RPG V1.1
T
Taabblle e oof f CCoonntteennttss .. .. .. 22 IInnttrroodduuccttiioonn .. .. .. .. 33
R
Roolllliinng g DDiiccee .. .. .. 66 C
Chhaarraacctteer r CCrreeaattiioonn .. .. .. 88 Attributes and
Attributes and EdgesEdges .. .. .. 1010 R Raacceess .. .. .. .. .. 1111 Animal Animal .. .. .. .. 1212 G Goolleemm .. .. .. .. 1133 uummaann .. .. .. .. 11!! " "eerree##ooll$$ .. .. .. .. 11% % & &oommbbiiee .. .. .. .. 1166 C Cllaasssseess .. .. .. .. .. 11'' ( (eeiisstteerr .. .. .. .. 1188 " "aarrrriioorr .. .. .. .. 11)) " "eeaa**oonn .. .. .. .. 2200 " "iittcchh .. .. .. .. 2211 + +rraaiittss .. .. .. .. .. 2222 ( (aaddnneessss .. .. .. .. .. 2288 R Ruulleess .. .. .. .. .. 3311 , ,eessttiiaarr-- .. .. .. .. .. 33)) Acno#ledgement Acno#ledgementss .. .. .. !!!!
Introduction
Introduction
/"elcome to Death "ea*on (eister Academ-. (ore commonl- no#n as /"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 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 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 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 destruction. +o ensure the ishin neer regain their hold on this #orld this academ- #as $ounded b- the Grim Rea*er Death himsel$. 4arrator
academ- #as $ounded b- the Grim Rea*er Death himsel$. 4arrator
/5o basicall- #e are an organiation that e7ists to *rotect and *resere /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 *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
no#. :ets roll u* our sleees and get to #or. :ord Death This is Soul Eater
This is Soul Eater
5c-thes $l-ing brooms nin;as ishin souls... 5c-thes $l-ing brooms nin;as ishin souls...
5oul Eater is a <sometimes= dar $antas- at its $inest $ull o$ action more 5oul Eater is a <sometimes= dar $antas- at its $inest $ull o$ action more action and *er- ;oes. +he heroes are oer the to*. +he illains are *o#er$ul. action and *er- ;oes. +he heroes are oer the to*. +he illains are *o#er$ul. +he #orld has a strange $eel <oh #ait that is the madness=. +he stor- is $amiliar +he #orld has a strange $eel <oh #ait that is the madness=. +he stor- is $amiliar to those #ho #atched and read it but it hasnt been told lie this be$ore. It has to those #ho #atched and read it but it hasnt been told lie this be$ore. It has
anime elements that s*ea to the audience. Its all oer the *lace> eer-thing is 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
eer-#here al#a-s. And its $un. Characters run $ast. 5ouls get eaten. "e #ant toeaten. "e #ant to cheer $or the good gu-s and #atch the bad ones die. And sometimes #e #ant cheer $or the good gu-s and #atch the bad ones die. And sometimes #e #ant to be a *art o$ that #orld.
to be a *art o$ that #orld. This is a Roleplaying Game This is a Roleplaying Game
Its a game o$ -our imagination #here -ou Its a game o$ -our imagination #here -ou tell stories b- being a main character <ma-be tell stories b- being a main character <ma-be not a good gu-= ? that -ou create. Its a game not a good gu-= ? that -ou create. Its a game that o$$ers a #hole lot o$ choices. 5o that o$$ers a #hole lot o$ choices. 5o man-cchhooiiccees s iin n $$aacct t tthhaat t iit t mmaaees s a a mmooddeerrnn com*uter game loo lie *ong because it is com*uter game loo lie *ong because it is on
onl- l- lilimimiteted d b- b- #h#hat at -o-ou u cacan n imimagaginine. e. +h+hee stor- i$ lie an anime e7ce*t that it taes *lace stor- i$ lie an anime e7ce*t that it taes *lace in -our head. +here is no scri*t to the moie> -ou in -our head. +here is no scri*t to the moie> -ou decide #hat -our character does. +he game master is decide #hat -our character does. +he game master is
the director <i$ he can een mae -ou listen= and the the director <i$ he can een mae -ou listen= and the
s*ecial e$$ects designer <#hen -ou are to la- to do it -oursel$= deciding #hat s*ecial e$$ects designer <#hen -ou are to la- to do it -oursel$= deciding #hat the stor- is about and being schio*hrenic I mean controlling all o$ the other the stor- is about and being schio*hrenic I mean controlling all o$ the other characters. e also has to learn the rules tell -ou #hat reactions -our actions characters. e also has to learn the rules tell -ou #hat reactions -our actions result in and describe things that ha**en. ,ut together #ith the *o#er o$ result in and describe things that ha**en. ,ut together #ith the *o#er o$ $riendshi* <or lac thereo$= the *la-ers and the gamemaster create a stor- and $riendshi* <or lac thereo$= the *la-ers and the gamemaster create a stor- and ho*e$ull- hae a good time.
ho*e$ull- hae a good time.
