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Soul Eater RPG - Core V1.1

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RPG V1.1

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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))  Acno#ledgement  Acno#ledgementss .. .. .. !!!!

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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 $orces o$ eil #hich #ould *lunge the D"(A. It stands as a de$ence against the $orces o$ eil #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 neer regain their hold on this #orld this destruction. +o ensure the ishin neer 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 organiation that e7ists to *rotect and *resere /5o basicall- #e are an organiation that e7ists to *rotect and *resere *eace. I guess its not e7actl- a t-*ical school. 9h #ell that isnt im*ortant $or  *eace. I guess its not e7actl- a t-*ical school. 9h #ell that isnt im*ortant $or  no#. :ets roll u* our sleees and get to #or.  :ord Death

no#. :ets roll u* our sleees 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 its $inest $ull o$ action more 5oul Eater is a <sometimes= dar $antas- at its $inest $ull o$ action more action and *er- ;oes. +he heroes are oer the to*. +he illains are *o#er$ul. action and *er- ;oes. +he heroes are oer the to*. +he illains are *o#er$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 $amiliar  to those #ho #atched and read it but it hasnt been told lie this be$ore. It has to those #ho #atched and read it but it hasnt been told lie this be$ore. It has

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anime elements that s*ea to the audience. Its all oer the *lace> eer-thing is anime elements that s*ea to the audience. Its all oer the *lace> eer-thing is eer-#here al#a-s. And its $un. Characters run $ast. 5ouls get

eer-#here al#a-s. And its $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

Its a game o$ -our imagination #here -ou Its 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. Its a game not a good gu-= ? that -ou create. Its 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 mmaaees s a a mmooddeerrnn com*uter game loo lie *ong because it is com*uter game loo lie *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$ lie an anime e7ce*t that it taes *lace stor- i$ lie an anime e7ce*t that it taes *lace in -our head. +here is no scri*t to the moie> -ou in -our head. +here is no scri*t to the moie> -ou decide #hat -our character does. +he game master is decide #hat -our character does. +he game master is

the director <i$ he can een mae -ou listen= and the the director <i$ he can een mae -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$= deciding #hat  the stor- is about and being schio*hrenic I mean controlling all o$ the other  the stor- is about and being schio*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- hae a good time.

ho*e$ull- hae 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. Eer-thing -ou engine o$ a role*la-ing game and the anime #orld dra#s closer. Eer-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 isnt

 ;ust isnt the same=.the same=.

"hen -oure read- scroll through this @D. It lets -ou do #hat -ou #ant  "hen -oure read- scroll through this @D. It lets -ou do #hat -ou #ant  <or *reent -ou $rom doing it #hen rules get inoled=. Bou can be good or eil <or *reent -ou $rom doing it #hen rules get inoled=. Bou can be good or eil

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sane or not EA+ or 49+.

"hen -ou *la- the 5oul Eater Role*la-ing Game -ou create a <ho*e$ull-= uniue character that gets a home inside o$ 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 andor 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- bier #ith a sa#.

•  A man looing onl- $or his ne7t cu* o$ co$$ee. •  An unshaen hobo liing 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 doesnt no# #hat the #ord means.

•  A man trained to $ight an- number o$ o**onents #ith as man- s#ords as

it taes.

• 9r an- character -ou can thin o$.

What You Need To lay

ere is a list o$ recommended things to hae i$ -ou #ant to *la-F

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• +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#ele sided dice <d12=.

•  An imagination.

• 5ome *eo*le to *la- #ith.

!ice

+he rules sho# dice rolls #ith abridged *hrases such as /1d62d!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 hae 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 lie or die. 4ote that a die roll need not be made $or eer-thing mostl- combat s*ellcasting and ;um*ing sneaing etc.

+o determine the outcome $ollo# these ste*sF

1. Roll the dice releant to an edge and its 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 eual 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 hae di$$erent e$$ects based on the goal o$ the roll. o#eer i$ the result is lo#er than the target number -ou $ail.

