need To lay ere is a list o$ recommended things to hae i$ -ou #ant to *la-F +he most recent ersion o$ this @D. •
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+he character sheet $or this game. A #hole lot o$ $our sided dice
!ice +he rules sho# dice rolls #ith abridged *hrases such as /1d62d!1 #hich means /one si7 sided die *lus t#o $our sided die *lus one
Remember enemies can get raises and e7*losions as #ell. "mportant# Bou must understand that -ou neer use onl- an attribute or onl- an edge. Bou al#a-s roll the edge and its related attribute. EHF I$ -ou are ased to roll strength -ou roll *h-siue and strength. All rolls should $it into one o$ the edges i$ not *ic the most accurate one. The Gamemaster "hen -ou *la- this game -ou are *artici*ating
Character Creation +o create a character -ou must $irst reie# the sections about attributes and edges races and classes. se the character sheet to record -our character. Characters begin *la- at leel 0. +his sho#s their lac o$ e7*erience and ho# *athetic the- are. ,ut dont #orr- oer the course o$ a cou*le sessions -ou #ill uicl- become more *o#er$ul. 1. Generate Attributes and Edges Eer- character has $our attributes and eight edges. +he- are as $ollo#s> @h-siue <5trength+oughness= De7terit- animal golem #ere#ol$ and ombie. 3. Choose Bour Class +here are $our distinct classes to choose $rom. +he- are the meister the
#arrior the #ea*on and the #itch. !. Determine Bour 4ature 4ature is randoml- determined and a$$ects ho# #ell characters #or together. Roll 1d6F 1 age name height #eight etc.
Attributes and Edges +here are $our attributes and each one has t#o edges. +he- are as $ollo#sF hysi$ue %5trength+oughness & !e'terity %InstinctRe$le7 & "ntelligence %@erce*tion+hought & Spirit %"ill&eal & Creation "hen creating a character the attributes start at 1d! and the edges start at 0. Eer- character starts #ith three attribute *oints each o$ #hich can increase an attribute b- one die sie
Races +here are currentl- $ie races to choose $rom in 5oul Eater. +hese are animal golem human #ere#ol$ and ombie. Each race grants traits at character creation and access to additional traits. +here is a lot o$ e7tra s*ace on this *age so I #ill e7*lain some things. "ere#oles are a thing. +here needs to be more races so i$ an- a**ear in 5oul Eater 49+ or someone mentions something that might $it I #ill add them as #ell. 4o *la-er ishuns should not be a thing.
(nimal Each animal has t#o $orms> a human $orm and an animal $orm. "hen -ou create -our character choose an animal. +his choice cannot be altered. Bou Animal orm trait
Golem Golems are hard to ill but lac something im*ortant. A soul. +his *reents them $rom taing *art in seeral things including soul resonance
*uman umans are the most common characters in 5oul Eater. +he- can moe around easil- because *eo*le are less liel- to uestion #h- a human is some#here as o**osed to a golem or a #ere#ol$. In addition humans tend to sho# more heart than the other races. Traits Great+heart# Increase -ou eal b- 1. ,ersatility# Bou ma- increase edges regardless o$ the others. Bou get an additional trait at character creation. E'amples of *umans in Soul Eater oe ,uttatai (aa Albarn ranen 5tien and 5oul Eans.
Were-olf "ere#oles are classi$ied as monsters so an- #ere#ol$ that #ants to attend the academ- #ould hae to ee* its nature hidden. "hile the- ma- seem oer*o#ered one must remember that the- are er- $e# *laces that #ill acce*t #ere#oles as *art o$ their communit-. Traits "ncreased (ttribute# hysi$ue# Increase -our *h-siue b- one die sie. ycanthropy# Can tae the $orm o$ a #ere#ol$. +his taes one $ull round. "hile in #ere#ol$ $orm -ou use instinct to dodge
0ombie &ombies $or the most *art lac souls but that is not the case #ith *la-ers #ho are ombies. +he- hae a soul $rom #hicheer race the- #ere be$ore and retain some o$ the traits o$ that race. +he- hae blue sin and mae li$edeath related *uns #heneer *ossible. +hings such as /Get a li$e and /I had a co$$in $it. Traits re/ious ife# Choose Animal uman or "ere#ol$. Bou gain a trait based on the one -ou choose. Animal ? Animal orm uman ? Jersatilit- "ere#ol$ ? "ere#ol$ orm. A ombie #ith animal $orm retains traits o$ the animal it #as
Sometimes... ...I wish I was never reborn.
