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Beast Bind Trinity

The document discusses demi-humans and the city of Ikebukuro where feathers have fallen from a battle between a Guardian and the Void. Demi-humans possess great power from their ego and must balance it with bonds to humans to avoid becoming aberrants. The feathers attract both those seeking power and those trying to contain them, making Ikebukuro a battleground.

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90% found this document useful (10 votes)
9K views276 pages

Beast Bind Trinity

The document discusses demi-humans and the city of Ikebukuro where feathers have fallen from a battle between a Guardian and the Void. Demi-humans possess great power from their ego and must balance it with bonds to humans to avoid becoming aberrants. The feathers attract both those seeking power and those trying to contain them, making Ikebukuro a battleground.

Uploaded by

Summon Tufak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

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5
7
THE WORLD OF DEMI-HUMANS
“I didn’t want to lie.
Yet, all I wanted to protect.
Your smile.”

Kaname “Crimson Blood Blade” Genmu

INHABITANTS OF THE NIGHT SIDE

Demi-Humans Ego and Bonds


In “Beast Bind Trinity”, the beings you What separates mythics from humans
are to play are known as demi-humans, is a strong ego. Ego is essentially a desire
those who lie between humans and mythics. for oneself. Whether it’s a wish to “sip
Demi-humans possess immense power the blood of a maiden” or “bring peace
due to the Ego within them. They can run to the world,” both are forms of ego.
thousands of miles, resurrect even after Regardless of whether it’s born of good
being shot by countless times, and their or evil intent, ego can warp the world and
strength can tear apart steel doors. In the unleash immense power; such is the nature
darkness of the night, there are few who of monsters and demi-humans.
can match a demi-human. Yet, acting solely on ego leads to
However, demi-humans are not destruction. Those who let their souls be
superheroes welcomed by everyone. To consumed by the Abyss, turning their ego
other beings, demi-humans trying to live into power, become grotesque beings driven
a normal human life are at best, eccentric, only by instinct, known as “aberrants.”
and at worst, traitors. Aberrants can no longer coexist with
To humans, demi-humans are no humans. Therefore, all demi-humans fear
different from other supernatural beings if becoming aberrants.
their true nature is revealed. Most humans The power to resist the temptation Abyss
are unaware of the existence of mythics. is bonds. Bonds are the heart that cares for
The shock of learning about them could others, the desire to connect with someone.
surpass the bonds formed through human Bonds with humans anchor demi-humans
interaction, instilling fear - though it’s not in the human world. It’s because of these
always the case. But there are very few bonds that one can stand up even with a
demi-humans brave enough to test this. broken heart and remain in the twilight
Moreover, most humans who are aware world.
of mythics constantly sharpen their blades, However, bonds can become chains
hunting them down as enemies of humanity. that bind demi-humans. In the struggle to
Demi-humans must avoid revealing their protect these bonds, while satisfies their
true nature at all costs to these people. A ego, they may end up losing those very
peaceful everyday life where mythics don’t bonds.
exist is precisely the peaceful world that Without ego, one is not oneself; without
you, the demi-humans, want to protect. bonds, one is not human. Living a life with
a foot in both worlds, belonging to both yet
neither, is the existence of a demi-human
and the story of “Beast Bind Trinity.”

8
Dominions and Dominators
Among the mythics and demi-humans
whose actions are guided by their ego,
some can unleash their ego from within
themselves to create their own worlds.
Such mythics are called dominators, and the
worlds they rule are known as dominions.
The appearance and nature of dominions
vary greatly. There are dominions the size
of a single room or a city, governed by less
powerful dominators, and there are also
dominions as large as the Earth or even a
galaxy. Notable dominions like the Heavens,
Hell, and Fairy Realms are among the most
famous and powerful dominion groups.
These dominions, in their quest to
expand their influence, continue to secretly
intervene in the Earth dominion - yes, our
world is also a dominion.
Among demi-humans, there are those
who have come from such dominions.
Beings like angels, demons, and aliens are
among them. For them, the Earth dominion
is an alien world.

Bloods
Demi-humans are classified into several
bloods based on the tendencies of their
abilities. There are also more complex
beings called hybrids, which are a mix of
Demon
two bloods.
Mythics lurking in the dark part of
Irregular this world, known as the Hell dominion.
Beings who are humans yet have Representatives include successors to
surpassed humanity, like wielders of the demon king, demon gods, and the
sentient swords, psychics, and entities who mysterious jesters of hell.
materialize from one ego. Neighbor
Vampire Beings who interact with humans and
Beings who once were human, lurking receive human blood yet are not human.
in the shadows and sipping humans blood. This includes werewolves who are guardians
Many belong to an organization called the of nature, the children of Bastet who are
Persona Network. apostles of the moon, and Oni.
Estranger Hermit
Extraterrestrial life forms that have Once mere mortals, have surpassed
descended to Earth. This includes human limits due to their ego and have
information seeking parasites, symbiotic become mythical beings. Examples include
aliens seeking a fitting host to become the sorcerers, leaders of groups known as lords,
strongest, and giants of light who drop-kick and exorcists from the church who are
evil kaijus. referred to as Black Coats.
Spirit Full Metal
Beings that are born from human Beings brought to life with metal bodies,
imagination. This includes fairies who live including automata powered by perpetual
alongside humans, dream eaters who spin engines, cyborgs, and mythics created
eerie dreams, and ghosts. through biotechnology and magic.
Celestial Legend
Beings that are considered sacred by Beings that are born from people’s
humans. This includes angels who are imagination and legends. This includes
residents of the Heavens, the ancient and characters within fairy tales, urban legends,
powerful dragons, and many deities. and legendary heroes.

9
THE CITY OF IKEBUKURO, WHERE FEATHERS DANCE

Ikebukuro JABF
Tokyo, teeming with ten million souls, This secret faction within the Self-
offers perfect camouflage for demi-humans. Defense Forces acts as a final measure
Ikebukuro, a district notorious for its against mythics, showing no mercy to
demi-human populace, recently became the mythics or civilians alike in their quest,
epicenter of an extraordinary event. apparently gathering Feathers for an
The “Guardian,” a protector of this undisclosed motive.
realm, engaged in a catastrophic battle with Angel Army
a mysteries entity known as “the Void” in A celestial battle rages between Metatron,
the skies above Ikebukuro, leading to their representing divine tyranny, and Michael,
mutual annihilation. an advocate for love. Each side has sent
Consequently, the “Guardian’s” Feathers, emissaries to Earth to vie for the Feathers.
laden with immense power, blanketed Demons
the Earth, with Ikebukuro receiving a Following the Great Demon King
significant share. Satan’s vanishing, demons engage in fierce
These Feathers, depending on their hue, competition for supremacy, dispatching
wield incredible abilities: black Feathers their offspring to vie for power on Earth.
enable the manifestation of any desires, Ancient Gods
while white Feathers offer redemption. Marginalized entities, led by Takagi
Such power can transform a mere Hime, plot to reclaim the Earth as a verdant
human into a force capable of challenging haven using the Feathers, with Ikebukuro as
divine armies, elevate a waning deity to the a critical base.
zenith of worship, revive the deceased,
commandeer nations, or secure the Black Coats
affection of another. Concerned factions have sent elite Black
Ikebukuro thus attracts both seekers Coats, a unified force cutting across groups,
of the Feathers and those intent on their to address the escalating Feather crisis in
containment, becoming a nexus of global Ikebukuro.
peril where the ambitions of both humans Color Gangs
and otherworldly beings clash. Ikebukuro Ikebukuro’s youth, sensing their city’s
stands as a battleground for power, desire, peculiar shift, engage for personal motives,
and survival. ranging from civic duty to sheer thrill-
This is the city of Ikebukuro. seeking.
Ikebukuro’s Night
Organizations within Ikebukuro Under Demon Lord Mephistopheles’
In Ikebukuro, multiple organizations rule, Ikebukuro serves as a proving ground
are clashing. Demi-humans - PCs, may for mythics, with him eyeing the Feathers
cooperate or conflict with these groups. for undisclosed ends.
Police’s Spirit Division
This covert unit operates under the
Police Commissioner, safeguarding Japan
from spiritual threats. They typically handle
documentation but mobilize to discreetly
manage mythic incidents, aiming to
prevent public awareness and occasionally
collaborating with mythics.
Persona Network
Vampires founded this clandestine
society to enforce their dominance and
prevent internal strife. Their strategy
involves discreetly consuming blood, with
the Feathers posing a risk to their secrecy
and supremacy.

10
UCTION
INTROD

SAMPLE CHARACTER INTRODUCTION


“No need for introductions.
Let’s begin, right now!”

Youdou Samonji Kogetsu

SAMPLE CHARACTERS
This book includes 10 types of support simultaneously. organism, manipulating it at will.
sample characters. Sample characters
are meant for use with the quick Bloody Princess Bloodstained Blade
start method of character creation, A character of the vampire A character using a sentient
detailed on page 66. bloodline, a mighty and solitary weapon, the cursed blade, classified
The benefits of the quick start vampire, Dracul. A noble with under the Irregular bloodline. Capably
include reducing the time it takes tyrannical destructive power. wields the sword with the skill of an
to create PCs and allowing players adept swordsman.
unfamiliar with the game to easily Artificial Hero
create characters with minimal rule A character representing a Prince of Hell
knowledge. Additionally, introducing augmented human, classified under A character destined to be the
these characters through illustrations the Full Metal bloodline, which successor to the Demon King,
at the start helps players grasp the includes artificial monsters and metal- classified under the Demon bloodline
game’s atmosphere, imagery, and the clad life forms. Possesses the traits of of the inhabitants of the demon
kinds of characters they can play. legendary heroes, mastering sword world. Treats their faithful watchdogs
skills as a fierce warrior. with disdain, excelling in defense and
Oni Officer disruption.
A character from the Oni race, Bio Armor
classified under the Neighbor A character assimilated with an
bloodline of the subhuman species. alien biotic armor, classified under the
Known for their brute strength in Estranger bloodline from visitors of
combat and shielding allies. outer space. Boasts versatile offensive
capabilities through integrated bio-
Ghost Girl weapons.
A character who is a spirit of
the dead, classified under the Spirit Heavenly Messenger
bloodline. Supports allies with A character of the celestial
versatile abilities and curses. bloodline, an angel proficient in
support and healing with holy power,
Phantom Rider a resident of the Heaven dominion.
A character born from urban
legends, classified under the Legend King of Ikebukuro
bloodline, which belongs to beings A character with special powers,
that remain in legend. Capable of classified under the Hermit bloodline,
dashing across the battlefield in all acting as a lord (ruler, leader). Operates
directions, handling both attack and the team they lead as if it were a single

11
Oni O f f i c e r
Oni. A dying breed that lived in this
country before humans, the strongest
of races. And you have taken up
a profession that fully utilizes that
strength. As a police officer, you
protect public order, freely punching
“If you’re an d kicking to your heart’s content. To
you, this city is the ultimate playground.
part of this (→P84)
monstrous
rabble, you
might as
well have
some fun
with me.”

“Too bad~,
you can’t
escape~”

You are a ghost, a soul that has died


once. The reason you remain in
this world is that you didn’t want to
disappear. You wanted to protect the
connections with the people you have
bonds with. It might be due to lingering
attachments, ego, perhaps. Yet, you
“live” on through the darkness of
night, even today. (→P80)

Ghost
Girl
h a n t o m
“I was born P
from the tale
of people.
That’s why R ide r
I protect
them.”

You are a legend born from the


rumors and stories on the highway.
“Hmm,
You’re a unique creature, the only
one of your kind. That’s why the
dead
bonds you share with humans are
of utmost importance to you. To
already?
protect this world that has loved
you, you continue your endless
The young
drive. (→P82) ones these
days lack
substance.”

You are a vampire, a solitary noble


of the Dracul lineage. Humans

Bloody
prey on livestock, and you prey on
humans. It’s as simple as that. That’s
why you understand the need to
live within human society. And
thus, you must also bring down
the hammer on fools who fail to
understand. (→P70)

Princess 13
t i f i c i a l
Ar “I miss the
days of
Zhanguo.”

H e r o

“Stop! I
don’t want
to harm You were a hero known as a Demon
of War during the far-off Warring
anyone!” States period (China). A military
corporation unearthed you from your
grave, granting you a mechanical body
to use as a tool. However, refusing to
be treated as a mere dog, you slew them
and fled. Your battle is not over yet.
(→P72)

What protected you from the


Bio A
rmor
approaching malice was a symbiotic
entity from space. It’s the ultimate
armor that seeks combat and
continuously evolves. Indeed, its power
protected you and those dear to you.
Yet, at the same time, it was a one-
way ticket dragging you into the night.
(→P68)
He a ve n y
l
Me ss e ng e r
Sent to investigate the turmoil in the
human world, you descended as an angel.
The human realm was not the corrupted
world described in heaven, nor a utopia,
but a terribly fascinating place. Under the
guise of investigation, you live among
“There humans today. (→P78)
no order.
It’s just
bonds.”

“Sorry,
but I can’t
just let
you walk
away after
messing
with my
friends.”

King
of ro
k u
You are the leader of a color

u
gang. At your call, dozens

e b
of roughnecks move at your

k
command. Yet, you’ve become

I
aware of the existence of mythics
lurking in the night. You’re not
trying to be a hero, but you have
to brush off the sparks falling on
your subordinates. (→P76)

15
t a i n e d
“This is
Bloods
Blade
me, the
blade that
will cut you
down.”

Guided by the silver moon, you found


the sword. A shining, cursed demon “Things
sword. When you became one with that
sword, your everyday life as a regular are getting
human student ended, as did your
nights spent cutting down monster. really
You no longer care which is the real
you. (→P74) interesting
now!”

Destined to succeed your father, the


Demon Lord, you were commanded to
train on Earth. Compared to the boring
demon realm, the human world is filled
with fun toys, and you were quickly
enthralled. But there are fools who
disrupt this world. You’ve decided to
fight to protect your vacation. (→P86)

Prince
o f Hell
17
A New Hope
- To w a r d B e a s t B i n d Tr i n i t y -
The story in search of the ideal Beast Bind In the 11 years since then, new TRPGs
should indeed start from this tale. have been continuously released, and even in
We cannot move forward without looking this publishing recession, multiple replays are
back. published every month, continuing a favorable
situation.
This TRPG is the third edition of “Beast
Bind R.P.G” which was released 11 years ago. Winter has long passed, and the warm spring
This was the advertising slogan attached to and eternal summer sun continue to shine on
the original Beast Bind 11 years ago: the TRPG industry.
In these 11 years of sunshine, it’s not
“This is Japan’s last original TRPG!!” unreasonable to forget the days once feared as
an eternal winter.
Time blurs people’s memories.
6 years ago, at the time of the second edition, But the journey towards the ideal of Beast
“Beast Bind New Testament” (hereafter Beast Bind was indeed accompanied by a tough
Bind NT), I wrote that the “Japan’s last” slogan resolution.
from 11 years ago seems like a joke in retrospect.
However, as time passed, people began to And now, the fact that “TRPGs are selling”
forget the pain and even the joke, and now I could become the next detriment to the ideal.
hear there are even those who say “there was This is about the second edition of Beast
never a crisis in Japan’s TRPG scene” in the first Bind NT six years ago.
place.
I can say it now, but actually, this second
That’s not true. Absolutely not. edition Beast Bind NT sold more than the hit
original Beast Bind. Both the rulebook and
It wasn’t a dream or an illusion. supplements surpassed the second edition.
It was a real crisis that truly existed. It was thanks to everyone’s strong support.
At the time, no one laughed at those words.
The fear that the hobby of TRPG might However, at the time, due to the good
disappear had a real urgency. performance of TRPGs, the average sales had
There were indeed people asking the president risen significantly, and even though Beast Bind
of FEAR, “What can I do to prevent the demise NT surpassed the first edition Beast Bind, its
of TRPG?” popularity did not stand out in that era.

However, I can understand the feelings of Next, because of the overall success of the
those who have rewritten their memories to TRPG industry, we were compelled to keep
“there was no crisis.” creating new works, which meant we couldn’t

18
UCTION
INTROD

dedicate a fixed staff for Beast Bind NT. first and second editions since his student days!
In hindsight, this was a critical mistake.
I decided to bet everything on his love for
While Beast Bind NT sold well, apart from Beast Bind.
a single supplement, we could only support it This resolve is embodied in this “co-
through serial articles in Gamers Field magazine, authorship.”
a far cry from the ideal.
This was a deficiency on our part, unrelated Previously, the only person I entrusted with
to the users, for which we can only apologize. co-authoring... with the life of a game was my
comrade, Takeshi Kikuchi.
In fact, the publisher had been expressing a I believed this young man was worthy of that
desire for a third edition of Beast Bind for a value.
long time. He would be able to meet the heavy
This was quite natural, as from the publisher’s responsibility of the third edition and reach the
perspective, Beast Bind was an entry that had support that was originally sought.
never failed before and was guaranteed to sell.
(The end of the first edition’s development was With the resolve of the first edition and the
due to the transfer of the person in charge and ideals seen in the second edition.
copyrights issues, not sales.)
Thus, the third edition “Beast Bind Trinity” is
However, I was hesitant. now complete.
This was due to past trauma. Trinity refers to the Holy Trinity.
In Catholicism, it’s the fundamental concept
It would be irresponsible to continue being where God, Jesus the Son of God, and the Holy
unable to develop it due to our circumstances, Spirit are equal and none is above the other.
despite there being a demand.
It would be a betrayal to you, the users, who It symbolizes “harmony.”
have been seeking this game for 11 years! The principle of the kingdom of God
If there was to be a next time, it would be
when we could maintain a proper production I yearn for the ideal Beast Bind envisioned by
structure, a system capable of supplying what the users to manifest.
was demanded. I believe in the new designer building the ideal
relationship with you.
Enter Yasushi Shigenobu.
The demon’s yearning burns the heart, the
His work shone from the beginning. Bonds of people connect hearts.
Despite being a newcomer, he was entrusted
with critical data for major works like “Seven Welcome once again to this daydream.
Fortress Mobius” and “Night Wizard The 2nd To the dream seen by you, him, and the world.
Edition,” which were well-received by users.
(Moreover, both of these had complex data Jun’ichi Inoue
structures, as everyone knows.)
In replays, he displayed his extraordinary
talent in “The Light of the Heavens is All
Stars” in the “Night Wizard The 2nd Edition
Sourcebook Soul Arts.”

Above all, he had been a part of the Beast


Bind generation, having thoroughly played the

19
CONTENTS
Introduction Manga�����������������������������������1 Phantom Rider�����������������������������������82
The World of Demi-humans�������������������8 Oni Officer�����������������������������������������84
Sample Character Introduction��������������11 Prince of Hell������������������������������������86
Foreword���������������������������������������������������18 Personal Data����������������������������������������88
Table of Contents������������������������������������20 Origin Table (Human)����������������������90
First Thing First���������������������������������������22 Origin Table (Mythic)�����������������������91
Glossary�����������������������������������������������������27 Encounter Table��������������������������������92
Ego, Mutation, Cover Table������������93
World Section�����������������������������������29 Construction������������������������������������������94
The World of Mythic���������������������������30 Blood Data�������������������������������������������100
Demi-Human����������������������������������������36 Style: Attacker����������������������������������104
Dominion�����������������������������������������������38 Style: Defender��������������������������������106
Demi-Human City, Ikebukuro������������42 Style: Supporter�������������������������������108
Personalities�������������������������������������������46 Irregulars�������������������������������������������110
Organizations����������������������������������������56 Blood: Irregular����������������������������112
Dominions���������������������������������������������60 Root: Esper�����������������������������������113
Reference Works (1)�����������������������������62 Root: Summoner��������������������������114
Root: Cursed Blade����������������������115
Player Section����������������������������������63 Vampire���������������������������������������������116
Character Creation��������������������������������64 Blood: Vampire����������������������������118
Quick Start���������������������������������������������66 Root: Bloodline����������������������������119
Bio Armor������������������������������������������68 Root: Dhampir�����������������������������120
Bloody Princess���������������������������������70 Root: Dracul���������������������������������121
Artificial Hero������������������������������������72 Estranger������������������������������������������122
Bloodstained Blade���������������������������74 Blood: Estranger��������������������������124
King of Ikebukuro����������������������������76 Root: Parasite��������������������������������125
Heavenly Messager����������������������������78 Root: Enforcer�����������������������������126
Ghost Girl������������������������������������������80 Root: Proliferator�������������������������127

20
UCTION
INTROD

Spirit��������������������������������������������������128 Common Equipment����������������������181


Blood: Spirit����������������������������������130
Root: Ghost����������������������������������131 Rule Section������������������������������������183
Root: Dream Eater����������������������132 Action Check Rules����������������������������184
Root: Fairy������������������������������������133 Bonds and Ego�����������������������������������188
Celestial���������������������������������������������134 Game Progression������������������������������194
Blood: Celestial�����������������������������136 Combat Rules��������������������������������������204
Root: Deity������������������������������������137
Root: Angel�����������������������������������138 Gamemaster Section�����������������217
Root: Dragon��������������������������������139 Gamemaster Rules���������������������������������218
Demons��������������������������������������������140 Enemies���������������������������������������������������228
Blood: Demon������������������������������142 Enemy Arts������������������������������������������231
Root: Hell Jester���������������������������144 Dominion Arts������������������������������������234
Root: Demon Lords Heirs���������144 Calamity Class Dominion Arts���������235
Root: Majin�����������������������������������145 Enemy Data�����������������������������������������236
Neighbors�����������������������������������������146
Blood: Neighbor��������������������������148 Scenario Section���������������������������243
Root: Oni��������������������������������������149 How to Read the Scenario��������������������244
Root: Werewolf ����������������������������150 Red Dead Night�������������������������������������246
Root: Children of Bastet������������151 Paradise of Desire����������������������������������258
Hermit�����������������������������������������������152 Enemies���������������������������������������������������270
Blood: Hermit������������������������������154
Root: Black Coat��������������������������155 Appendix�������������������������������������������271
Root: Magician�����������������������������156 Ego Table������������������������������������������������272
Root: Lord�������������������������������������157 Mutation Table���������������������������������������274
Full Metal������������������������������������������158
Blood: Full Metal�������������������������160
Root: Cyborg��������������������������������162
Root: Automaton�������������������������162
Root: Man-Made Monster����������163
Legend����������������������������������������������164
Blood: Legend������������������������������166
Root: Fairy Tale����������������������������167
Root: Legendary Heroes�������������168
Root: Urban Legend��������������������169
Root: Common Arts�����������������������170
Item�������������������������������������������������������172
Common Weapons�������������������������174
Common Armor�����������������������������176
Common Vehicles���������������������������176
Heroic Relics������������������������������������177
Enforcer Equipment�����������������������178
Full Metal Equipment���������������������179
Vampire Equipment������������������������180
Demon Equipment�������������������������180

21
FIRST THINGS FIRST
“Welcome to the ‘Night Side.’ Whether
you live as a wild mythic following your
ego, or cling to humanity bound by
bonds, it’s your freedom to choose.”

“Mitsuki Rokudo” the Black Dardanelles

WELCOME TO THE WORLD OF BEAST BIND

About This Book Players create their Player Characters


(hereafter abbreviated as PCs), one for
This book is a rulebook for a Tabletop each, based on the presented teaser and
Role-Playing Game (hereafter abbreviated scenario handouts. These Characters are the
as TRPG). protagonists of the session.
A TRPG is a game where all participants This is how the story starts.
communicate to create and experience a First, the GM explains the situation in
story woven by fictional Characters. which the PCs are placed. In a movie or
One of the participants acts as the a play, you would simply watch the story
Gamemaster (hereafter abbreviated as GM), and wait for the outcome. However, in a
who facilitates the game’s progression, TRPG, it’s different. The GM provides
while the remaining participants take on the the situation, not the outcome, and the
roles of Players. outcome is determined by the actions of
What is a TRPG? each PC and the rules.
A game of TRPG is played through What Do Participants Do?
communication, including conversations The GM informs the Players about the
between the GM and Players, imagination, situation their PCs are in. Then, the Players
and the rules and data described in this think about how their PC would respond to
book. this situation and inform the GM of their
A single game session in TRPG is PC’s actions.
referred to as a “session.” In response to the PC’s actions, the GM
The Flow of a Session further reacts based on the situation and
the rules. If the target of the action is a
First, the GM prepares the outline of a Non-Player Character (NPC) managed by
story for the session, a rough script called the GM, then the GM will perform the
the scenario. response of that NPC through actions or
An actual session begins with the GM dialogue.
presenting preliminary information, such as If the outcome of the action is uncertain,
a teaser or scenario handouts, prepared for it is determined by the rules and dice. For
that scenario to the Players. example, can you dodge an incoming bullet?
Note that this book contains two Can you win a duel with your arch-enemy?
scenarios. For first-time Players, it’s Such outcomes are all processed according
recommended to start with these. The to the rules.
teasers and scenario handouts will be more This series of interactions forms the
understandable if you refer to the actual story. A unique story, different every time,
ones.

22
UCTION
INTROD

created by the participants, emerges from power comparable to a dominator, even to


this process. weak mythics or humans. Various forces
The story eventually converges through among mythics, humans, and demi-humans
various twists and turns, reaching its end. are inevitably drawn into the vortex of
At this point, the GM declares the end of battles surrounding the “Feathers.” One of
the game. the centers of these battles is Ikebukuro,
This entire process is called a session. the city where most of the “Feathers” have
fallen.
Beast Bind Trinity
This book is designed to recreate the How to Read This Book
thrill and horror action of “Beast Bind Beast Bind Trinity is a TRPG rulebook.
Trinity,” set in a fictional modern world This book is broadly divided into five
(similar to ours) where many supernatural sections. Let’s briefly introduce the content
being - mythics exist, on your table. of each section.
It contains various information to
understand its world and the rules to use World Section
it. First, let’s explain the terms necessary to This section introduces the world of the
understand the content. For more detailed game, the stage where you will perform.
terms, it would be quicker to understand by First, read this part to get an idea of what
reading along with the glossary on page 27. kind of actions you will perform as a Player,
or what kind of story you will unfold as a
Demi-Humans GM.
In this game, the Characters you play are
not human. Player Section
You are a demi-human, a mythic with This section is filled with the methods
powers, who forms bonds with others and for creating a demi-human, the Player’s
lives within human society. avatar, and the data necessary for it.
As a demi-human, you possess the ego First, follow the rules written here to
and destiny of a mythic, as well as the heart create your PC. Even if you are a GM,
and lifestyle of a human, and thus you fight putting yourself in the position of creating
against the wicked that threaten the current a PC will help you understand the game.
world.
Rule Section
Dominators This section specifically details what your
A powerful ego is the source of a mythic’s character can do. It’s something both GMs
power. A being that has its ego reached the and Players should look at at least once.
extreme can materialize its own realm – a The rules for Action Checks are particularly
dominion – is a dominator. important.
Not all dominators are evil and This is because the stories dealt with in
incompatible with others. However, this work are full of danger and upheaval.
there are plenty who seek to invade other In other words, even though they are
dominions – Earth is also one of the fictional, your avatars face the risk of
dominions – or who disregard human lives, death. In TRPGs, unlike computer games,
and even those of their kind, including there are no concepts like reset, save, or
mythics and demi-humans, for the sake of load, and many decisions are irreversible.
their dominion. Such dominators and their This is one of the charms of TRPGs that
close confidants – the apostles – who have allows for serious roleplay. Therefore, to
received a portion of their power often avoid unexpectedly losing a character in an
stand as formidable enemies against the accident, it is recommended to familiarize
PCs, demi-humans trying to live alongside yourself with the basic rules.
humans.
Gamemaster Section
Feathers This section is written with know-how
A major incident occurred where the and techniques for how you, as the GM, can
strongest Apostle, “The Guardian of manage a session. It’s a must-read for those
Earth,” who defending Earth dominion who intend to practice as a GM. Of course,
from various external threats, clashed with it’s also good for Players to read this section
a mysterious entity called the Void and to deepen their understanding of the game.
shattered. The fragments of the Guardian’s
power that scattered across the world are
known as “Feathers.” “Feathers” can grant

23
Scenario Section Rule Decisions
This section includes two ready-to-play A TRPG is, in a way, another virtual
scenarios. It would be good to start with reality. This book has prepared rules to
these scenarios to familiarize yourself handle as many in-game world events as
with both the rules and the world. Note to possible, but unforeseen situations will still
Players planning to participate as Players: be arise.
careful not to read the scenarios, as it might The GM has the final authority to decide
spoil the experience. how to rule in situations not covered by the
rules or where the application of rules is
Golden Rule uncertain.
Beast Bind Trinity is a game where all The GM may also change or decide
participants cooperate to create a single not to use certain rules depending on the
story. It’s also a game to enjoy both the situation.
process of creating that story and the story The criteria for such decisions are as
itself. follows:
As the most important rule necessary for
this, the following rule should is established
Does it fit the mood?
during the pre-play: The situations handled by the rules
vary wildly due to differences in scenarios,
GM’s Authority Players, and the flow of the moment. What
is appropriate in one situation may not be
In playing this game, the following right in another.
authority and abilities are given to the GM. Therefore, judging whether it is
However, when exercising these powers, appropriate for the mood of the moment
the GM should strive to use the correct should lead to the right answer. Choosing
rules and make fair rulings for everyone according to the flow desired by everyone
present, not just what one person wants to
see, should be correct.