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Remember enemies can get raises and e7*losions as #ell.

"mportant# Bou must understand that -ou neer use onl- an attribute or  onl- an edge. Bou al#a-s roll the edge and its related attribute. EHF I$ -ou are ased to roll strength -ou roll *h-siue 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$ull-= in an interactie stor-. @la-ers tae the roles o$ 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 moing <this can become di$$icult=. +his *erson gets to be eer-thing the *la-ers arent. +he gamemaster should loo through this boo he need not memorie 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- alie long enough to deelo*=. Bou create -our character #ith the hel* o$ the rules that $ollo# according to -our ision o$ -our character. As -ou continue through -our adenture -ou #ill eentuall- gain enough e7*erience to leel 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.

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Character Creation

+o create a character -ou must $irst reie# the sections about attributes and edges races and classes. se the character sheet to record -our character.

Characters begin *la- at leel 0. +his sho#s their lac o$ e7*erience and ho# *athetic the- are. ,ut dont #orr- oer the course o$ a cou*le sessions -ou #ill uicl- become more *o#er$ul.

1. Generate Attributes and Edges

Eer- character has $our attributes and eight edges. +he- are as $ollo#s> @h-siue <5trength+oughness= De7terit- <InstinctRe$le7= Intelligence <@erce*tion+hought= and 5*irit <"ill&eal=.

2. Choose Bour Race

5oul Eater characters are not limited to onl- being human <een though that has its o#n adantages=. +here are other races as #ell> animal golem #ere#ol$ and ombie.

3. Choose Bour Class

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#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 reuirements.

6. inish Bour Character 

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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 %InstinctRe$le7 &

"ntelligence %@erce*tion+hought  & Spirit %"ill&eal &

Creation

"hen creating a character the attributes start at 1d! and the edges start at 0. Eer- character starts #ith three attribute *oints each o$ #hich can increase an attribute b- one die sie <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! &

Eer- 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=.

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Races

+here are currentl- $ie 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#oles 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.

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 (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 mone-. "hile in animal $orm -ou can tal.

Traits

 (nimal )orm# Bou ma- s#itch bet#een -our human and animal $orms. +his taes 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 sie. E'amples of (nimals in Soul Eater 

+he (iune 5isters and "itch ,lair.

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Golem

Golems are hard to ill but lac something im*ortant. A soul. +his *reents them $rom taing *art in seeral things including soul resonance <but not  #ielding or being #ielded a or as a liing #ea*on= and the abilit- to hae emotions and en;o- li$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 receie a #ound.

"ncreased (ttribute# hysi$ue# Increase -our *h-siue b- one die sie. Soulless# Bou cannot 

*artici*ate in things that  reuire 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 bacground.

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*uman

umans are the most common characters in 5oul Eater. +he- can moe around easil- because *eo*le are less liel- 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 

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Were-olf 

"ere#oles are classi$ied as monsters so an- #ere#ol$ that #ants to attend the academ- #ould hae to ee* its nature hidden. "hile the- ma- seem oer*o#ered one must remember that the- are er- $e# *laces that #ill acce*t  #ere#oles as *art o$ their communit-.

Traits

"ncreased (ttribute# hysi$ue# Increase -our *h-siue b- one die sie.

ycanthropy# Can tae the $orm o$ a #ere#ol$. +his taes one $ull round. "hile in #ere#ol$ $orm -ou use instinct to dodge <instead o$ re$le7= and receie a 1 bonus to -our strength and toughness edges.

Sil/er ,ulnerability# Bou get no toughness roll against damage caused b-siler #ea*ons <or s*ells that are considered to hae a similar e$$ect=.

Were-olf "nstincts# Increase -our instinct b- 1. E'amples of Were-ol/es in Soul Eater 

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0ombie

&ombies $or the most *art lac souls but that is not the case #ith *la-ers #ho are ombies. +he- hae a soul $rom #hicheer race the- #ere be$ore and retain some o$ the traits o$ that race. +he- hae blue sin and mae li$edeath related *uns #heneer *ossible. +hings such as /Get a li$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 receie a #ound increase -our *h-siue b-one die sie 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...