Classes +here are $our classes to choose $rom in 5oul Eater. +he- are the #ell no#n "ea*on and (eister. +he usuall- eil "itch and the honourable "arrior. Each class $eatures its o#n uniue abilities. +hese are re*resented b- the traits the- gie -ou at character creation and b- the traits it gies -ou access to.
3eister (eisters are trained at the academ- to #ield #ea*ons and de$eat the eil $orces. E'perience# (eisters gain e7*erience onl- $or de$eating stronger eil o**onents. 5tarting +raits i/ing Weapon Speciali4ation# Bou deal one additional *oint o$ damage #ith liing #ea*ons $or each die o$ damage the #ea*on has. 3eister Training# Bou can #ield liing #ea*ons #ith no *enalt-. E7am*les o$ (eisters in 5oul Eater (aa Albarn ,lacstar Death the Kid Kim Diehl and ranen 5tein.
Warrior "arriors are #ea*ons s*ecialists. +he- train long and hard to master their #ea*ons and this is the start o$ -our training. (an- #arriors hae a code o$ honour. E'perience# "arriors get e7*erience $or de$eating strong o**onents. +he "ea*on +raining trait uses the same table as the "ea*on orm table see ne7t *age. 5tarting +raits Techni$ue# Create a techniue
Weapon "ea*ons are *eo*le that can trans$orm into #ea*ons. +he- are #ielded bmeisters and used to hunt do#n eil. E'perience# "ea*ons gain e7*erience $or de$eating stronger eil o**onents. +he "ea*on orm trait uses the $ollo#ing reuirementsF :ight (elee <1d6 damage=F @h-siue 1d! EHF ,rass Knucles Dagger 5hi (edium (elee <1d8 damage=F @h-siue 1d8 EHF A7e ishing Rod :ance (ace 5c-the 5#ord ea- (elee <1d10 damage=F @h-siue 1d10 EHF Greats#ord @ie "arhammer :ight Ranged <2d6 damage=F De7terit- 1d! EHF ,oomerang @istol 5hurien 5lingshot (edium Ranged <2d8 damage=F De7terit- 1d8 EHF Crossbo# Ri$le 5*ear ea- Ranged <2d10 damage=F De7terit- 1d10 EHF Arbalest Cannon (inigun (agical <5*ells=F Intelligence 1d8 EHF A magical item ArmorF @h-siue 1d8 5tarting +raits (ided (ttac5# "hen a meister is #ielding -ou and misses an attac b- one *oint -ou mae an instinct roll. 9n a success the meisters attac becomes a hit. Weapon )orm# Choose a #ea*on $or #hich -ou meet the reuirements. Bou matae the $orm o$ that #ea*on. E7am*les o$ "ea*ons in 5oul Eater 5oul Eans +subai 4aatsuasa and 5*irit.