THINGS TO PREPARE

The following items are necessary the GM will need a red and a black Each Copies of Sheets
to play “Beast Bind Trinity.” ballpoint pen in addition to this. It is necessary to make copies
Participants Rulebook of the sheets published in this
To play this game, one person This refers to this book. If book in advance. The following
needs to be the GM and several possible, to facilitate easy reference should be copied:
others will be Players. The scenarios to data, etc., it is ideal for each Character Sheet (Inside of
in this book are designed for 3 to 5 person to have their own copy of the the cover): One per Player
Players. rulebook. Record Sheet (Back cover):
Once you’re familiar with the One per Player
game, it can be played with as few as Session Sheet (Page 281):
one Player or as many as seven. One copy
6-Sided Dice (At Least 2)
Regular dice are used. You can
play with a minimum of 2 dice in
total, but it is preferable for each
participant to have at least 2 dice Each Copies of Sheets
each.
During the game, there may be
instances where you need to roll 5 to
10 dice at once, so it’s good to have
at least 5 dice per person if possible.
Writing Utensils Rulebook
Pencils or mechanical pencils Writing Utensils
that can be erased with an eraser
are preferred. Of course, you need
6-Sided Dice
one for each person. Additionally,

24
UCTION
INTROD

Is it advantageous to the Players? Experience Points (hereafter hereafter


If in doubt, it’s good to adopt results abbreviated as EXPs).
that are advantageous to the Players (PCs). Of course, we don’t deny the result of not
TRPG is not a game where the GM and getting EXPs but still having fun. However,
Players compete against each other. In most the game is designed to expand the fun
cases, the success of the Players is also when participants act to gain experience
linked to the GM’s success and enjoyment. points. This should be particularly kept in
mind when playing the game for the first
Rejection and Results time.
The GM can reject and ask for a redo of It goes without saying that the greatest
Action Checks or dice rolls that were not victory for you and us is that everyone
confirmed or permitted by them. wants to play this game again.
Also, the GM can choose to freely
determine the outcome of Action Checks
General Rule
or dice rolls they perform without rolling Below, the basic processing of rules in
dice. this book is described.

In Case of Using Wrong Rule Fractions


If a rule is applied incorrectly, correct In case fractions result from calculations
it promptly and follow the correct rule like division, they are basically rounded
henceforth. However, do not change (*) down. (*) Do not change
results that have already been applied, even
if it means rolling back time . Third Person As in sports, once a decision is
made, it is not overturned. This
principle is to avoid the ultimate
This is because if disputing unfavorable This book uses “he/she” and “they/ disadvantage to all participants
results and repeatedly rolling back time them” for third-person pronouns. This caused by making the game
unplayable.
becomes limitless, only the opinions of is for readability and does not intend any
those with more influence will prevail, gender discrimination.
making the GM’s authority nominal. A
situation where the rules make no difference How to Read Dice
is no longer a game but can even become In “Beast Bind Trinity,” dice (six-sided)
painful. are used to generate random numbers. In
this game, the following methods of rolling
Purpose of the Session dice are used:
This game is designed for all participants
to have a fulfilling and enjoyable time. Of nD6
course, there are countless ways to have This means rolling n number of dice
a fun time, but we hope that “Beast Bind (where n is an integer of 1 or more; D
Trinity” is at the center of it all and believe stands for Dice) and summing up the
it is the best choice. results. For example, 2D6 would generate a
The ultimate goal of a session is for all random result between 2 and 12.
participants to want and choose to play the
game again. By operating with this goal in nD6
mind, this book will realize its full potential. Roll two dice, read one as the tens
place and the other as the ones place. This
Winning and Losing generates results from 11 to 66.
The concept of winning and losing When performing a D66 roll, decide
often accompanies games. In many games, which will be the tens place (or the ones
victory and defeat are clearly divided and place) before rolling the dice. For this, it’s
determined by rules. convenient to have dice of different colors.
Beast Bind Trinity is a bit different
from such games. The GM and Players, or ROC
Players among themselves, are not enemies ROC stands for Roll Or Choice,
in a confrontational structure but comrades indicating that you can either randomly
with the goal of enjoying a good time determine an item from a table using dice
together. or choose one at will. Of course, you can
However, “Beast Bind Trinity” does have also choose to select an item after rolling
one condition for victory. We assure that the dice.
the game is designed to be more interesting When instructed to ROC, it means to
when all participants act to fulfill this determine one item from a table or Chart
victory condition. as described above. Also, if a table has
Our idea of victory is obtaining more

25
items with values like 0 or 7 that cannot be
produced by dice, it means those items can
only be determined by choice (choosing).

STAFF LIST

Produce Development DTP & Layout


井上純弌 大畑 佐藤たかひろ
鈴吹太郎 中村知博 長田崇
F.E.A.R. Co.,ltd. 田中岳人 須藤正道
李重煙
Game Design 谷村直人 Test Play
重信康 齋藤幸一 李重煙
濱田晃輔 漆野古枝
Edit F田えふ
遠藤卓司 Cover Illustration 大畑顕
磯田暁生 井上純弌 長田崇
田中信二 濱田晃輔
Comics
Lighting 吉田トオル Other
遠藤卓司
重信康 Illustration Special Thanks
三輪清宗 井上純弌 矢野俊策
梶岡貴典 武川慎 藤浪智之
小太刀右京 林啓太 海法紀光
円花子 成田良悟
木志田コテツ

This is an unofficial translation of “Beast Bind Trinity.” We want to clarify that this book has been
translated independently and is available to you for free. Feel free to read, download, and share it with
anyone who loves TRPG. However, please be aware that we are not responsible if someone attempts to
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Thank you
Sang
Ritsu
ryu_ep
For your valuable contribution to the translation and compilation of this book!
Also, if you like our work, please consider donating at my Ko-fi page or directly to my PayPal. Thank
you for your support. Join my Discord server if you have any question!

26
UCTION
INTROD

GLOSSARY
“Words are an important key connecting
humans and mythics.”

“Werewolf Scholar” Takuro Sonezaki

GENERAL TERMS USED IN THIS BOOK


World Setting Terms ego and has come to rule its own
dominion.
Rule Related Terms
Apostle FP
A confidant of a dominator who Known Men Abbreviation for flesh points.
has been granted power. Also called A general term for people who are Indicates how much damage a
a disciple. aware of the truth of the world, that character can endure.
supernatural beings - mythic exist.
Unknown Men GM
A general term for people who Demi-Human Abbreviation for Gamemaster.
are unaware of the existence of the A being that is a mythic yet tries The host player in this game.
Night Side. to live among humans, or a human Responsible for progressing the
who has transcended humanity scenario, handling various data
Aberrants and stepped into the realm of processes, managing NPCs, and
A mythic that has been swallowed supernaturals. They are considered adjudicating rules.
by the Abyss and has become an outcasts in both worlds. All PCs are
existence only pursuing its ego. demi-humans. NPC
Ikebukuro Feather Abbreviation for Non Player
Character. A general term for
A city where various mythics and Fragments of power scattered characters managed by the GM that
demi-humans live. It is in the midst into the world from the back are “not” PCs.
of a fierce battle for dominance of the “Guardian of Earth,” an
by various forces due to the large Apostle of the Earth dominion. It PC
number of “Feathers” that have grants immense power anyone who Abbreviation for Player Character.
fallen there. possesses it, be they human, mythic, The Character handled by the Player.
or demi-human. Sought after by Generally, one Player is responsible for
Dominion various forces. one Character.
A separate world created by a
dominator. Governed by unique laws
Mythic SA
called “World Laws” that reflect the Mythic is the general term for Abbreviation for Spiritual Anchor.
Ego of the dominator. A small-scale supernatural beings, drawing out A key element that ties a PC as a demi-
dominion is referred to as an arena. extraordinary powers through their human to human society. Acts as a
ego without restriction of bond. guide or goal in the scenario.
Dominator Those who are neither dominators
A powerful mythic that has nor demi-humans are referred to as
distorted the world with its insatiable mythics.

27
Arts Defender, and Supporter. Player
Represents supernatural abilities Session A participant in this game. Each
of a character, special skills, and Player is responsible for one Player
Refers to one instance of game
mythical traits. Similar to special Character (PC) and participates in
play in this game.
moves, magic, or special skills in the session.
videogames. Sin Mutation
Love Power gained through the pursuit
of Ego. Mainly a means to strengthen
Unique features that manifest in
Power gained from Bonds. the appearance of a demi-human as
oneself.
Primarily a means to assist other Humanity points decreases.
characters action. Humanity Minor Action
Ego A value representing the human-
like heart of a demi-human, the
Relatively simple actions that can
A concept representing one be performed just before a Major
heart that tries to live with humans.
desires and impulses. It serves as an Action. Mainly includes using items
Various factors can decrease it,
energy source for mythics and demi- or auxiliary Arts.
when it reaches zero, your character
humans.
will become an NPC and become a Transformation
Engage Zone complete mythic or aberrant.
When a PC manifests their
A system for abstractly managing Ability Scores power and true nature as a mythic,
the position between characters on becoming their true form.
A numerical representation of a
the battlefield. Distinguished by
whether melee attacks are possible.
character’s strength, intelligence, etc.
Broadly divided into [Base Ability
Master Scene
A scene where only the GM’s
Unleash Scores] and [Combat Ability Scores].
direction occurs, and PCs do not
A state where demi-humans, the Bad Status appear.
PCs, transcend their limits through
the power of Bonds.
Represents impacts and conditions
beyond mere damage, such as
Move Action
Actions related to movement
Bond Confusion and Poison.
that can be performed just before a
A concept representing the Primary Blood Minor Action.
connections with others. Important
for demi-humans.
The bloodline that represents the
essence of a character as a mythic.
Major Action
Primary actions such as attacks
Clade Beast Bind Trinity or using Arts. Generally, can only be
Characters operated as a single performed once per round.
Refers to this game. Sometimes
character by a group.
abbreviated as “BBT” in the text. Roots
Attack Backstage A further subdivision of Blood.
An action using weapons or Arts The book presents three types for
Outside of the Scene. A place for
to inflict damage, etc. Divided into each Blood, totaling 30 types.
managing PCs not appearing in a
Melee, Shooting, and Special attacks.
Scene.
Scene Blood
A moment or situation. A unit
A major classification representing
of in-game time for processing
a Character’s demonic origin. The
a series of actions. The game is
book includes ten types: Irregular,
fundamentally composed of a series
Vampire, Estranger, Spirit, Celestial,
of scenes.
Demon, Neighbor, Hermit, Full
Scenario Metal, and Legend.
Among the Blood, the one
A guide for game progression representing the essence of the
set in advance by the GM as the Character is called Primary Blood,
backbone of a session. and the supplementary one is called
Style Secondary Blood.
A classification representing a
Character’s role, mainly in combat.
Divided into three types: Attacker,

28
29
THE WORLD OF MYTHIC
“A world where there are no fears. A world
where people can sleep without knowing
of mythics. Such a gentle world is what I
wish for.”
Guardian 1C-10C

WELCOME TO THE WORLD OF BEAST BIND

(*) Dominion
The stage of “BBT” is another Earth,
called the “Earth dominion (*).” Time flows
Humans
Self-contained world. See page 38 there as in our world, and people laugh, Humans also have Ego, but not enough
for more details.
cry, fight, love, and carve out history in to handle the power of the Abyss.
the same way we do. However, there is one Humans are connected by Bonds, and
difference: the existence of supernatural with their collective strength and the power
beings, mythics. of science, they illuminate the darkness and
have created their own world, the world of
Mythic - Beings from the Abyss the day. While individuals are weak, humans
as a group have enough power to eliminate
Mythic are intelligent beings capable of
individual demonic creatures.
drawing energy from a hyper-dimensional
However, if humans heighten their
existence known as the “Abyss” and altering
Ego, they can open the gate to the Abyss
reality.
and transcend humanity. Humans who
Mythic are born in various forms.
transcend become one form of Mythic and,
(*) Everything Everything (*) in this world has the
in exchange for gaining the power (ego) of
Include organic beings like potential to become a mythic. The only
humans and animals, as well as a Mythic, cannot escape the fear of falling
qualification to draw power from the Abyss
inorganic beings like robots and into the Abyss.
golems. Even computer programs is to possess a strong and immense Ego.
and energy forms like ghosts can
become mythics.
This is not just self-consciousness, but an
intense will to express, achieve, and realize
Mythics
that Ego. Beings possessing this are called Among all the supernatural beings, those
demonic Mythics. who are not the dominators or Aberrants
However, the power of the Abyss is a mentioned later are called Mythics. In
double-edged sword. If one acts according most cases, this does not include humans,
to their Ego and gets carried away, their but those who have heightened their ego
(*) What remains beyond human limits can also be considered
Thus, the mythical monsters of
heart will be dragged into the Abyss, and
legend were born. their soul will shatter (this is known as Mythics.
falling into the Abyss). What remains (*) Mythics possess immense power, which
(*) Bond is used to satisfy their ego. For example,
Refers to connections with others. is only the will to satisfy the Ego. Resisting
They can be positive like love and the Abyss requires “bonds” (*) with others, a vampire uses it to drink blood, an
kindness, or negative like hatred and
but how long that resistance can last is automaton to serve its master, and a fairy
anger. to cause mischief. Their power is not bound
uncertain.
(*) Akin to immortality by physical laws, as ego has the power to
This is due to the virtually infinite warp reality.
energy flowing in from the Abyss.
This is something that even human- Additionally, mythics have a life force (x)
origin mythics invariably possess. akin to immortality. Even if hit directly by a

30
SE CTION
WORLD

missile, they only fall into a death-like state, more power than ordinary mythics, some
known as a “Temporary Death,” and will absorb the power of the Abyss while Mythic
not perish unless given a proper “finishing losing their soul, gaining power equal to
blow.” dominators. Dominator
Mythics form bonds with each other
to avoid falling into the Abyss and form Demi-Human Aberrant
societies unknown to humans. Most Those who are mythics yet interact with
mythics live in other worlds, such as Heaven humans, or humans who have stepped
or Hell, which are dominions other than into the world of mythics. Such beings are
Night Side
the Earth dominion, or they hide in remote called “demi-humans” and are despised as
mountains and the shadows of cities. This outcasts in both worlds. Demi-Human
world is sometimes called the “Night Side.” The reasons demi-humans choose to
remain in the human world vary.
Dominators For example, a vampire who loves a Human
Mythics that, while their souls are human and wants to stay by their side.
swallowed by the Abyss, have even absorbed A boy who was born an ordinary high
the Abyss itself through their Ego. school student but awakens to his werewolf Note: Mythics are genrally include
dominators, aberrants and demi-
They are beings beyond good and evil, blood one day. humans.
and those who appear in legends as gods, A mythic born as a freak experiment, Among humans, there are also
those who have stepped into the
demon lords, spirit kings, or celestial escaping the lab and blending in with realm of Night Side with their
emperors are generally considered to be humans. power (ego).
dominators. A demon commanded by its demon king
Dominators continually intervene in the father to train as a human in the human
Earth dominion to satisfy their ego, using world.
various means. However, they, as overseers An exorcist who mastered the Art of
of other worlds, fundamentally cannot demon slaying to protect a loved one, thus
manifest in the Earth dominion. Therefore, gaining powers beyond humans’ limits.
they resort to various conspiracies. Although there are many reasons,
Specifically, they open gates to create mythicts who wish to remain in the human
Earth portals or send their subordinates. world are called demi-humans. In other
Angels and Demons, as we call them, are words, a mythic that devours humans in the
typical agents sent by the dominators. urban scene is not a demi-human. It lacks
In the case of open or independent the willingness to coexist with the human
dominions that are contiguous with Earth, world. Demi-humans maintain and wish to
dominators can directly interfere. Even so, keep their human everyday life. (*) The death of a dominator
a dominator’s death (*) usually means the Demi-humans, beings of twilight A weakened dominator can be
loss of its dominion, so direct intervention stepping into both the day and Night Sides, killed by delivering the “finishing
blow,” like other mythics. What
is uncommon. often function as bridges between the two happens to their dominion then
worlds despite facing suspicion. Most demi- varies greatly.
Aberrants humans (or mythics) have the ability to take
There are also known cases where
dominators have been resurrected
Mythics who have had their souls on human form, and as long as they do not by people’s prayers, wishes, or
some rituals. Common sense does
swallowed by the Abyss and act solely display their demonic powers, they can be not apply to dominators, who
according to their Ego. indistinguishable from humans. are essentially worlds themselves.
Needless to say, demi-humans also However, resurrection usually
Negotiation is not an option with requires at least several hundred to
aberrants. Even if it appears so, they are fear of aberrants transformation. If they a few thousand years.
merely mechanically responding in a way become aberrants, they have no choice (*) Becomeing a dominator
they deem appropriate. Aberrants only but to be hunted by either humans or their There is nothing wrong with
think about fulfilling their desire and own kin - mythics. It becomes impossible being careful not to become an
to protect their everyday life. This is why aberrant and striving to evolve into
nothing else. a dominator for a demon. However,
Humans and most mythics eliminate they cherish bonds with others. The same PCs are only demi-humans. The
can be said for becoming a dominator (*). goal of a demi-human is to remain
aberrants as they pose a danger. However, in the human world.
since the transformation of an aberrant If they become a dominator, they can no Therefore, creating a PC
is not always visually identifiable, humans longer remain in the human world. It might with the goal of becoming a
dominator is rather inappropriate.
usually cannot distinguish between be a leap into a new world, but it is a defeat It’s like creating a character in a
aberrants and mythics. for a demi-human. fantasy TRPG aimed at dungeon
exploration who never enters the
Most mythics fear becoming aberrants. dungeon—a misunderstanding of
Not only because of the fear of being this game’s purpose.
We warn all Players that if a PC,
hunted by others and losing their mind but despite efforts, ends up leaving the
also because once you die as aberrants, you game as a dominator, it’s one thing,
die for real, not a momentary one. but abandoning the play to maintain
everyday life from the start means
Although most aberrants possess no missing the charm of this game.

31
THE TRUTH OF THE WORLD

The Enlighted and the Ignorant Known Men


In the Earth dominion, intelligent species Those who know the truth are Known
are not limited to humans. Supernatural Men. The truth referred to here has nothing
phenomena firmly exist, and otherworldly to do with the amount of occult knowledge
realms like the Hell or Heaven are or the number of obscure books one reads.
constantly intervening in this world. That’s Only humans who know and are certain of
the true nature of the world. Humans who the existence of mythics are truly Known
(*) Known Men know this truth are called Known Men Men.
Note that this term is not intended (*), and those who are unaware are called Known Men can be broadly classified
to be gender-specific. The same
applies to Unknown Men. Here, Unknown Men. into four types.
“Man” is used as a neutral noun to First are victims or witnesses of crimes
denote people. Unknown Men committed by mythics. Those who have
These are people who are unaware of the been attacked by vampires, barely survived
world’s truth and believe the “Night Side” a rampaging werewolf, abducted by aliens,
to be something out of movies or anime. or survived a cult ritual unavoidably believe
They comfortably reside in the world of in the existence of mythics. Many of them
common sense. This encompasses the either continue praying that misfortune
majority of humanity. never befalls them again or become mythic
For Unknown Men, the world is quite hunters seeking for vengeance. Those
simple. The world can be explained by who have lost loved ones to mythics often
science, and what can’t be is something become demon hunters.
scientists will eventually unravel. Every Next are those who, as a result of religious
place on Earth has been surveyed by or magical beliefs, have transcended human
satellites, leaving no unknown frontiers. limits and entered the realm of mythics.
They do not necessarily deny the existence These individuals, while human in body,
of supernatural powers or magic. But have reached the potential of their ego
what they know is either uncertain tales into the realm of mythics through training
and legends or tricks by con artists on TV. or innate qualities. Not all religious figures
They never encounter real anomalies or or occultists reach this realm. However,
“powers.” disciples and trainees surrounding such
Even if they hear evidence or stories “enlightened one” can also be considered
suggesting the existence of mythics, they Known Men. After all, their master is
(*) Witnessing a mythic cannot distinguish them from fiction. already beyond human.
Unless one is a dominator, merely A body drained of blood found in a Then there are those who are inherently
witnessing through TV or seeing a
photo is not enough to cause this neighboring prefecture? Just a sign of close to non-human beings for various
reaction. There was an incident some heinous crimes. A wolf with bat reasons. Those born with werewolf or
where a aberrant Hell Jester hijacked
TV to cause worldwide mental wings found dead in a park? Someone must demon blood, born in a mythic hunter’s
breakdown, but it was quickly have thing for exotic pet. Everything is family, or awakened to supernatural abilities
dismissed as a poorly done movie can be considered Known Men from birth
promotion. rationalized this way.
Some mythics with less However, this changes when they witness without doubt.
intimidating appearances cause less the absolute power emitted by the Abyss. Finally, those with a societal mission.
fear. Legends that mimic heroes
and Celestials that behave like gods No matter how brave they are, they become Police, SDF, large corporations, and the
often provoke different reactions. frightened and overwhelmed. This taps like are aware of the existence of mythics
However, their non-human nature
is invariably sensed from their aura. into a primal fear of darkness. Imagine and maintain secret units for their use
At the end, mythic are not human. being blindfolded, thrown into a pit, and or elimination. Members of such units
(*) Mental breakdown feeling the breath of a bloodthirsty beast become Known Men.
Somes uccumb into madness, on your neck. The terror of such darkness It’s a common misconception among
others completely forget everything, is what witnessing a Mythic (*) is like. An mythics, but Known Men do not necessarily
and some try to rationalize it
forcibly. Some might convince Unknown Men seeing a mythic for the first hate or want to exploit mythics. Some treat
themselves it was a dream. time can, in the worst-case scenario, suffer them as neighbors, while others remain
Of course, many Unknown Men indifferent. However, it’s more likely for
possess the strength not to succumb a mental breakdown (*) due to centuries of
to mental breakdowns, especially if accumulated latent fear of mythic. Known Men with malicious intentions
they have bonds with the beings in toward mythics to appear before them.
question.
Ultimately, how Unknown Men
react to the existence of Mythics
is decided by the GM according to
their story.

32
SE CTION
WORLD

Conceal the Truth a plague, and innocent mythics were burned


in witch hunts. Now, from blood-sucking
Despite the unequivocal existence of vampires to oni live in hidden village, no
mythics, Unknown Men exist. There’s mythics want to advertise their existence.
a reason for this: there are those who Thus, the existence of mythics is
conceal the truth. Of course, it’s not concealed. Footage of them on TV or
some conspiracy theory about a vast evil video sites is drowned out by equally well-
organization ruling the world. crafted fake videos or movie promotions.
Those hiding the truth are all who wish Weekly magazines and occult books are
for the current society to continue. There filled with both true and seemingly true
are no such things as magic or mythics; (or utterly false) information. Unexplained
nothing mysterious exists in this world. bloodstains go unreported, and researchers
Everything can be explained by science. who have any info about the mythics are
This is the unwritten consensus among pressured. Everything appears as if nothing
those who want to maintain this façade, and is amiss.
thus, the world’s truth is concealed. Of course, this is like carrying a cup
Take governments, for example. Their brimming with water without letting it
laws do not provide for non-humans. They sway. Every tremble causes drops to spill,
can’t judge crimes committed by mythics. increasing the number of Known Men.
Therefore, they do not exist. It’s also Eventually, the world may inevitably come
inconvenient for sorcerers or corporations to know the truth. But that’s not now.
that treat mythics like experimental animals. Perhaps this delay is due to a (*) great (*) Great Blessing
If mythics were acknowledged as real, blessing, or maybe because of the efforts According to one theory, around
they would gain human rights and legal of demi-humans battling secretly to protect 2000 years ago, a World Law was
protection. born in the Earth dominion that
everyday life. prevents the day and Night Sides
Most importantly, the majority of mythics from interacting. This law has
do not wish to expose their existence. There supposedly facilitated actions to
hide the truth from Unknown
have been numerous occasions where Men. Some say that the greatest
the existence of mythics was revealed to product of this law is our scientific
Unknown Men. Each time, fear spread like civilization.

