Yume Edition 2: Secrets of the Thaumaturge
New Race: Elemental Tsukimono
        Even rarer than Hanshin, Tsukimono associated with one of the mystical elements are rarely
seen, or are simply mistaken for Hanshin, Hanyou or Youkai. They are not truly a race, as Hanshin,
Hanyou and Shikigami are, but rather a state of being.
       Whether willingly or not, some humans have been possessed by pure elemental spirits,
unlimited in their power but unable to create physical bodies of their own. Spirits of Fire, Ice, Wind
and Thunder are the most likely to attempt to take over a human body, alongside the alien mind of
the Maelstrom.
       These spirits are able to channel a portion of their power through their new bodies,
manipulating their element around them, intentionally or otherwise. They most often select bodies
with magical potential, enhancing the human's existing Onmyojutsu depending on their element.
Flame Tsukimono can set most anything on fire, Ice Tsukimono can freeze their foes solid, Wind
Tsukimono can create terrifying typhoons, Thunder Tsukimono can parylize their foes and
Maelstrom Tsukimono strike large areas with every attack.
        However, all Tsukimono are limited by the frailty of their human bodies, they will never be
able to bring their full power to bear without destroying their shells, removing their means of
effecting the physical world. As well, as the elementals are employing a form of posession they may
be vulnerable to exorsism rituals, potentially forcing them out of the body and allowing the body's
original owner to 'wake up'.
        Mechanics:
        Inherent: All Elemental Tsukimono gain +1 specific attribute, depending on their element
(listed alongside their special traits below), may manipulate their element as an action and begin
each session with a number of Ki equal to their spirit stat, reprisenting how much of their power
their body can manifest. An Elemental Tsukimono may spend 1 Ki to perform an Onmyojutsu
attack using their element as if they had 5 ranks in the Onmyojutsu skill. All SP costs are paid as
normal.
       Fire: +1 Body. When you land a fire-based Jutsu attack or a hand-to-hand attack you may
spend up to 2SP to set your target on fire. A flaming target takes 1d6 damage per round until the
flames are put out or the target runs out of HP.
         Ice: +1 Spirit. You may select Ice as your elemental when performing Onmyojutsu.
Additionally, at the cost of 1Ki and 3SP you may attempt to freeze a target solid, rolling a jutsu
attack and freezing them for 1d6 turns if you succeed. They take 1d6 damage at the time of the
initial attack and another 1d6 per round. Frozen targets take double damage from physical attacks,
but hitting them removes the status.
        Wind: +1 Mind. You may spend 1 Ki and 3SP to create a small typhoon, filling a 3 meter
radius area centered no more than 10 meters from you. This Typhoon lasts until you drop it or run
out of SP. You must spend 1SP each turn to keep the typhoon going. All creatures within 3 meters of
the typhoon (not including you) must attempt a Power check against diffuculty 15 each turn each
turn or be forced into the typhoon. If they succeed by 4 or less any objects in their hands are forced
into the typhoon. Creatures caught in the typhoon may not take actions, except against other trapped
creatures and perform these actions with a -2 modifer. Exceptions are made for attempts to
Countercurse the Typhoon, which may be done at any time.
       Lightning: +1 Tech. When you hit an enemy with a lightning-based jutsu attack or a hand-
to-hand attack you may spend 2 SP per and roll another attack using the same skill, if you hit, the
target is parylized for 1d6 rounds and may not act.
        Maelstrom: +1 Spirit. When you perform a Jutsu attack you may spend SP to increase the
attack's radius by 1 meter per SP, making a single attack roll against all creatures within the radius.
You may never add additional targets to your jutsu attacks. You may select any of the five elements
when you perform an attack using Ki.
        Knockback Attacks:
        Sometimes, a character will wish to force their target away with an attack instead of merely
damaging them, in this scenerio a melee attack is made and, if it hits, the player may declare
knockback. The base damage of a knockback attack is only 1d6, but you may then roll 1d6 and
force your opponent away that many meters in the direction you are facing. If your Body is 7 or
higher, roll 2d6 instead. The maximum number of meters a creature can be knocked back by you is
equal to your body+power, to a maximum of 12.
        Unique Abilities:
        Some characters have strange abilities or immense martial mastery that is not covered by the
rules in the core rulebook, in these situations unique abilities must be created. All unique abilities
must be approved by the GM, who should work with the player to determine the ability's exact
effects and cost. During character creation unique abilities are treated as merits, worth either 1 or 2
points, after character creation a cost of 5XP must be payed for a 1 point unique ability or 10XP for
a 2 point unique ability. A GM may also choose to create a pool of unique abilities for their players
to pick from instead of making their own. An example ability is provided below to aid in
formatting.