Witch "itches hae the abilit- to cast s*ells. "hile most #itches are eil not all are. +heir souls are used $or turning #ea*ons into death sc-thes #hich naturallmaes them enemies o$ the D"(A. +here are ho#eer #itches at the D"(A including Kim Diehl. 5tarting +raits
Spellcasting# Create a s*ell based on -our #itches theme. Bou ma- cast a number o$ s*ells *er da- eual to -our intelligence *lus -our e7*erience leel
Traits At character creation each character receies traits based on their race and on their class. +hese traits are indicated as ,asic in the reuirement column. +he- are also allo#ed to tae one trait $or #hich the- meet the reuirements. As characters adance in leel the- #ill gain more traits. +his occurs at eer- odd leel <1 3 % etc=. Reading Re$uirements# +he reuirements $or a trait are listed in the column o$ the same name. ,ut i$ a trait a**ears under a class o$ race heading that class or race are also reuirements $or that trait. Trait
Re$uirements
Effect
General Aim Im*roed Aim Assassination Charge
Int 1d6
I$ -ou do not moe on -our turn be$ore maing a ranged attac -ou receie a 2 bonus to hit.
De7 1d8 Int 1d8 Aim
"hen -ou use aim the attac deals an additional die o$ damage.
De7terit- 1d10
+arget receies no toughness roll on a snea attac.
@h- 1d6 De7 1d6
4o moement *enalt- on attacs.
Counter Attac
De7terit- 1d8
"hen -ou get a raise on a dodge roll -ou ma- attac the target that missed -ou i$ the- are #ithin -our held #ea*ons
Critical @ro#ess
4A
Raises on -our attac rolls can grant u* to t#o dice o$ damage.
Dodge
De7terit- 1d8
Increase -our instinct and re$le7 b- 1.
De7terit- 1d8 Dodge
Dra# 2 cards $or initiatie use the better
Dual "ielding
De7terit- 1d8
Reduce the dual #ielding *enalt- $rom 23 to 02.
E7*ertise
An- attribute 2d6
Bou ma- s*end a benn- to add 2d! to -our bonus *ool.
ier- eart
5*irit 1d12
or one roll a da- -ou ma- increase s*irit b- 2 sies.
ide
De7terit- 1d6
Ignore the 2 *enalt- to re$le7 checs $or stealth.
Increased Attribute
4A
Choose an attribute. Increase it b- one die sie. Bou ma- tae Increased Attribute an- number o$ times.
Innoation
Intelligence 1d8
Increase -our *erce*tion and thought b- 1.
Intelligence 1d8 Innoation
"hen -ou dra# and ace -ou get a 2 bonus to thought rolls until the ne7t initiatie.
4A
At the start o$ each da- add a d! to -our bonus *ool. Bou ma- tae :uc an- number o$ times.
:uc
At the start o$ each da- add $ie 1s to -our bonus *ool.
:uc <72= Great ortune
"hen -ou s*end a die $rom -our bonus *ool add a 1 to -our bonus *ool.
:uc
"hile -ou are at -our ma7imum number o$ #ounds all d!s d6s and d8s in -our bonus *ool become d10s.
All attributes 1d6
Bour unarmed attacs deal 1d6 additional damage.
Initiatie
Clarit- o$ +hought :uc Great ortune nending ,oon eroic :uc
(artial Arts
Im*roed (artial Arts
(assie rame ,ra#l (orale Iron "ill
4arro# Esca*e
All Attributes 1d8 (artial Arts
Bour unarmed attacs deal 1d10 additional damage
@h-siue 1d8
Increase -our strength and toughness b- 1.
@h-siue 1d8 (assie rame
"hen -ou dra# an ace -ou deal ! additional damage #ith melee attacs until the ne7t initiatie.
5*irit 1d8
Increase -our #ill and eal b- 1.
Intelligence (orale
1d8
De7terit- 1d8
5*irit
1d8 "hen -ou get a raise on a #ill chec the source o$ that attac rolls toughness against the #ill chec result and su$$ers #ounds based on the damage. "hen -ou success$ull- dodge a melee or ranged attac
b- e7actl- 1 *oint add a d6 to -our bonus *ool. Muic
De7terit- 1d6
Increase -our *ace b- 2 and -our run die to a d8.
De7terit- 1d8 Muic
"hen -ou are hit b- a melee attac -ou ma- moe u* to hal$ -our *ace a$ter the attac resoles.