33
WORLD CHANGES AND THE “FEATHERS”

Rise and Fall Earth dominion possesses “something”


(*) sought by other dominions, making it
However, the world could not continue a constant target of invaders. Therefore,
to exist in its precarious balance. the Guardian is endowed with creator-like
The catalyst for change was an event powers. Additionally, as compensation for
known as the “New York Tragedy” that their solitary battle, they’re allowed to use
(*) About ten years ago occurred about ten years ago (*), around a fraction of that power for their desires.
The “current” year in this rulebook the year 2000. This incident triggered Miu wished for a world where humans
is not specified. If necessary, it can
be set to the present year of your significant upheavals in the world. and mythics become a bit kinder. Her
session.
New York Tragedy wish was granted, increasing the cases of
Unknown Men expose to the truth. Demi-
(*) Melchizedek Corporation Officially, this event was explained as the humans grew in number, strengthening
A mega-corporation leading disappearance of Manhattan Island due to the power of bonds. In exchange for one
the world in computer OS and a meteorite fall. Though Manhattan has girl’s lonely battle, the world became a little
development technology for both
Night Side and Human. See P56. nearly returned to its original state, at the kinder. Humans and mythics came closer,
(*) Present at the scene
time, it was a literal disaster with only a few seemingly heralding a golden age.
hundred survivors within a ten-kilometer
Fall of the Guardian
Over 90% of the mythics on
Manhattan Island are believed radius centered around the Melchizedek
to have perished. The vampire Corporation (*) headquarters.
association Persona Network, Then, abruptly, it happened.
holding a general meeting at the The identity of those who caused this The invasion of an entity called the Void
time, lost most of its elders and fell tragedy was quickly known in the Night (*).
into chaos.
However, some mythics survived Side. It was Metatron, the strongest angel No one can clearly explain what the Void
and vanished into the darkness, leading the Heaven dominion, and his army. is—whether it’s a dominion, a dominator,
swearing vengeance on the angels.
While the angels succeeded in concealing an aberrant, a myhic, or something else
(*) Watch over Manhattan the tragedy from humans, they couldn’t
These include mythics plotting
entirely that can only be called the Void.
silence all mythics (*) present at the scene The Void, true to its name, reduced
conspiracies to take control of
Manhattan and small fry who merely and those who watch over Manhattan (*). everything into nothingness. The Guardian
enjoying human life. Of course, It’s said that Metatron undertook this act, of Earth confronted it. The details of the
American anti-mythic organizations
always monitor major cities. openly ignoring the mutual non-aggression battle are unknown. At least, the invasion
pact (*) between Heaven and Hell, to seize of the Void was averted, but the Guardian
(*) Mutual non-aggression pact
A pact that prohibits military
the “Guardian of Earth” position, the lost her wings.
intervention in each other’s realms overseer of the Earth dominion in the new The aftermath of the battle was
and large-scale military actions in millennium. astounding. Numerous dragons awoke from
the Earth dominion. Established
after the “Great War” between gods Whoever controls the Guardian’s powers millions of years of slumber. Sorcerers
and the fallen angel Lucifer. can dominate the world laws of Earth. trembled at divinations unlike any they had
Now becoming virtually nominal.
Metatron intended to bring Earth under seen before. Millions dreamed nightmares
(*) Demi-humans Heaven’s rule, but he and his forces were
Sunichi Saizo, Kirito Ageha,
of world destruction. Several ancient
repelled by a group of demi-humans (*) vampires suddenly turn into aberrants, and
Masumi Tadano, Ivan Krasnikov,
and Rie Jingiwa. present at the scene. tribes of werewolves and oni, previously
Guardian of Earth hidden, returned to the mortal world.
Even to the Unknown Men, the event was
(*) “Something” No one knows who are the dominators evident through a week of freak weather
There are theories that it’s either of Earth dominion or can confirm their event and meteor showers witnessed by
the unique species of humans less existence and authority. However, the many.
influenced by the Abyss or some
energy buried inside Earth. Details strongest apostle created by a dominator This event, known as “The Fall,” forced
are unclear. does exist, known as the “Guardian of significant changes in the Earth dominion
Earth.” and its surrounding dominions.
The Guardian appears once every
millennium, coinciding with the change of
(*) The Void each millennium. The current Guardian is
Some say it’s a god served the third, a Japanese girl named Kamiwa
by mysterious mythics called
Reapers. However, only few have Miu.
encountered real Reapers and The Guardian protects Earth from
survived to learn about the Void, so
the truth remains unclear. invasions by other dominions, especially
those completely different from Earth, for
a millennium. It’s unknown why, but the

34
SE CTION
WORLD

The Guardian’s “Feathers” “Feathers” are black, the Feathers of Sin,


exacerbates this. And there’s no shortage
After “the Fall,” the Earth dominion of fools who believe they can control the
was protected (*), but the Guardian of “Feathers” and achieve their Ego. (*) Earth dominion was protected
Earth paid a high price – the “Feathers.” Originally, invasions from other
Her wings, once shining in the black of sin Demi-Humans and the “Feathers” dominions, which the Guardian of
Earth was handling, dramatically
and the white of love, were torn from their decreased as if the tide had receded
The Guardian of Earth is not dead. She with the departure of the Void.
roots, and the Feathers scattered far and
sought help from her trusted allies - demi- The Guardian says that invasions,
wide. which used to occur every second,
human, requesting them to take back the have now reduced to once a month.
These “Feathers” are fragments of the
“Feathers.” Now with only the strength This number might not be accurate
Guardian of Earth, carrying a fraction of due to her weakened state, but at
of a regular girl, she believes regaining
the Guardian’s power (*). Their power is least dimensional gates are not
the “Feathers” might help her resolve the opening everywhere, so for some
unmeasurable. A black Feather can manifest reason, many dominions have
chaos. This was her wish as the Guardian.
the user’s desire, transforming an ordinary abandoned their invasions. Some
Many Mythics either do not know or interpret this along with the Void as
girl into a dominator on par with the
ignore her wish. Nothing is more sacred to a further ominous omen.
Emperor of the Demon World overnight.
them than their ego. However, among demi- (*) The Guardian’s power
A white Feather is filled with love and can
humans and organizations sympathetic Said to make even Metatron and
perform miracles that shake the world laws. Lucifer hesitate to confront directly.
to them, some are determined to collect
Rumors of the “Feathers” spread
the “Feathers.” Police and authorities
rapidly through the Night Side. All kinds
who dislike the disruption of the current
of mythics were captivated by the power
order, vampires fearing a return to the
of “Feathers”. They are beings who act to
Inquisition due to the aberrant incidents,
satisfy their ego. Why would they hesitate to
angels and demons wanting to thwart
reach for something akin to the Holy Grail,
forces seeking the “Feathers,” and above
a medium to achieve their ego?
all, demi-humans who wish to protect the
However, the overwhelming power of the
peaceful lives of their loved ones. Now, in
“Feathers” can instantly turn a mythic into
every place showered with the “Feathers,”
aberrant. The power of the Guardian is not
a secret battle for their power is expanding.
meant to be wielded by those unqualified.
As a demi-human, one would inevitably be
The fact that most of the discovered
drawn into this conflict.

35
DEMI-HUMAN
“Some are starved for blood. Others
consider themselves heroes protecting
humans. From what I’ve seen, it’s
somewhere in between.”

Parasite Nanahachi

LIVING AS HUMANS AND MYHTIC

Life as Demi-Human There are those whose existence, like


a maid robot (*) or a dog or cat, is not so
What is it like to live on the boundary out of place in human society and thus
between the day and the Night Side? Living considered a human form.
as a demi-human means living in the Aberrants, who have become beings of
human world. Just as there are various ways pure ego and no bonds, cannot maintain
of living for humans, so too are there for their human form. This makes living among
demi-humans. There is no such thing as a humans impossible.
typical demi-human. Among demi-humans
(from a human perspective), there are both
good and wicked ones.
Demi-Humans and Bonds
A bond refers to a state where emotions
If we were to define a demi-human,
or thoughts are connected with others.
it would be a myhtic (including those of
Therefore, bonds can be not only love but
human origin) who suppresses their own
also hatred that binds the heart. Bonds are
ego and forms bonds with humans.
the anchor that ties demi-humans to human
According to this definition, a Kuchisake-
life and the chain that restrains their ego.
(*) Kuchisake-Onna Onna (*) who stands at street corners
Bonds resist the temptation of the
It should be noted that if you every night and outright eats any human
portray Kuchisake-Onna as Abyss and provide hope for tomorrow.
she encounters, lives in human society but
someone who kindly, gently and The existence of bonds distinguishes
doesn’t eat people, no way she can’t cannot control her ego and formed no
be a demi-human! demi-humans from aberrants, mythics, and
bonds, so she would not be considered a
dominators, anchoring them in the human
demi-human. A local god who descends
world.
regularly to human villages to receive
(*) Human form
Assuming a human form does not
offerings and bestow blessing, although
bonded with humans, does not live within
Demi-Humans and Dominators
attract the Abyss or harm one’s own
human society and thus is also not a demi- Like mythics, demi-humans will have
body. various interactions with dominators.
It’s strange that this applies to all human.
mythics, considered to be due to Like demi-humans who are angels or
the Earth dominion’s world law,
“the day and Night Sides do not Human and Mythic True Forms demons, are not originated from Earth, and
intersect.” Essentially, the world have come to Earth dominion for some
Demi-humans possess what is called
believes that if an inhabitant of the reason, are directly rule by archangels or
Night Side visits the day side, they a human form (*). This is an “outside”
should adopt an appropriate guise. demon kings, who are their dominators.
appearance to act like a human in the
Dominators are their masters and
(*) Maid robot day side. It may be simply a disguise or
sometimes form bonds with them. This
Humanoid maid robots. In the a transformation using their abilities,
Earth dominion, particularly Japan, is also true for vampires who have “dark
concealing power or distinctive appearances
they are common among the lords” as creators or fathers, or disciples of
wealthy. A quiet boom in recent to behave like a human.
years.

36
SE CTION
WORLD

sorcerers who have transcended humanity However, there are certain thing that
to become rulers of other worlds, and can only be accomplished by becoming
their creations, the automata. Whether they a dominator. This too can be a way for a
have fled from their dominion or come to story to end.
Earth on a mission, the will of a dominator
and the daily life of a demi-humans can Ascension
sometimes intersect. It might be as simple Is there only tragedy in the story of
as an overlap between a boss’s order and a a demi-human who has interacted with
date or as serious as an order to kill a loved humans? According to legend, there are
one. vampires who turned back into humans,
Such dilemmas are inevitable for a demi- werewolves freed from the thirst for blood,
human living in two worlds. Even if it hasn’t and sorcerers who have transcended into
happened yet, it will come eventually. What higher form.
will you do when that time comes? Many were also consumed by the Abyss.
However, just as ego opens the door to the
Becoming a Dominator Abyss, bonds might also be opening a door
Even as a demi-human, one is not free to some higher dimension. Dragons and
from ego. Just as demi-humans who become sorcerers call this phenomenon “ascension”
aberrant due to they unrestrained ego, so (*). Of course, in record, no one has (*) Ascension
too are those who become dominators. witnessed ascension. It may be a sad dream In conclusion, ascension is a
concept to explain miracles caused
It must be note that a demi-human created by demi-humans or it might be by bond or a scenario gimmick.
who becomes a dominator can no longer something real and close, like a bluebird. Detailed conditions for ascension
will be elaborated in future
continue to live among human society. The supplements and books. For now,
realms they inhabit are not just different; think of it as an event that GMs
can set arbitrarily according to their
a dominion is an entirely separate world. scenario.
Even if they seem to be together, they
are like stars twinkling in the night sky,
appearing close but never intersecting.

DEMI-HUMAN AND CHARACTER BACKGROUND

Demi-Humans Background backgrounds of sample characters as


they are.
punish, or prophesy the correct path
for something real.
How should you go about the
backstory of your character for their About Historical Accuracy Respecting Others
journey in the world of “BBT”? Here, The settings for “BBT” are often based Most importantly, respect the storys
we’ll explain common mistakes one on real-world myths, occultism, science, of others. It’s not difficult. Just
might fall into while writing up their and ancient history. Is knowledge of don’t mock other PCs, impose your
demi-human. these subjects necessary for players? subjective views like “That depiction

About Background The answer is no. This is not a textbook


on mythology, nor is it a book of occult
of this demon is wrong,” or push
dogmatic values. Of course, you,
There are various story and tale in secrets. Correctness in historical accuracy the reader, are likely to have already
the world of “BBT”. These are not does not necessarily lead to fun. formed bonds with your fellow
meant to restraint your ideas or the A TRPG session is neither a university Players. With that in mind, I hope this
image of your PC. Your character, as seminar nor a presentation of an occult helps you better understand others
the protagonist of the story, should study group. Role-playing and historical and enjoy playing together.
always have an original background. accuracy or debate are entirely different
For example, it’s fine to have a things. It’s not a good attitude to criticize
vampire who enjoys sunbathing or belittle others for having different
and boasts a tanned complexion, a views on mythologies or monster images.
werewolf who hates the full moon, or However, using real mythological
a lazy automaton who has no interest knowledge as a source of ideas is a great
in serving humans. idea. Also, when incorporating such
The important thing is being able knowledge into the subject matter, it is
to explain your character’s story to not recommended to depict any specific
others. If you can’t understand your religion or ethnicity as “evil.”
own character’s story, it’s better to Even if it’s in fiction, there will always
calmly reconsider its elements. There’s be someone who finds it uncomfortable.
no need to write a unique story. It’s If you’re serious about it - TRPG is not a
not a bad thing to play a character tool for propaganda. You are not a God’s
with typical background or to use the divine judge, nor are you there to judge,

37
DOMINION
“Whether it was me who wished for
this world, or she who wished for it,
now it doesn’t matter anymore. I just
keep marching forward.”

“Lord of Eternal Twilight” Fritz

ANOTHER WORLD

A New Reality Power Struggles


The ultimate form of ego is a dominion, Dominions seeking power to expand
being with overwhelmingly strong egos, their influence by brainwashing those who
draw power from the Abyss, distorting believe in other dominions or by directly
individuals. As repeatedly mentioned, this is invading other dominions. This is similar to
what embodies a mythic. the struggle for market share in the gaming
When such egos exceed their limits, like console industry: the more users a console
a mass transcending its limit to become a has, the greater its market share. Here, the
black hole, a new world is born. This is the console represents the dominator, and the
“dominion,” another world. users are its followers.
You might have heard of places like
Heaven, Hell, Fairy Realm – all these are External Dominions
dominions, alternate worlds created by Among mythics, many originate from
mythics who once harbored immense egos. dominions outside of the Earth dominion.
Estrangers and Spirits are mostly from
What is a Dominion? other dominions, and Celestials and
The nature of a dominion reflects the ego Demons are likely involved with some
of its dominator. A world of a dominator dominion or other. From their perspective,
who desired peace will be peaceful, while Earth dominion is an alien world.
one who craved for bloodshed and conflict For specific examples of dominions,
will be war-torn. A dominion is, after all, a refer to page 60 onwards. They should
physical manifestation of the dominator’s serve as a useful reference.
ego.
Of course, changes in the dominator Sealed Dominion
can also lead to changes in the dominion. Most dominions are known as “sealed
A dominator filled with benevolence can dominions,” which are worlds disconnected
fall and create a dystopia, or a war-weary from our own (Earth dominion). Heaven
dominator might relinquish control, and Hell are typical examples of sealed
ushering in peace. dominions. No matter where you search on
What changes a dominator? It’s the Earth, you cannot find a way to Heaven or
inhabitants of their world and those who Hell because they are spatially closed off.
recognize and believe in that world. This is To reach a sealed dominion, specific
why many dominators favor religion. A god procedures are usually necessary, or one
only becomes a god when they recognized must be invited from the dominion side.
by the worshiper. Such opportunities rarely come during a

38
SE CTION
WORLD

human’s lifetime. dominion. This is done to forcibly or


There are many dominions that the through brainwashing, bring in inhabitants
inhabitants of Earth dominion are not from the connected world, increasing the
even aware of. Sealed dominions that are followers of their world. Some cases of
indifferent to Earth dominion, or those disappearances, evaporation, or spirit aways
unrelatedly created (*), are almost never might be examples of being absorbed into a (*) Unrelatedly Created
recognized by Earth dominion. Therefore, temporarily opened sealed dominion. Naturally, there are mythics in
dominions other than Earth, and
it’s difficult to accurately understand how
many such dominions exist. According to Multilayer Dominion such mythics can also become
dominators. Therefore, dominions
one theory, the stars shining in the sky (*) unrelated to Earth dominion also
Multilayer dominions are a combination exist.
are all the lights of sealed dominions. of sealed and open dominions. They
(*) Stars Shining in the Sky
can include worlds where multiple
Open Dominion dominators’ worlds have merged or where
In outer space, where different
physical laws than Earth apply,
Dominions that overlap with Earth a dominant dominator controls subordinate it’s often argued that it should be
interpreted as a different dominion
dominion (or other sealed dominions) are dominators’ worlds in a pyramid structure. outside of Earth dominion.
called “open dominions.” For example, heaven and hell, while being After all, we are only observing
the universe from within Earth
Examples include hidden villages in deep sealed dominions overall, internally consist dominion.
mountains and valleys, autocratic nations of open (and some sealed) dominions
ruled by magicians, or mysterious kingdoms in a complex, mosaic-like formation.
sleeping under the sea. Schools with strange Earth dominion can also be considered a
rules where unusual daily life unfolds, or multilayer dominion, as it contains various
wrestling organizations that offer matches societies, organizations, groups, and
not seen outside, can also be considered communities, each with characteristics of
open dominions. independent dominions.
Open dominions can be entered by
anyone who can find their way there. What Solo Dominion
may seem strange externally is treated as Rarely, instead of becoming aberrant,
normal within these dominions. some entities transform themselves into
Sometimes, a dominator of a sealed a world with independent laws of nature.
dominion temporarily opens their They are not bound by any world, following

Shadow England:
A world of terror and night ruled by Count
Dracula.

Hell Dominion:
A world of evil dominated
by demons.

Heaven Dominion:
A paradise of angels showered in the
glory of the one true God.

39
their own ego and acting as they wish, Earth, are notable examples. Both were
essentially representing the ultimate form narrowly resolved by demi-humans present
of a mythic. in Ikebukuro, but the outcome of each
However, such entities are extremely incident is unpredictable.
rare, and the existence of solo dominions Traditionally, Earth’s guardian existed to
is often regarded as mere embellishment to counteract everrides of Earth dominion.
the rumors of aberrants.
Feathers and Dominion
World Laws Feathers, which can maximize the bonds
Every dominion has its own set of world and ego of their holder, can endow even an
(*) World Laws laws (*), or rules. For example, in a world ordinary human enough strength to form
Of course, not all laws are called “Shadow England,” reminiscent of a dominion. If the compatibility is right,
revealed, just as we have not 19th-century London, there exists a world they have the power to override even Earth
deciphered all physical laws. Earth
dominion’s world laws are mostly law that “fog 24/7.” In many Fairy Realms, dominion. Given that Earth’s guardian
shrouded in mystery. there’s a world law that “events here cannot existed to prevent overrides, this is not
However, in many dominions,
gravity remains at 1G, and be remembered by adults who are not surprising.
Newtonian mechanics still apply. demi-humans.” In a professional wrestling For existing dominions as well,
This consistency suggests that
dominators are unconsciously dominion, there might be world laws “Feathers” are highly coveted. A small,
bound by the physical laws (world) like “fouls move are allowed for up to 10 unknown dominion can surpass Heaven or
of the dominion they originated seconds” and “the true identity of masked Hell overnight with a “Feather.” Forgotten
from.
wrestlers cannot be revealed.” gods or demons, or ambitious young
World laws reflect the ego of the dominators, find nothing more alluring
dominator. If the dominator wishes, any than a “Feather.”
kind of world is possible, and those who Feathers and Earth Dominion
accept it, no matter how strange the world Theoretically, the power of “Feathers”
laws may seem from the perspective of the can change Earth dominion. However, so
Earth dominion, will not question it. far, attempts to do so have only manifested
Sometimes, a dominator places entities in the form of establishing dominions or
(*) Apostles to act as representatives of the world laws.
Or sometimes ‘disciples.’ Apostles
overrides.
who ego strong enough can become
These representatives, called apostles (*),
dominators. Many subordinate
dominators in multilayer dominions
can borrow and wield the power of the Arena
dominator. Smaller dominions are referred to as
were originally apostles.

Override arenas. An arena is essentially a dominion


renting space within another dominion, a
Override is a phenomenon refers to small-scale barrier that can be created by
the a dominion is completely taking over anyone with the know-how.
other dominion, maintaining the original What happens inside an arena is not
dominion’s potential while covering it with perceived from the outside. An arena
new world laws. lacks the power to change the world and
Such a feat is not easily achieved. is primarily used by demi-humans to hide
There are only a few reported instances, their identities.
such as when world religions emerged on Within an arena, Unknown Men stop
(*) Stop Moving Earth dominion or during the Industrial moving (*) as if semi-unconscious.
In game data, they are treated as Revolution.
Extras. For more details, refer to
“Arena Expansion.” However, it’s worth considering that Ikebukuro Night
This means that they are overrides have already happened, but no
processed according to the GM’s set The largest open dominion in Ikebukuro
one recognizes them because memories and
rules. Players can also request the is “Ikebukuro Night,” by the demon
GM to handle Extras in a certain records have been rewritten.
Mephistopheles.
way, such as making them faint or In the case of an Earth dominion-
making them lose their memory of In the territory ruled by “Ikebukuro
what happened in the Arena. scale override, it wouldn’t be surprising
Night,” all battles are not perceivable by
if all dominions (including sealed ones)
Unknown Men. They are only be see if
that recognize Earth dominion had their
invited as spectators or if the blade is aimed
memories and records rewritten.
at an Unknown Men.
Recently, there have been successive
In other words, “Ikebukuro Night”
reports of near-overrides in this century.
is a collection of massive open arenas.
The “Apocalyptic Dream” incident, where
Of course, there are facilities unique to
the future world of Earth dominion
“Ikebukuro Night,” such as underground
almost transformed, and the “Angel
arenas and coliseums.
Disaster” incident where the fallen angel
How to use “Ikebukuro Night” is left to
Zerachiel nearly succeeded in overriding
the discretion of mythics. Mephistopheles

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is fully aware of everything that happens


there but has not been confirmed to leak
it to others. There are instances where
the Spirit Division and Public Security,
which dislike JABF’s flashy interventions,
ask Mephistopheles to resolve conflicts
between themselves in “Ikebukuro Night.”

Other Arenas
Not all arenas are under the control of
Mephistopheles. The Persona Network
has its own arenas for feeding and dueling
purposes. Dragons, onis, werewolves, and
the realms of Hell and Heaven also manage
their own arenas.

CONCEPTUAL MAP OF EARTH DOMINION

Guardian

Past Earth

Curent Earth

41
DEMI-HUMAN CITY, IKEBUKURO
“The night spreads as I command.”

Demon, Mephistopheles

THE CITY SHOWERED IN “FEATHERS”

The City’s Name is Ikebukuro The City of Ikebukuro


Tokyo, Ikebukuro. Like any big city, The general geography of Ikebukuro
it attracted humans, demi-humans, and can be thought of as a huge commercial
mythics like a magnet. Especially, many area around Ikebukuro Station, surrounded
demi-humans gathered in Ikebukuro. by residential areas like a donut. Contrary
For them, who chose to interact with to the image of “metropolitan Tokyo
humans, this city, bustling with demi- of skyscrapers,” the residential area of
humans, humans, and mythics, was purely Ikebukuro is more common, with old alleys
a comfortable place to live. However, if inaccessible to cars, wooden apartments,
it were just that, this city would not have and small single-family homes with gardens,
attracted as much attention as it does now. retaining the atmosphere of the Showa era.
Yes, Ikebukuro is currently one of the Also, Ikebukuro has an influx of various
most watched cities in the Earth dominion foreigners, including Chinese, so differences
by mythics, demi-humans, organizations in skin color or language do not stand out
and humans who are aware of them. much. In this respect, too, it is a city where
When “the Fall,” that is, when the demi-humans can live comfortably.
Guardian fell, a large number of “Feathers”
showered down on Ikebukuro. Yes, it was Ikebukuro Underground
right above this city that the Guardian Unknown to the people above ground,
clashed with the Void. Of course, Ikebukuro beneath Ikebukuro (and Tokyo), there are
was not the only place (*) where “Feathers” vast underground systems and waterways,
fell. However, the symbolic fact that the collectively referred to as “Ikebukuro
Guardian fell here attracted the attention in Underground.”
the Night Side. Ikebukuro Underground is a huge
Thus, in Ikebukuro, conflicts intensified. mutilayer dominion, becoming a nest for
Ferocious aberrant sharpened their fangs in mythics who hate humans, such as half-
the dark, and several dominions began to fish creatures, man-made monsters with
infiltrate Ikebukuro. Various organizations no place to go, vampires chased from the
have dispatched personnel to Ikebukuro to network, and numerous other aberrants.
secure the “Feathers.” Previously unnoticed, these residents of
Now Ikebukuro has become the city of the underground, now seeking “Feathers”
chaos. In the shadows of peaceful everyday or blood, have begun attacking the surface,
life, a battle to determine the fate of the creating an unpredictable situation.
new millennium has begun.

42
SECTION
WORLD

IKEBUKURO MAP
1. Ikebukuro Station 15. Hunter Blood
2. Underground City 16. Tokyo Theatre
3. 60 Sunshine Street 17. Hotel Gotham
4. 60 Sunshine 18. Ikebukuro Church
5. East Ikebukuro Park 19. Ikebukuro Park
6. Toyota Amlux Tokyo 20. Café Angel Heart
7. Chuka Saien Akisui 21. Kyoritsu University
8. Junkudo Bookstore 22. ROSA Hall
9. Toshima Gymnasium 23. Tsuki High
10. Toshima Library 24. Melchizedek Japan
11. Burkha Electronics 25. Ryudo Residence
12. Minami Ikebukuro Park 26. 2nd Takahama Manor
13. Kishimojin Temple 27. Private Narusawa
14. Zoshigaya Cemetery School

43
IKEBUKURO MAP GUIDE

Central Station Area 7 Chuka Saien Akisui


1 Ikebukuro Station A Chinese restaurant located a bit off
the main street. It serves as a contact point
A massive terminal station where for the Ryuuka-kai, and exorcist monks
various lines around the metropolitan area frequently visit among the customers.
converge. Surrounded by several giant
department stores and electronics retailers, 8 Junkudo Bookstore Ikebukuro Branch
it is always crowded here.
A bookstore chain located a few
2 Underground City minutes’ walk from the east exit. It’s a large
bookstore with nine floors above ground
A vast underground city beneath and one below.
Ikebukuro Station, allowing access to
almost anywhere around the station. The 9 Toshima Ward Gymnasium
owl statue on the north side underground
A rare sports field in the city center,
is a famous meeting spot. Additionally, the
covering about 1000 square meters. It
fountain named Castalia is also a popular
also serves as an emergency evacuation
meeting place and is said to be a gateway to
site. A secret colosseum operated by
the Heaven dominion.
Mephistopheles is built underground.
East Ikebukuro 10 Toshima Ward Library
3 60 Sunshine Street A library located slightly east of
A main street with cinemas, game Ikebukuro Station. It has over 180,000
centers, pubs, and family restaurants. It’s books, including forbidden and magical
famous both as a dating spot and as a books collected by the Japanese government
hunting ground for mythics. in Asia and Europe before the war. It’s a
sought after target for parasites.
4 60 Sunshine Street
(*) High-rise Building A 60-story high-rise building (*). One 11 Burkha Electronics
Built on the site of the former of the hq of the Persona Network, the The world’s largest share in robot maid
Sugamo Prison, opened in 1978. building’s aquarium hosts vampire meetings manufacturing. Several robot maids are on
at night, where violence is prohibited under display in the showroom, attract the looks
any circumstances. of pass-by guests.
The building also hosts a museum,
amusement park, hotel, and other facilities, 12 Minami Ikebukuro Park
collectively known as “Sunshine City.” A park standing in the office district,
There are areas inside that are not under the equipped with playgrounds for children
Network’s control. and popular as a night date spot. It’s also
frequented by many homeless people, often
5 East Ikebukuro Central Park the site of support activities. Some demi-
A park adjacent to Sunshine City. It is also humans are rumored to be hiding among
built on the former site of Sugamo Prison, them.
believed to be where the execution platform
was located. Due to the resentments of the 13 Kishimojin Temple
dead, the gate to Hell dominion tends to A temple devoted to Kishimojin,
open on moonlit nights here. renowned for safe childbirth and child-
rearingBless. As an ancient temple
6 Toyota Amlux Tokyo dating back to the Azuchi-Momoyama
A comprehensive showroom of the (1568~1600) period . It’s an arena controlled
automotive company. At night, the entire and a gathering place for nearby mythics.
building is lit up, illuminating the night city
with mysterious blue lights. 14 Zoshigaya Cemetery
A communal cemetery built in the early
Meiji period. It’s home to graves of famous
people like Natsume Soseki and Nagai

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SE CTION
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Kafu. It’s as large as a small town and forms Known for its extensive collection of
a stronghold for local ghosts. magic books, including a Latin manuscript
of the “Necronomicon.” Famous for its
15 Hunter Blood Ikebukuro Branch baseball team in the six-university league
Disguised as a travel agency, this is a and strong American football, rugby,
branch of Hunter Blood. It appears as an soccer, and sumo teams.
unremarkable travel agency in a mixed-use
building. 22 ROSA Hall
A building with cinemas, live houses,
West Ikebukuro bowling alleys, game centers, cabarets, and
16 Tokyo Metropolitan Theatre
dining establishments - a veritable palace of
entertainment.
A hub of arts located a few minutes
from the West Exit. Equipped with large, 23 Private Tsukikage High School
medium, and small halls and exhibition Commonly known as “Tsuki High.” Not
rooms, it hosts various art events. At night, the lowest in terms of academic standards,
fairies, dream eaters, and hell jesters gather but known for its free-spirited environment
to showcase their “art” to each other. in which unusual students thrive.
17 Hotel Gotham 24 Melchizedek Japan
A luxury hotel in front of the station. The Japanese branch of the world’s
Offers lodging, wedding venues, a pool, largest computer company, recently
restaurants, boutiques, drugstores, and hair relocated to Ikebukuro. Its basement
salons. Also used for various banquets, harbors a secret mythic experimentation
seminars, and events. The manager, a dream facility, conducting aberrant research daily
eater, often rents rooms tailored to demi- to turn mythics into weapons.
human’s needs upon request.

18 Ikebukuro Nishi Church


South Ikebukuro
An old church from before the war. 25 Ryudo Residence
It serves as the Japanese branch of Black The mansion of Akane Ryudo, a dragon
Coat, and despite its peaceful appearance, residing in Ikebukuro for a long time. A
it’s quite fortified inside. vast arena, the interior is much larger than it
appears from outside. Many lodgers (mainly
19 Nishi-Ikebukuro Park werewolves, demons, dragons, etc.) are
The largest park in Toshima Ward, located drawn to her.
near residential areas. It feels larger than it
looks because it connects to dominions of 26 Second Takahama Manor
forest maidens and werewolves. An apartment exclusively for demi-
Managed by Mephistopheles as an arena, humans, with a modern stone structure
he provides a battlefield for daily conflicts featuring a clock tower. Two stories high
while also respecting local mythics. with each room connected by a corridor.
Also a hangout for delinquent youths The first Takahama Manor is located in
known as Color gangs, making it somewhat Kabukicho.
unsafe at night.
27 Private Narusawa School
20 Café Angel Heart A creepy, fully boarding high school
A small café near Ikebukuro Station, enclosed with barbed wire, exclusively for
open 24 hours and run by a single owner, demi-humans.
Yuki Hagoromo, an angel descended from
Heaven. She also runs an information
business for demi-humans (*). (*) Information Business
The price isn’t always money; it
21 Kyoritsu University can be a type of work, a body part,
or even future destiny.
A university founded on Christian
principles (though liberal, so faith isn’t a
concern). Relocated from Tsukiji after the
Great Kanto Earthquake. The campus is
(*) Pre-war Buildings
lush with greenery and features many pre- Some are inhabited by mythics
war buildings (*). living in ‘non-existent spaces’ lost
during the war.