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Classes

+here are $our classes to choose $rom in 5oul Eater. +he- are the #ell no#n "ea*on and (eister. +he usuall- eil "itch and the honourable "arrior.

Each class $eatures its o#n uniue abilities. +hese are re*resented b- the traits the- gie -ou at character creation and b- the traits it gies -ou access to.

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3eister 

(eisters are trained at the academ- to #ield #ea*ons and de$eat the eil $orces.

E'perience# (eisters gain e7*erience onl- $or  de$eating stronger eil o**onents.

5tarting +raits

i/ing Weapon Speciali4ation# Bou deal one additional *oint o$  damage #ith liing #ea*ons $or each die o$ damage the #ea*on has.

3eister Training# Bou can #ield liing #ea*ons #ith no *enalt-.

E7am*les o$ (eisters in 5oul Eater  (aa Albarn ,lacstar Death the Kid Kim Diehl and ranen 5tein.

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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 hae 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 techniue <as the gamemaster about it=. Bou ma- use a techniue a $ight $or eer- 2 e7*erience leels -ou hae <minimum 1=. A$ter  each rest -ou reset the number o$ times -ou ma- use -our techniues.

Weapon Training# Choose a #ea*on #hich -ou meet the reuirements $or. Bou get a 1 bonus to damage rolls #ith that #ea*on.

E7am*les o$ "arriors in 5oul Eater  (i$une nu$$ said.

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Weapon

"ea*ons are *eo*le that can trans$orm into #ea*ons. +he- are #ielded b-meisters and used to hunt do#n eil.

E'perience# "ea*ons gain e7*erience $or de$eating stronger eil o**onents. +he "ea*on orm trait uses the $ollo#ing reuirementsF

:ight (elee <1d6 damage=F @h-siue 1d! EHF ,rass Knucles Dagger 5hi 

(edium (elee <1d8 damage=F @h-siue 1d8

EHF A7e ishing Rod :ance (ace 5c-the 5#ord ea- (elee <1d10 damage=F @h-siue 1d10

EHF Greats#ord @ie "arhammer  :ight Ranged <2d6 damage=F De7terit- 1d!

EHF ,oomerang @istol 5hurien 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-siue 1d8 5tarting +raits

 (ided (ttac5# "hen a meister is #ielding -ou and misses an attac b- one *oint -ou mae an instinct roll. 9n a success the meisters attac becomes a hit.

Weapon )orm# Choose a #ea*on $or  #hich -ou meet the reuirements. Bou ma-tae the $orm o$ that #ea*on.

E7am*les o$ "ea*ons in 5oul Eater 

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Witch

"itches hae the abilit- to cast s*ells. "hile most #itches are eil not all are. +heir souls are used $or turning #ea*ons into death sc-thes #hich naturall-maes them enemies o$ the D"(A. +here are ho#eer #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- eual to -our intelligence *lus -our   e7*erience leel <EHF 1d8 L 8=. E7am*les o$   "itches in 5oul Eater   Arachne Gorgon Erua Grand "itch Kim Diehl (edusa Gorgon (isune 5isters.

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Traits

 At character creation each character receies traits based on their race and on their class. +hese traits are indicated as ,asic in the reuirement  column. +he- are also allo#ed to tae one trait $or #hich the- meet the reuirements.

 As characters adance in leel the- #ill gain more traits. +his occurs at  eer- odd leel <1 3 % etc=.

Reading Re$uirements# +he reuirements $or a trait are listed in the column o$ the same name. ,ut i$ a trait a**ears under a class o$ race heading that class or race are also reuirements $or that trait.

Trait Re$uirements Effect  

General

 Aim Int 1d6 I$ -ou do not moe on -our turn be$ore maing a ranged attac -ou receie a 2 bonus to hit.

Im*roed Aim De7 1d8 Int 1d8 Aim "hen -ou use aim the attac deals an additional die o$ damage.