Resonance 5tabilit-
5*irit 1d12
Bou can *er$orm grou* soul resonance.
5*iritual (etabolism
4A
"hen -ou eat a soul -ou obtain a benn-.
5oul Resonance
5*irit 1d6
Bou can *er$orm soul resonance.
5oul 5ense
5*irit 1d6
Bou ma- use -our s*irit to detect nearb- souls. 9n a success -ou no# #here the- are on a raise -ou no# #hat t-*e o$ soul the- are
+ough
@h-siue 1d8
Bou can tae inca*acitation.
Die ard
+ough
I$ -ou hae no #ounds and one damage roll #ould inca*acitate or ill -ou -ou are instead reduced to -our ma7imum number o$ #ounds.
Endurance
@h-siue 1d10 +ough
At the start o$ -our turn i$ -ou are #ounded mae an Endurance roll. Bou ignore 1 *oint o$ #ound *enalton a ! and an additional 1 $or each raise. +his lasts until the start o$ -our ne7t turn. Bou cannot use this i$ -ou are at -our ma7imum number o$ #ounds.
Animal orm
,asic
Bou ma- s#itch bet#een -our human and animal $orms. +his taes one $ull round. "hile in animal $orm -ou gain one trait associated #ith that animal
Animal Instincts
,asic
Increase -our instinct b- 1.
Animal 5enses
4A
Bou ma- use instinct instead o$ *erce*tion to obsere -our surroundings.
5hi$t-
one
additional
#ound
be$ore
Race + (nimal
ull ,od- +rait
Related Attribute 1d10 Bou retain -our animal trait
@h-sical @o#er
"arrior @h-siue 1d10
9nce a da- #hile in animal $orm -ou ma- double the damage o$ one o$ -our melee attacs.
(agic @o#er
"itch Intelligence 1d10
9nce *er da- -ou ma- double one trait o$ a s*ell -ou cast
,asic
Increase toughness b- 1. Can tae one additional #ound. 4eed one more damage to receie a #ound.
Race + Golem Golem Resilience
5oulless
,asic
Cannot do things that reuire a soul.
5oul Ca*sule
5*irit 1d8
Ignore -our 5oulless trait. Choose Animal uman or "ere#ol$. Bou ma- tae the traits o$ that race
Greatheart
,asic
Increase -our eal b- 1.
Jersatilit-
,asic
Can increase edges regardless o$ others. Bou get an additional trait at character creation.
N5oul 5*irit 1d8
"hen -ou resonate #ith someone -our nature becomes the same as theirs
Race + *uman
Ada*tie +-*eO
5oul
AntiDemon 5la-er 5*irit 1d8 "aelength N5oul +-*eO
:atent +-*eO
(adness
N5oul 5*irit 1d8
Increase -our #ill and the #ill o$ an-one -ou are resonating #ith b- 1. Bou can attem*t to remoe blac blood <eal ersus #ill=. 4oteF this does not remoe madness *oints. Bou can onl- tae 1 N5oul +-*eO trait. As long as -ou hae at least one *oint o$ madness -ou get a 1 bonus to all rolls. Bou get a 2 *enalt- to #ill against madness attacs. Bou can onl- tae 1 N5oul +-*eO trait.
Race + Were-olf :-canthro*-
,asic
Can tae the $orm o$ a #ere#ol$. "hile in #ere#ol$ $orm use instinct to dodge
5iler Julnerabilit-
,asic
4o toughness roll against siler damage.
"ere#ol$ Instincts
,asic
Increase -our instinct b- 1.
Cla#s
@h-siue 1d6
"hile in #ere#ol$ $ormF Deal 1d6 additional unarmed damage.
5iler Resistance
@h-siue 1d10
+oughness roll ersus siler damage at 2 die sie.