45
PERSONALITIES
“I like how chaos thrives in this city.”

“Prophet” Chigusa Rei

NPCS RELATED TO PCS


(*) Roots
Blood is omitted here. This This section introduces characters, GMs are free to add or change the egos
is because mentioning vampire mythics, and demi-humans from the world and bonds beyond what is listed.
(bloodline) and similar terms can
complicate hybrid cases. of “BBT” that are likely to be related to the Whether the data and information about
GMs are free to assign any roots PCs. These NPCs can serve as objects of NPCs are true is up to the GM to decide.
other than those listed. These should
be considered as representative. bonds, sources of information, formidable However, when changing easily observable
For humans who are not mythics, enemies, or pitiful victims. facts (like gender), it must be communicated
they are noted as Known Men or
Unknown Men. This should be The data for each character includes their to the Players beforehand, as they build
interpreted as a root exclusive to name, quote, roots (*), gender, age, ego and their characters based on these truths. It’s
NPCs. bonds (*), and an explanatory title. okay for the NPCs’ settings and viewpoints
(*) Ego and Bonds Especially regarding ego and bonds, the to change within your narrative; in fact, it’s
Some of the NPC’s bonds don’t listing here is not thorough. It includes expected.
have a specified target. These
can be interpreted as referring to one or two representative egos and bonds
the PCs. Also, some bonds have possessed by the NPC. Some characters are
emotions uniquely set by the NPC,
corresponding to the ‘arbitrary’ listed with only ego or bond.
option in Life Paths.

“Voice of God” Metatron


“If your right hand causes you to sin,
cut it off and throw it away.”
Gender: Intersex his purity.
Age: Unknown Originally a human named Enoch, he
Roots: Angel/Deities/Magician became a dominator through his faith
Ego: Acts as God in God. He fought to protect humanity,
Ego: Punish others earning his place as the King of Angels.
Metatron is the mightiest angel, reigning Believes that only faith in God can
supreme at the top of the Heaven guide people in the right direction and
dominion. Self proclaimed as Voice the extermination of all mythics (angels
of God, surpassing even the seraphim, are not mythics to him) is beneficial for
controls the blazing flames of the sun, humanity.
radiant like a crimson fire. He watches However, his prestige greatly diminished
over Heaven, Earth, and Hell through after failing to acquire the Guardian
countless observers known as “Eyes.” of Earth possition in the old century.
A ruthless ruler who imposes severe Metatron, striving to fulfill God’s will and
punishment for even the most minor of reclaim his authority, mobilize his angels
sins. He is pure, and nobody can endure and the Melchizedek Corporation to
God’s Apostle obtain “Feathers.”

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SE CTION
WORLD

Archangel Michael
“All is equally sinful as others.
Thus, we must love and forgive.”
Gender: Intersex sins through love. Therefore, Michael
Age: Unknown believes that humans should resolve
Roots: Angel their foolishness themselves, and divine
Ego: Admiration for humans intervention should be minimal.
Bond: God (Anxiety) Her stance has earned her the trust
Michael, referred to as the archangel, of younger angels but has also drawn
is the highest-ranking angel in the Earth criticism from the conservative hardliners
dominion, commanding over lower rank for his efforts to ease tensions with the
angels (Principalities, Powers, Virtues). demon world.
Understanding the local conditions of Currently, Michael seems to think that
the Earth dominion, Michael realizes that recovering the “Feathers” and returning
Metatron’s purist legalism is impractical. them to the Guardian is the best way to
Once, God sent a savior to forgive human resolve Earth’s chaotic state.

Archangel

Takagi Hime
“You are nothing more than twisted beasts,
unable to hear the voice of Mother Earth.”
Gender: Female to see humans, once mere primates, now
Age: About 25 million disrupting natural balance and driven
Roots: Deities by their ego. Even werewolves and oni,
Ego: Protect nature supposed protectors of nature, are being
Bond: The oppressed (Compassion) driven to extinction by humans and other
One of the first daughters of “World mythics.
Tree,” the maiden of the forest born on Takagi Hime has begun a secret war,
Earth. An avatar of the Fusang tree, the using her love for the oppressed as a
guardian deity of all plants in Japan. weapon, gathering nature deities, forest
She had been asleep since humans maidens, oni, and werewolves to confront
arrived in the Japanese archipelago but humans, Heaven and Hell.
was awakened by the clash between the A simple task it is not, but with enough
Guardian of Earth and the Void. Shocked “Feathers,” she believes she can restore
by Earth’s changed state, she is enraged the world to paradise.

Guardian of Nature

“Great Demon King” Vals Gravada


“My child, you will surely become a legend in the demon world!”
Gender: Male with his giant maul.
Age: 5000 Belonging to the “Hell Faction,” he’s
Roots: Demon God/Lord seen as the leader of this weakened group
Ego: To live happily in Hell after Satan’s disappearance. He believes
Bond: Demon King Heir (Favoritism) demons should prosper in Hell, feasting
A demon king who survived the on foolish human souls, and fiercely
demon world civil war caused by Satan’s opposes Lucifer and his followers.
disappearance and became one of the new Vals has a positive impression of the
Four Great Emperors. Rising from being Earth dominion from his time studying in
a direct subordinate demon of Satan to Japan. Hence, many of his numerous sons
being the adopted son of the former King and daughters have been sent to Japan to
Gravada, he’s a self-made success story. prove their worth as his successors.
Bold and straightforward, he’s generous Though he tries to be a strict father, he’s
to his kin but merciless to his enemies, actually doting and indulgent towards his
preferring to crush foes on the front lines children.
Demon King of the Four Great
Emperors

47
“Guardian of Earth” Kamiwa Miu
“Please... help me get back the ‘Feathers’.”
Gender: Female Through battles against the Melchizedek
Age: 29 Corporation (and Metatron), who sought
Roots: Unknown her guardian powers, she realized that
Ego: Doesn’t want to kill someone must protect Earth and decided
Bond: Hikaru Saizou (Family) to embrace her destiny.
The only apostle of the Earth dominion Now, weakened by the battle against the
and the guardian of the third millennium. Void, her wings are broken, and her gun
Chosen by Earth itself at the turn of the can no longer breath fire. Returned to
century, like the two guardians before her life as a simple human, she seeks out
her, Miu wields a mysterious gun capable demi-humans and asks for their help in
of striking down invaders from all retrieving the “Feathers.”
dimensions with a single shot.
Originally, Miu was a young girl
running a small flower shop in Shinjuku.
However, a twist of fate changed her path.
Guardian of Earth

“Black Guard” Hikaru Saizou


“I thought I was the only one who do the dirty work.”
Gender: Male of the brutal battles of Kyoto.
Age: 162 He loves anpan (sweet bean paste buns).
Roots: Proliferators/Legendary Heroes He used to get by as a yakuza hitman and
Ego: Uphold the code of chivalry bodyguard, but when Miu, whom he sees
Bond: Kamiwa Miu (Family) as a sister (he calls her “Mi-chan”), became
Formerly a member of the Shinsengumi’s the Guardian of the Earth, he voluntarily
10th Unit, Saizo fell during battle of became her bodyguard. Some speculate
Toba–Fushimi. A master of the Ittō- his motives are romantic, but Saizo laughs
ryū (one-sword) style, he was revived in it off, saying, “Mi-chan is like family to me.
modern times as a demi-human after She’s like a sister to an stray like me.”
a Proliferator contact with his genetic He has fought alongside Miu against
material contained in the famed armor invaders from other worlds but couldn’t
“Hinasu” - one of eight legendary armor protect her from the Void. Now, while
belong to the Genji clan. guarding her, he trains young demi-
Saizo, with a seemingly nonchalant humans and offers various valuable advice.
demeanor, sometimes reveals memories
Wandering Swordsman

“Cluster Alliance Enforcer Z-9999-11” Zii


“Earthlings are immature, but they possess something we don’t.”
Gender: Male Zii’s character is, positively speaking,
Age: 25,000 respectful of his subordinates’
Roots: Enforcer autonomy but can be seen as somewhat
Ego: Leave all work to subordinates irresponsible. He tends to leave most
Bond: Subordinates (Paternal) matters to other Enforcers. However, he
The Galactic Federation’s mightest does take responsibility and protects his
Enforcer and commander, commanding subordinates within his authority.
from the Sagittarius star cluster, 2000 He views Earthlings as an immature
light-years away from Earth. He often siblings, hoping they mature and become
appears as a vague light, voice or dream, allies in the galaxy. However, this attitude
only giving advice or warnings to other often comes off as arrogant to Earthlings,
Enforcers. His combat power is quite especially since he refers to all Earth’s
significant, as he says, “If I use my power, inhabitants, including angels and demons,
Earth will disintegrate instantly,” though, as “Earthlings.”
he has yet to fight on Earth.
Enforcer Commander

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Rindou Akane
“Having ice cream at this hour... Is, is this okay?” (concern)
Gender: Female her wealth, she supports old acquaintances
Age: 717 from demon, werewolf clans and young
Roots: Dragon dragons.
Ego: Wants to take care of others Akane is nurturing and fond of giving
Bond: Tenants (Family) advice. Her classmates say she’s “like a
Among dragons, who often sever ties grandma,” a source of worry for her, but
with the secular life, Rindou Akane started perhaps understandable given her real
living among humans due to a certain age. She dislikes conflict, but her draconic
incident (she only mentions as “contract”). wrath may be shown while correcting the
She appears as a teenage girl and currently unruly tenants who have gotten a little too
attends high school (Tsukikage High high on their egos inside her house.
School). Her favorites are soft serve ice Rumors suggest her time in Europe
cream and surf the net, which she has during a war sixty years ago led her to
recently learned to use. engage with the human world, but details
She has amassed a fortune over the years, are unclear.
managing it under a different name. With
Dragon Princess

Catherine Judith
“Mankind cannot bear the weight of freedom.
They want to be enslaved by someone.”
Gender: Female figure in the “Fallen Faction,” is the
Age: 26? reason behind this. The Noah Crusaders
Roots: Demon Lords Heirs are Beelzebub’s private army, and she is its
Ego: Resentment towards Beelzebub commander.
Ego: Contempt for humans Catherine despises humans for
Charismatic leader of the global discarding free will, believing in shallow
environmental group “Noah Crusaders,” justice, and ostracizing others. Especially,
receiving frenzied support from she loathes her own subordinates who,
environmentally conscious celebrities under the guise of saving the Earth, only
worldwide. However, it’s clear that Noah perpetuate destruction. Nevertheless, she
Crusaders is more than an environmental respects those she acknowledges, enemy
group. It has a military facet, utilizing or not. There’s talk of her interest in the
demons as its vanguard. children of Vals Grand Duke, her father’s
Her father, Beelzebub, a significant rival.

Noah Crusaders Leader

“Angel of Annihilation”
Tenkuu Mamoru Okami Naru Count Dracula
“Think with your own head,
walk with your own legs” “Another aberrant... Aren’t there too many?” “Just stick to one’s ego. That’s all there is to it.”
Gender: Male Gender: Female Gender: Male
Age: 2587 Age: 23 Age: 533
Roots: Angel/Cursed Blade Roots: Werewolf Roots: Vampire
Ego: Yearning for humanity Ego: Attachment to the city Ego: To reign eternally
Bond: Metatron (Hostility) Bond: Father (Family) Ego: To kill God
A middle-aged man running “Inoue Ran away from her village to live Once the “Dark Lord” of
Detective Agency” in a corner of in city. Several years after moving to Transylvania, deemed invincible.
Ikebukuro. Once an angel serving Tokyo, she has grown accustomed He suffered a significant blow from
God, fields the curse blade, “Sacred to city life. Her main profession is a professor Helsing and had retreated
Arms,” fell from heaven due to his rock artist, but in these hard times, it’s from the public eye, but has now begun
love for a human, now turning his hardly enough to live on. Currently, his re-invasion. His aim is singular: to
back on his lover and beloved daughter she works part-time as a bounty hunter monopolize the “Feathers,” a tool for
to avoid involving them in the Night (though she insists her main profession avenging God who took his beloved
Side. Despite his past, he avoids deep is a rocker). The increasing aberrant wife. For this purpose, humans and
involvement with any factions but can’t with “Feathers” incidents remind her even vampires are merely his prey.
help offering advice to young demi- of her village’s mission.
humans he encounters.

49
Mephistopheles
“Well, things are really heating up now!
It’s the final round!”
Gender: Male dominion known as “Ikebukuro Night,”
Age: Unknown managing deathmatches between all
Roots: Hell Jester mythics and humans that gather there,
Ego: See Earth strongest which can conducting bets fairly. His ego
Ego: Enjoy the struggle is to witness the moment the strongest
A peculiar man in a tailcoat, wandering being is created.
around parks and underground streets Mephisto’s magic reaches throughout
of Ikebukuro. When asked his name, he Ikebukuro, capable of erasing traces of
claims to be the devil Mephisto and is gunfights or even repairing destroyed
popular among Color gangs as a funny buildings if he puts his mind to it. Demi-
uncle. He has many fans for his tall tales humans with connections can ask him
of legendary fighters and swordsmen he’s to erase traces of fights or manipulate
supposedly seen. memories, but they must be prepared to
He is a true demon, a Grand Duke of fight in his arena as payment.
Hell even, and the face of the “Pleasure
Dominator of Faction.” He dominates the open
“Ikebukuro Night”

Warren “Glutton” Lake


“You short-sighted, blood-crazed fools!”
Gender: Male Rumors suggest a pact with the Black
Age: 167 Coats and support from the US forces in
Roots: Bloodline/? Japan, but no vampire who has tried to
Ego: Wants to drink blood uncover this darkness has survived until
Ego: Can’t stand loneliness the next sunrise.
A young vampire who played a key Although he maintains the facade of a
role in a major coup within the Persona brash and arrogant American, he is coldly
Network’s Japanese branch a few years calculating behind the scenes. He believes
ago. He claims to be South American, vampires should live in the shadows
baptized into vampirism when killed of humans, despising the elders who
by the Union forces at the Battle of reminisce about their past dominion. He
Gettysburg. Possessing a unique ability advocates for sealing the “Feathers,” wary
to repel the mental control of the elders of anyone who, like him, might use their
due to some ego-related feat, he killed his power to stage a coup.
progenitor and made all vampires in Japan
Manager of Japan Branch bow to him.
Persona Network

Yuko-chan
“Good evening~. How are you?”
Gender: Female Kanto Earthquake. Her family has long
Age: 102 since passed away, and although she
Roots: Ghost longs for Nirvana, something seems to be
Ego: Reach Nirvana keeping her soul bound, possibly related
Bond: Friend (Friendship) to a “dark shadow” she encountered
A ghost who organizes the spirits during the earthquake, as theorized by
gathering in Zoshigaya Cemetery. Not Rindou Akane.
because she’s the strongest ghost, but However, the optimistic Yuko-chan isn’t
because she’s unusually kind and caring dwelling on that, teaching newly-become
for a typically antisocial ghost. Initially ghosts how to interact with humans
limiting her activities within the cemetery, and protecting ghosts from mythics
she now has influence over all ghosts in and magicians who exploit them. Her
Ikebukuro. only concern is that she’d like to dress
In life, she was a female college student fashionably, but as a ghost, she’s unable to
attending a nearby women’s university, change her clothes.
Chairman of Ghost who lost her physical body in the Great
Neighborhood

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Mikazuki Kanade
“Going out, nya? Have a good trip, nya!”
Gender: Female She worries about the trouble caused by
Age: 24 the manor’s residents but, knowing the
Roots: Child of Bastet difficulties of coexistence with humans,
Ego: Wants to bask in the sunlight she cannot be too strict. She only hopes
Bond: Residents (Family) to keep the matter inside the wall. Despite
The employed manager of the demi- everything, she has a hardworking nature.
human only manor, “Second Takahama Her hobby is collecting dried bonitos
Manor.” She can be seen sweeping in front (katsuobushi) and avoids using chemical
of the manor early every morning. With dashi or seasonings, and her room even
her calm personality, she is well-received has a large commercial refrigerator for
by the neighborhood housewives and storing them. Occasionally, she takes
lives in the manager’s room on the first holidays to search for rare dried bonitos.
floorr. Her favorite foods are fish and However, some wonder if she truly loves
tsukimi dango. Her cat ears usually pop them, as she has been known to slap the
out when too relaxed, but she dismisses it misbehaving residents with a block of
to outsiders as “it’s just cosplay.” super hard bonitos. Manager of
Second Takahama Manor

“False God Slayer” Ageha Kirihito


“God said, beware of the devil’s who claim to be his angels.”
Gender: Male yet a vampire himself—a contradiction.
Age: 45 Only a few close aides, his direct superior
Roots: Black Coat/Bloodline and friend, and the elders of the Persona
Ego: Hatred towards Metatron Network are aware of this fact.
Bond: God (loyalty) He is also a survivor of New York
The branch chief of the Black Coat incident and was present during Kamiwa
in Japan. He played a significant role Miu’s awakening. He considers Metatron,
in establishing the Black Coat after who destroyed the city to capture Miu,
demonstrating his capabilities as the head the demon who defiles God’s name, and
of the Vatican’s 13th Section for Asia. created the Black Coat to destroy them.
Excels in close combat and possesses His current station in Japan aims to
a durability that can only be described eradicate mythics targeting the “Feathers.”
as immortal. This is because he is not He is a kind-hearted person who can
human. During a mission in Transylvania, embrace both good and evil, but once he
he was baptized by a vampire, becoming identifies someone as an enemy, he shows
a creature serving God, a vampire hunter, no mercy, no matter who they are. Chief of Black Coat
Japan Branch

“Tsurugi” Tyrfingr Hræsvelgr “Musk Flower”


Gojou Rekka Flame Haruka Christine
“Halt! Evil shall never be tolerated by this blade!” “Forgive me. Once drawn, it must taste blood before it “I’ll show you a dream. An eternal dream.”
can rest.”
Gender: Male Gender: Male Gender: Female
Age: 6 Age: 1615 Age: 25?
Roots: Legendary Heroes Roots: Cursed Blade Roots: Dream Eater
Ego: Wants to live as a hero Ego: Fight the strong Ego: Wants to corrupt heroes
Ego: Self-doubt Bond: Mephistopheles (Business) Bond: “Prophet” (Friend)
The male protagonist of a children’s A cursed blade that has been passed A dream-eating beauty known in the
tokusatsu show “Tsurugi” that aired through the hands of many. Currently, social circles of Ikebukuro. Originally
a few years ago. He rides through the it fights in the darkness of Ikebukuro, active in Kabukicho, but recently
night on his motorcycle, fighting evil using a human sheath. All of its moved. Possesses unparalleled beauty,
regardless of whether it’s human or previous owners have perished, and exceptional eloquence and culture,
mythic. His true identity is a legendary with its desire is to fight, it also cannot making her sought after by figures in
heroes brought to life by the wishes of avoid them. Therefore, it chooses to both the political and underworld.
children who believe in the existence engage only in fights it desires, based However, she only gives herself to very
of “Tsurugi.” He is beginning to on its own will. It will work for anyone, special men. She is also an information
realize this but cannot change his way but does not kill beyond what is broker, surviving in the cutthroat
of living as a hero and continues to stipulated in the contract. That is the environment of Ikebukuro by trading
fight against evil. rule it has set for itself. information with various powers.

51
Nagasawa Ryou
“Our job isn’t to kill. It’s to resolve incidents.”
Gender: Male in supernaturals-related cases.
Age: 41 He prefers negotiating with mythic
Roots: Lord/Magician/Others instead of outright extermination, putting
Ego: Hate Noah Crusaders him at odds with the Metropolitan
Bond: Noshiro Kuriko (Nostalgia) Police’s Security Bureau and the JABF,
Head of the Spirit Divison at the both pushing for the total eradication of
Metropolitan Police. Worked his way mythics.
up from the bottom and, despite being After losing his colleague, Noshiro
pushed into a less active role, climbed Kuriko, in a Noah Crusaders case, he
to lead Japan’s biggest exorcism group continues to personally investigate this
through his wide network, including demi- organization to this day. Now, his main
humans, and negotiation skills. Officially, task is to inspire the Spirit Divison’s
he’s the head of the National Police younger members, much like he and
Agency Commissioner’s Compilation Noshiro did before. Despite claiming to
Division. Though his rank is Inspector, he dislike combat, he’s an excellent marksman
Head of the wields power equal to the Commissioner and skilled in Western magic.
Spirit Division

“Sandalphon” Nagahama Yukinori


“The Earth belongs to us humans!”
Gender: Male family in the process has left a scar on his
Age: 51 heart.
Roots: Lord/? He views all mythics as monsters or
Ego: Make the world only for humans mutants and aims to create a world
Bond: Metatron (Subordination) exclusively for humans. His purges, carried
President of Melchizedek Japan. He out by the MMM, extend even to demi-
gained influence by achieving military humans, causing a witch-hunt atmosphere
and civilian use of mythics in the Japan within the company.
branch, especially after the former Currently, Nagahama relies on the voice
chairman Wilhelm Hertz died in the of the angel Metatron. By following
New York incident. During his time as Metatron’s commands to gather the
head of the Network Business Division, “Feathers,” he believes it can bring back
he uncovered that the previous president his deceased wife and children, and the
of the Japan branch was a demon under millennium kingdom for the chosen ones
the Noah Crusaders and took his place will come. Now he no longer cares about
President of Melchizedek after eliminating him. However, losing his the loss of human lives in this holy war.
Japan Branch

“Lady Marionette” Noshiro Kuriko


“I don’t want to hurt you. Please die without resisting.”
Gender: Female her power, but it went berserk during an
Age: 31 investigation of a kidnapping by the Noah
Roots: Cyborg Crusaders, leading to numerous casualties.
Ego: To protect humans She left the Spirit Divison and wandered
Ego: All mythics, and herself, to perish until being scouted by MMM.
Leader of the MMM death squad, A quiet and practical person, and doesn’t
Melchizedek’s mythic hunting unit. let feelings interfere with her missions,
Primarily tasked with purging runaway earning her the trust of Nagahama
experimental subjects, unruly mythics, Yukinori. She dislikes causing human
and traitors, the unit also handles various casualties but believes sacrifices are
missions including capture, kidnapping, necessary if needed. She continues to
and sabotage. fight on the front lines to kill all mythics,
Formerly an investigator of Spirit including herself.
Divison, lost her right arm in an incident Nagasawa Ryou is a former colleague
and had it replaced with a prosthetic’s arm. from the Spirit Division, but they have
Leader of Initially, she aspired to help people with since parted ways. To the current Noshiro,
the Spirit Division is far too lenient.
MMM Death Squad

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Nagiri Kazuma
“Let’s throw both humans and mythics into the flames of hell.”
Gender: Male of government oversight. His tactics are
Age: 49 extreme, not hesitating to destroy whole
Roots: Oni cities blocks to stop mythics. Secret
Ego: Kill all humans agreements have even been made between
Ego: Kill all mythics the Spirit Division and the Persona
Commander of the SDF’s Exorcism Network to prevent JABF’s intervention
Squad, JABF. After graduating top of his from becoming public.
class from the National Defense Academy, His actions, which seem to fan the flames
he volunteered for the exorcism squad of conflict between humans and mythics,
on his own. After nearly two decades, have a reason. He is a half-mythic, half-
he climbed to the position of JABF human, marginalized in both worlds and
Commander at the young age of 39, having lost his mother and sister. His
following the “accidental deaths” of his hatred drives him to pit the two worlds
predecessors. against each other. He want to archive his
He effectively controls JABF as his goal with Japan’s strongest military force
private army, operating independently and the power of the “Feathers.”
JABF Commander

Naitou Junya
“The New York incident was a conspiracy by the archangel Metatron!”
Gender: Male and warned by his demi-human friends,
Age: 35 he learned how to navigate the world: by
Roots: Human mixing truth with a massive amount of
Ego: Scoops lies. This is evident in his articles sold to
Ego: The truth third-rate gossip magazines and occult
A freelance journalist who used to be publications.
a reporter and cameraman for a small to Driven by curiosity, whether or not he
medium-sized news station, Yamate Cable can publish is not his concern; knowing
TV. His quest for scoops led him to the the truth is. He’s willing to trade the truth
scenes of bizarre incidents, where he of one incident for the silence on another.
uncovered the truth of the world. With a wide network of contacts among
Initially, he was desperate to expose both humans and myhtics who utilize his
the truth at all costs. However, after information, silencing him is considered
repeatedly being targeted for assassination difficult.

Journalist

Sono Koji Koishikawa Anna Leonovskaya


Masasuke
“Monsters don’t exist.
Do you understand what I mean?” “Listen, your heart belongs to you alone.” “Hello. Aren’t you interested in my card?”
Gender: Male Gender: Male Gender: Female
Age: 42 Age: 72 Age: 35
Roots: Human Roots: Human/? Roots: Summoner
Ego: Hide existence of mythics Ego: Wants the truth Ego: Control the strongest demon
Bond: Nagasawa Ryou (Rival) Bond: “Children” (Family) Bond: Nagahama Yukinori (Business)
A police inspector in the Information Director of Koishikawa Robotics A hitwoman making her name in
Processing Division of the Metropolitan Laboratory. He has made remarkable Ikebukuro’s underworld. Eliminates any
Police Department. He’s like a ghostly achievements in the field of robotics target without leaving evidence. The trick
figure who works mechanically. He and leading in soul mechanisms. Now is that she’s a Summoner, an irregular
specializes in manipulating information retired, he secretly protects sentient who seals demons in cards and controls
for the media, capable of altering even machines, providing them homes, them as guardians. This technology
nationally broadcasted news footage teaching them about the human world, was developed by Soviet army, but
into misinformation. He seems to have and even arranging “registries” if in the chaos of the Soviet Union’s
loyalty to the Public Security Bureau and necessary. He believes this will one collapse, Anna has lived relying solely
is secretly working to abolish the Spirit day lay the foundation for mutual on the power of the cards. She views
Division and centralize control of mythic understanding between humans and themmerely as tools, always looking to
countermeasures under public security. machines. seal them in cards at any opportunity.