 Assassination De7terit- 1d10 +arget receies no toughness roll on a snea attac. Charge @h- 1d6 De7 1d6 4o moement *enalt- on attacs.

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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 4A 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. Initiatie De7terit- 1d8 Dodge Dra# 2 cards $or initiatie use the better

Dual "ielding De7terit- 1d8 Reduce the dual #ielding *enalt- $rom 23 to 02.

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 sies. ide De7terit- 1d6 Ignore the 2 *enalt- to re$le7 checs $or stealth. Increased Attribute 4A Choose an attribute. Increase it b- one die sie. Bou

ma- tae Increased Attribute an- number o$ times. Innoation Intelligence 1d8 Increase -our *erce*tion and thought b- 1.

Clarit- o$ +hought Intelligence 1d8 Innoation "hen -ou dra# and ace -ou get a  2 bonus to thought rolls until the ne7t initiatie.

:uc 4A At the start o$ each da- add a d! to -our bonus *ool. Bou ma- tae :uc an- number o$ times.

Great ortune :uc At the start o$ each da- add $ie 1s 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 d6s and d8s in -our bonus *ool become d10s.

(artial Arts All attributes 1d6 Bour unarmed attacs deal 1d6 additional damage. Im*roed (artial

  Arts

 All Attributes 1d8 (artial Arts Bour unarmed attacs deal 1d10 additional damage <re*lacing the d6 $rom martial arts=.

(assie rame @h-siue 1d8 Increase -our strength and toughness b- 1.

,ra#l @h-siue 1d8 (assie rame "hen -ou dra# an ace -ou deal ! additional damage #ith melee attacs until the ne7t initiatie.

(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

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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$t- De7terit- 1d8 Muic "hen -ou are hit b- a melee attac -ou ma- moe u* to hal$ -our *ace a$ter the attac resoles.

Resonance 5tabilit- 5*irit 1d12 Bou can *er$orm grou* soul resonance. 5*iritual (etabolism 4A "hen -ou eat a soul -ou obtain a benn-. 5oul Resonance 5*irit 1d6 Bou can *er$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-siue 1d8 Bou can tae one additional #ound be$ore inca*acitation.

Die ard +ough I$ -ou hae no #ounds and one damage roll #ould inca*acitate or ill -ou -ou are instead reduced to -our ma7imum number o$ #ounds.

Endurance @h-siue 1d10 +ough At the start o$ -our turn i$ -ou are #ounded mae 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 taes 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 4A Bou ma- use instinct instead o$ *erce*tion to obsere -our surroundings.

ull ,od- +rait Related Attribute 1d10

EHF De7terit- $or $light or @h-siue $or sie.

Bou retain -our animal trait <EHF $light $or birds= in -our human $orm. +his can leae isual marers <EHF "ings=.

@h-sical @o#er "arrior @h-siue 1d10 9nce a da- #hile in animal $orm -ou ma- double the damage o$ one o$ -our melee attacs.

(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 tae one additional #ound. 4eed one more damage to receie a #ound.

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5oulless ,asic Cannot do things that reuire a soul.

5oul Ca*sule 5*irit 1d8 Ignore -our 5oulless trait. Choose Animal uman or   "ere#ol$. Bou ma- tae the traits o$ that race <een basic traits #hich are considered to hae no reuirements $or the *ur*oses o$ this trait=.

Race + *uman

Greatheart ,asic Increase -our eal b- 1.

Jersatilit- ,asic Can increase edges regardless o$ others. Bou get an additional trait at character creation.

 Ada*tie 5oul N5oul +-*eO

5*irit 1d8 "hen -ou resonate #ith someone -our nature becomes the same as theirs <not o*tional=. Bou can onl- tae 1 N5oul +-*eO trait.

 AntiDemon 5la-er  "aelength 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 remoe blac blood <eal ersus #ill=. 4oteF this does not  remoe madness *oints. Bou can onl- tae 1 N5oul +-*eO trait.