        Viper Stab (1 point)
        Requirements: Rank 3 Weapon Arts, Blade Dance, 2 Shortswords
        Effect: When you make a melee attack against a target who is unaware of your presence or
who thinks you are on their side, you gain 2 boost points, which may be spent to increase the
accuracy or damage of the ability, or one of each. At the cost of 1sp you may increase the number of
boost points to 4. The points are not shared between your two attacks (2 per attack if unboosted, 4
per attack is both are boosted, 2 on the first attack and 4 on the second if one is boosted)
        Creating Shikigami:
        When you wish to create a Shikigami using the Shikigami spell you must first prepare a
body. If you wish to create a body through the Shikigami spell it costs 3SP and takes 1 hour, plus 30
minutes for each special trait (detailed below) you want the Shikigami to have. It costs 2SP to create
the artificial soul for an NPC Shikigami. When you do, roll an Onmyojutsu Test and devide the
result by 2, this is the stat total for the new Shikigami. During this process, you may also spend SP
up to your Onmyojutsu rank to add 1 stat point or 2 skill points to the Shikigami per point spent. A
Shikigami's stat total my never exceed 3/4 of your own.
         Shikigami and Skills:
         When a Shikigami is created it has a number of skill points equal to its stat total (including
traits (detailed below)) to a maximum of 10 +2 for each SP spent to increase their number of skill
points during the creation of their soul. Shikigami have all of the common skills and may take any
specialty skills their creator had. All Shikigami have access to the following pool of specialty skills:
Weapon Arts, Hand To Hand, Shooting, Perception and Cheer. A Shikigami may only have up to 3
specialty skills as normal. A Shikigami may never have more ranks in a single skill than their
creator's Onmyojutsu rank. a Shikigami's remaining skill points may be stored after creation, being
spent exclusively to increase existing skills when their creator's Onmyojutsu skill increases.
        Shikigami Traits:
        While most Shikigami are humanlike in apearance, some creators decide that humans are
just too normal for their creations, they want to make something better. To this end, anyone who
creates a Shikigami may give it one or more of the following traits. Traits are treated as merits (each
1 or 2 points, counting towards the Shikigami's stat total). Anyone with the Shikigami spell may
modify a willing Shikigami to have one or more of these traits with half an hour of work(reducing
stats as nessicarry) and 2SP per trait. If that Shikigami is a player character the player must pay 5XP
for a 1 point trait or 10XP for a 2 point trait as if they were buying a unique ability.
        Stone Skin (2 point)
        Effect: The Shikigami's skin is as hard as stone, or possibly made from stone. It is obvious to
every looking at the Shikigami that they are supernatural. A Stone Skinned Shikigami who is not
wearing clothing may attempt to hide among rocks by becoming imobile on the ground, granting a
+3 to their stealth check in areas where one might expect to find large rocks. Additionally, Stone
Skinned Shikigami have a defense of 5 against all phsyical attacks (except explosives). Stone
Skinned Shikigami gain no benifit from armor, but may use Samurai abilities as if they were
wearing apropriate armor.
        Quadreped (1 point Invalid if Tauric)
        Effect: The Shikigami has an animal-like form, walking on at least four legs. The Shikigami
has no hands to speak of, but may have a bite or claws that can be used as brawl weapons, adding
+1 to their brawl damage. As well, the Shikigami has a +1 modifer on all stealth and movement
pools, and may move up to 3 additional meters in one round. If the Shikigami moves at least 5
meters in a turn it may add +2 to the damage of any melee attack it makes that turn.
               Subtrait: Rideable (1 point, requires Quadreped)
               The Shikigami may allow creatures up to 1.5 feet taller than it to ride it. A character
riding the Shikigami may attempt 1 melee or ranged attack against a target the Shikigami passes
within 2 meters of during the Shikigami's turn, if the range of their weapon allows it. Brass
Knuckles and Hand-To-Hand attacks may not be attempted while riding a Quadrepedal Shikigami.
         Natural Weapon (Melee) (1 point)
         Effect: The Shikigami has a bladed tail, large claws, sharp teeth, or some other form of built
in weapon. This weapon is a brawl weapon and adds 1d6 damage to each brawl attack they perform
with it.
       Natural Weapon (Ranged) (1 point)
       The Shikigami has a ribcage of boomerangs, a gun arm, or some other form of built in
ranged weapon. It is a Throwing or Shooting weapon with a range of 10 meters. With one of the
following traits: +2 damage, ignore 2 points of enemy armor or +1d6 damage.
        Tauric (2 point Invalid is Quadrepedal)
        Effect: The Shikigami apears to be a hybrid creature, with a humanoid upper body and a
beastial lower body. It has a +1 modifer on all movement pools and may move an additional 3
meters in one round. If the Shikigami moves at least 5 meters in a turn it may add +2 to the damage
of any melee attack it makes that turn.
                Subtrait: Rideable (1 point, requires Tauric)
                The Shikigami may allow creatures at least 1 foot shorter than it to ride it.A character
riding the Shikigami may attempt 1 melee or ranged attack against a target the Shikigami passes
within 2 meters of during the Shikigami's turn, if the range of their weapon allows it. Brass
Knuckles and Hand-To-Hand attacks may not be attempted while riding a Tauric Shikigami.