"ere#ol$ Regeneration
@h-siue 2d6
At the start o$ each o$ -our turns in #hich -ou receied a #ound
"ere#ol$ 5*rint
@h-siue 1d10 Muic
"hile in #ere#ol$ $ormF Increase -our *ace b- 2 and -our s*rint die b- one sie.
Race + 0ombie
@reious :i$e
,asic
Choose Animal uman or "ere#ol$. Bou gain a trait based on the one -ou choose. Animal ? Animal orm uman ? Jersatilit- "ere#ol$ ? "ere#ol$ orm.
"hat Doesnt Kill Bou...
,asic
"hen -ou receie a #ound increase -our *h-siue bone die sie until the end o$ -our ne7t turn.
&ombie
,asic
Bou do not need to eat slee* or breathe.
4ot Dead Bet
5*irit 1d8
Choose Animal uman or "ere#ol$. Bou ma- tae the traits o$ those races
Class + 3eister :iing 5*ecialiation
"ea*on ,asic
Bou deal 1 additional *oint o$ damage on attacs #ith liing #ea*ons $or each die o$ damage it has.
(eister +raining
,asic
Bou can #ield liing #ea*ons.
Direct 5oul$orce Attac
5*irit 1d6
Bour unarmed attacs deal additional damage eual to -our &eal
Adanced 5oul$orce 5*irit 1d10 Attacs Attac
@reailing 5*irit
Direct
5oul$orce Bou ma- deal damage on -our soul$orce attacs eual to -our &eal 1d!
5*irit 1d8
Increase -our s*irit b- one die sie $or each #ound -ou hae.
+echniue
,asic
Create a techniue
"ea*on +raining
,asic
Choose a #ea*on that -ou meet the reuirements $or. Bou get a 1 bonus to damage rolls #ith that #ea*on.
Enduring ighter
4A
Bou ma- use an additional *er $ight.
5#ee*
@h-siue 1d10
As one attac action -ou ma- attac each enemad;acent to -ou. Does not stac #ith 5#i$t 5tries.
5#i$t 5tries
@h-siue 1d10 De7terit- 1d8
As one attac action -ou can attac a number o$ times eual to -our leel
"arrior 5tud-
Intelligence 1d8
Bou get a 2 bonus to thought rolls made to create or learn ne# techniues.
Class + Warrior
Class + Weapon
Aided Attac
"ea*on orm Additional orm
Deastating "ea*on
@o#er Attac
,asic
"hen a meister is #ielding -ou and misses an attac b- one *oint -ou mae an instinct roll. 9n a success the meisters attac becomes a hit.
,asic
Choose a #ea*on $or #hich -ou meet the reuirements. Bou ma- tae the $orm o$ that #ea*on.
5*irit 1d8
Choose another #ea*on $or #hich -ou meet the reuirements. Bou ma- also tae the $orm o$ that #ea*on. Bou ma- tae this trait more than once each time choose a ne# #ea*on $or #hich -ou meet the reuirements.
@h-siue 1d8
"hen a damage die $or -our #ea*on attac e7*lodes add one hal$ the ma7imum number o$ that die to the damage.
@h- 1d12 Deastating "ea*on
9nce *er combat -ou ma- gie a *enalt- to -our meisters attac
:ight#eight
De7terit- 1d10 At least one light All o$ -our light melee #ea*on $orms are allo#ed an melee #ea*on $orm additional attac $or each attac action.
@artial "ea*on orm
5*irit 1d6
Ra*id Reload
De7terit- 1d10 At least one ranged All o$ -our ranged #ea*on $orms are allo#ed an #ea*on $orm additional attac $or each attac action.
Bou can mae attacs #ithout being #ielded.
Class + Witch 5*ellcasting
,asic
Create a s*ell based on -our #itches theme. Bou macast a number o$ s*ells *er da- eual to -our intelligence *lus -our e7*erience leel
light
Intelligence 2d6
Bou can $l- #ith a *ace o$ 6.