:atent (adness N5oul +-*eO

5*irit 1d8 As long as -ou hae at least one *oint o$ madness -ou  get a 1 bonus to all rolls. Bou get a 2 *enalt- to #ill against madness attacs. Bou can onl- tae 1 N5oul +-*eO trait.

Race + Were-olf 

:-canthro*- ,asic Can tae the $orm o$ a #ere#ol$. "hile in #ere#ol$   $orm use instinct to dodge <instead o$ re$le7= and receie a 1 bonus to strength and toughness.

5iler Julnerabilit- ,asic 4o toughness roll against siler damage. "ere#ol$ Instincts ,asic Increase -our instinct b- 1.

Cla#s @h-siue 1d6 "hile in #ere#ol$ $ormF Deal 1d6 additional unarmed damage.

5iler Resistance @h-siue 1d10 +oughness roll ersus siler damage at 2 die sie. "ere#ol$ Regeneration @h-siue 2d6 At the start o$ each o$ -our turns in #hich -ou

receied a #ound <or #ounds= mae a +oughness roll against the amount o$ damage -our receied on a success remoe one o$ those #ounds. +his does not  $unction against damage caused b- siler #ea*ons. Bou get 1 to natural healing rolls. Bou can also naturall- regenerate limbs.

"ere#ol$ 5*rint @h-siue 1d10 Muic "hile in #ere#ol$ $ormF Increase -our *ace b- 2 and -our s*rint die b- one sie.

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@reious :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 Doesnt Kill Bou... ,asic "hen -ou receie a #ound increase -our *h-siue

b-one die sie 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$. Bou ma- tae the traits o$ those races <een basic traits #hich are considered to hae no reuirements $or the *ur*oses o$ this trait=.

Class + 3eister  :iing "ea*on 5*ecialiation

,asic Bou deal 1 additional *oint o$ damage on attacs #ith liing #ea*ons $or each die o$ damage it has. (eister +raining ,asic Bou can #ield liing #ea*ons.

Direct 5oul$orce Attac 5*irit 1d6 Bour unarmed attacs deal additional damage eual to -our &eal <including -our s*irit=.

Adanced 5oul$orce   Attacs

5*irit 1d10 Direct 5oul$orce  Attac

Bou ma- deal damage on -our soul$orce attacs eual to -our &eal  1d! <this remoes strength $rom the damage=. +his d! increases to a d6 at leel 2 d8 at leel 3 etc.

@reailing 5*irit 5*irit 1d8 Increase -our s*irit b- one die sie $or each #ound -ou hae.

Class + Warrior 

+echniue ,asic Create a techniue <as the gamemaster about it=. Bou ma- use a techniue a $ight $or eer- 2 e7*erience leels -ou hae <minimum 1=. A$ter each rest -ou reset the number o$ times -ou ma- use -our  techniues.

"ea*on +raining ,asic Choose a #ea*on that -ou meet the reuirements $or. Bou get a 1 bonus to damage rolls #ith that #ea*on. Enduring ighter 4A Bou ma- use an additional *er $ight.

5#ee* @h-siue 1d10 As one attac action -ou ma- attac each enem-ad;acent to -ou. Does not stac #ith 5#i$t 5tries. 5#i$t 5tries @h-siue 1d10 De7terit- 1d8 As one attac action -ou can attac a number o$  

times eual to -our leel <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# techniues.

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 Aided Attac ,asic "hen a meister is #ielding -ou and misses an attac b- one *oint -ou mae 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 reuirements. Bou ma- tae the $orm o$ that #ea*on.  Additional orm 5*irit 1d8 Choose another #ea*on $or #hich -ou meet the

reuirements. Bou ma- also tae the $orm o$ that  #ea*on. Bou ma- tae this trait more than once each time choose a ne# #ea*on $or #hich -ou meet  the reuirements.