This is the Soul Eater Roleplaying Game This is the Soul Eater Roleplaying Game
Combine the $abulous elements o$ 5oul Eater #ith the imagination*o#ered Combine the $abulous elements o$ 5oul Eater #ith the imagination*o#ered engine o$ a role*la-ing game and the anime #orld dra#s closer. Eer-thing -ou engine o$ a role*la-ing game and the anime #orld dra#s closer. Eer-thing -ou need is in this @D e7ce*t the dice <I guess -ou could use an online roller but it need is in this @D e7ce*t the dice <I guess -ou could use an online roller but it ;ust isnt
;ust isnt the same=.the same=.
"hen -oure read- scroll through this @D. It lets -ou do #hat -ou #ant "hen -oure read- scroll through this @D. It lets -ou do #hat -ou #ant <or *reent -ou $rom doing it #hen rules get inoled=. Bou can be good or eil <or *reent -ou $rom doing it #hen rules get inoled=. Bou can be good or eil
sane or not EA+ or 49+.
"hen -ou *la- the 5oul Eater Role*la-ing Game -ou create a <ho*e$ull-= uniue character that gets a home inside o$ the imagination o$ -ou and -our $riends. 9ne *erson the gamemaster gets to control all o$ the other characters> 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 <i$ the rules sa- so andor i$ the gamemaster sa-s so=. ust tr- it.
4o# *re*are -oursel$ $or tomorro# is -our $irst da- at the D"(A. Characters
Bour characters are the main characters o$ this anime. "e call them the *la-ers <although harsh gamemasters ma- call -ou $odder=. Each characters li$e is di$$erent <usuall-=. Bou might be...
• A tough meister.
• A #itch #ho #ishes to obtain *o#er through s*ells. • A cra- bier #ith a sa#.
• A man looing onl- $or his ne7t cu* o$ co$$ee. • An unshaen hobo liing in the alle-s.
• A meanie that reall- has a heart o$ gold. • A -oung nobleman $rom a rich $amil-. • An Arachno*hobian s*-.
• A night stuc out o$ his o#n time.
• A uic assassin #ho doesnt no# #hat the #ord means.
• A man trained to $ight an- number o$ o**onents #ith as man- s#ords as
it taes.
• 9r an- character -ou can thin o$.
What You Need To lay
ere is a list o$ recommended things to hae i$ -ou #ant to *la-F
• +he character sheet $or this game.
• A #hole lot o$ $our sided dice <d!= some si7 sided dice <d6= some eight
sided dice <d8= some ten sided dice <d10= and a $e# t#ele sided dice <d12=.
• An imagination.
• 5ome *eo*le to *la- #ith.
!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 <generating a number bet#een ! and ∞). +he $irst number tells -ou ho# man- o$ that die to roll <all o$ these are added together= the number a$ter the d tells -ou ho# man- sides those dice hae and the lone numerical alue tells -ou #hat is added to or subtracted $rom the dice roll.
Rolling !ice
+he core mechanic $or 5oul Eater is rolling dice to determine i$ -ou hit or miss succeed or $ail lie or die. 4ote that a die roll need not be made $or eer-thing mostl- combat s*ellcasting and ;um*ing sneaing etc.
+o determine the outcome $ollo# these ste*sF
1. Roll the dice releant to an edge and its corres*onding abilit-. 2. Add the totals u*.
3. Reroll an- die that had a ma7 alue <called e7*losions EHF ! on a d! 6 on a d6 8 on a d8 etc=.
!. Add those to the total.
%. Re*eat ste*s 3 and ! until no ma7 alues come u* then *roceed to ste* 6. 6. Add other modi$iers.
'. Com*are it to the target number o$ o**osing roll.