Great5*ell
Intelligence 2d6 5*irit 1d10
I$ a damage die o$ one o$ -our s*ells e7*lodes roll t#o more instead o$ one
Muic Casting
Intelligence 1d10
Bou ma- s*end a benn- to cast a s*ell
5*eechless Casting
Intelligence 2d10
Bou ma- cast -our s*ells #ithout the incantation. +his also allo#s -ou to cast t#o s*ells as *art o$ the same action.
5*ellcra$ting
Intelligence 1d8
Bou get a 2 bonus on thought checs made to create or learn ne# s*ells.
Madness In 5oul Eater there is much ado about madness. ,ut not onl- does it mae one insane it maes one more *o#er$ul. 5ome things can s*read madness such as the ishun Ashura <#ho s*reads the madness o$ terror=. 9ther things $acilitate the s*read o$ madness such as blac blood. 5o hae $un and be insane. 6ecoming "nsane +o cause madness something #ith the abilit- to do so maes an attac
"hen a character reaches a number o$ madness *oints eual to one hal$ o$ -our s*irit
madness *oints grant a bonus to #ill checs instead o$ a *enalt-. A bonus is also gien based on their highest edge. Strength# 9nce *er turn #hile madness is triggered and -ou ill a target #ith a melee attac -ou ma- moe u* to hal$ -our *ace and mae a melee attac. Toughness# Bou mae natural healing checs as though -ou are at a hos*ital
erception# During a sur*rise round in #hich -ou are sur*rised dra# an initiatie card. Thought# I$ -ou are hit b- a s*ell trigger madness. Will# Ignore the #ill *enalt- $rom madness e7ce*t against #ill checs $rom eating human souls. 0eal# I$ -ou *re$orm soul resonance #hile madness is triggered an-one -ou are *er$orming resonance #ith gains the bonus $rom -our madness
Rules (ctions During each turn o$ combat each character can mae one moement action
(ttac5s and !efence A melee attac is made #ith a strength roll ersus the targets de$ence. A ranged attac is made #ith a re$le7 roll ersus the targets de$ence. Instinct is used b- characters #ith t#o or more #ounds or against sur*rise attacs. Re$le7 is used b- characters #ith $e#er than t#o #ounds or against attacs the- are a#are against.
6ennys At the start o$ each session eer- *la-er receies a benn-. +he gamemaster
gets a benn- *er session *er *la-er. At the end o$ a session *la-ers ee* benn-s but the gamemaster loses them. "hen a *la-er or the G( maes a roll the- ma- s*end a benn- to reroll it. +his must be done be$ore the result o$ the roll is no#n. +he gamemaster may gie *la-ers benn-s during a session $orF maing re$erences de$eating *o#er$ul enemies reaching milestones maing the gamemaster laugh and so on ... #hateer the G( $eels lie reall-.
6onus ool +he bonus *ool is a magical *lace ... @la-ers ee* bonus dice and *luses here. 5uch as 1s 2s 3s d!s d6s d8s and so on. +hese dice and *luses can be s*ent to increase an- roll. I$ it is a die roll that die and add the result to the result
!amage Damage $or attacs is calculated as $ollo#sF (eleeF N"ea*on DamageO #ielders *h-siue RangedF N"ea*on DamageO 5*ellF NAs 5*ellO narmedF @h-siue +his can be modi$ied o$ course b- traits and *o#ers. Also b- EH@:95I945Q
!ual Wielding
Dual #ielding allo#s a character to mae an additional attac as *art o$ an attac action. +his does incur a *enalt- ho#eer. A character can onl- dual #ield light or medium melee #ea*ons and light ranged #ea*ons
E'perience and Rating Each character has a rating determined b- ho# *o#er$ul the- are. +his is not determined b- stats or leel but b- com*leting a mission
E78S"8NS9 "hen a ma7imum number is rolled on a die
*ealing Natural# A #ounded character is allo#ed to roll toughness against their number o$ #ounds
Spells# A s*ell ma- also hae the abilit- to remoe #ounds.