Deastating "ea*on @h-siue 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 Deastating "ea*on 9nce *er combat -ou ma- gie a *enalt- to -our  meisters attac <in multi*les o$ 2 u* to 6= $or  eer- t#o *oints o$ *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 mae attacs #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- eual to -our  intelligence *lus -our e7*erience leel <EHF 1d8 L 8=. light Intelligence 2d6 Bou can $l- #ith a *ace o$ 6.

Great5*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 een more dice=.

Muic Casting Intelligence 1d10 Bou ma- s*end a benn- to cast a s*ell <een i$ -ou hae 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 checs made to create or learn ne# s*ells.

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Madness

In 5oul Eater there is much ado about madness. ,ut not onl- does it mae one insane it maes 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 hae $un and be insane. 6ecoming "nsane

+o cause madness something #ith the abilit- to do so maes an attac <ma-be een *assiel- to an-thing that enters its 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 hae 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.

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"hen a character reaches a number o$ madness *oints eual 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 receies a *enalt- to #ill rolls eual to the number o$ madness *oints that character has.

Each character <#ith madness *oint<s== has a chance eual 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= eual 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 receies one madness *oint. +he character also receies another *oint each time madness is triggered.

Characters #ith the AntiDemon 5la-er "aelength trait can attem*t to remoe blac blood b- using their eal against the in$ecteds #ill. In this situation

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madness *oints grant a bonus to #ill checs instead o$ a *enalt-.  A bonus is also gien based on their highest edge.

Strength# 9nce *er turn #hile madness is triggered and -ou ill a target #ith a melee attac -ou ma- moe u* to hal$ -our *ace and mae a melee attac.

Toughness#  Bou mae natural healing checs 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 mae an instinct ersus instinct attac against the target  that attaced -ou. 9n a hit the- tae 1d! damage $or eer- leel -ou hae <minimum 1=. +his a$$ect can stac #ith the Counter Attac trait.

Refle'# "hen -ou mae 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 taes 1d! damage $or each leel -ou hae <minimum 1=. 2F Bou ma- moe u* to hal$ -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 initiatie card.

Thought# I$ -ou are hit b- a s*ell trigger madness.

Will# Ignore the #ill *enalt- $rom madness e7ce*t against #ill checs $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 hae 3 madness *oints both -ou and the- get 3 to all rolls instead o$ ;ust -ou=.

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Rules

 (ctions

During each turn o$ combat each character can mae one moement  action <see belo#= and one attac action <mae one attac #ith one #ea*on use one techniue or cast one s*ell=. 5ome things ma- allo# additional action <or  additional attacs 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 attacs.

Re$le7 is used b- characters #ith $e#er than t#o #ounds or against attacs the- are a#are against.

6ennys

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 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( maes 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  gie *la-ers benn-s during a session $orF maing re$erences de$eating *o#er$ul enemies reaching milestones maing the  gamemaster laugh and so on ... #hateer the G( $eels lie reall-.

6onus ool

+he bonus *ool is a magical *lace ...

@la-ers ee* bonus dice and *luses here. 5uch as 1s 2s 3s d!s d6s d8s 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 taes a long rest <such as slee*ing= all bonus dice and *luses are lost.

!amage

Damage $or attacs is calculated as $ollo#sF

(eleeF N"ea*on DamageO  #ielders *h-siue RangedF N"ea*on DamageO

5*ellF NAs 5*ellO narmedF @h-siue

+his can be modi$ied o$ course b- traits and *o#ers. Also b- EH@:95I945Q <see belo#=.

(34)

Dual #ielding allo#s a character to mae an additional attac as *art o$  an attac action. +his does incur a *enalt- ho#eer. 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 receies a 2 *enalt- to the main hand and a 3 *enalt- to the o$$hand <re$erred to as 23=. 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 leel but b- com*leting a mission <gamemasters discretion=.

Characters gain e7*erience as listed b- their class but onl- i$ the de$eated monster is o$ eual 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!.

E78S"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 tae #ound *enalt- on this roll= at the end o$ a rest <6 hours=. 9n a success and $or eer- raise the- remoe one #ound. ,eing at a hos*ital allo#s them to ignore the #ound *enalt-.