I$ the result is eual to or greater than the target number <set b- the rules gamemaster or o**osed roll= -ou succeed. I$ -ou succeed b- $our more than the
target number this causes a raise. Raises hae di$$erent e$$ects based on the goal o$ the roll. o#eer i$ the result is lo#er than the target number -ou $ail.
Remember enemies can get raises and e7*losions as #ell.
"mportant# Bou must understand that -ou neer use onl- an attribute or onl- an edge. Bou al#a-s roll the edge and its related attribute. EHF I$ -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 <ho*e$ull-= in an interactie stor-. @la-ers tae the roles o$ their characters #ith the e7ce*tion o$ one. +his one gets to be the gamemaster a combination o$ director narrator and re$eree. +he gamemaster describes the situations and the *la-ers res*ond. +he gamemaster ee*s things moing <this can become di$$icult=. +his *erson gets to be eer-thing the *la-ers arent. +he gamemaster should loo through this boo he need not memorie it but should get an understanding o$ the main rules.
The layers
I$ -ou are a *la-er -ou get to be one o$ the main characters <*ossibl- the onl-one de*ends on ho# man- *eo*le are *la-ing and i$ the other characters can sta- alie long enough to deelo*=. Bou create -our character #ith the hel* o$ the rules that $ollo# according to -our ision o$ -our character. As -ou continue through -our adenture -ou #ill eentuall- gain enough e7*erience to leel u* <or souls to become a Death 5c-the= #hen this ha**ens -ou #ill become more *o#er$ul.
What a Character Can !o
A character can do an-thing -ou can imagine i$ it is #ithin the *o#er o$ -our character to do.
Character Creation
+o create a character -ou must $irst reie# the sections about attributes and edges races and classes. se the character sheet to record -our character.
Characters begin *la- at leel 0. +his sho#s their lac o$ e7*erience and ho# *athetic the- are. ,ut dont #orr- oer the course o$ a cou*le sessions -ou #ill uicl- become more *o#er$ul.
1. Generate Attributes and Edges
Eer- character has $our attributes and eight edges. +he- are as $ollo#s> @h-siue <5trength+oughness= De7terit- <InstinctRe$le7= Intelligence <@erce*tion+hought= and 5*irit <"ill&eal=.
2. Choose Bour Race
5oul Eater characters are not limited to onl- being human <een though that has its o#n adantages=. +here are other races as #ell> animal golem #ere#ol$ and ombie.
3. Choose Bour Class
#arrior the #ea*on and the #itch. !. Determine Bour 4ature
4ature is randoml- determined and a$$ects ho# #ell characters #or together. Roll 1d6F
1 <Calm= 2 <Angr-= 3 <5h-= ! <9utgoing= % <5el$less= 6 <5el$ish= %. Choose 9ne +rait
In addition to the traits granted b- -our race and class -ou ma- choose an- one trait $or #hich -ou meet the reuirements.
6. inish Bour Character
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 <more than one o$ these can be used on the same attribute=. +his allo#s the $ollo#ing combinations at character creationF
%1d10 1d! 1d! 1d! & %1d8 1d6. 1d! 1d! & %1d6 1d6 1d6 1d! &
Eer- character also starts #ith three edge *oints each o$ #hich can be s*ent to increase an edge b- one <these must be used on se*arate edges=.
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.
(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 <see belo#= allo#s -ou to s#itch bet#een these $orms. "hile in
-our human $orm -ou retain small $eatures o$ -our animal $orm such as ears o$ a cat or $acial hair o$ a mone-. "hile in animal $orm -ou can tal.
Traits
(nimal )orm# 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 <s*ea #ith the gamemaster EHF $light i$ -ou are a bird=.
(nimal "nstincts# Increase -our instinct b- 1. "ncreased (ttribute# Choose
an attribute associated #ith -our animal <EHF o7 and intelligence= and increase it b- one die sie. E'amples of (nimals in Soul Eater
+he (iune 5isters and "itch ,lair.
Golem
Golems are hard to ill but lac something im*ortant. A soul. +his *reents them $rom taing *art in seeral things including soul resonance <but not #ielding or being #ielded a or as a liing #ea*on= and the abilit- to hae emotions and en;o- li$e. +heir stagnant isage can also be intimidating or $unn-<de*ends ho# the- are built=.
Traits
Golem Resilience# Increase toughness b- 1. Bou can su$$er one additional #ound be$ore inca*acitation. 4eed one more damage to receie a #ound.