53
Wakatsuki Yumi
“You look sleepy. School’s about to start, you know?”
Gender: Female or bands as much as she’d like and is
Age: 17 searching for something to be passionate
Roots: Unknown about.
Ego: Wants to continue her daily life She joined the student council on
Bond: Classmates (Friendship) a whim and serves as the secretary.
A second-year student at Private Naturally caring, she’s popular among
Tsukikage High School. An ordinary high underclassmen, and there’s talk of her
school girl from a typical salaried worker’s running for student council president,
family. She vaguely plans to go to college though she just laughs it off.
because her parents suggest it, but she’s However, she has one troubling concern:
not particularly passionate about anything a gap in her memories from when she
to the point of ennui, just like many girls visited the countryside as a primary school
today. student. Who was there? When did she
She’s curious and will dive into anything leave, and when did she return? She can’t
that catches her interest. Lately, she bring herself to ask her parents and often
hasn’t been able to get into dramas, idols, frets about it in her room.
High School Girl

“Broadcast Station” Shidou Takuma


“Hey, buddy! Wanna grab some stand-and-eat soba before heading home?”
Gender: Male rumors he spreads are due to his own
Age: 17 misunderstandings. Despite this, he’s
Roots: Unknown acknowledged as the most knowledgeable
Ego: Wants to end his boring daily life about Ikebukuro’s gossip, earning him the
Bond: Best Friend (Friendship) nickname “Broadcast Station.”
A second-year at Tsukikage High School. Raised by his long-haul trucker mother,
He spends half his classes napping, after- he takes care of his three younger siblings,
school at arcades and gossiping, always showing a domestic side contrary to his
with a cellphone in hand. A typical high frivolous exterior.
school boy concerned with fashion and His dream is to become a pastry chef
girls. A fan of light novels, he dreams and study in France, but considering
of adventures where he battles against his mother’s hard work to pay for his
demons, though he knows such things education, he finds it hard to express this
won’t happen to him. wish.
He’s a rumor monger and somewhat
of a show-off, though half the
High School Boy

Kamiya Touko
“Stop it! Don’t tease me!”
Gender: Female She’s a survivor of the “New York
Age: 23 Incident” ten years ago and distinctly
Roots: Unknown remembers seeing angels incinerating
Ego: Fear of angels people, though a kind stranger protected
Bond: Cat (Family) her and her parents. However, adults
A new English teacher at Tsukikage High around her insist it was a meteorite. Now
School and the daughter of an executive an adult, Touko tries to forget about
at Burka Electronics New York branch, angels but struggles.
making her a returnee. Fluent in English, She lives with her cat in an apartment on
she’s popular among students dreaming the outskirts of Ikebukuro (her parents
of studying abroad. Though meticulous are still overseas), and her lack of a
in her teaching, her clumsy nature often romantic history equals her age, a secret
leads to mishaps. Severely nearsighted, she worry of hers.
frequently loses her glasses after taking
them off to wipe them.
Tsukikage High
School Teacher

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“Prophet” Chigusa Rei


“It seems a ‘Feather’ has appeared in
the back alleys of Ikebukuro North Exit.”
Gender: Female spans humans, mythics, and demi-
Age: 10 humans active in Ikebukuro. Almost
Roots: ? all surveillance cameras are under her
Ego: World’s chaos control, and many informants collaborate
Bond: Brother (Disappointment) with her unknowingly. She’s not just any
A primary school student forced into informant; by controlling information, she
a wheelchair life due to an accident. orchestrates battles between the day and
She doesn’t go to school and immerses night side to create chaos. The “Feathers”
herself in the online world while listening are perfect bait for her schemes,
to music on her MP3 player. Her family intensifying the battles she orchestrates.
worries about her becoming increasingly Producing fights is her true desire.
reticent, but she’s indifferent and deeply Her favorite treat is lollipops. Despite
engrossed in the digital realm. usually being emotionless, she has strong
However, her online presence is not preferences when it comes to candy
mere escapism. Known as “Prophet,” flavors.
she’s an informant whose knowledge
Legendary Informant

“Weapon Master” Kinjo Gen


“Hey, this ain’t the end, right? There’s still fun to be had, isn’t there?”
Gender: Male controllers, frozen tuna, and Shigaraki
Age: 20 pottery raccoons. It’s terrifying how he
Roots: Unknown never loses regardless of the weapon.
Ego: Wants to do something exciting However, he’s surprisingly weak in
Bond: Teammates (Friendship) fistfights, complaining that “my fingers
Leader of “Ice Green,” a Color gang hurt,” hence his aversion to unarmed
centered around Ikebukuro Station. He combat.
loves women, fights, cigarettes, bikes, and He’s actually the son of a high-ranking
moe anime. Usually mild-mannered, but executive at Melchizedek Japan. Rebelling
anyone who mocks these interests gets against his neglectful parents, he was
chased down almost to death. thrust into leadership by the street, though
He believes in the strange principle of he believes he’s not cut out for it. His
“not choosing weapons” to win fights, current concern is “something” attacking
meaning he uses different weapons every his members, and he intends to crush
time. Initially, it was wooden swords whatever it is.
or knives, but recently he’s used game
Color Gang Member

Getsuka Yakumo Maejima Takashi Yamazaki Rakuda


“All of this is because of “I don’t know what you’re up to, “Hmm, that’s probably not a dragon
you and your conspiracies!” but don’t do anything rash.” but more likely a serpent deity.”
Gender: Male Gender: Male Gender: Male
Age: 21 Age: 59 Age: 16
Roots: Magician Roots: Unknown Roots: Unknown
Ego: Wants to be a hero Ego: Doesn’t want to retire Ego: Show off his knowledge
Bond: Catherine Judith (Admiration) Bond: Tenkuu Mamoru (Old Ties) Bond: Classmates (Friendship)
A student at a private university in A veteran patrol division chief who A second-year student at Tsukikage
Ikebukuro. Feeling uneasy about his has been maintaining public order in High School. He is overweight,
aimless daily life, he was recruited by Ikebukuro. He takes pride in patrolling exceeding over 100 kilograms, and
the Noah Crusaders on campus and the streets regardless of rain or wind, spends most of his time sitting and
learned about the existence of mythics embodying the spirit of the neighborhood continuously snacking. An occult
that “destroy nature and torment policeman. Due for retirement next year, enthusiast, he is knowledgeable about
people.” Flattered into believing he he shows no signs of winding down. legends from around the world.
was chosen, he seals “evil” mythics as Unaware of the existence of mythics, However, he has never seen a mythic
directed by Catherine, using powers he keenly senses the presence of young himself and merely wishes they
she bestowed upon him. He is yet people confronting strange incidents existed. If you bring up mythics, he’ll
unaware of the true significance of his and offers advice and assistance. He happily share his eclectic knowledge as
actions. symbolizes the conscience of Ikebukuro. though telling a fascinating fairy tale.

55
Organizations Black Coat N.P.A Spirit Division
Vampire networks, secret societies
of demon hunters, various armies Leader: Pope Salvatore Leader: Nagasawa Ryou
and intelligence agencies—forces Scale: Large Scale: Large
of the night move in ways unknown A secret organization that has been A supernatural countermeasure
to the day side. hunting dangerous mythics that organization under the National Police
threaten humanity (the definition is Agency Commissioner. Officially a
This section introduces such depend on the doctrine at the time) document division, it actually oversees
organizations. At times, they may be since the birth of the Christian Church. mythic investigations nationwide,
allies to the PCs; at other times, they Exorcism organizations, including managing incidents, victim silencing,
may stand as formidable enemies. the Vatican’s Section 13, have united and data collection. Established by the
GMs are free to use the data beyond doctrinal differences to counter former Ministry after 1915’s “Aoran
written here as they are, modify the series of mysterious incidents in Incident,” its operations, halted post-
them, or not use them at all. If the recent years. war, resumed with GHQ support.
existence of these organizations The clergy of the Black Coat, armed With many demi-human agents, the
with the power of faith and a global department shifts from paperwork
overlaps with similar groups created network of believers, continue their to active fieldwork during incidents,
by you or the players, they can be relentless struggle against demons. taking over prefectural police roles.
considered non-existent. They are prepared to confront not only Their main goal is to shield the
Depending on the PCs’ Hell and the Persona Network but also public from the night side, with no
backgrounds, it might also be angels from the Heaven dominion if hesitance on even outsourcing to
possible for them to belong to they are deemed a threat to humanity. resolve incidents. It maintains broad
these organizations, have once been Due to its conglomerate nature, the connections, including with the
members, be in opposition, etc. Of organization lacks strict control. Most Persona Network, drawing criticism
agents act independently, and their views from JABF for leniency.
course, always make sure to get the on mythics vary greatly, from those who
GM’s approval. believe all mythics and heretics should
be eradicated to those who think theys
should be approached with love. The
command in the Ikebukuro area is
personally handled by Ageha Kirihito, a
mythic of Section 13, deeply involved in
the establishment.

JABF Noah Crusaders Melchizedek Japan


Leader: Hyakki Kazuma Leader: Catherine Judith Leader: Nagahama Yukinori
Scale: Large Scale: Large Scale: Large
A secret unit within the Self-Defense A fanatical ecologist group Many companies aim to economically
Forces. Officially presented as the advocating for radical environmental utilize the supernaturals power, with
recently reorganized direct unit of the protection. They view all matters Melchizedek being the most successful.
Defense Minister, the Japan Airborne through the conflict between material Founded in 1920 as an American
Force, it’s actually the Japan Anti- civilization and Mother Earth, Gaia, led heavy industry manufacturer, it
mythic Force or the Self-Defense by the charismatic beauty Catherine, skyrocketed to a global conglomerate
Exorcism Squad. supported by celebrities worldwide. under the genius programmer Wilhelm
Composed of elite members from Their activism extends to humans Hertz in 1974, monopolizing 80% of
the JSDF and civilians, selected and mythics alike, planning to protect the computer OS market.
to protect Japan from mythics, it and breed werewolves and dragons as Hertz brought unknown knowledge
includes infantry, armored, airborne, endangered species and attempting to about mythics. His special unit,
and aviation units with F-15J and treat oni and parasites as victims of “MMM (Melchizedek Monster Miner,
F-2 fighters, powered suits, mobile pollution. Essentially, they also capture or Three M),” efficiently extracted
infantry, and a frigate fleet. and experiment on mythics. various medicinal substances from
Deployed only for uncontainable Their hostility towards man-made mythics, harvested soul mechanisms,
mythic threats, and disregard collateral monsters is fierce, often sending “cure” looted treasures, and advanced
damage. Witnesses are silenced with to kill such entities. They purchase human medicine and science through
drugs or gas, or in extreme cases, and manage sacred sites worldwide unethical means.
eradicated with the threat. They see as nature reserves, with many sensing Although the former president
even innocent mythics as potential “something” behind their actions. Hertz mysteriously died in the New
threats, making most organizations, However, their dark ties to political and York incident, the Japanese branch,
including the Department of the financial circles run deep and shadowy. rebuilt by the current president
Dead and Black Coat, covertly avoid Nagahama Yukinori, aims for further
incidents that would call for JABF’s breakthroughs.
intervention.

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Burka Electronics Ryuka Association Persona Network


Leader: Yukishiro Tagamiya Leader: Huang Longxian Leader: Council of Elders
Scale: Medium Scale: Medium Scale: Large
Originally a small town workshop A secret Buddhist society based deep A secret society of vampires,
that expanded into the robot industry in the Kunlun Mountains, advocating established around the 1st century
under Chairman Yukishiro Tagamiya, that mythics disrupt the world’s order AD, calling themselves “blood
becoming a global corporation. by falling out of the reincarnation relatives” with a strict hierarchy based
Their maid robot “PA-120 Adaly” cycle. Active mainly among the on “blood parent” and “blood child”
series uses a mass-produced soul Chinese diaspora, it’s said that Ryuka’s relationships.
engine system, a feat not even achieved presence prevented Heaven and Hell The Network mandates its vampires
by Melchizedek, limited in functionality from advancing into Asia until modern to hide their true identities from
but perfect for civilian use, propelling times. humans and live in their shadows,
Burka Electronics to global fame. Ryuka monks use the “Huihun offering access to the organization’s
Rumors say Tagamiya, a practitioner Zhang,” a secret technique delivering resources and a smooth supply of
of ancient Shinto and Western a burst of spiritual power in close prey in return. While the organization
alchemy mixed with necromancy, uses combat to dissolve enemies back into is insidious and rigid, it’s deemed
ghosts and extinct deities to create soul the cycle of reincarnation, alongside necessary for vampires to “get along”
engines. While officially unverified, powerful Chinese martial arts and with humans, respecting police and
sightings of Burka’s “Special Taoist magic without taboo. states to the extent that organized
Environment Division” at graveyards With the goal of mythic eradication, crime respects law enforcement.
and accident sites lend credence to they are among the most radical Currently, Warren “Glutton Lake”
these tales. anti-mythic organizations, led by the faces accusations of monopolizing
powerful dragon Huang Longxian. “Feathers” and criticism from elder
The Ryuka exists to eliminate pests councils in China, America, and Russia.
(mythics) tarnishing the dragons’ A fierce battle for control within
beautiful garden, known only to a few the network among vampires seems
high-ranking monks. inevitable.

Solstice Hunters Blood Yodouji


Leader: Augustus Blanc Leader: Nakamura Nanao Leader: Katsuragi Jinan
Scale: Large Scale: Medium Scale: Large
An alliance of Western magic A global bounty hunters’ guild Located far from tourist spots and
societies, akin to the EU of the formed to deal with crimes by mythics main roads in the mountains of
Western magical world, named after beyond legal prosecution. The guild Nagano, Yodouji is a Japanese Buddhist
the solstices and also known as “Astral doesn’t discriminate between human or anti-mythic organization. Those
Society.” mythic bounty hunters as long as jobs recognized with exorcism potential in
Members range from magicians are done. It assesses targets, regulates temples nationwide are sent to Yodouji
inheriting alchemy from ancient bounty hunters, and dispatches hunter for rigorous training in spiritual power
Alexandria to modern magic for those going too far. usage, aimed solely at eliminating evil
practitioners like the Hermetic Order Members come from diverse mythics tormenting good people.
of the Golden Dawn, with factions backgrounds but are unforgiving about They’ve had a close relationship with
like the California branch embracing being deceived. Anyone attempting to the N.P.A Spirit Division since their
computers and VR. Headquartered in manipulate hunters for their misdeeds foundation.
the British Museum, with the Japanese is hunted worldwide, regardless of Yodouji’s monks act on mythic
branch at Kyoritsu University. being human or mythic. extermination only after harm occurs,
They aim to transcend humanity by Guild branches are disguised as travel seen as either lenient or merciful.
perfecting the ego without becoming agencies, with “I’m having trouble Despite joint operations with the
aberrants, aspiring to become choosing a travel destination, can you Ryuka Association, they’re divided
Dominators. Acts that misuse magic for help?” as the contact code. over mythic treatment policies.
trivial gains or cause mass destruction Notably, they maintain a cooperative
by mythics are not tolerated. Demi- relationship with oni through
humans are accepted but scorned mountain worship.
as inferior. Their undeniable skill Some say Yodouji’s restraint in force
is marred by their arrogance and is to conserve strength against ancient
inhuman perspectives, causing friction Dominators, serving as the ultimate
with other organizations. exorcism trump card to seal away such
Dominators.

57
Weekly Iridium O∴S∴P SEALS
Leader: Natsume Yoko Leader: Adam Leader: Enami Shouko
Scale: Small Scale: Small Scale: Small
A small publishing house in Kanda, A society of practical mystics A top-secret squad formed to
part of Daigaku-sha, known for its wandering in search of truth and all exterminate mythics lurking in
gossip magazine filled with frivolous world knowledge, eagerly recruiting Ikebukuro Underground, acronym
articles and celebrity scandals. Despite knowledge-seekers to wield clandestine for Waterworks Bureau Sanitation
its absurdity attracting many fans, influence. Safety Division, Lifeline Installation
few take it seriously. Recently, its web Named after “The Order of Sacred Department. Originally the
version has gained popularity. Pythagorean,” they despise mythics Waterworks Bureau’s only armed
Interestingly, its open policy allows for as disruptors of worldly reason and group, their disregard for the police,
occasional serious reports, and amidst enemies of knowledge, conflicting with Self-Defense Forces, and Coast Guard
the occult articles, truths about the Solstice, which employs automatons led to reorganization under JABF
world are sometimes published. Many, and mythics. Unlike Solstice, they use following political changes.
both human and mythic, view Iridium evocation magic to torture mythics They only target underground
unfavorably, facing various pressures. and dragons, extracting their secrets. mythics, particularly the so-called
Yet, its continued existence plays a role They uncover ancient ruins and hidden merfolk, showing no interest in surface
in making mythics seem insignificant villages in their quest, indifferent to the mythics. Known for blatant sabotage
and counters reckless mythics. Rumors fate of the common folk. and openly including demi-humans,
suggest even mythics, particularly Legend has it that the founder, their unilateral actions are tolerated
parasites, are avid readers. a magician who made a pact with due to their underground combat
Mephistopheles, is cursed to wander experience, scarce even in JABF.
eternally until he attains all knowledge. However, SEALS’ continued killings
The members of OSP are working to under the government’s nose are
break this eternal curse. leading to isolation, with decisive action
from either the Metropolitan Police
Department or JABF anticipated soon.

Kiriyu Clan Jingu Police SCG


Leader: Kiriyu Yougen Leader: Domon Jojiro Leader: Unknown
Scale: Small Scale: Large Scale: Small
A family with significant influence A exorcism organization under the A mutual aid society for
in Japan’s political, financial, and Japanese government, tracing back to extraterrestrials on Earth, creating
supernatural realms, valuing merit over the Onmyoryo of the Yamato Imperial their own rules while adjusting to
bloodline, continuing their lineage Court, still referred to by its old name “local laws” (Earth’s laws). Officially
through adoption. Biological children by some. named Space Client Guardian, the
are usually tested in the real world Once controlling all shrines and Japanese branch is in Kichijoji.
to evaluate their adaptability before onmyoji with national authority, it Main members include parasites and
considering them for readoption. now subtly influences them from aliens visiting Earth out of curiosity,
Uniquely, their merit includes non- behind, maintaining its ritualistic believing in the significance of diverse
human entities, hosting vampires, front. The Jingu Police’s influence is beings interacting. There are also
werewolves, demons, and even a hell’s undeniable among priests and onmyoji, Earth-born collaborators.
jester as past leaders. It is no wonder also handling training for the Spirit They adopt Earth customs, like
that those who know the name Kiryu Division’s members. using circular notices in Japan, and
fear and curse towards them, saying Confident in Japan’s spiritual national hold meetings in parks or conference
“Go to hell Kiriyu!” is understandable. defense, they often clash with JABF rooms, leading to the nickname
The Kiriyu Clan aims to “rightly and Yodouji, viewing mythics as “neighborhood association.”
guide the world,” cooperating with “wild gods” to be appeased rather They sometimes conceal
the Earth’s Guardians to maintain the than defeated, aligning with ancient extraterrestrial-related incidents in
intertwined state of day and night, Japanese beliefs, thus sometimes Men in Black attire but lack their own
opposing any force that threatens this accused of being too friendly. military force, relying on the Galactic
balance. Federation’s enforcers or requesting
assistance from the cooperative Spirit
Division in case of trouble.

58
SE CTION
WORLD

Public Security Special Machinery R.E.L.I.C.


Intelligence Division Division 2
Leader: Sono Koji Leader: Kuwabara Daigo Leader: Dame du Lac
Scale: Medium Scale: Medium Scale: Medium
A Metropolitan Police Department A high-tech unit organized by the R.E.L.I.C. (Reservers of Esoteric,
division against mythics, officially Metropolitan Police Department Lost and Isolated Civilizations). An
for countering ideological and to combat escalating violent crimes international organization dedicated
terrorist crimes but actually engages and high-tech terrorism, equipped to recovering and sealing magical
in nationwide espionage. Originated with “Mobile Units” powered suits, hazards from Earth’s unknown
in the ‘60s when Public Security prototype humanoid robots, and ancient civilizations, such as Mu,
intervened in mythic counter- special vehicles developed by Kiryu Atlantis, Lemuria, including creations
espionage, traditionally managed by Heavy Industries. Based off the by dragon and oni races, unknown
the Spirit Division, following the Jingu reclaimed land at Jonan Island. extraterrestrials, and merfolk.
Police tradition. Though officially general-purpose, R.E.L.I.C.’s operations span the
Notoriously secretive and it’s clear that the division was formed globe, safeguarding ruins that could
authoritarian, unlike the solution- as an armed force to counter JABF. doom the world. Its top “Guardian
focused Spirit Division, they aim for Their targets are bloodthrist mythics, Spirit” class agents are all demi-humans
concealment and utilization, backed handling uncontainable mythic crimes with immense combat abilities.
by influential politicians, asserting by the Spirit Division and Public Given its mission, R.E.L.I.C. often
superior field command over the Security as “bio-terrorism.” clashes with groups like Melchizedek
Division. They also have a cyborg unit Initially comprised of elites, it and the O∴S∴P, while maintaining a
“Kurogane,” developed with Burka became a dumping ground for loose alliance with forces like the Spirit
Electronics’ support, an unrecorded problematic officers, now prone to Division and the Persona Network,
assassination squad rumored to causing destruction with its heavy who prefer the current world peace.
include SEALS, JABF, and demi- armaments, leading to frequent calls Naturally, they actively seek to seal
human mercenaries. for disbandment. Being a public “Feathers” as part of their mission.
They involve themselves only in organization, it often appears in media,
national-scale incidents, leaving minor envied by the Spirit Division for
tasks to the Spirit Division, and openly “taking all the glory.”
disdain the overt operations of JABF
and SEALS.

Inugami Clan Vlad Knights Testaments


Leader: Inugami Gekka Leader: Ivan Nikolaevich Leader: ?
Scale: Small Scale: Medium Scale: Large
The largest werewolf tribe in Kanto, A secret society condemning A faction among Ikebukuro’s diverse
residing in the forests of Okutama, the Persona Network as a weak Color gangs, composed of fervent
protected by a guardian deity’s organization of elder vampires’ slaves, youths ranging from vigilante groups
Dominion. advocating for vampire domination and friend circles to underlings of
The Inugami Clan is relatively over humanity. They idolize Count yakuza or mafia, and even private
progressive among conservative Dracula for achieving his ego and soldiers for vampires or demons.
werewolves, controlling several denounce bonds with humans (though Testaments stand out for their
companies and producing politicians they still value vampire bonds). exceptional strength and fear.
through blood relatives. They have The Vlad Knights, who openly attack Originating from a joke on a members-
pacts with the Spirit Division and the humans and spawn numerous aberrants only website, they materialized through
Persona Network, agreeing to extradite in wars, pose a significant challenge to offline meetings, known for their
criminals as long as territories are the Persona Network’s more covert fearless unity.
respected. Any affront to the Inugami operations. They’ve infiltrated Japan While the leader’s identity remains
werewolves’ honor is met with no under the guise of South American a mystery, Testaments members
mercy from both the Division and the and Eastern European mafias, with revere and fear the “legend” of their
Network. unreported bizarre incidents often leader, rumored to be a demi-human.
Currently, the family is divided, with linked to them. Some, like Warren Indeed, some members claim to have
radical youths advocating for using Lake, suspect the “Shadowed Britain” encountered and fought mythics,
“Feathers” to purge evil humans and is behind them, though proof remains suggesting a close familiarity with the
mythics, deeming the elders as defeatist elusive. supernatural world.
cowards. This unprecedented split The Knights ardently seek “Feathers,”
between conservatives and reformists believing their acquisition would herald
signals a deepening conflict within the a dark vampire kingdom.
werewolf community.

59
Dominions Heaven Hell
Dominions such as Heaven, Hell,
and other dimensions are worlds Dominators: “Gods” Dominators: Lucifer
manifested by someone’s ego. Scale: Super Large Multilayer Dominion Scale: Super Large Multilayer Dominion
They are independent worlds, The most famous and powerful A massive alliance of dominions,
much like Earth, neither inherently dominion. Created by a dominator condemned as “evil” by Heaven and
revered as “God,” “The Lord,” or the only dominion that rivals it. Once
good nor evil. Dominions “The Nameless One” (thought by its governed by the Great Demon King
constantly seek to expand their inhabitants to be the creator of the Satan, the fallen angel Lucifer, and
existence, extending their influence Earth dominion), Heaven is divided the Queen of the Night Lilith, along
into the Earth dominion in various into several regions called “Towers,” with their four great emperors, Hell
ways. each overseen by powerful dominators has been increasingly under Lucifer’s
This section introduces such known as “Archangels.” influence since Satan disappeared 10
dominions. GMs can use these datas Inhabitants of the Heaven dominion years ago.
as they are, modify them, or choose are angels and the souls of people who Demons in Hell are always in
believed in “God.” These souls live in conflict, seeking human souls as their
not to use them at all. They can also joy, eventually reincarnating as angels energy source. Though there is a
decide that these dominions don’t or humans. Angels work on various non-aggression pact with Heaven, its
exist if they conflict with dominions tasks commanded by the Archangels continuation is uncertain.
created by the GM or Players. and do not interfere with Earth. Demons are divided into three
Depending on a PC’s background, However, “God” has long been factions: the “Fallen Faction” led by
they can belong to, have belonged absent, and there is growing Lucifer, prioritizing revenge against
to, be hostile towards, etc., these dissatisfaction with the tyranny of God; the “Hell Faction” led by
dominions, but always with the Archangel Metatron, who claims Satan, believing they should live as
to be the representative. The non- evil beings in Hell; and the “Pleasure
GM’s permission first. aggression pact with Hell is becoming Faction” led by Lilith, indifferent to
nominal, and Metatron, fearing the these arguments. The Despair Faction
loss of authority, is rumored to be actively seeks “Feathers,” seen as
plotting to use the “Feathers” to rule a destabilizing force by the other
all dominions of Heaven. factions.

Fairy Realm Galactic Federation Shadow England


Dominators: Oberon Dominators: Unknown Dominators: Count Dracula
Scale: Large Multilayer Dominion Scale: Super Large Multilayer Dominion Scale: Large Urban Dominion
Like Heaven and Hell, the Fairy The Galactic Federation spans A dominion ruled by Count Dracula,
Realm consists of multiple dominions countless stars, including Earth, the legendary and strongest “Dark
known as “Fairy Lands,” connected and is an organization dedicated to Lord.” It replicates 19th-century
through haunted houses, narrow alleys, maintaining peace by subduing evil London (and surrounding small
children’s dreams, and toy boxes. Fairy space monsters and aliens. They towns), shrouded in eternal fog, with
Lands range from paradisiacal forests dispatch enforcers, secret judges, everything controlled from Dracula’s
and springs to eternal winters and who often ignoring the local laws. castle in Transylvania.
twisted nightmare gardens. Enforcers are loyal to dominators Shadow England is inhabited by
Fairy King Oberon allows things as known as “Battalion Commanders” or famous figures like Sherlock Holmes
they are, only intervening when fairies “Senior Enforcer Officers,” each with and Jack the Ripper, forever living
excessively prank humans or challenge their own culture. When two enforcers in a Gothic horror setting. Humans
his power. meet, their appearances and methods are Dracula’s prey, although most are
However, among the old fairies are entirely different. unaware of it. A few hunters, knowing
at the king’s court, some resent the Most enforcers visiting Earth are the truth, seek to overthrow Dracula
destruction of their beloved forests under a dominator called “Zii,” and liberate humanity.
and springs or being ousted from their collaborating with Earth’s Spirit Currently, Shadow England is
divine seats, secretly allying with the Division and Special Machinary connecting with Ikebukuro to obtain
despairing demons of Hell. Division 2. They also have a “Feathers.” The Arakawa River flowing
cooperative relationship with SCG, the north of Ikebukuro merges with the
autonomous institution of Estrangers, Thames, and back alleys connect to
involving close interactions. East exist’s dark streets. Dracula’s
The Galactic Federation is a well- vampires are active in Ikebukuro’s
intentioned organization but often shadows, transforming it into London
treats Earthlings (including mythics) to build an eternal vampire empire.
as children needing guidance, angering
many dominators. However, the
Federation doesn’t understand why.

60
SE CTION
WORLD

Narusawa Private Kyoto University and


Kenou Ninkyo
Academy Juji Elementary School
Dominators: Ayane Koji Tomoka Dominators: “Blood Cross” Guren Kanon Dominators: “Wolf Temple’s Blade” Tokisada
Scale: Small School Dominion Scale: Small School Dominion Scale: Small Sealed Dominion
A boarding high school only for An elementary school built within A dominion consisting of Showa-
students with special circumstances, Kyoto University as a model for special era streets that seem to go on forever.
resembling a prison with barbed education, funded by the university’s Wooden townscapes and neon-lit
wire and tall walls. It always had a prominent sponsor and social activist, entertainment districts are the norm.
bad reputation and moved from Guren Kanon. Minor disputes often escalate into
Shinjuku to its current location after Guren sensed the change in the gang conflicts. Weapons are always
an explosion on campus about ten world’s guardians in 2000 and gathered traditional, like knives and swords,
years ago. The school actually caters children affected by the fluctuation in with no guns except dynamite. The
to children with special circumstances, world laws, specifically those born of reason is that the dominion was
such as demons, werewolves, and those virgin births that year from around the created by a cursed blade, yearning for
with supernatural abilities, educating world. endless slaughter. All weapons held
them to coexist with human society. These children, all devoted to Guren, by gangsters are extensions of the
In the school, transformation possess various supernatural abilities. dominator.
is prohibited, but students with Known as “Holy Children,” they The inhabitants are souls dragged into
beast ears or tentacles are common hunt criminals in the darkness under this world by the dominator’s apostles,
due to difficulty in controlling Guren’s command. While vigilantism, and consist mainly of gangsters, their
transformations. To relieve stress, Guren believes their actions are lovers, and victims caught in conflicts.
transformations are allowed on the righteous, being born of God’s will. Police only appear to apprehend those
night of the full moon, often leading His restriction of using powers or who disrupt the world’s rules, like
to chaos. revealing identities outside school is ending the conflict or using guns.
Principal Ayane Koji Tomoka, an merely to protect his beloved children
elder Bastet’s child, is a gentle but from misfortune.
fearsome figure when angered. Her
permission is always required for
outings. Interaction with surrounding
high schools was previously banned,
but this year, a joint cultural festival
with Tsukikage High School is planned.