       Winged (2 point, Invalid if Rideable)
       Effect: The Shikigami has feathered or leathery wings, allowing them to fly. The total
distance the Shikigami moves in one round still may not exceed their normal maximum, this
includes ascending or descending
        Climb (1 point, 2 point if Rideable)
        Effect: The Shikigami is sticky, covered in combs or magically empowered to cling to
surfaces, allowing them to scale walls at their normal speed, granting a +5 to all climb checks and
allowing them climb sheer surfaces with no penalty. A non-Tauric Shikigami may only use natural
weapons while climbing or clinging to a wall using this trait. The rider of a Shikigami using this
trait must attempt a Power test, diffculty 14, each turn to keep hold of the Shikigami and may not
attack with two handed weapons during this time.
        Rituals:
        Weilders of Jutsu may be profient in jutsu combat or the use of various spells, but there is
another, lesser known side to the use of mystical energies: Rituals. Often found scrawled on ancient
scrolls or among the pages of ancient books are the arcane formuli nessicery to perform these
powerful rituals, with the correct materials and enough time a properly trained jutsu weilder can do
the impossible.
         Each Ritual has an assocated Jutsu Skill, a Skill Rank and an XP cost. A high enough rank in
the correct jutsu skill is nessicery to perform a ritual, but so long as you have the formula the XP
cost is not manditory. By paying the XP cost of a ritual you currently have the formula for you may
memorize it, allowing you to perform that ritual without need of a formula at all. You may instead
pay only half the XP cost of the ritual, allowing it to be performed with an incomplete formula, but
still requiring at least 1/3 of the original instructions. Unless otherwise noted, a Ritual takes 1 hour,
minus 10 minutes for each participant with at least 1 rank in the correct jutsu skill who helps.
        Portal Rituals
        Portals are a staple of magic in every world that has it, used to transport people and things
from one place to another in an instant. Each Jutsu has their own portal ritual that work a little
differently. All Portal Rituals have an XP cost of 4 and require 2 ranks of the associated Jutsu.
        Onmyojutsu portals link any two places the caster has been in the same world.
        Prayer portals link to the realms of Kami
        Kagura portals link to alternate timelines
        Youjutsu portals link to pocket dimensions
        Youmajutsu portals link to hell and the realms of greater Youkai
        Shinjutsu portals link to any world that the associated god (the one the casting Hanshin is
related to) can influence
        Mind Arts can not be used to make portals.
       Necromancy Rituals
       Necromancy is the practice of using the souls of the dead to power Shikigami. While it is
generally taboo, there are a handful of practitioners. Most rituals related to the creation of
Shikigami fall under necromancy, including the less taboo practice of Dollcraft.
        Materials: In order to perform Necromancy you must first create a Necromatic Totem, an
item at least the size of a human skull designed to hold and manipulate souls. The materials
nessicery to create this totem are surprisingly mundane, but not cheap, costing a total of 10 kon. The
Necromatic Totem may hold 1 soul.
        Gather Souls: (Youjutsu 3, 1 kon in black candles, candles last 3 rituals. 6XP)
                You reach into the realms of spirits and, at the cost of 5SP, pull a random soul out
into your totem, allowing it to be used for the Shikigami spell. Shikigami created using these souls
have +4 skill points. If you wish to grab a specific soul you must pay 10SP and know the name, race
and gender of your target. Shikigami created using specific souls have all of the skills that the soul
had in life, ignoring the usual skill restrictions on Shikigami but must still follow stat restrictions as
normal.
         Backup Body: (Onmyojutsu 5, a silver chord worth 4 kon, Shikigami spell. 10XP)
                Over the course of 12 hours (which must be done at least 1 hour at a time) you
produce a nigh perfect replica of yourself. This replica is an inactive Shikigami body with stats
equal to 3/4 of your own in each area (rounded up, to a minimum of 1) when your own stats
increase, you may need to recalcuate the stats of your backup body. The final part of the process is
placing a peice of your own soul into the body, reducing your SP multiplier by 1 (to a minimum of
1) until the body is activated or destroyed. Souls other than your own may not be placed within this
new body. When you die, the rest of your soul enters the backup body, allowing you to continue
living with all of your merits, demerits, skills, spells, unique abilities and rituals intact, but with the
backup body's stats. You are now a Shikigami if you were not already and may be given Shikigami
traits as normal. The Silver Chord on your backup body must be connected at all times, if the chord
is cut the body will be destroyed, even if your entire soul is currently inside of it. The chord has
12HP, is uneffected by Jutsu attacks and has 2 physical defense.
        Dollcraft: (Prayer 4, 1 kon in white candles, candles last 3 rituals, materials for Shikigami
body worth 6 kon. 8XP)
               You create a Shikigami (as if through the Shikigami spell) using Prayer in place of
Onmyojutsu, this Shikigami has a single 2 point Shikigami trait or two 1 point Shikigami traits for
free, but may never be given any additional traits.