"ncreased (ttribute# hysi$ue# Increase -our *h-siue b- one die sie. Soulless# Bou cannot
*artici*ate in things that reuire a soul <such as soul resonance and the en;o-ment o$ li$e=.
E'amples of Golems in Soul Eater
(eth #ho is tr-ing to bring golems out o$ the bacground.
*uman
umans are the most common characters in 5oul Eater. +he- can moe around easil- because *eo*le are less liel- to uestion #h- a human is some#here as o**osed to a golem or a #ere#ol$. In addition humans tend to sho# more heart than the other races.
Traits
Great+heart# Increase -ou eal b- 1.
,ersatility# Bou ma- increase edges regardless o$ the others. Bou get an additional trait at character creation.
E'amples of *umans in Soul Eater
Were-olf
"ere#oles are classi$ied as monsters so an- #ere#ol$ that #ants to attend the academ- #ould hae to ee* its nature hidden. "hile the- ma- seem oer*o#ered one must remember that the- are er- $e# *laces that #ill acce*t #ere#oles as *art o$ their communit-.
Traits
"ncreased (ttribute# hysi$ue# Increase -our *h-siue b- one die sie.
ycanthropy# Can tae the $orm o$ a #ere#ol$. +his taes one $ull round. "hile in #ere#ol$ $orm -ou use instinct to dodge <instead o$ re$le7= and receie a 1 bonus to -our strength and toughness edges.
Sil/er ,ulnerability# Bou get no toughness roll against damage caused b-siler #ea*ons <or s*ells that are considered to hae a similar e$$ect=.
Were-olf "nstincts# Increase -our instinct b- 1. E'amples of Were-ol/es in Soul Eater
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 <other than *igmentation=. A #ere#ol$ ombie is *robabl- #ell *robabl- not acce*ted an-#here.
What !oesn1t ill You# "hen -ou receie a #ound increase -our *h-siue b-one die sie until the end o$ -our ne7t turn.
0ombie# Bou do not need to eat slee* or breathe.
E'amples of 0ombies in Soul Eater# 5id ,arrett <A$ter Death=.
Sometimes...
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 <as the gamemaster about it=. Bou ma- use a techniue a $ight $or eer- 2 e7*erience leels -ou hae <minimum 1=. A$ter each rest -ou reset the number o$ times -ou ma- use -our techniues.
Weapon Training# Choose a #ea*on #hich -ou meet the reuirements $or. Bou get a 1 bonus to damage rolls #ith that #ea*on.
E7am*les o$ "arriors in 5oul Eater (i$une nu$$ said.
Weapon
"ea*ons are *eo*le that can trans$orm into #ea*ons. +he- are #ielded b-meisters 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 ma-tae the $orm o$ that #ea*on.
E7am*les o$ "ea*ons in 5oul Eater
Witch
"itches hae the abilit- to cast s*ells. "hile most #itches are eil not all are. +heir souls are used $or turning #ea*ons into death sc-thes #hich naturall-maes them enemies o$ 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 <EHF 1d8 L 8=. E7am*les o$ "itches in 5oul Eater Arachne Gorgon Erua Grand "itch Kim Diehl (edusa Gorgon (isune 5isters.
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 Int 1d6 I$ -ou do not moe on -our turn be$ore maing a ranged attac -ou receie a 2 bonus to hit.
Im*roed Aim De7 1d8 Int 1d8 Aim "hen -ou use aim the attac deals an additional die o$ damage.
Assassination De7terit- 1d10 +arget receies no toughness roll on a snea attac. Charge @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 <or unarmed= range.
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. Initiatie 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.
Clarit- o$ +hought Intelligence 1d8 Innoation "hen -ou dra# and ace -ou get a 2 bonus to thought rolls until the ne7t initiatie.
:uc 4A At the start o$ each da- add a d! to -our bonus *ool. Bou ma- tae :uc an- number o$ times.
Great ortune :uc At the start o$ each da- add $ie 1s to -our bonus *ool.
nending ,oon :uc <72= Great ortune "hen -ou s*end a die $rom -our bonus *ool add a 1 to -our bonus *ool.
eroic :uc :uc "hile -ou are at -our ma7imum number o$ #ounds all d!s d6s and d8s in -our bonus *ool become d10s.
(artial Arts All attributes 1d6 Bour unarmed attacs deal 1d6 additional damage. Im*roed (artial
Arts
All Attributes 1d8 (artial Arts Bour unarmed attacs deal 1d10 additional damage <re*lacing the d6 $rom martial arts=.