Ikebukuro Ikebukuro Night Ideal Shinjuku


Underground
Dominators: Unknown Dominators: Mephistopheles Dominators: “Ramiel” Tadano Masumi
Scale: Large Open Dominion Scale: Medium Open Dominion Scale: Small Open Dominion
A vast underground space beneath A dominion created by Those who are dissatisfied with
Tokyo, particularly Ikebukuro, Mephistopheles, a Grand Duke of reality and on the brink of loneliness
discovered during the land price Hell, that appeared in Ikebukuro’s are transported to another Shinjuku,
surge of the Bubble era when the black market right after World War II. where humans and mythics live
underground was seen as a new Its world rule is simple: “Keep fighting together in harmony.
frontier. endlessly without being seen by the A world without intense conflict,
The “Underground,” with its web- Unknown Men.” but also without change, surrounded
like underground waterways and Ikebukuro Night is a collection of by an endless void and constant light
caverns, was geologically improbable. giant arenas. Despite being called snowfall.
It is inhabited by various species, “night,” it opens its gates during the Created by the angel Ramiel, who
including “subterranean half-fish day, inviting all who seeking battle. It’s despaired of God and wished for a
people,” demons, fairies, and others unclear what benefits Mephistopheles world where humans and mythics, day
who oppose human incursion. They gains from running this arena, but and night, coexist in harmony. It only
are in fierce conflict with JABF’s no external forces, including the appears to those wishing to abandon
special unit SEALS. Spirit Division or JABF, intervene in the Earth dominion. Although mostly
Some, unable to withstand human Ikebukuro Night. The Spirit Division uninvolved with other worlds, it
attacks, seek “Feathers” above even seems to prefer mythicns has recently started sheltering those
ground. While there is criticism of resolving conflicts in Ikebukuro Night wounded in conflicts over “Feathers.”
SEALS’ excessive attacks, the SEALS to reduce civilian harm. There are theories that Ramiel’s
commander merely repeats, “Leave the Mephistopheles invites those who actions stem from a past friendship
underground to us.” wish to participate in the underground with the Earth’s Guardian, but its true
coliseum battles, where large bets are intentions remain unknown, drawing
placed on demi-human fights. Winners attention from various factions.
are promised to have their wishes
granted by Mephistopheles.

61
Beast Bind Trinity
Reference 1 Durarara Monogatari Series
Book Author: Ryohgo Narita Author: Nisio Isin
This page introduces books that Publisher: ASCII Media Works Publisher: Kodansha
can serve as references for imagery A story about a boy longing for The story revolves around a high
in playing “BBT.” Also, refer to page an exciting life, a info broker, a school student, Koyomi Araragi,
270 for movies and games. gang without a leader, a stalker girl, and his “oddities” harem.
a Russian soldier, a magic sword The anime adaptation was
TL Note: A few of the authors and wielder, and a headless rider... a big hit. The series, starting
works mentioned aren’t well-known The author, Narita-sensei, is a with “Bakemonogatari,” is the
big fan of the Beast Bind series inspiration for bonds and egos,
outside Japan, so their names are and has generously cooperated in also making it a perfect reference
kept in Japanese. This makes it the production of this book. It’s a for the new generation of legends
easier to look them up on Google must-read and can be considered and spirits in “BBT.” The prequel
or elsewhere. the most significant reference vampire story, “Kizumonogatari,”
work for “BBT.” is also highly recommended for its
strong battle elements.

Saint Young Men 足洗邸の住人たち。 A Certain


Magical Index
Author: Hikaru Nakamura Author: みなぎ得一 Author: Kazuma Kamachi
Publisher: Kodansha Publisher: Wani Books Publisher: ASCII Media Works
A comedic masterpiece set A bizarre ensemble drama set in In a world where supernatural
around Jesus and Buddha living a modern world connected to the abilities have been scientifically
modestly in an apartment in demon world by a great magician, explained, the protagonist, Touma
Tachikawa after finishing the featuring an apartment where Kamijou, living in a massive
major event of the millennium. humans and monsters coexist. It’s academic city, meets a sister who
While it might be a bit audacious full of gags, battles, and trivia. uses magic, Index, and gets drawn
to use as a reference for demi- The high-energy world, where into a fierce battle where magic
humans, it’s perfect for celestials ghosts, fairy, deities, espers, and science intersect.
living a civilian life in human and demons mingle, perfectly This hit light novel from Dengeki
society. The way they inadvertently encapsulates “BBT.” A must-read Bunko, including its spin-off, “A
perform miracles or cause if your game is set in a similar Certain Scientific Railgun,” is a
supernatural phenomena is ideal environment. must-read for irregular and hermit
for depicting gradual mutations. PCs.

Bio Booster
Armor Guyver Kyomu Senki まんが極道
Author: Yoshiki Takaya Author: Ken Ishikawa Author: 唐沢なをき
Publisher: Kadokawa Shoten Publisher: Futabasha Publisher: Enterbrain
Ordinary high school student A grand epic chronicling the Set in the world of manga, where
Sho Fukamachi encounters a struggle of humanity against aspiring and established manga
mysterious “Guyver Unit” and “Dogra,” an entity that emerges artists gather. This comedic work
gains the ability to transform from the void, assimilates by Naoiki Karasawa masterfully
into the superhuman “Guyver.” everything, and dominates space. portrays their daily joys and
He is then drawn into a deadly This story spans thousands of sorrows.
battle with the secret organization years and galaxies, depicting the Reading this comic will give you
“Chronos” and other Guyvers. clash between a force seeking to a thorough understanding of what
First published in 1985, this return the world to nothingness ego is and why bonds are essential.
ongoing masterpiece SF comic and the will of people to live.
remains fresh and has influenced A significant influence on the
various fields with its vision of concepts of the Earth’s Guardian
real-world heroes and monsters. and Void in “BBT.” A must-read!

62
CHARACTER CREATION
“Reasoning was bestowed upon me when I
was given a name. Thus, it’s not something
I can simply teach you. It’s something
precious.”

A certain droid XM-001457

ABOUT CHARACTER CREATION

In “BBT,” when we refer to PC: “Quick Start” and “Construction.”


“characters,” they are broadly classified Each Player should create their PC
into two types: PCs and NPCs. Here, following the GM’s instructions,
we will explain the method of creating choosing one of these methods.
PCs. The Quick Start method is
There are two methods for creating a time-efficient and doesn’t require
complicated calculations. It is suitable
for those who are playing “BBT” for
the first time or when the playtime is
CHARACTER CREATION PROCEDURE limited.
On the other hand, the Construction
method involves referencing many data
and rules, so it’s more suited for Players
Quick Start (P66) who are somewhat familiar with the
・Selecting a Sample Character
game.
Let’s start with an explanation of the
Copying the data Quick Start method.
Quick Start
Construction (P94) Quick Start involves selecting one of
the ten pre-prepared sample characters
(P68-86) and fleshing it out with
personal data such as life paths, age,
Personal Data (P88) gender, and name to complete the PC.
・Life Path
The greatest advantage of Quick
Start is the short time required to create
Origin a PC. Since players don’t need to search
Bonds through the vast data in the rulebook
Ego and make selections one by one, it’s
Mutations possible to create a character even
・Gender, age, name, etc. without a personal rulebook.
Therefore, it is highly recommended
to adopt this method when players or
the GM are playing “BBT” for the first
Completion! time, or when there’s limited playtime.

64
SECTION
PLAYER

Note that players who do not have


their own rulebook should create their
Offer from the GM
character using the Quick Start method. It’s important to note that the most
The details of character creation using crucial aspect of character creation is
Quick Start are explained starting from not the methodology of creation. What
P66. matters most is whether the created
characters can effectively participate in
Construction the scenario. It would be meaningless
if a character, after hours of effort,
Quick Start involves selecting one of doesn’t find its place in the actual
the ten pre-prepared sample characters session.
(P68-86) and fleshing it out with Therefore, before creating
personal data such as life paths, age, characters, GMs and players need to
gender, and name to complete the PC. have a thorough discussion about what
The greatest advantage of Quick kind of characters are needed for the
Start is the short time required to create upcoming session.
a PC. Since players don’t need to search
through the vast data in the rulebook
and make selections one by one, it’s
What You Need
possible to create a character even Now, let’s move on to explaining the
without a personal rulebook. rules while actually creating characters.
Therefore, it is highly recommended Please prepare a copy of the character
to adopt this method when players or sheet from the back of the cover,
the GM are playing “BBT” for the first writing utensils for filling in the data
time, or when there’s limited playtime. on the sheet, and two dice before
proceeding.

NEW BONDS AND MAGIC ~ QUICK START


In this column, we will explain GM: Yeah, it’s basically your combat name. Call me Kadoma Shin.
the rules of “Beast Bind Trinity” role. There are three: Attacker, Player B: I’ll name both sides. For
through the story of a young demi- Defender, and Supporter. Each the mythic form, Aida. For the
human boy. has their tasks like dealing damage, human side... let’s stick with Aida.
defending, or providing support. Shin: That seems a bit casual.
GM: So, I’d like you guys to create It’s best if you two pick different Aida: It’s just a cover name, no big
your characters. styles. deal. I’ll just go by Aida during the
Player A: I have no idea what you Player A: I’ll go for Attacker then. session, cool?
mean by “so,” but (looking at the I’m all for offense. GM: Absolutely. That part is totally
GM) alright. Player B: In that case, I’ll be the up to you.
GM: Glad you’re understanding. Defender.
Player B: But I don’t know Player A: Cool, I’m picking this
anything about “BBT.” What Biotic Armor. The design looks
should I do? What kind of sick.
character can I create? GM: Yeah, choosing based on
GM: That’s why we use the Quick what image you like is always valid
Start rule. Usually, I’d give you a reason, though you’re not limited
heads-up or a scenario outline, but to just that.
this time we’re going straight into Player B: I’ll take Phantom Rider. I
character creation for the sake of like the vibes.
explaining the rules, so none of GM: Alright then. For starters, how
that. Your task is to pick one from about you both decide on names?
the 10 sample characters we have. Player A: Do we need to come up
Player B: Choosing one out of with both a human and a fantasy
ten? I could use some help. name?
GM: Well, Maybe start by picking GM: You can choose just one.
a style. Player A: Okay, since I’m new to
Player A: Style? this gane, I’ll just go with a human

65
QUICK START
“Ultimately, things can become easier
by doing faster and quicker. That’s why
I love speed.”

A ghost haunting the expressways.

SAMPLE CHARACTERS
Quick Start is a character creation
method prepared with the concept of
Choose Sample Characters
allowing players to quickly, easily, and Players will consult with each other
enjoyably start playing “BBT”. and choose one from the sample
For this purpose, 10 sample characters specified by the GM.
characters are prepared as templates, The criteria for selection can vary.
so that PCs can be completed quickly Without overthinking it here, simply
with simple guidance from the GM. In choose the character you’d like to
Quick Start, players will choose one of play. The background and illustrations
these and create their character. provided for each, as well as the
scenario’s upcoming announcements
Quick Start Steps or handouts provided by the GM, can
also help in making a choice.
In Quick Start, PCs are created
following these steps. Basically, players
should proceed according to the GM’s
Transcribe Data
instructions. Once the sample character to be
used is decided, transcribe the data
1. Recommend Sample Character onto the character sheet, referring to
TL Note the transcription example on the next
A quick note about pages 68 to 2. Choose Sample Character
87: you might spot some character 3. Transcribe Data page.
names that don’t quite line up with
their English counterparts. Like,
you could see ‘Artificial Hero’ → Decide on Personal Data (P88) Decide on Personal Data
where it originally says ‘Fakehero’, Personal data refers to data that
or ‘Bloodstained Blade’ instead of
‘Runeblade’ etc etc. Just a heads up, Recommend Sample Character represents the character’s background,
this isn’t an error on my end. The The first step of Quick Start involves bonds they hold, ego, etc. Deciding on
kanji can be interpreted in different
ways, and I have high confidence recomendation on which sample these will flesh out the PC’s setting and
my version is much more accurate characters to use for the scenario from inner self.
to the character Blood and Root.
the GM. Once the data entry is complete,
And honestly, my trust in Japanese
writers with English wasn’t exactly The GM, considering the content move on to P88 to set up the personal
sky-high. Also, for the Sample
of the scenario, will specify a number data.
Characters section, I’ve only listed
the names of the Art, Equipment, of sample characters that players can
and Items, along with their page
numbers. English and other Latin-
choose from, equal to the number of
based languages are a bit bulkier, participating players.
so it’s hard to squeeze all the info
into those tiny text cells. I hope that
makes sense and you understand the
reasoning behind it.

66
SECTION
PLAYER

TRANSCRIBE DATAS TO CHARACTER SHEET

67
“This
power is
meant to
protect
people!”

Your encounter with the


proliferator was a complete
coincidence. On your way home
from school, amidst the usual
after-school scenery.
But everything changed in
an instant. A special unit from
the Melchizedek Corporation,
targeting the proliferator, acted
without hesitation. They killed
people, injured your friends, and
even attempted to kill you. Faced
with the real barrel of a gun and
their biomonsters, what could a
mere high school student do?
You wished for power. And that
ego summoned the proliferator.
Its power merged with you,
forming an invincible armor that
protected you. But you can’t go
back to your old life now. You’ve
come to understand the fierce
battles fought on the night side.
And to protect those dear to you,
you realize there’s no choice but to
use the power of the proliferator.

Bio Ar m o r
Sample Character Initial
Name Bio Armor Humanity 52

Style Attacker
Primary Secondary
Blood (Root) Estranger (Proliferator) Estranger (Proliferator)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 8 8 3 3 5
Ability B 4 4 1 1 2
Armor 5 (8) 5 (8) 2 (4) 2 (4) 3 (6)
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 8 8 4 9
39
Total 8 8 4 9
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Strike Form 1 P104
Vanquisher of All 1 P104
Murderous Aura 1 P104
Bio-Armor 1 P127
Beast Break 1 P107
Biological Armament 1 P107
Resonance Arm 1 P127
Ultimate Destruction Cannon 1 P127
Ultimate Evolution 1 P127

Equipment

Name Page
Unarmed P174
Reinforced Clothing P176

Common Item
Name Page Name Page
Communication Devices P181 Power Source x 2 P181
Information Connection P181 Sinful Fist P182
Healing Medicine x 3 P181

69
“I really
do like
humans.
Seriously!
I really do!”

When did you become a


vampire? Ah, when was it exactly?
Rome, Constantinople, Kashgar,
Chang’an, Paris, New York, and
Tokyo. You’ve visited various
cities, met all sorts of people and
mythics. They have all died, yet
you are still alive.
There was a time you thought
the thirst and the emptiness of
immortality could be filled with
power struggles. You thought

d y
that with enough power, you

Blo o
could forget the loneliness. Now
it’s different. What you seek now
is the warmth of humans. Even
for just a moment, you want to
regain the beat of the heart you

ss
lost, the passion of the bonds

c e
formed by caring for someone.

i n
That’s what you think now.

Pr So, today, you continue to live in


this city. Living among people in
this city is more precious to you
than any treasure.
Sample Character Initial
Name Bloody Princess Humanity 53

Style Attacker
Primary Secondary
Blood (Root) Vampire (Dracul) Vampire (Dracul)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 9 5 5 2 6
Ability B 6 2 2 1 3
Armor 9 7 7 6 8
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 8 8 3 10
54
Total 7 8 3 7
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Strike Form 1 P104
Vanquisher of All 1 P104
Murderous Aura 1 P104
Sovereign of Eternal Darkness 1 P121
Blood Feast 1 P118
Tyrant of Cruelty 1 P118
Battleground of Demons 1 P121
Immortal Being 1 P118
Liberation of Blood 1 P121

Equipment

Name Page
Non-Human Weapon P174
Pitch-Black Cloak P127

Common Item
Name Page Name Page
Communication Devices P181 Power Source P181
Information Connection P181
Healing Medicine P181

71
“So be it, let
my blade be
thy parting
gift to the
realm beyond.
Carry the
memory of
my steel unto
thine eternal
slumber.”

In the distant past, you were in the midst


of battle. People called you a demon of

l
war, a sword fiend, and feared you, but you

i a
didn’t care. That was your reason for living,

Ar t i f i c your ego.
And at the end of the battle, you died. The
next thing you knew, you were waking up
on a research table at a corporation called
Melchizedek. It seems they resurrected you
with a mechanical body to use you as a

o
tool for war. But there was no reason to let

e r
those who mistake a tiger for a puppy live,

H
so you killed them all and escaped.
Lost in the unfamiliar streets of the future,
a young girl helped you. Unable to leave
without repaying the kindness of a single
night’s lodging and a meal, you decided to
learn and adapt to this era by watching and
imitating. Of course, the pursuers from
Melchizedek will come for you eventually.
But when they do, you’ll just have to cut
them down.
Sample Character Initial
Name Artificial Hero Humanity 48

Style Attacker
Primary Secondary
Blood (Root) Full Metal (Cyborg) Lengend (Legendary Heroes)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 9 5 5 2 6
Ability B 6 2 2 1 3
Armor 9 7 7 6 8
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 8 8 3 10
54
Total 7 8 3 7
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Strike Form 1 P104
Vanquisher of All 1 P104
Murderous Aura 1 P104
Enhanced Conditioning 1 P162
Heroic Saga 1 P168
Energy Charge 1 P160
Booster Dash 1 P161
Perfect Soldier 1 P162
Heroic Relic 1 P168
Noble Phantasm 1 P168

Equipment

Name Page
Yin-Yang Dual Blade P177
Composite Armor P179

Common Item
Name Page Name Page
Communication Devices P181 Muscle Amplifier P181
Information Connection P181 Ancient Dragon Scale P182
Healing Medicine P181

73
“Be at
ease.
Should
you fall,
others
will rise
in your
stead.”

s t a i n e d
B l o od e
...Life was a shade of grey. A cold home,
B l a d
school is hell, bullying was the norm,
and teachers who just pretend nothing
was wrong. And somehow, accepting this
situation and growing into adulthood.
It was then I met “him.” A beautiful sword,
drenched in blood and gleaming in the
moonlight. Despite my fear, I reached out to
its blade, and as I wished, it pierced through
me.
I don’t remember much about what
happened next. “He” became me, and I
became “him.” Whether I wield the blade
or the blade controls me no longer matters.
What’s important is that I’ve escaped from
that grey daily life. Now, I swing the blade by
night, reveling in destruction and battle to
my heart’s content. Something wonderful is
about to begin before me.
Sample Character Initial
Name Bloodstained Blade Humanity 54

Style Attacker
Primary Secondary
Blood (Root) Irregular (Cursed Blade) Irregular (Cursed Blade)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 4 5 9 6 3
Ability B 2 2 4 3 1
Armor 5 5 7 6 4
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 7 7 4 11
38
Total 7 7 4 11
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Strike Form 1 P104
Vanquisher of All 1 P104
Murderous Aura 1 P104
Wielder of the Cursed Blade 1 P115
Reckless Attack 1 P104
Special Made 1 P112
Bewitched Dance 1 P115
Infernal Unveiling 1 P115
Endless Blade 1 P115

Equipment

Name Page
Famous Blade P174
Blessed Clothing P176

Common Item
Name Page Name Page
Communication Devices P181 Muscle Amplifier P181
Information Connection P181
Healing Medicine P181

75
“Let’s
teach these
fools what
‘indomita-
ble human
spirit’ are
like.”

k e b u k u r o
King of I At first, it was all about hanging out with friends. Messing
around with the gang, making noise until dawn, and pulling
stupid pranks. We were just blowing off the steam of youth.
But then, there were disputes, solving them, beating down
some idiotic fools, and gradually, more folks started relying
on me. Before I knew it, we were a team. It’s just how things
turned out, no help for it.
However, at some point, I realized something. There’s
something non-human living in the streets of Ikebukuro.
And these beings are always lurking, trying to prey on us.
Well, there’s only one answer to that. If it’s a human, knock
them down. A monster? Knock them down too. Keep hitting
until they can’t get up—that’s how you win. Let’s teach them
what happens when they underestimate humans.
Sample Character Initial
Name King of Ikebukuro Humanity 60

Style Supporter
Primary Secondary
Blood (Root) Hermit (Lord) Hermit (Lord)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 3 6 5 5 8
Ability B 1 3 2 2 4
Armor 2 4 3 3 5
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 5 7 4 13
34
Total 5 7 4 13
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Support Form 1 P104
Bond Rescuer 1 P104
One More Chance 1 P104
Elite Cadre 1 P115
Follow Assist 1 P104
Blade of the Pack 1 P112
Human Tenacity 1 P115
Banner of Victory 1 P115
P115

Equipment

Name Page
Reinforced Clothing P176

Common Item
Name Page Name Page
Communication Devices P181 Healing Medicine P181
Information Connection x 2 P181 Neural Accelerator x 2 P181
Regeneration Medicinex 2 P181

77
“The realm
above bears
no rela-
tion to this
matter. It
is purely
a pursuit
of my own
volition.”

In the heavens, there is no God.


Ever since you, as an angel, gained
self-awareness, the door to God’s
throne has never been opened. It is said
that only Metatron, the spokesperson
for God, has heard His words, but
well, who knows for sure.
In the sense that they cannot hear
God’s words, humans and angels are no
different. The day after you voiced this
inference, your dispatch to Earth was
decided. A local investigation of the
chaos on Earth caused by “Feathers.”
It was half to get rid of a nuisance,
half due to a shortage of hands.

Heavenly
However, Earth was not as bad as
you had been told, nor was it exactly
paradise. When would you be able to
solve the assigned mission and return
to heaven? Yet, somewhere in your

Messager
heart, you found yourself thinking,
maybe it’s not so bad if I can’t return.
Sample Character Initial
Name Heavenly Messager Humanity 58

Style Supporter
Primary Secondary
Blood (Root) Celestial (Angel) Celestial (Angel)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 3 4 5 9 6
Ability B 1 2 2 4 3
Armor 4 5 5 7 6
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 6 6 4 13
32
Total 6 6 4 12 (16)
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Support Form 1 P108
Bond Rescuer 1 P108
One More Chance 1 P108
Wings of the Messenger 1 P138
Halo 1 P136
Divine Retribution 1 P136
Angel's Trumpet 1 P138
Miracle 1 P136
Angel's Song 1 P138

Equipment

Name Page
Shining Ray P175
Blessed Clothing P176

Common Item
Name Page Name Page
Communication Devices P181 Power Source P181
Information Connection P181
Keepsake P181

79
Ghost Girl “Even in
death, you
probably
won’t find
peace, you
know?”

Long ago, you died. Born with magical


powers, you used your abilities to protect
people. However, eventually, they grew afraid
of you, despised you, and persecuted you as
a charlatan. That’s your cause of death, you
think.
What you do know is that you’ve escaped
from a deep darkness. A place called “the
void” or “the beyond,” dreaded by all ghosts,
where everything is forgotten. If swallowed
by it, everything disappears. That’s why you
wished not to vanish.
And so, you still live in the darkness of the
city. Once you get used to it, being a ghost isn’t
so bad. There are inconveniences, but it was
the same when you were human, and more
importantly, you’re no longer lonely. Wanting
to be by someone’s side, you continue to live
as a demi-human today.
Sample Character Initial
Name Ghost Girl Humanity 57

Style Supporter
Primary Secondary
Blood (Root) Spirit (Ghost) Hermit (Magician)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 4 4 8 6 5
Ability B 2 2 4 3 2
Armor 5 5 7 6 5
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 5 6 5 13
32
Total 5 6 5 9
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Support Form 1 P108
Bond Rescuer 1 P108
One More Chance 1 P108
Ethereal Form 1 P131
Spell Chanting 1 P156
Follow Assist 1 P109
Spirit Swarm Assault 1 P131
Phasing 1 P131
Poltergeist 1 P131
Domain Expansion 1 P156

Equipment

Name Page
Burn Flame P175
Force Field P175
Blessed Clothing P176

Common Item
Name Page Name Page
Communication Devices P181
Information Connection P181
Healing Medicine P181

81
“I’ll show
you the real
legend.”

Where you come from and


where you’re headed might be
questions even you struggle to
answer. Riding your chopper
engulfed in flames, you continue
to race relentlessly. You are
a legend of the highway, an
embodiment of a free spirit,
or perhaps a resident of legend
spoken of as a demon born
from the fear of freedom itself.
Yet, after many long drives,
you’ve grown interested in
humans. Those who created
you, speak of you, and yet fear
you. Living among them, you’ve
discovered that this is more
thrilling than just running on
endlessly.
And so, tonight, you race
through the city streets again, to
imprint the activities of humans
in your eyes, aiming for the
horizon beyond, someday to
reach the end of it.

n t o m R ide r
Ph a
Sample Character Initial
Name Phantom Rider Humanity 55

Style Defender
Primary Secondary
Blood (Root) Legend (Urban Legend) Demon (Majin)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 4 5 6 4 8
Ability B 2 2 3 2 4
Armor 5 (11) 5 (11) 6 (12) 5 (11) 7 (13)
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 6 6 7 10
65
Total 6 6 8 21
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Guardian Form 1 P106
Ego Obstructor 1 P106
Guardian's Shield 1 P106
Eerie Existence 1 P169
Demonic Form 1 P145
Wall of Light 1 P107
Ranged Cover 1 P107
Usurper 1 P142
Legendary Arms 1 P166
Speedy Legend 1 P169

Equipment

Name Page
Hell Mount P180
Hell Formal Wear P180

Common Item
Name Page Name Page
Communication Devices P181
Healing Medicine P181
Power Source P181

83
“The
mischief
ends here.
I won’t let
you go any
further.”

You are an oni, and not just metaphorically.


Long before humans inhabited this country,
your kind, the mythics known as oni, lived
throughout the Japanese archipelago.
However, times have changed, and now
every corner of Japan belongs to humans.
The village you once lived in is now at the
bottom of a dam. Having moved to the
city, and despite your strength as an oni, you
found it hard to land a decent job. Instead,
you ended up drifting from being a yakuza
bodyguard to an underground pro wrestler.
It was during this time that you were
scouted by something called the N.P.A’s
Spirit Division. It’s a job where you get paid
to eliminate mythics that threaten humans.
Initially, it was just a way to make ends meet,
but you found it surprisingly enjoyable. An
oni taking down mythixs that menace this
country – that’s not too bad. Being needed
feels good.

Oni O f f i c e r
Sample Character Initial
Name Oni Officer Humanity 55

Style Defender
Primary Secondary
Blood (Root) Neighbor (Oni) Neighbor (Oni)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 9 3 7 4 4
Ability B 4 1 3 2 2
Armor 8 (12) 5 (9) 7 (11) 6 (10) 6 (10)
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 7 6 5 11
75
Total 7 6 5 11
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Guardian Form 1 P106
Ego Obstructor 1 P106
Guardian's Shield 1 P106
Indomitable Physique 1 P149
Taunt Guidance 1 P107
Wall of Light 1 P107
Wild Claws and Fangs 1 P148
Oni's Rampage 1 P149
Oni Titanic Strength 1 P149

Equipment

Name Page
Unarmed P180
Tough Exoskeleton P180

Common Item
Name Page Name Page
Communication Devices P181 Power Source x 2 P181
Regeneration Medicine P181 Bloodstone P182
Healing Medicine P181 Sinful Fist P182

85
“Befriend
with
humans?
Traitor?
Ha,
betrayal is
the devil’s
trademark
after all.”

You were overjoyed to head to the


human world for training, as told by your
father to prepare for succeeding him. Of
course, you’re not interested in the Demon
King’s throne. Such a life is boring and
unappealing. More than anything, escaping
the never-ending troubles and worries of
the demon world was reason enough to
celebrate.
The human world was everything you
hoped for. It’s full of friends and foes alike,
and even pretending to be human and
going to something called “school” turned
out to be quite entertaining. Ignoring the
complaints of the butler who came along
as your watchdog was the least of your
problems.
So, to you, any threat to human society
is nothing more than pests threatening
your leisure. Anyone who dares ruin this
enjoyable break won’t be left alive, no
matter who they are.