"f Your Not There Suc5s to be You I$ a *la-er or the G( is not at the table
e/elling :p Characters begin *la- at leel ero. As the characters gain leels the- #ill be able to increase their attributes and their edges. Also the- #ill gain more traits. At eer- leel
3o/ement As a moement action a character is allo#ed to moe u* to their *ace. An- unused moement at the end o$ this moe cannot be used a$ter taing an action. +he character can also run. +his adds 1d6
Raises "hen -ou roll ! higher than a target number it is called a raise. "ith a raise -ou are considered to hae done er- #ell. +his can hae additional a$$ects based on the number o$ raises -ou receie. A raise on an attac roll grants an additional die o$ damage on the damage roll. +here is no limit to the number o$ raises -ou can get. E'ception# An- number o$ raises on an attac roll grants onl- one additional die o$ damage
Rounding nless other#ise stated an-thing haled into a non#hole number is rounded do#n.
S5ills "hat traditional games #ould hae as sills #e hae onl- the attribute checs. "ant to climb (ae a strength chec <*h-siue strength=. "ant to remember something (ae a thought chec
chec. I$ the- succeed -ou are not hidden $rom them
Soul Resonance +o *re$orm soul resonance each character must hae the soul resonance trait. +he- then roll &eal against the $ollo#ing table o$ natures. I$ both characters succeed the- get a 1 bonus to all rolls and an additional 1 $or each raise
Angr-
5h-
9utgoing
5el$less
5el$ish
Calm
6
11
'
'
6
8
Angr-
11
)
8
)
8
8
5h-
'
8
)
11
'
8
9utgoing
'
)
11
6
'
8
5el$less
6
8
'
'
'
11
5el$ish
8
8
8
8
11
4A
Group Soul Resonance# or each character *er$orming soul resonance be-ond the second increase the chec reuirement b- ! $or all characters inoled.
Spells "hen designing a #itches s*ell ee* their theme in mind. 5*ells should not be oer*o#ered but attac s*ells should deal a $air amount o$ damage. +he adantage o$ s*ells is that the- can do other things such as barricades and healing. A #itch can no# a number o$ s*ells eual to 12 their intelligence 12 their leel.
+o cast a s*ell the #itch must recite the incantation
Techni$ue Soul Resonance# +he *la-ers do not design the soul resonance techniues. +hese techniues change based on #hich meister#ea*on combination is acting. +o use a soul resonance techniue as the gamemaster. e or she #ill tell -ou #hat attac to mae against #hich de$ence. +his #ill consume a number o$ s $rom the soul resonance bonus
Turn Se$uence +o determine the turn seuence gie each *la-er a random *la-ing card
Weapons; i/ing +o #ield a #ea*on a character must hae a trait that allo#s them to do so. "hen a character #ields a #ea*on $or the $irst time the- roll &eal against the table o$ natures or $ail to li$t the #ea*on. A$ter this no roll is reuired. or #ea*ons that are armourF meister uses re$le7 to dodge #ea*on uses *h-siue to not get in;ured. +he #ea*on taes damage i$ the- get hit not the meister. +he #ea*on
Wounds; "ncapacitation; and !eath A character gains a #ound #hen damage that is dealt to them is ! higher than their toughness roll <*lus an additional #ound $or eer- raise=. 4ormall- characters can su$$er three #ounds be$ore being inca*acitated
Bestiary Enemies are diided into grou*s based on *o#er. +hese #or b- the same rules that the meister ratings do <0 to 3 stars=. &ero star enemies are the #eaest. +he- are things lie the most *iti$ul mummies and ombies. 9ne star enemies are slightl- more *o#er$ul. +hese #ould be large ombies and aerage ishun eggs. +#o star enemies are een more *o#er$ul. +#o star enemies include clo#ns and #ea #itches. +hree star enemies are obiousl- een smarter better $aster and stronger. +hese include aerage #itches demon #ea*ons and e7ce*tionall*o#er$ul ishun eggs. +here een rumours about stronger o**onents...