(assie rame @h-siue 1d8 Increase -our strength and toughness b- 1.
,ra#l @h-siue 1d8 (assie rame "hen -ou dra# an ace -ou deal ! additional damage #ith melee attacs until the ne7t initiatie.
(orale 5*irit 1d8 Increase -our #ill and eal b- 1. Iron "ill Intelligence 1d8 5*irit 1d8
(orale
"hen -ou get a raise on a #ill chec the source o$ that attac rolls toughness against the #ill chec result and su$$ers #ounds based on the damage. 4arro# Esca*e De7terit- 1d8 "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.
5hi$t- 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 <human ishun egg #itch etc=.
+ough @h-siue 1d8 Bou can tae one additional #ound be$ore 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 *enalt-on a ! and an additi*enalt-onal 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. Race + (nimal
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 <s*ea #ith the gamemaster EHF $light i$ -ou are a bird=. Animal Instincts ,asic Increase -our instinct b- 1.
Animal 5enses 4A Bou ma- use instinct instead o$ *erce*tion to obsere -our surroundings.
ull ,od- +rait Related Attribute 1d10
EHF De7terit- $or $light or @h-siue $or sie.
Bou retain -our animal trait <EHF $light $or birds= in -our human $orm. +his can leae isual marers <EHF "ings=.
@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 <EHF number o$ dice o$ damage A9E number o$ *ro;ectiles and so on=.
Race + Golem
Golem Resilience ,asic Increase toughness b- 1. Can tae one additional #ound. 4eed one more damage to receie a #ound.
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 <een basic traits #hich are considered to hae no reuirements $or the *ur*oses o$ this trait=.
Race + *uman
Greatheart ,asic Increase -our eal b- 1.
Jersatilit- ,asic Can increase edges regardless o$ others. Bou get an additional trait at character creation.
Ada*tie 5oul N5oul +-*eO
5*irit 1d8 "hen -ou resonate #ith someone -our nature becomes the same as theirs <not o*tional=. Bou can onl- tae 1 N5oul +-*eO trait.
AntiDemon 5la-er "aelength N5oul +-*eO
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.
:atent (adness N5oul +-*eO
5*irit 1d8 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 <instead o$ re$le7= and receie a 1 bonus to strength and toughness.
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 <or #ounds= mae a +oughness roll against the amount o$ damage -our receied on a success remoe one o$ those #ounds. +his does not $unction against damage caused b- siler #ea*ons. Bou get 1 to natural healing rolls. Bou can also naturall- regenerate limbs.
"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.
@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
b-one 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 <een basic traits #hich are considered to hae no reuirements $or the *ur*oses o$ this trait=.
Class + 3eister :iing "ea*on 5*ecialiation
,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 <including -our s*irit=.
Adanced 5oul$orce Attacs
5*irit 1d10 Direct 5oul$orce Attac
Bou ma- deal damage on -our soul$orce attacs eual to -our &eal 1d! <this remoes strength $rom the damage=. +his d! increases to a d6 at leel 2 d8 at leel 3 etc.
@reailing 5*irit 5*irit 1d8 Increase -our s*irit b- one die sie $or each #ound -ou hae.
Class + Warrior
+echniue ,asic Create a techniue <as the gamemaster about it=. Bou ma- use a techniue a $ight $or eer- 2 e7*erience leels -ou hae <minimum 1=. A$ter each rest -ou reset the number o$ times -ou ma- use -our techniues.
"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 enem-ad;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 <minimum 1=. Does not stac #ith s#ee*.
"arrior 5tud- Intelligence 1d8 Bou get a 2 bonus to thought rolls made to create or learn ne# techniues.
Aided 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.
"ea*on orm ,asic Choose a #ea*on $or #hich -ou meet the reuirements. Bou ma- tae the $orm o$ that #ea*on. Additional orm 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.
Deastating "ea*on @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.
@o#er Attac @h- 1d12 Deastating "ea*on 9nce *er combat -ou ma- gie a *enalt- to -our meisters attac <in multi*les o$ 2 u* to 6= $or eer- t#o *oints o$ *enalt- -ou deal one additional die o$ damage on that attac. +his $eature must be used be$ore the attac result is no#n.
:ight#eight De7terit- 1d10 At least one light melee #ea*on $orm
All o$ -our light melee #ea*on $orms are allo#ed an additional attac $or each attac action.