Pr i n c e o f He l l
Sample Character Initial
Name Prince of Hell Humanity 56

Style Defender
Primary Secondary
Blood (Root) Demon (Demon Lords Heirs) Demon (Demon Lords Heirs)

Basic Ability Score


Physical Technique Emotion Bless Social

Base 5 4 7 3 8
Ability B 2 2 3 1 4
Armor 5 (9) 5 (9) 6 (10) 4 (8) 7 (11)
Combat Ability Action
Score Melee Shooting Evasion Speed
Base 5 7 5 12
66
Total 5 7 6 10
Art
Name LV Page
Transformation 1 P170
Arena Expansion 1 P170
Guardian Form 1 P106
Ego Obstructor 1 P106
Guardian's Shield 1 P106
Royal Blood 1 P144
Wall of Light 1 P107
Ranged Cover 1 P107
Perfect Servant 1 P145
Demon Realm Overseer 1 P145
Emperor's Command 1 P145

Equipment

Name Page
Scepter of Dominion P180
Hell Formal Wear P180

Common Item
Name Page Name Page
Communication Devices P181
Regeneration Medicine P181

87
PERSONAL DATA
“The human world is the best! Dad should
come and see it”

“Demon Prince” Kyotei Yuuji

DECIDING PERSONAL DATA


Personal data comprises the
character’s setup, including their demi-
Encounters
human origins, the ego they harbor, Encounters express significant
the people they share bonds with, relationships formed with specific
their public face in human society, others throughout the PC’s life. ROC
and personal information such as on the Encounter Table (P92), choose
gender, age, appearance, and name. one NPC from the target column, and
Whether starting with Quick Start or gain that bond. While the target column
Construction, decide on personal data lists Personalities featured in this book
after determining parts of the data like (P46), players may create new NPCs if
Blood and Items. desired.
If unsure, leave the section blank
Deciding Life Path and consult with the GM before the
session starts. The GM may suggest
A Life Path represents the kind of life NPCs appearing in the scenario as
and encounters a PC has experienced potential targets.
as a demi-human, and what ego and Record the decided person’s name
bonds they possess. and relationship in the character sheet’s
(*) ROC ROC (*) on the tables from the Encounter section (→2) and the
Roll Or Choice, implies that when next page to determine the character’s Bonds/Ego section (→3).
selecting from the table, you may
either roll dice for a random result origins, encounters, and ego. Bonds are also explained on P188.
or choose an option directly.
Life Path charts include options
like “7” that wouldn’t normally be
Origins Ego
rolled, indicating these choices must Origins represent the environment An uncontrollable impulse or desire
be made deliberately rather than left
to dice. the PC was born into. There are two as a mythic, that the PC holds.
types of Origin tables: “Origin Table Obtain one ego by ROC on the Ego
(Human)” (P90) and “Origin Table Table (P272) for your Roots or the
(Mythic)” (P91). Choose one and ROC General Ego Chart (P93). It’s also fine
to decide. Then, transcribe the data to decide entirely at your discretion.
into the character sheet’s Origin section Note that even if you have multiple
(→1). Roots, you only acquire one ego.
The “Origin Table (Human)” is for Record the decided ego in the Ego
PCs who are ostensibly born as humans, section (→4) and the Bonds/Ego
while the “Origin Table (Mythic)” section (→3) of the character sheet.
assumes a birth in supernaturals Ego is also explained on P188.
circumstances.

88
SECTION
PLAYER

Mutations Unlike Blood or Roots, these have no


game effect. Also, covers can be freely
Any demi-human possesses distinctly changed with GM’s permission.
non-human features that become Determine your cover by ROC
apparent when their humanity is lost on the Cover Chart (P93) and write
beyond a certain extent. This is referred it in the Cover section (→6) of the
to as mutation. Mutations could be character sheet. (*) Appearance Changes
physical or appearance changes (*), Additionally, GM may assign a cover Mutations may include skin or
or changes in the aura they emanate based on the scenario. In that case, eye color among other physical
features, but these are not intended
or their effect on surroundings, write down the specified cover. to promote discrimination based
varying according to the demon’s on race, appearance, or health
characteristics. Name conditions.
Moreover, mutations do not cause
Determine the content of the any statistical changes in gameplay;
mutation by ROC on the Mutation Names can be freely decided by the for example, growing wings doesn’t
Table (P274) for your Roots. If the player. You may set both a human name mean the character can fly, nor
does increasing size disadvantage
character has multiple roots, you may and a non-human name or just one of evasion.
decide by ROC on one of the tables them. Decide based on the character’s
or assume both mutations manifest. backstory or the position they are
You can also decide the content of the expected to hold within the scenario
mutation entirely at your discretion. envisioned by the GM.
Write down the mutation in the
Mutation section (→5) of the
Age, Gender, Appearances
character sheet. These can be freely decided.
Mutations are also explained on However, some scenarios may have age
P192. or gender expectations set by the GM,
so it’s advisable to confirm with the
Cover GM beforehand.
Cover represents the PC’s outward
face or status, occupation, etc., in
human society.

PERSONAL DATA SECTION

6Cover

1Origin

2Encounter
4Ego

5Mutation
3Bond/Ego

89
Origin Table (Human)
Dice Origin Bond
You were robbed. Your father, your mother, your sister, someone you should Bond: Family
1~2 Slaughter have protected. You were the only survivor in the tragedy. It was after that you (Love)
realized the "power" sleeping within you.
You encountered her. A beautiful woman trying to protect the world while Bond: Earth's
Earth's
1 3~4 wounded and without her wings. She reached out to you seeking for help, and Guardian
Guardian you grasped her hand. That was the beginning. (Respect)
Your bloodline has harbored the power of mythics from ancient times. It's a Bond:
Ancient
5~6 calamitous power that must not be known to outsiders. Yet, the only way to Bloodline
Bloodline protect your loved ones is through it. (Narration)
You were chosen. As a warrior to protect humanity. The organization that Bond: KiIl
1~2 Elite discovered you honed you into a sword to fight against mythics. You take pride Mythics (Pride)
in that identity.
Suddenly, your daily life collapsed. Power overflowed in your body, and your
2 Bond: Lost
3~4 Awakening consciousness transformed. But, you feel like you don’t quite remember that Days (Longing)
moment. Yes, that time...
Embrace of Attacked by myhics, you were forcibly transformed into a non-human being. Bond: Death
5~6 Darkness Your body is no longer human, and your warm daily life has been taken away. (Fear)
The village of your birth was a place inhabited by those inheriting supernaturals Bond:
Hidden
1~2 powers, far from human settlements. However, due to certain circumstances, you Hometown
Village were forced to leave. (Nostalgia)
For some reason, you were raised as a human child despite being a demi-human. Bond: Human
3 3~4 Changeling When you learned this truth, your daily life collapsed. Yet, you wished to live Memories
alongside humans. (Sadness)
Suddenly, you were drawn into the battle of the night side.The battle unfolding Bond: Night
5~6 Passion before you taught you of another world. You cannot turn your eyes away from it. Side (Interest)

Modification Due to someone's (an organization or individual) modification surgery, you were Bond: Man-
1~2 transplanted with supernatural abilities. Whether it was your will is for you to Made Horror
Surgery decide. (Fear)
You encountered the mystical power sleeping in an ancient ruin. The mystical Bond:
4 3~4 Inheritance power granted you strength and informed you of the demonic presence Inheritance
threatening your daily life. (Curiosity)
You learned. Of the existence of man-eating mythics in the world's shadows.
Righteous Bond: Mythic
5~6 The sight of people suffering and grieving in that battle is reason enough for you
Indignation (Anger)
to fight as a demi-human.
For some reason, you possess something sought after by mythics. Soul, body, Bond: Sacrifice
1~2 Bizarre Fate beauty, lineage... Because they desire these, you became a demi-human, whether (Hatred)
you liked it or not.
Bond: Lost
Memory You have lost memories. It could be all of yesterday's memories or just one day's.
5 3~4 Memories
Loss What's certain is that the power of a demi-human is the key to regaining them.
(Nostalgia)
You are a being rejected by the human world, the day side. People and landscapes
Rejection by Bond: Lonely
5~6 somehow feel distant to you. Yet, the people who love you keep you anchored
the World (Sadness)
here.
Born into a noble family, you were taught the truth of the world from birth. Bond: Noble
1~2 Noble For you, fighting the night side as a demi-human to protect the human world is (Pride)
utterly natural.
You have a mentor. The mentor showed you how to live as a demi-human and Bond: Mentor
6 3~4 Mentor something even more important. You still fight today, following in his footsteps. (Respect)
You died. However, the ego dwelling in your soul transformed you into a mythic Bond:
5~6 Death and, ironically, pulled you back to this world. As a mythic. Yet, you live on, relying Unwanted
on your bonds. As a human. Death (Fear)
Bond:
Utterly You were born and raised in a very ordinary family. Your life has nothing notable
7 7~7 Glorious Days
Ordinary to speak of, only passing through dull days.
(Nostalgia)

90
SECTION
PLAYER

Origin Table (Mythic)


Dice Origin Bond
You fell in love with a human. It was the first time you experienced love. Because Bond: First
1~2 Yearning of that love, you turned your back on the world of sin. Love (Love)
You became interested in the human race. They are weak, lack egos, and are Bond: Humans
3~4 Interest binded by mysterious connections called bonds. You thought you could World
1 understand something by living among them. (Curiosity)
Bond:
In the midst of battle, you ended up killing a human. To save his far weaker life,
5~6 Atonement Atonement
you decided to dwell within his body, living within him. (Hope)
At some point, you witnessed the noble actions of humans. The sight of them Bond: Humans
1~2 Impression risking their lives for others, despite not having the power of magic, was beautiful. (Respect)
You admired them and decided to live as a demi-human.
Bond: A Place
2 Your homeland was destroyed. Whether by the actions of mythics or humans is
3~4 Escape to Belong
up to you. In any case, the only place left for you to live is in the human world. (Love)
On the brink of death, you were saved by a human. You decided to live in the Bond: Humans
5~6 Salvation human world to repay that debt. (Debt)
You were dispatched to the human world (Earth dominion) by a superior in your Bond: Mission
1~2 Mission dominion. To carry out your mission there, you needed to live as a human. (Duty)
Bond: Humans
Half-Human One of your parents was a human. Because of this, you naturally became
3~4 World
3 interested in the human world and considered living there. (Interest)
You were a powerful being who never cared for humans. But after being severely Bond: Family
5~6 Seal injured, you had no choice but to hide in a human body. It turned out not to be (Comfort)
so bad.
Bond:
You were angered by fellow mythics playing with humans life. To uphold your
1~2 Chivalry The Weak
pride as a mythic, you decided to protect humans. (Protection)
You fled from the dominion or organization you belonged to. Whether because Bond:
4 3~4 Desertion you were about to be purged or you disapproved of their methods, you, a traitor, Organization
had nowhere to go but among humans. (Escape)
You were born into agony and despair. To take revenge on those who made you Bond: Nemesis
5~6 Revenge into a mythic and brought tragedy upon you, you wander today in human form. (Hatred)
Your homeland is in crisis due to human attacks or pollution. You seek an Bond: Human
1~2 Messenger opportunity for dialogue with humans, infiltrating their society to understand Society (Prayer)
them better.
5 You seek battle. The days filled with blood-pumping adventure are what you Bond: Struggle
3~4 Struggle need. Living among humans turned out to be the best choice for this. (Love)
You were made to resemble a human. You were trained to act like one, but you Bond: Humans
5~6 Humanoid are not human. What exactly is a human? (Doubt)
Bond: Human
The human world is just a playground for you. Alcohol, love, games, mangas—
1~2 Pleasure Society
there's so much wonderful stuff. I will be bored if humans disappeared. (Pleasure)
You have lost memories. It could be all the memories up to yesterday or just the Bond: Lost Past
Memory
6 3~4 memory of one day. What's certain is that your demi-human power is the key to
Loss (Nostalgia)
retrieving them.
Whether out of interest in the human world, because of a crime, or due to a Bond: Fallen
5~6 Lost Joy conspiracy, you were banished from your born dominion and exiled to Earth. (Sadness)
But, unexpectedly, you find it quite comfortable.
You came to the human world and somehow grew fond of it. These lazy days Bond: Peaceful
7 7~7 Inertia aren't too bad after all. Life (Love)

91
Encounter Table
Dice Emotion Target
Takagi Hime
1~2 Family You feel about him/her as a real brother,sister, or as a parent. Count Dracula
Michael
You trust him/her, considering him/her someone who understands you and
3~4 Trust Nagasawa Ryou
1 on whom you can rely. Gojou Rekka
Metatron
5~6 Oblivion You must have met him/her somewhere, but you can't remember how. Kamiwa Miu
Haruka Christine
Shidou Takuma
When you see him/her, you feel something warm rising in your heart. You
1~2 Compassion Kamiya Touko
think you must protect him/her. Okami Naru
Hikaru Saizou
You admire his/her actions and thoughts. You always think about wanting to
2 3~4 Respect Kinjo Gen
be like him/her. Tenkuu Mamoru
Zii
For you, he/shw is a role model in life. His/her every action and word
5~6 Impression Rindou Akane
enlightens you.
Koishikawa Masasuke
Warren Lake
In a long life, there are not many with whom one can share their heart. And
1~2 Comrade Yuko-chan
for you, he/she is someone who shares the same goals and aspirations. Maejima Takashi
Wakatsuki Yumi
You feel about him/her as a younger brother/sister. Seeing him/her stimulates
3 3~4 Child Mikazuki Kanade
a warm place in your heart. You feel you must protect this child. Chigusa Rei
Kamiwa Miu
To you, he/she is an incredibly interesting being. Beyond good and evil, liking
5~6 Interest Naitou Junya
or disliking, you just want to know more about him/her. Anna Leonovskaya

Your relationship with him/her is purely business-like. Conversely, that's why Nagahama Yukinori
1~2 Business Nagasawa Ryou
you can trust him/her.
Catherine Judith
Rindou Akane
4 Apprentice- You have learned a lot from him/her. His/her every move teaches you various
3~4 Ageha Kirihito
ship things. Hræsvelgr Flame
Noshiro Kuriko
Worthy Rival He/she recognizes you, and you recognize him/her. But someday, a conclusion
5~6 Nagiri Kazuma
must be reached. Getsuka Yakumo
Yuko-chan
Between you and him/her, there's a passion that transcends profit and loss.
1~2 Friendship Shidou Takuma
Surely, he/she must feel the same. Yamazaki Rakuda
Michael
You have sworn loyalty to him/her. Whether or not he/she deserves such
5 3~4 Loyalty Warren Lake
loyalty is another matter. Vals Gravada
Ageha Kirihito
5~6 Fear You fear him/her. This feeling is primal and irresistible above all. Mephistopheles
Chigusa Rei
Takagi Hime
You simply can't stop thinking about him/her. This feeling takes precedence
1~2 Attachment Warren Lake
over all others. Count Dracula
Zii
6 You despise him/her. Yet, somehow, you can't stop thinking about him/her.
3~4 Contempt Mephistopheles
What is this feeling? Sono Koji
Metatron
5~6 Hatred You just can't forgive him/her. His/her very existence annoys you. Catherine Judith
7 7~7 Optional Set any emotion/content optionally. Any

92
SECTION
PLAYER

Common Ego Table - D66 ROC


Dice Ego Dice Ego Dice Ego
0 Player's Choice 31 Become Human 52 Want Money
11 Want to Fight 32 Seek Danger 53 Want to Love
12 Become more Powerful 33 The Truth 54 Want to Destroy
13 Protect Humans 34 World Order and Peace 55 Understand Humans
14 Interfere with Humans 35 Protect Everyday Life 56 To Follow Someone
15 Protect Nature 36 Hidden Identity 61 Want to be Free
16 Despise Sin 41 Wield Dark Power 62 Mythic Pride
21 Avoid Public Attention 42 Tease Humans 63 Desire for Souls
22 Gourmet Foods 43 Desire Knowledge 64 Crave for Vital Essence
23 Fight Evil 44 Be by Someone's Side 65 Want to Drink Blood
24 Love for Machinery 45 Atone for Sins 66 Cannot Ignore Evil
25 Research More 46 Hatred for Aberrant 77 Player's Choice
26 Must Survive 51 Duty to the World

Common Mutation Table - D66 ROC


Dice Mutation Dice Mutation
0 Player's Choice 43-44 Shadow Disappears
11-12 Body Radiates Light 45-46 Strange Patterns Emerge
13-14 Hands or Feet Become Bloodstained 51-52 Part of the Body Turns into a Mythic Forms
15-16 Eye Color Changes 53-54 Body Enlarges
21-22 Merges with Surrounding Objects 55-56 Body Shrinks
23-24 Eyes Multiply 61-62 Aura Becomes Visible
25-26 Skin Color Changes 63-64 Ears Become Pointed
31-32 Darkness Clings to the Surrounding 65 Emits an Unusual Smell
33-34 Limbs Mutate into Beast-like Forms 66 Non-existent Organs Appear
35-36 Becomes Transparent 77 Player's Choice
41-42 Scars Appear All Over the Body

Common Cover Table - D66 ROC


Dice Ego Dice Ego
0 Player's Choice 43-44 Police Officer
11-12 Junior High School Student 45-46 Self-employed
13-14 High School Student 51-52 Maid / Maid Robot
15-16 Vocational School Student 53-54 Househusband / Housewife
21-22 University Student / Ronin (student cramming for exams) 55-56 Writer / Manga Artist
23-24 Teacher / Scholar 61-62 Performer
25-26 Businessperson 63-64 Color Gang Member
31-32 Part-timer 65 Clergy
33-34 Wanderer 66 Child
35-36 Bodyguard / Martial Artist 77 Animal / Ghost
41-42 Mafia / Yakuza

93
CONSTRUCTION
“How to live and how to die. Both humans
and mythics, that alone is freedom.”

“Death Arrow Makiya,” Shirou Mamomiya

WHAT IS CONSTRUCTION?

In contrast to Quick Start, Additionally, the time taken to create a


Construction is a character creation character tends to be longer. The GM
method where players have more may choose not to allow character
freedom in selecting and deciding data. creation through Construction,
Naturally, this also means more data to considering the playtime and other
refer to and more rules to be aware of. factors.
Construction is suitable for players
who are somewhat familiar with “Beast
Bind Trinity.” Also, having your own
STEPS OF CONSTRUCTION rulebook is essential for looking up
rules and data. Players who do not
have their own rulebook should not
be allowed to create characters using
Construction.
1 Blood (P96)
Steps of Construction
2 Roots (P96) Construction proceeds in the steps
shown in the diagram. By following
3 Style (P96) these steps, you can create your
character.
4 Basic Ability Scores (P96) Character Sheet Example
The next page contains an example
5 Combat Ability Scores (P97) of how to fill out the character sheet.
In this chapter, there are instructions
on how to fill out the character sheet.
6 [FP] and [Humanity] (P98) Please refer to the diagram on the right
page to check where to fill in.
7 Arts (P98)

8 Items (P99)
→ Personal Data (P88)

94
SECTION
PLAYER

HOW TO READ THE CHARACTER SHEET

1 Character Name 6 Combat Ability Scores 11 Arts


Determined in Personal Data. For the Write the base value of the combat Acquire automatic Arts from the
human name, write the name used for ability in the top row and the value after chosen Style, Blood, and Roots, and then
living in human society as a demi-human. modifications from equipment, etc., in acquire Arts worth 5 levels. Refer to the
For the other name, write the name you the bottom row. data of the chosen Style and Blood.
want. Player’s name is where the player’s
name goes. 7 [FP] 12 Equipment
Write the maximum value of [FP]. If Acquire a total of 30 points worth of
2 Age, Gender, Appearance the maximum value is modified due to Equipment and Common items in EXPs.
Determined in Personal Data. Arts, Equipments or Items, write the Write the data of acquired Weapons and
modified value. Armor here.
3 Type, Cover
Type is determined by the Blood. Cover 8 Life Path 13 Common Items
is determined in Personal Data. Determined in Personal Data. Similar to 12, write the data of acquired
general items here.
4 Style, Blood, Roots 9 Initial Humanity
Each character has one Style and two Determined from Blood. If modified
Bloods at the time of character creation, due to Arts or items, write the modified
and determines Roots for each Blood. value.

5 Basic Ability Scores 10 Bonds/Ego


Write the base value of the ability in the Determined in Personal Data.
top row, the Ability Score Bonus in the
middle row, and the sum of the armor
value of the armor and the Ability Score
Bonus in the bottom row.

95
BLOOD, ROOTS, AND STYLE

These three elements – Style, Blood, You can acquire one Root belonging
and Roots – represent the abilities to your chosen Blood. Multiblood
and characteristics of the character, characters acquire one Root each from
indicating what kind of mythic-inspired both their Primary and Secondary
powers a demi-human has inherited. Blood. Transcribe the chosen Roots’
names on the character sheet.
Blood
Blood categorizes what type of being Style
the character is. There are two types of Style determines the character’s role
Blood: Primary Blood and Secondary in the game, especially in combat.
Blood. There are three types of Styles:
Choose one Primary Blood and one Attacker, Defender, and Supporter.
Secondary Blood and write them down Choose one Style and write it down on
on the character sheet. You may choose the character sheet.
the same Blood for both Primary and
Secondary. Basic Ability Scores
Characters with the same Primary Basic Ability Scores represent the
and Secondary Blood are called character’s physical and intellectual
Purebloods, while those with different abilities, as well as social influence.
ones are called Multibloods. Follow these steps to determine these
values:
Roots 1.Choose the Basic Ability Scores of
Roots further subdivide Blood. They the Primary Blood from the “Blood
determine the character’s more specific List (Primary)” with on P97.
origins and traits. This book lists 30 2.Choose the Basic Ability Scores
types of Roots, with 3 for each Blood. of the Secondary Blood from the
“Blood List (Secondary)” on P97.
3.Refer to the “Proficient Ability”
column of the choosen Roots in
ABILITY SCORE the “Roots List” on P98 and add +1
to the corresponding Basic Ability
Score. If you have multiple Roots,
Basic Ability Scores Combat Ability Scores choose one.
Basic Ability Scores encompass Combat Ability Scores depict the 4.Add +1 point to any Basic Ability
the following five elements character’s prowess and talent in
representing a character’s physical, combat: Score of your choice.
mental, or social capabilities: 5.Total the values from steps 1-4 and
Melee write them on the character sheet.
Physical The Ability Score used to hit
Indicates overall physical strength,
resilience, agility, etc. It affects the
enemies in close combat.
Shooting
Basic Ability Score Bonuses
damage of melee weapons that rely The Ability Score used to hit The Basic Ability Score Bonus
on muscular strength. enemies with ranged attacks. (hereinafter referred to as “Ability Score
Technique Evasion B”) is used for calculations involving
Represents scientific knowledge, The Ability Score used to dodge and certain data, such as the Effects of
mechanical operation ability, logical
thinking, etc. It also influences the
neutralize enemy attacks. Arts.
damage of weapons that prioritize Action Speed The Ability Score B for each Basic
skill, like guns or chemical weapons. Determines the order of actions in Ability Score is determined by halving
Emotion combat. the corresponding Basic Ability Score
Symbolizes willpower, mental (rounding down). These values should
strength, magical knowledge, and be writen down on the character sheet.
aptitude. It impacts the damage
of attacks using magic or psychic In the text that follows, when
powers. referring to “Physical,” it means the
Bless corresponding Basic Ability Score,
Reflects the strength of luck while “Physical B” refers to the Ability
and divine powers. It affects Score B.
determinations influenced by fate,
miracles, coincidences, or good
fortune.

96
SECTION
PLAYER

Combat Ability Scores Blood List (Primary)


Combat Ability Scores indicate Physi- Tech- Emo-
a character’s level of capability Name Bless Socical Humanity Type
cal nique tion
in combat. These values are Irregular 4 5 6 5 3 29 Human
determined by the following
steps: Vampire 6 5 5 2 5 28 Vampire
1.From the “Roots List” on Estranger 6 6 3 3 5 28 Visitor
P98, extract the Combat Spirit 4 3 6 6 4 29 Spirit
Ability Scores for the Roots Celestial 3 4 5 6 5 29 Holy
associated with the character’s Demon 5 4 6 3 5 28 Hell
Primary Blood.
2.From the “Style List” on P98, Neighbor 6 3 6 4 4 29 Subhuman
extract the Combat Ability Hermit 3 5 5 5 5 30 Human
Scores for the character’s Full Metal 5 6 4 4 4 28 Machine
chosen Style. Legend 4 5 5 4 5 29 Conceptual
3.Total the values from steps
1 and 2, and write down the
total on the character sheet.
Blood List (Secondary)
Physi- Tech- Emo-
Name Bless Socical Humanity Type
cal nique tion
Irregular 0 0 1 1 0 29 Human
Vampire 1 0 0 0 1 28 Vampire
Estranger 1 1 0 0 0 28 Visitor
Spirit 0 0 1 1 0 29 Spirit
Celestial 0 0 0 1 1 29 Holy
Demon 0 0 1 0 1 28 Hell
Neighbor 1 0 1 0 0 29 Subhuman
Hermit 0 1 0 0 1 30 Human
Full Metal 1 1 0 0 0 28 Machine
Legend 0 1 0 0 1 29 Conceptual

BLOOD - WHO ARE YOU?


Here are the summaries of the 10 types
of Blood featured in this book:
includes fairies, ghosts who are the
manifested ego of the deceased, and the
Hermit
alluring dream-eaters who seek dreams Humans who, while remaining human,
Irregular and affection. have acquired the power or technology
to confront monsters. Examples include
Beings who have transcended human
limitations, no longer human. This
Celestial combat clergy Black Coats, magicians
Mighty being that symbolized by who transform reality through magic,
includes those who have manifested holiness and goodness, drawing worship and lords who command armies.
supernatural abilities or demonic blood,
as well as magical swords and other
and reverence. Includes deities born
from natural spiritual power or faith,
Full Metal
monsters that require human handlers. angels serving the celestial dominion, Monsters created by technology.
Vampire and dragons who were ancient rulers of Includes automata driven by soul engines,
man-made monsters produced by
Vampires. Known are the powerful Earth.
biotechnology or alchemy, and cyborgs
and solitary bloodlines that reign in the
darkness of human society, the Dracul
Demon which are humans or other beings with
Demons embodying vice and ruin. modified bodies and minds.
who rule as mighty and solitary kings,
and the Dhampirs who are half-human.
Primarily refers to residents of the Hell
dominion, such as successors of demon
Legend
Estranger kings and majins, but also includes Conceptual entities born from thoughts
and memories. Includes legendary
Visitors from extraterrestrial dominions. enigmatic beings like hell’s jesters with
unknown origins. heroes, characters from fairy tales, urban
Includes information-devouring parasites, legends, and more – essentially, beings
cosmic justice defenders enforcers, and
proliferating entities that merge and
Neighbor shaped by people’s thoughts and stories
Subhuman species. Examples include into monsters.
become armor for other lifeforms. werewolves as guardians of Mother
Earth Gaia, the half-human, half-cat
Spirit children of Bastet, and oni rumored to
Mythics that are manifestations of have been ancient inhabitants of Japan.
spiritual energy or mental power. This

97
Maximum FP it refers to the current value, not the
Maximum FP.
FP represents how much damage a
character can withstand. Maximum FP =
It not only indicates physical (Physical + Technique + Emotion) + 20
robustness but also encompasses
overall toughness, including mental Initial Humanity
strength and willpower. There is an
upper limit to FP, known as [Maximum Humanity represents whether a
FP]. PC, as a demi-human, can live within
The Maximum FP is calculated using human society. There is an upper
the following formula and should be limit to humanity, known as [Initial
recorded in the designated area on Humanity].
the character sheet. Note that in the Extract the Initial Humanity of
following text, when FP is mentioned, both Primary and Secondary Blood
from the ‘Blood List’ on P97 and sum
them up. Transcribe the choosen Initial
Style List Humanity on the character sheet. In
the following text, when Humanity
Action is mentioned, it refers to the current
Style Melee Shooting Evasion Speed value, not the Initial Humanity.
Attacker 5 5 3 6 For more details on Humanity, refer
Defender 4 4 4 7 to P191.
Supporter 4 4 3 8
Arts
Roots List Arts represent various special
abilities, skills, magic, and special
Shoot- Eva- Action Proficient equipment possessed by a character.
Name Melee
ing sion Speed Ability At the time of character creation,
Esper 2 3 1 4 Emotion characters acquire several Arts. First,
Summoner 2 2 2 4 Bless acquire the automatically obtained Arts
Cursed Blade 2 2 1 5 Emotion of the selected Style and Roots.
Bloodline 1 2 2 5 Social
Then, select and acquire Arts totaling
5 LV from the Style, Blood, and Roots.
Dhampir 3 2 1 4 Technique The acquired Arts should be
Dracul 3 3 0 4 Physical transcribed into the Arts section of the
Parasite 2 1 2 5 Technique character sheet.
Enforcer 2 3 1 4 Technique
Proliferator 3 3 1 3 Physical Transformation / Arena Expansion
Ghost 1 2 2 5 Emotion All PCs automatically acquire the
Dream Eater 2 3 1 4 Emotion Transformation and Arena Expansion
Fairy 1 1 3 5 Bless Arts during character creations. Refer
Divinity 2 3 1 4 Bless to P170 for details.
Angel
Dragon
2
3
2
3
1
0
5
4
Bless
Bless
Type
Hell Jester 1 1 2 6 Technique The Type represents the race and the
Demon Lords Heirs 1 3 1 5 Social nature of the mythic in data terms.
Majin 2 2 2 4 Emotion
Refer to the ‘Type’ column in the
‘Blood List’ on P97 and acquire all
Oni 3 2 1 4 Physical Types of the Blood that has been
Werewolf 3 0 2 5 Physical obtained. Transcribe this in the Race
Children of Bastet 1 2 3 4 Physical section of the character sheet.
Black Coat 2 3 1 4 Bless For an overview of the races, refer
Magician 2 3 0 5 Emotion to P229.
Lord 1 3 1 5 Social
Cyborg 2 2 2 4 Technique
Automaton 3 3 1 3 Emotion
Man-made Monster 3 2 1 4 Physical
Fairy Tale 2 2 2 4 Emotion
Legendary Heroes 3 3 1 3 Bless
Urban Legend 2 2 3 3 Social

98
SECTION
PLAYER

ITEMS

Item Acquisition items for details on how many items of


each type can be equipped.
Each character can acquire items Various modifications to Combat
worth 30 EXPs at the time of character Ability Scores may be added by the
creation. Unused EXPs will be removed equipment. Include these modifications
after that and cannot be carried over, and write them in the designated area
transferred to other PCs, or used for of the character sheet.
purposes other than acquiring items.
It’s advisable to use them up as much Armor
as possible.
Write down the acquired items in Each character has an armor value
the designated section of the character for each type of attribute damage,
sheet. indicating how many points of damage
it can reduce. The total armor value
Possessions and Equipment is the sum of the armor value of the
equipped armor and the corresponding
Items like weapons, armor, and Ability Score B. Write the total value on
vehicles are not useful just by possessing the character sheet.
them. They need to be equipped, such
as being held in hand or boarded, to be Construction Complete
effective.
Items that are just being carried are This completes the character
called possessions, while items that are creation by construction. The next step
equipped are referred to as equipment. is to determine the Personal Data (P88)
Refer to P173 for an explanation of to finish.