(35)

Spells# A s*ell ma- also hae the abilit- to remoe #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 mae a roll <such as attac dodge stealth or *erce*tion= the- dont get to and the o**osed a$$ect succeeds.

 A *la-er or gamemaster not at the table $or initiatie does not get a card or gets to go last.

+his rule a**lies onl- to *eo*le #ho are there. I$ someone couldnt mae 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 leel ero.

 As the characters gain leels the- #ill be able to increase their attributes and their edges. Also the- #ill gain more traits.

 At eer- leel <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 hae at most one d! $e#er than the one -ou #ould lie 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 eer- odd numbered leel <starting at 1= a character gains a ne# trait  $or #hich the- meet the reuirements.

 At eer- een numbered leel <starting a 2 not 0 -ou hacers= the characters are allo#ed to increase an attribute o$ their choice b- one die sie.

(36)

3o/ement 

 As a moement action a character is allo#ed to moe u* to their *ace.  An- unused moement at the end o$ this moe cannot be used a$ter taing an action. +he character can also run. +his adds 1d6 <called a run die= to their *ace and a 2 *enalt- to all attac and de$ence rolls made b- the character until the ne7t initiatie dra#.

Raises

"hen -ou roll ! higher than a target number it is called a raise. "ith a raise -ou are considered to hae done er- #ell. +his can hae additional a$$ects based on the number o$ raises -ou receie.

 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 haled into a non#hole number is rounded do#n.

S5ills

"hat traditional games #ould hae as sills #e hae onl- the attribute checs. "ant to climb (ae a strength chec <*h-siue  strength=. "ant to remember something (ae a thought chec <intelligence  thought=. I$ -ou are unsure #hat to use consult the gamemaster.

Stealth#  5tealth is made as a re$le7 chec #ith a 2 *enalt-. Bou ma-mae a stealth chec to moe silentl- or hide. Bou ma- onl- do so i$ the  gamemaster beliees -ou hae signi$icant coer or -our $oes are distracted

(37)

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 hae 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 $or each raise <! aboe the reuired number=. +his bonus is reduced b- one at the start o$ 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 techniue.

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 4A

Group Soul Resonance# or each character *er$orming soul resonance be-ond the second increase the chec reuirement b- ! $or all characters inoled.

Spells

"hen designing a #itches s*ell ee* their theme in mind. 5*ells should not  be oer*o#ered but attac s*ells should deal a $air amount o$ damage. +he adantage o$ s*ells is that the- can do other things such as barricades and healing.

 A #itch can no# a number o$ s*ells eual to 12 their intelligence  12 their leel.

(38)

+o cast a s*ell the #itch must   recite the incantation <EHF "ol$ #ol$s #oles=.

Techni$ue

Soul Resonance# +he *la-ers do not design the soul resonance techniues. +hese techniues change based on #hich meister#ea*on combination is acting. +o use a soul resonance techniue as the gamemaster. e or she #ill tell -ou #hat attac to mae 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 #arriors techniues are *o#er$ul but also er- restricted in the number o$ times the- ma- use them. "hen designing a #arriors techniue ee* that characters theme in mind and mae it $airl- *o#er$ul. A #arrior can no# a number o$ techniues eual to 12 his or her intelligence.

Turn Se$uence

+o determine the turn seuence gie each *la-er a random *la-ing card <e7cluding ;oers=. Ace goes $irst $ollo#ed b- ing all the #a- do#n to t#o. I$  t#o o$ the same number a**ears seuence 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 initiatie card.

Weapons; i/ing

+o #ield a #ea*on a character must hae 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 reuired.

or #ea*ons that are armourF meister uses re$le7 to dodge #ea*on uses *h-siue to not get in;ured. +he #ea*on taes damage i$ the- get hit not the meister. +he #ea*on <armour= $alls o$$ the meister #hen the- $all unconscious or  become inca*acitated.

(39)

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 eer- 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 taes a *enalt- to all rolls and *ace eual to the number o$  #ounds that character is su$$ering $rom.