@artial "ea*on orm 5*irit 1d6 Bou can mae attacs #ithout being #ielded. Ra*id Reload De7terit- 1d10 At least one ranged
#ea*on $orm
All o$ -our ranged #ea*on $orms are allo#ed an additional attac $or each attac action.
Class + Witch
5*ellcasting ,asic 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 <EHF 1d8 L 8=. 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 <both o$ these ma- e7*lode adding een more dice=.
Muic Casting Intelligence 1d10 Bou ma- s*end a benn- to cast a s*ell <een i$ -ou hae alread- used -our action this turn=.
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 <ma-be een *assiel- to an-thing that enters its radius=. +his attac is eal ersus #ill. 9n a success the target is a$$ected b- the madness a$$ect o$ the creature that made the attac. 9n a raise the target also gets one *oint o$ madness <$urther raises hae no additional a$$ect=.
Eating a human soul <not a ishun egg= can cause madness. In this case the character #ho eats the souls rolls a #ill chec against eight. 9n a $ailure the character gains one madness *oint.
"hen a character reaches a number o$ madness *oints eual to one hal$ o$ -our s*irit <EHF 1d6 L 3= that character goes insane. +he Gamemaster ma- gain control o$ them or let that *la-er *la- their character <as long as the- *la- it as an insane character=.
Effects of "nsanity
A character #ith madness *oints receies a *enalt- to #ill rolls eual to the number o$ madness *oints that character has.
Each character <#ith madness *oint<s== has a chance eual to 10P 7 the number o$ madness *oints that character has to trigger madness #hen entering a battle. +his grants a bonus to all rolls <e7ce*t #ill= eual to the number o$ madness *oints that character has. +his lasts until the end o$ that battle.
6lac5 6lood
A character becomes in$ected #hen blac blood gets into their s-stem or resonates #ith an in$ected character.
9nce in$ected the character receies one madness *oint. +he character also receies another *oint each time madness is triggered.
Characters #ith the AntiDemon 5la-er "aelength trait can attem*t to remoe blac blood b- using their eal against the in$ecteds #ill. In this situation
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 <ignore the #ound *enalt-=.
"nstinct# "hen -ou get a raise on a dodge roll against a melee attac #hile madness is triggered mae an instinct ersus instinct attac against the target that attaced -ou. 9n a hit the- tae 1d! damage $or eer- leel -ou hae <minimum 1=. +his a$$ect can stac #ith the Counter Attac trait.
Refle'# "hen -ou mae a ranged attac under the e$$ect o$ madness roll a d! and a**l- an a$$ect based on the result <this die does not e7*lode=.
1F I$ the attac misses the target taes 1d! damage $or each leel -ou hae <minimum 1=. 2F Bou ma- moe u* to hal$ -our *ace be$ore or a$ter the attac.
3F +he target is *ushed 1d! s*aces.
!F +he target is in$ected #ith blac blood.
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 <EHF i$ -ou hae 3 madness *oints both -ou and the- get 3 to all rolls instead o$ ;ust -ou=.
Rules
(ctions
During each turn o$ combat each character can mae one moement action <see belo#= and one attac action <mae one attac #ith one #ea*on use one techniue or cast one s*ell=. 5ome things ma- allo# additional action <or additional attacs as *art o$ one action= such as soul resonance.
(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
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 <e7*losions are allo#ed=. I$ it is a *lus add that alue to the result. Bou ma- add bonus dice and *luses to a roll be$ore or a$ter the result is no#n <last micro second decisions and all that=. +he- ma-also be added a$ter a benn- is s*ent but a benn- does not reroll bonus dice their results remain the same.
"hen the *la-er taes a long rest <such as slee*ing= all bonus dice and *luses are lost.
!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 <see belo#=.
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 <or an-combination thereo$. +hese #ea*ons must be one handed.
A character dual #ielding receies a 2 *enalt- to the main hand and a 3 *enalt- to the o$$hand <re$erred to as 23=. 9n melee #ea*ons this a**lies to damage rolls and on ranged #ea*ons it a**lies to attac rolls.
A light melee #ea*on in the o$$ hand reduces the *enalt- b- 1 <$or the o$$hand onl-=.
E'perience and Rating
Each character has a rating determined b- ho# *o#er$ul the- are. +his is not determined b- stats or leel but b- com*leting a mission <gamemasters discretion=.