0ero Stars 3ummy @h-siue 1d6 <5F1>+F0= De7terit- 1d! RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits ,eastialF se instinct to dodge een #hen not #ounded.
(ob (entalit-F At the start o$ each (ummies turn there is a 10P chance that another (umm- <ero star= #ill a**ear. "oundsF 0 5oulF 1 Kishun Egg 0ombie @h-siue 1d6 <5F0>+F0= De7terit- 1d! RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits (ob (entalit-F At the start o$ each ombies turn there is a 1%P chance that another &ombie <ero star= #ill a**ear. 5oullessF &ombies do not grant souls. +he- are also immune to soul based attacs
8ne Star *uman 3obster @h-siue 1d6 <5F0>+F0= De7terit- 1d8 RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d6 <"F0>&F1= +raits GreatheartF Increase -ou eal b- one. @istol @ro$icienc-F +he human mobster deals 1 additional damage #ith *istols. (adnessF 1 "oundsF 2 5oulF 1 Kishun Egg ishun Egg @h-siue 1d8 <5F0>+F0= De7terit- 1d8 RF0=
Intelligence 1d6 <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits Increased Attribute @ic a**ro*riate traits. :ist o$ monster traits coming later. "oundsF 2 (adnessF 3 5oulF 1 Kishun Egg arge 0ombie @h-siue 1d10 <5F1>+F1= De7terit- 1d6 RF1= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits (ob (entalit-F At the start o$ each large ombies turn there is a 2%P chance that a &ombie <ero star see aboe= #ill a**ear. 5oullessF :arge &ombies do not grant souls. +he- are also immune to soul based attacs +F0= De7terit- 1d8 RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits ,iteF ,ite attacs deal 1d! additional damage. Cla#F Cla# attacs deal 1d! additional damage. @ac unterF "hile t#o or more #oles are ad;acent to the same enemthe- receie a 1 bonus to hit that enem-. "oundsF 2 5oulF Animal 5oul
T-o Star
Clo-n @h-siue 1d8 <5F1>+F1= De7terit- 1d8 RF2= Intelligence 1d! <@F0>+F0= 5*irit 2d6 <"F1>&F1d!= +raits 5*ieF 9ne arm is a s*ie that deals 1d8 additional damage. 5*reading (adnessF "hen the clo#n #ounds a target #ith its melee attac mae another attac. &eal ersus #ill. 9n a success the target receies one *oint o$ madness. "oundsF % 5oulF 1 Kishun Egg Witch; Wea5 @h-siue 1d! <5F0>+F0= De7terit- 1d8 RF2= Intelligence 2d6 <@F2>+F1d!1= 5*irit 1d6 <"F1>&F1= +raits 5*ellcastingF +he #itch can cast 1! s*ells a da-. 5*ellsF (a- be changed according to theme. Attac <2d8 damage one target= Attac <3d! damage small area= (oement <(oe s*eed and receie 2 re$le7 until ne7t turn= "oundsF 3 5oulF "itch 5oul
Three Star 3assi/e 0ombie @h-siue 2d10 <5F1d!1>+F1d!1= De7terit- 1d8 RF0= Intelligence 1d! <@F2>+F1d!1= 5*irit 1d! <"F0>&F0= +raits ,ruteF ie damage not $our causes a #ound to this creature.
(ob (entalit-F At the start o$ each large ombies turn there is a 2%P chance that a :arge &ombie +F0= De7terit- 1d10 RF2= Intelligence 2d8 <@F1d!>+F2d!= 5*irit 1d8 <"F2>&F1= +raits Muic CastF +he #itch can cast 2 s*ells as *art o$ one action. 5*ellcastingF +he #itch can cast 20 s*ells a da-. 5*ellsF (a- be changed according to theme. Attac