(40)

Bestiary

Enemies are diided 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 #eaest. +he- are things lie the most *iti$ul mummies and ombies. 9ne star enemies are slightl- more *o#er$ul. +hese #ould be large ombies and aerage ishun eggs. +#o star enemies are een more *o#er$ul. +#o star enemies include clo#ns and #ea #itches. +hree star enemies are obiousl- een smarter better $aster and stronger. +hese include aerage #itches demon #ea*ons and e7ce*tionall-*o#er$ul ishun eggs. +here een rumours about stronger o**onents...

0ero Stars

3ummy

@h-siue 1d6 <5F1>+F0= De7terit- 1d! <IF1>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits

(41)

(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-siue 1d6 <5F0>+F0= De7terit- 1d! <IF0>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +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 attacs <such as direct soul$orce=.

"oundsF 0 5oulF 4one

8ne Star 

*uman 3obster 

@h-siue 1d6 <5F0>+F0= De7terit- 1d8 <IF0>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d6 <"F0>&F1= +raits

GreatheartF 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

(42)

Intelligence 1d6 <@F0>+F0= 5*irit 1d! <"F0>&F0= +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-siue 1d10 <5F1>+F1= De7terit- 1d6 <IF0>RF1= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits

(ob (entalit-F At the start o$ each large ombies turn there is a 2%P chance that a &ombie <ero star see aboe= #ill a**ear.

5oullessF :arge &ombies do not grant souls. +he- are also immune to soul based attacs <such as direct soul$orce=.

"oundsF 2 5oulF 4one Wolf; !ire

@h-siue 1d10 <5F1>+F0= De7terit- 1d8 <IF1>RF0= Intelligence 1d! <@F0>+F0= 5*irit 1d! <"F0>&F0= +raits

,iteF ,ite attacs deal 1d! additional damage. Cla#F Cla# attacs deal 1d! additional damage.

@ac unterF "hile t#o or more #oles are ad;acent to the same enem-the- receie a 1 bonus to hit that enem-.

"oundsF 2

5oulF Animal 5oul

T-o Star 

(43)

Clo-n

@h-siue 1d8 <5F1>+F1= De7terit- 1d8 <IF2>RF2= Intelligence 1d! <@F0>+F0= 5*irit 2d6 <"F1>&F1d!= +raits

5*ieF 9ne arm is a s*ie that deals 1d8 additional damage.

5*reading (adnessF "hen the clo#n #ounds a target #ith its melee attac mae another attac. &eal ersus #ill. 9n a success the target receies one *oint o$ madness.

"oundsF % 

5oulF 1 Kishun Egg Witch; Wea5

@h-siue 1d! <5F0>+F0= De7terit- 1d8 <IF0>RF2=

Intelligence 2d6 <@F2>+F1d!1= 5*irit 1d6 <"F1>&F1= +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=

(oement <(oe s*eed and receie 2 re$le7 until ne7t turn= "oundsF 3

5oulF "itch 5oul

Three Star 

3assi/e 0ombie

@h-siue 2d10 <5F1d!1>+F1d!1= De7terit- 1d8 <IF0>RF0= Intelligence 1d! <@F2>+F1d!1= 5*irit 1d! <"F0>&F0=

+raits

(44)

(ob (entalit-F At the start o$ each large ombies turn there is a 2%P chance that a :arge &ombie <one star see aboe= #ill a**ear. +here is also a %0P chance that at the start o$ each massie ombies turn that a &ombie <ero star see aboe= #ill a**ear.

5oullessF (assie &ombies do not grant souls. +he- are also immune to soul based attacs <such as direct soul$orce=.

"oundsF 8 5oulF 4one Witch

@h-siue 1d! <5F0>+F0= De7terit- 1d10 <IF0>RF2=

Intelligence 2d8 <@F1d!>+F2d!= 5*irit 1d8 <"F2>&F1= +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=

(oement <l- s*eed and receie 2 re$le7 until ne7t turn= "oundsF % 

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