Characters gain e7*erience as listed b- their class but onl- i$ the de$eated monster is o$ eual or higher rating that the character. +he- also gain e7*erience $or com*leting missions.
Gamemasters ma- also a#ard e7*erience $or doing a#esome things such as getting a 2% using onl- 1d!.
E78S"8NS9
"hen a ma7imum number is rolled on a die <EHF ! on a d! 6 on a d6 etc= that die is added to the total then rolled again and that ne# number is added to the total. +his ha**ens until it sto*s or a**ears that time itsel$ #ill soon end.
*ealing
Natural# A #ounded character is allo#ed to roll toughness against their number o$ #ounds <the- do tae #ound *enalt- on this roll= at the end o$ a rest <6 hours=. 9n a success and $or eer- raise the- remoe one #ound. ,eing at a hos*ital allo#s them to ignore the #ound *enalt-.
Spells# A s*ell ma- also hae the abilit- to remoe #ounds.
"f Your Not There Suc5s to be You
I$ a *la-er or the G( is not at the table <bathroom and so on= to mae a roll <such as attac dodge stealth or *erce*tion= the- dont get to and the o**osed a$$ect succeeds.
A *la-er or gamemaster not at the table $or initiatie does not get a card or gets to go last.
+his rule a**lies onl- to *eo*le #ho are there. I$ someone couldnt mae it $or a session is e7em*t as their character should not be *artici*ating in that session.
+his is an o*tional rule but #h- not use it
e/elling :p
Characters begin *la- at leel ero.
As the characters gain leels the- #ill be able to increase their attributes and their edges. Also the- #ill gain more traits.
At eer- leel <starting at 1= a character can increase an edge o$ their choice b- one. I$ an edge #ould become 3 it becomes 1d! instead. +his means that a 2 becomes 1d! and 1d!2 becomes 2d!.
I$ -ou #ant to increase an edge $rom a to a d! be-ond the $irst that attributes other edge must hae at most one d! $e#er than the one -ou #ould lie to increase. umans #ith the Jersatilit- trait ignore this rule.
EHF A character #ants to increase their 5trength to $rom 1d!2 to 2d! but cannot because their +oughness is 2 <more than 1d! $e#er than the #anted 5trength=.
At eer- odd numbered leel <starting at 1= a character gains a ne# trait $or #hich the- meet the reuirements.
At eer- een numbered leel <starting a 2 not 0 -ou hacers= the characters are allo#ed to increase an attribute o$ their choice b- one die sie.
3o/ement
As a moement action a character is allo#ed to moe u* to their *ace. An- unused moement at the end o$ this moe cannot be used a$ter taing an action. +he character can also run. +his adds 1d6 <called a run die= to their *ace and a 2 *enalt- to all attac and de$ence rolls made b- the character until the ne7t initiatie dra#.
Raises
"hen -ou roll ! higher than a target number it is called a raise. "ith a raise -ou are considered to hae done er- #ell. +his can hae additional a$$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 <unless modi$ied b- traits or e$$ects=.
Rounding
nless other#ise stated an-thing haled into a non#hole number is rounded do#n.
S5ills
"hat traditional games #ould hae as sills #e hae onl- the attribute checs. "ant to climb (ae a strength chec <*h-siue strength=. "ant to remember something (ae a thought chec <intelligence thought=. I$ -ou are unsure #hat to use consult the gamemaster.
Stealth# 5tealth is made as a re$le7 chec #ith a 2 *enalt-. Bou ma-mae a stealth chec to moe silentl- or hide. Bou ma- onl- do so i$ the gamemaster beliees -ou hae signi$icant coer or -our $oes are distracted
chec. I$ the- succeed -ou are not hidden $rom them <some ma- no# #here -ou are and others ma- not=.
Soul Resonance
+o *re$orm soul resonance each character must hae the soul resonance trait. +he- then roll &eal against the $ollo#ing table o$ natures. I$ both characters succeed the- get a 1 bonus to all rolls and an additional 1 $or each raise <! aboe the reuired number=. +his bonus is reduced b- one at the start o$ their turn <#hen resonating the- act at the same time=. "hen it reaches 0 soul resonance ends. +his also grants an additional action during each turn o$$ soul resonance unless -ou use a soul resonance techniue.
Calm 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 <EHF "ol$ #ol$s #oles=.
Techni$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 $rom the soul resonance bonus <u* to all o$ them= and deal one die o$ damage $or each one consumed.
Warrior# +he #arriors techniues are *o#er$ul but also er- restricted in the number o$ times the- ma- use them. "hen designing a #arriors techniue ee* that characters theme in mind and mae it $airl- *o#er$ul. A #arrior can no# a number o$ techniues eual to 12 his or her intelligence.
Turn Se$uence
+o determine the turn seuence gie each *la-er a random *la-ing card <e7cluding ;oers=. Ace goes $irst $ollo#ed b- ing all the #a- do#n to t#o. I$ t#o o$ the same number a**ears seuence is determined b- suit in the orderF s*ades diamonds hearts clubs.
Surprise Rounds# During a sur*rise round an- character that is sur*rised does not get to dra# an initiatie 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 <armour= $alls o$$ the meister #hen the- $all unconscious or become inca*acitated.
Wounds; "ncapacitation; and !eath
A character gains a #ound #hen damage that is dealt to them is ! higher than their toughness roll <*lus an additional #ound $or eer- raise=.
4ormall- characters can su$$er three #ounds be$ore being inca*acitated <to #ounded to act or unconscious=. +his can be increased #ith traits such as +ough and Golem Resilience.
A character taes a *enalt- to all rolls and *ace eual to the number o$ #ounds that character is su$$ering $rom.
Bestiary
Enemies are diided into grou*s based on *o#er. +hese #or b- the same rules that the meister ratings do <0 to 3 stars=. &ero star enemies are the #eaest. +he- are things lie the most *iti$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! <IF1>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits
(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! <IF0>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 <such as direct soul$orce=.
"oundsF 0 5oulF 4one
8ne Star
*uman 3obster@h-siue 1d6 <5F0>+F0= De7terit- 1d8 <IF0>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d6 <"F0>&F1= +raits
GreatheartF Increase -ou eal b- one.
@istol @ro$icienc-F +he human mobster deals 1 additional damage #ith *istols.
(adnessF 1 "oundsF 2
5oulF 1 Kishun Egg ishun Egg
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 <IF0>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 <such as direct soul$orce=.
"oundsF 2 5oulF 4one Wolf; !ire
@h-siue 1d10 <5F1>+F0= De7terit- 1d8 <IF1>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits
,iteF ,ite attacs deal 1d! additional damage. Cla#F Cla# attacs deal 1d! additional damage.
@ac unterF "hile t#o or more #oles are ad;acent to the same enem-the- receie a 1 bonus to hit that enem-.
"oundsF 2
5oulF Animal 5oul
T-o Star
Clo-n
@h-siue 1d8 <5F1>+F1= De7terit- 1d8 <IF2>RF2= Intelligence 1d! <@F0>+F0= 5*irit 2d6 <"F1>&F1d!= +raits
5*ieF 9ne arm is a s*ie that deals 1d8 additional damage.
5*reading (adnessF "hen the clo#n #ounds a target #ith its melee attac mae another attac. &eal ersus #ill. 9n a success the target receies one *oint o$ madness.
"oundsF %
5oulF 1 Kishun Egg Witch; Wea5
@h-siue 1d! <5F0>+F0= De7terit- 1d8 <IF0>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$le7 until ne7t turn= "oundsF 3
5oulF "itch 5oul
Three Star
3assi/e 0ombie@h-siue 2d10 <5F1d!1>+F1d!1= De7terit- 1d8 <IF0>RF0= Intelligence 1d! <@F2>+F1d!1= 5*irit 1d! <"F0>&F0=
+raits
(ob (entalit-F At the start o$ each large ombies turn there is a 2%P chance that a :arge &ombie <one star see aboe= #ill a**ear. +here is also a %0P chance that at the start o$ each massie ombies turn that a &ombie <ero star see aboe= #ill a**ear.
5oullessF (assie &ombies do not grant souls. +he- are also immune to soul based attacs <such as direct soul$orce=.
"oundsF 8 5oulF 4one Witch
@h-siue 1d! <5F0>+F0= De7terit- 1d10 <IF0>RF2=
Intelligence 2d8 <@F1d!>+F2d!= 5*irit 1d8 <"F2>&F1= +raits
Muic CastF +he #itch can cast 2 s*ells as *art o$ one action. 5*ellcastingF +he #itch can cast 20 s*ells a da-.
5*ellsF (a- be changed according to theme. Attac <!d8 damage one target= Attac <3d6 damage small area=
(oement <l- s*eed and receie 2 re$le7 until ne7t turn= "oundsF %