CHARACTERS WITH MULTIPLE ROOTS

Multiple Roots Arts


It’s possible to create characters with Multi-Roots characters acquire all
multiple Roots from the same Blood. automatic Arts from each of their
Such characters are called Multi-Roots. Roots.
The differences between the usual However, the Arts that can be chosen
construction and Multi-Roots character freely are limited to 3 LV instead of 5
creation are as follows: LV.
Note that GM’s permission is
required to create a Multi-Roots PC. Restrictions on Arts
Multi-Roots characters cannot
Blood acquire ‘Type: Pureblood’ Arts specific
Only Pureblood characters can to their roots. However, Common Art
become Multi-Roots at the time of ‘Type: Pureblood’ can be acquired.
character creation.
Roots
Select two Roots from the your
Blood.
When calculating Basic Ability and
Combat Ability Score, refer to and
apply only one ‘Proficient Ability’ from
the choosen Roots. You may apply
different Roots for each.

99
BLOOD DATA
“Let me be the one to write, no - to
remember, who you really are.”

Yanagida the Carpenter

UNDERSTAND THE DATA

A character’s data in this game is by possessing them. Below is an


composed of their Style, Blood, Roots, explanation of how to interpret the
and the Arts associated with each. data for these Arts.
Here’s a detailed explanation of how to
understand these data. 1 Name
The name of the Art.
Understanding Style
Style Explanation 2 Type
This part explains the basic role and This categorizes the Arts based on their
abilities of the fundamental of each. nature. Some Arts have multiple types. Arts
without a specific type are listed as “Type:
Style’s Arts None”.
Lists the Arts that can be acquired.
Auto
Understanding Blood Indicates the Art is automatically
acquired upon choosing Style or Root
Blood Explanation during character creation.
Describes the background and nature
of the being belonging to this Blood. Optional
Indicates that upon acquiring Style
Common Blood Arts or Root, one Art labeled as “Type:
Lists the Arts that can be acquired Optional” is selected and acquired with
regardless of Roots, specific to this no cost. Other Optional Arts can still
Blood. be acquired like normal Arts.
Roots Attack
Details the Roots (origins and the Indicates the Art involves Melee,
connections) belonging to this Blood. Shooting, or Special Attacks.
Root’s Arts Defense
Lists the Arts that can be acquired Indicates the Art is used for reducing
specific to each Root. damage received.
Understanding Arts Data Support
Each Style, Root, and Blood has Indicates the Art is used for
its unique Arts that can be acquired strengthen others or oneself.

100
SECTION
PLAYER

Recovery Unleash
Indicates the Art is used for Indicates the Art is used immediately
recovering [FP] or remove Bad Status. after entering the Unleash mode.
Magic 5 Ability Check
Indicates the Art involves the use of This is the value used for making checks
magic or magical energy. when using the Art. If it’s written as “Auto
Item Success,” the Effect is activated just by
Indicates the Art involves acquiring declaring its use.
or equipping special Items.
6 Target
Transformation This section lists who the Art affects.
Indicates the Art can only be used and
has effect during “Transformation.” Self
The user of the Art receives the
Pureblood Effect.
Indicates the Art can only be
acquired by Pureblood characters. Single
One character receives the Effect.
Copy The user can also be the target.
Indicates the Art copies other Arts.
For details, see P227. Area
All characters within one Engage
Number Zone (P207) chosen by the user receive
When a number like 20-40 is listed, the Effect.
it means the user’s Humanity must be
below the stated number to use the Art. n Targets
A specified number (n) of characters
3 LV chosen by the user receive the Effect.
The maximum level (LV) of an Art that Scene
can be acquired during character creation. All characters in the Scene who are
chosen by the user receive the Effect.
4 Timing
When the Art can be used. Except for
Arts labeled “See Effect”, only one Art can BLOOD AND ROOTS PAGE
be used at each timing.
Action
Indicates the Art can be used as Commentary
a Move, Minor, Major, or Reaction
Action (P205).
Step
Indicates the Art can be used during
the Setup, Initiative, or Cleanup Step.
Before (After) Check
Indicates the Art can be used right
before (after) a check.
Common
Before (After) Damage Roll Blood Arts
Indicates the Art can be used right
before (after) a damage roll.
Always
Indicates the Art is always in Effect.
Roots
See Effect
The Effect is explained in the Effect
text. The same applies to other Items Roots Arts
labeled “See Effect”.

101
7 Range 9 Effect
This indicates the distance the Art’s This section describes the Effect of the
Effect can reach. Art.
Inside Duration of Art’s Effect
Only targets within the same Engage If the duration of an Art’s Effect is
Zone as the user. not explicitly stated in the Effect text, it is
Outside assumed to last until the end of the Action
Only targets not in the same Engage Step.
Zone as the user. Arts Overlap
Scene The Effects of Arts with the same name
Any character in the Scene can be do not typically overlap. Only the Effect of
targeted. the Art used the most recently is considered
effective.
Weapon
The same range as the weapons
being used.
8 Cost
This is the amount of Humanity lost as a
consequence of using the Art.
Each use reduces the user’s Humanity by
the number specified. It’s possible to use
the Art in a way that makes Humanity go
negative.
For Arts with “Timing: Always,” the
Initial Humanity is reduced by the same
amount as the cost upon acquisition.

UNDERSTANDING ARTS DATA

1Name

2Type
4Timing 3Level
6Target
5Ability
8Cost

7Range

9Effect

102
SECTION
PLAYER

BLOOD AND DOMINATORS


Dominators come in many forms,
yet there are tendencies associated
Spirits Neighbors
with different Bloods and Roots. The next Fairy dominators are said Werewolf dominators become
Here is a brief introduction to these to become new kings of the Fairy Sacred Beasts, Divine Guardians
tendencies. Realms. of Nature, while children of Bastet
Alternatively, some may act as new become Cat Gods, Protectors of
Irregulars Gods or Demon Lords. Felines, often working in shadow.
Dominators who are Irregulars In the case of dream eaters, their Oni dominators become Demon
are often called “Heroes.” They start dreams crystallize into reality, and Gods, sometimes summoned by
to transform the world itself through become a dominators. Some dream the Asura King to fight in eternal
their ego. Concepts like “democracy,” eaters create their own demonic battlefields of Eternal Void. However,
“the internet,” and “religion kingdoms in the Hell dominion, ruling many refuse this call, choosing to act
organizations” are said to have been as Demon Lord. as Demon Lords in the Hell dominion
brought into this Earth dominion by Few are known about ghost instead.
these being. dominators. Ghosts are focused on “Feathers” are coveted by
Ambitious Irregulars seek the achieving their goals and don’t think werewolves and oni, some of whom
“Feathers” because they see them as a much about what to do with their aim to use their power to overturn the
means to fulfill their Ego. dominion afterward. Only a few, like current social order or mankind itself,
Sugawara no Michizane, who gathered protecting nature and their homelands.
Vampires worship and become a god, are known However, children of Bastet have less
Vampire dominators are called and worshiped. active motives, usually using them for
“Dark Lord.” As progenitors, they “Feathers” are invaluable treasures personal vendettas at most.
possess the power to create and
command new vampires, reigning
for fairies wanting to save their dying
Fairy Realms or for ghosts seeking Hermits
over kingdoms of darkness. Age is to fulfill their lingering attachments. Little is known about dominators of
irrelevant for “Dark Lord.” Dream eaters, on the other hand, Black Coat. And if it were to come to
For example, Count Dracula, enjoy confusing men and women light, it might start a civil war within the
although less than 600 years old and seeking “Feathers,” playing with their organization.
considered a middle-aged elder, is one dreams. Magician who become dominators
of the strongest among them.
The power of the “Feathers” is
Celestials will become Legendary Wizards, or
secluding themselves in their worlds for
incredibly attractive to young vampires Angel dominators are Archangels, further study. Known as Archmages,
oppressed by their “blood relatives” taking charge of a part of the Heaven they rarely show interest in the
or “Dark Lord.” Many ambitious dominion, equivalent in stature to mundane world.
vampires have started pursuing Demon Lords of the Hell dominion. Lord, King, Leader,... who become
“Feathers” to use their power to Occasionally, angels fall and dominators change the world with open
become kings of vampire society. become Demon Lords themselves. dominion types like nations, religions,
Dragon dominators are called Dragon and ideologies. History textbooks are
Estrangers Kings, creating their own worlds to likely filled with such dominators.
Dominators of proliferator, evolve
into super-dimensional lifeforms,
find peace and comfort.
Deities become true, Great Gods Full Metal
called “Daemon Gear.” As a race of (or Evil Gods or Demon Lords). Very little is known about
symbiotic armor with godlike powers, “Feathers” hold immense dominators of full metal. A few
they aim to evolve into the next significance for celestials. Angels seek legends tell of a man-made monster
“Daemon Gear” by fighting among them for victory of their factions or who killed its creator and forged its
themselves. for their own justice, while struggling own world, known as Prometheus or
The parasite, often evolving into dragons and deities see them as a Adam, though the details are uncertain.
“Giga Brains,” further consuming means of turning things around. Perhaps we humans are descendants of
and integrating massive amounts of
information all around the universe.
Demons these mythic.
For full metals, who seeking freedom
Some even merge with stars or For almost all demons, becoming and revenge against their tyrannical
space itself and disappear. They a dominator means attaining the rank creators, “Feathers” represent the
are enforcers, forming justice of a Demon Lord. The exception is chance for turning the tables.
organizations across the star, those
who become dominators due to evil
the hell jester; they create mysterious
worlds and often become the “Fool” Legends
Egos turn into leaders of cosmic kaiju king of these realms. Dominators who materialize their
armies. Many demons pursue “Feathers,” own story, where their tales continue
Most Estrangers view “Feathers” as whether to become a Demon Lord or forever. Inhabitants of these fairy tales
dangerous and tend to avoid meddling to serve one faithfully. For hell jesters, a are mostly residents of such dominions.
with earthling matter, though, not all world of chaos with desperate people Currently, “Feathers” don’t hold
are the same. are perfect subjects for mockery. much significance for legends, though
some might desire them depending on
their story or objectives.

103
ATTACKER
The style that specializes in attack. The
weapons and attacks used can vary greatly
depending on the characteristics of the
mythics, but they all share the common
goal of inflicting damage on the enemy
and ensuring their defeat.

Strike Form Vanquisher of All Murderous Aura


Type: Auto, Transformation Type: Auto Type: Auto
Timing: Always LV: 1 Timing: After Check LV: 1 Timing: Before DMG Roll LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: Scene Cost: Love Range: None Cost: 2
Effect: While in “Transformation” Effect: Use immediately after a target Effect: Add +1D6 to the damage rolls.
mode, add +[the highest Ability Score makes a check. Reduces the target’s Infuse your attacks with the
B] to the damage of your attack. You check result by -20. Can be used once murderous intent of an otherworldly
can use “Transformation” as “Timing: per scenario. being, ensuring your foes feel the full
Setup Step.” As an attacker, your sword and weight of their pain.
Unleash your formidable abilities and bullets don’t just strike foes—they
magic potential. This form represents cleave through the very fabric of their
your high attack power, cultivated being.
through skill, combat experience, or
even sheer luck.

Beast Break Reckless Attack Speedy Star


Type: Auto, Transformation Type: Attack Type: None
Timing: Major Action LV: 1 Timing: Major Action LV: 1 Timing: See effect LV: 1
A.Check: Melee, ShootingTarget: Single A.Check: Melee, ShootingTarget: Single A.Check: Auto Success Target: Self
Range: Weapon Cost: 2 Range: Weapon Cost: 3 Range: None Cost: 2
Effect: Perform a Melee or Shooting Effect: Perform a melee or shooting Effect: Use this immediately after you
attack. Add +[the highest Ability Score attack. Add +[the highest Ability Score move. During that round, add +2 to the
B] to damage of your attack. B] to the damage of your attack. After Success Values of your Hit checks.
Awaken the power of the beast the attack, you lose 10 FP. Seize the perfect position for a
residing within you and crush those who Embrace injury and hazard surprise attack or confound your targets
dare stand in your way with ferocious everything in a relentless pursuit to with unmatched speed, making it nearly
attacks. defeat your enemies. impossible for them to predict your
moves.

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SECTION
PLAYER

Total Annihilation Sweeping Strike Heavy Bash


Type: Attack Type: Attack Type: None
Timing: Major Action LV: 1 Timing: Major Action LV: 1 Timing: Move Action LV: 3
A.Check: Melee, Shooting Target: Single A.Check: Melee, Shooting Target: Area A.Check: Auto Success Target: Self
Range: Weapon Cost: 3 Range: Weapon Cost: 2 Range: None Cost: 1
Effect: Perform a melee or shooting Effect: Perform a melee or shooting Effect: Perform Normal movement,
attack. +2D6 to damage of your attack. attack on a target. This attack changes then add +LV to the success value of
After the attack, the weapon used is to "Target: Area." the melee attack check you make in this
destroyed (if using unarmed, it become Wield your weapon with unbridled Action Step.
unusable for the rest of the scene). ferocity, rampaging through enemy lines Close the distance with your enemy
Concentrate power, sacrificing your and cutting down adversaries. in a blink, seamlessly transitioning into a
weapon for a devastating blow. powerful attacking in 1 motion.

Trap Master Battle Hysteria Point-Blank Barrage


Type: Attack Type: None Type: None
Timing: Major Action LV: 3 Timing: Before Check LV: 3 Timing: Before Check LV: 1
A.Check: See Effect Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: None Cost: 1 Range: None Cost: 1
Effect: Upon acquisition, select one Effect: Increases the Success value of Effect: Use immediately before making
[Basic Ability] and use it as the Ability your next check by +3. Can only be used an attack check. The damage of that
Check. Perform a special attack that in combat and in the same Engage Zone attack gets reduced by [the Action Speed
deals [selected Basic Ability + (LV)D6] as a character with whom you have a of the equipped weapon]. Cannot be
damage to a target. Target must use the Bond with. Can be used LV times per used while equipped with more than
same Basic Ability to Dodge. scene. one weapon.
Master the art of psychological Trigger an extraordinary combat Convert the enormity and weight of
tricks, traps, verbal confrontations, and prowess by tapping into the emotional a weapon into an attack with unmatched
social pressures to outmaneuver and uplift and fulfillment of being alongside destructive power.
strike your enemies. those you are connected with.

Multi-Weapon Reinforce Blitz Assault


Type: None Type: None Type: None
Timing: Before Check LV: 5 Timing: See effect LV: 3 Timing: Move Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 1 Range: None Cost: 2 Range: None Cost: 2
Effect: Use before making an attack Effect: Use immediately after you Effect: During that Action Step,
roll. The Add + [LV×2] to damage entering Unleash mode. During that change your shooting attacks to "Range:
of your attack. Cannot be used unless scene, your attacks get a bonus of Inside."
equipped with [LV+1] or more [LV×5] to damage. Can be used once Turn the impossible into possible,
weapons. per scenario. making shots at ultra-close range or
Skillfully control multiple weapons Elevate the powers of both human from blind spots a reality, proving that
to execute a series of relentless, rapid and demon to their limits, awakening an conventional combat tactics don’t apply
attacks. unparalleled potential from the depths to you.
of your being.

105
DEFENDER
The style that excels in protecting allies
from enemy attacks. This style is not only
about absorbing damage but also skilled
in controlling the battlefield through
interference with enemy attacks and other
means.

Guardian Form Ego Obstructor Guardian’s Shield


Type: Auto, Transformation Type: Auto Type: Auto
Timing: Always LV: 1 Timing: See effect LV: 1 Timing: See effect LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: Scene Cost: Love Range: None Cost: 1
Effect: Increases your maximum FP by Effect: Use immediately after a target Effect: Use with Covering. In this
+30 and, during Transformation, adds used a Dominion Art (except for instance, you can perform Covering
your highest Ability Score B to your Ar- "Timing: Always"). Cancels the effect without becoming Acted, and can still
mor Value. of that Dominion Art. Can be used Covering even if Acted.
By transforms into your true self, you once per scenario and cannot be used A self-sacrificing art to shield your
protect yourself with armor or skin that against Calamity-level Dominion arts. comrades, standing as their protector
deflects any attack, defensive fields or Shatter the dominator's powerful and
spatial rifts, or through sheer force of vile ego with the force derived from
will. bonds, thwarting their vile schemes.

Deflection Ace Blocker Evasion Focus


Type: None Type: None Type: None
Timing: After Check LV: 1 Timing: See effect LV: 5 Timing: Setup Step LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: None Cost: 2 Range: None Cost: 1
Effect: Add +3 to the Success value of Effect: Use when using a "Type: Effect: For the duration of the round,
a Reaction performed by the target. Can Defense" art. Increase its effect by add +2 to your Dodge success value and
be used once per round. +(LV×3). subtract -2 from your Hit success value.
Instantly adapting to the nature of an Symbolizes your unparalleled Dedicating all senses to predict
attack, preventing its reach to yourself defensive capability through tailored enemy movements or position in blind
or allies. abilities, training, and preparation, spots, creating a continuous state of
making your defense incomparable to caution.
other mythics.

106
SECTION
PLAYER

Wall of Light Taunt Control Rebound Strike


Type: None Type: None Type: Attack
Timing: Before Check LV: 3 Timing: Setup Step LV: 1 Timing: Reaction LV: 3
A.Check: Auto Success Target: Area A.Check: Auto Success Target: Single A.Check: See Effect Target: Single
Range: Inside Cost: 4 Range: Scene Cost: 2 Range: Weapon Cost: 4
Effect: Use this before a hit checkof Effect: Inflict [Taunt: You] on the Effect: Choose one weapon you are
an 'Target: Area' attack that targets you target. currently equipped with when using
and others. Change the target to only Provoke and psychologically this Art. Perform Dodge with the Hit
yourself. Can be used LV times per manipulate opponents, always check of the chosen weapon. If you
scene. positioning to shield allies, drawing all win the Clashes, avoid the attack and
Stand as a lone guardian against a attacks towards yourself – becoming treat it as if the attack with the chosen
barrage of attacks, single-handedly the enemy's greatest challenge. weapon hit the attacker. However, the
halting all onslaughts in your vicinity. attacker must be within the range of the
chosen weapon. Can be used LV times
per scene.
React to incoming attacks with
a devastating counterblow, turning
defense into a punishing offense.

Ironclad Formation Impenetrable Fortress Indestructible Shield


Type: None Type: Transformation Type: Defense
Timing: See effect LV: 5 Timing: Always LV: 3 Timing: After DMG Roll LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 0 Range: None Cost: 2
Effect: Use this when you perform a Effect: Upon acquisition, choose LV Effect: Choose one 'Basic Ability'
Guard. During that Guard, increase Bad Statuses other than Berserk and when acquired. Reduce the damage you
your Guard value by +[LV×3]. Taunt. While in'Transformation' mode, receive to [chosen 'Basic Ability']. Can
Manipulating weapons and shields in you are immune to the chosen Bad Sta- be used once per round.
unison, transforming them for optimal tuses. The Cost of your 'Transforma- enduring all attacks by leveraging
defense, to deflect and absorb nearly all tion' is increased by +LV. your strengths – be it a resilient body,
incoming attacks. As a demonic entity, you transform mind, or serendipitous evasion of fatal
into a near-invincible force, unfazed by blows.
adversities or critical situations, making
you a daunting adversary.

Defensive Dedication Coordinated Assault Ranged Cover


Type: None Type: Transformation Type: None
Timing: Setup Step LV: 5 Timing: Before DMG Roll LV: 5 Timing: See effect LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 1 Range: Inside Cost: 1 Range: None Cost: 2
Effect: For the duration of the round, Effect: Add +[LV×3] to the damage Effect: Use in conjunction with
increase your Armor value by +[LV×3], roll performed by a target other than 'Guardian's Shield'. Change that
and you cannot use 'Type: Attack' arts. yourself. Can be used once per round. Covering to 'Range: Scene'. Can be used
Fortifying oneself, positioning at a Enhance the impact of comrades' once per round.
strategic stronghold, and maximizing strikes by timing your support, Interrupt enemy focus and attract
defensive fields or magical energy to amplifying their efforts to astonishing attacks aimed at allies, ensuring their
focus solely on protection. levels – your assistance is worth a safety from afar.
hundred allies.

107
SUPPORTER
The style that adept at assisting allies.
Not limited to support and aid in combat
but extends to various situations, providing
support to the surroundings and leading to
victory and success.

Support Form Bond Rescuer One More Chance


Type: Auto, Transformation Type: Auto, Recovery Type: Auto
Timing: Always LV: 1 Timing: See effect LV: 1 Timing: After Check LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 0 Range: Scene Cost: Love Range: Scene Cost: 2
Effect: While in "Transformation" Effect: Use immediately after a target Effect: Allows a target to reroll a Check
mode, the effects of your "Type: Re- is in True Death. This Art prevents they just made. Can be used once per
covery/Support" Arts are increased by the the target from true death and fully round.
+[Your highest Ability B]. You can also restores their FP. It can restore FP even Steers the situation towards a
use "Transformation" during the "Ini- in Unleash mode. This can be used once favorable outcome, through support or
tiative Step." per scenario, and the effect of this art interference.
A form that adepts in supporting cannot change and remain "Target:
your allies, amplifying their powers Single" under any circumstances.
manifold. An art that uses the miraculous
power of friendship (Bonds) to rescue
your comrades.

Attack Assist Guard Break Environment Construction


Type: Support Type: None Type: None
Timing: Before DMG Roll LV: 1 Timing: Before DMG Roll LV: 1 Timing: See effect LV: 3
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: None Cost: 2 Range: None Cost: 2
Effect: Upon acquisition, choose one Effect: Characters who receive even Effect: Can be used with a "Type:
Ability B. The target's dealt damage 1 point of damage in this damage roll Support" art. Adds the effect "Restore
is increased by +[Chosen Ability B + will have their Armor and Guard values the target's FP by (LV+1)D6 points."
1D6]. Can be used once per round. reduced by -10 (minimum 0) for the Creating advantageous combat
An art that dramatically transforms duration of the scene. situations or environments, through
your allies' by identifying weaknesses, Your attack shatters the enemy's strategic planning, battlefield analysis,
and guiding their strikes with your defense. Disrupt their focus or unleash or barriers.
abilities. a wave of attack to create openings in
their defense.

108
SECTION
PLAYER

Status Restoration Chance Maker Defense Assist


Type: Recovery Type: None Type: Defense
Timing: Major Action LV: 5 Timing: Major Action LV: 1 Timing: After DMG Roll LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 2 Range: Scene Cost: 3 Range: Scene Cost: 2
Effect: At acquisition, choose one Effect: Make a target other than Effect: Upon acquisition, choose one
[Basic Ability]. Recover the target's FP yourself Unacted. The effect of this [Ability B]. Reduce the damage received
by [chosen Basic Ability + (LV)D6] art cannot change and remain "Target: by the target by [chosen Ability B +
points, and remove 1 bad status. Single" under any circumstances. 1D6]. Can be used once per round.
Healing damage through treatment, Creating opportunities for allies Reducing damage to allies through
first aid, magical or psychic restoration, through instructions, support, strategic warnings, defensive instructions, or
manipulation of physical information, planning, or sharing your power. barriers, shields, or spatial disruptions.
or mental encouragement.

Follow Assist Protect+ Heal+


Type: None Type: None Type: None
Timing: Before Check LV: 1 Timing: See effect LV: 3 Timing: See effect LV: 3
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: None Cost: 2 Range: None Cost: 2
Effect: Increase the success value of a Effect: Use with an art "Type: De- Effect: Use with an art of the "Type:
check performed by a target other than fense." Change that art to "Target: Recovery." Change that art to "Target:
yourself by +3. Can be used once per Area". Can be used LV times per round. Area". Can be used LV times per round.
round. Minimizing AOE damage through Restoring the vitality of multiple
Providing precise advice or your quick reaction. allies through medical treatment and
assistance, lending your power, or support.
infusing it to support others' actions in
various situations.

Cunning Stratagem Unison Attack Rescue Assist


Type: None Type: Support Type: Recovery
Timing: Minor Action LV: 1 Timing: Before DMG Roll LV: 5 Timing: Initiative Step LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: Scene Cost: 3 Range: Scene Cost: 2
Effect: Upon acquisition, choose one Effect: Upon acquisition, choose one Effect: Remove all bad statuses
Bad Status other than Berserk and [Basic Ability]. Increase the damage currently affecting the target. Can be
Taunt. During that Action Step, if you dealt by an attack performed by a used LV times per round.
inflict even 1 point of damage with your target other than yourself by +[chosen Change the situation of allies in peril
attack, additionally inflict the chosen Basic Ability + (LV)D6]. Cannot be through quick follow-up actions or pre-
bad status. Write this Art's name as used unless you are Unacted, and you prepared measures.
"Cunning Stratagem: Pressure" and can become Acted after use.
be acquired as a separate Art for each Performing a combined attack with
bad status. allies by using your signature moves or
Using various strategies and traps to lending your magical power.
attack and restrict the enemy's actions.

109
IRREGULARS
“Where are we going? We’ll go
anywhere, absolutely anywhere.”

Kiriyou Keika

BEYOND HUMANITY
Irregulars. They are beings born as
humans yet surpass humanity.
Humans, by nature, do not possess
an ego strong enough to draw power
from the Abyss. However, they do have
an ego. Therefore, by mastering the
ego, one can surpass human limitations
and become a mythic.
“Tragically, This could be the result of one’s own
training, a firm belief in magic, trust
my friend, in superweapons, or perhaps just the
words are now sheer ego of believing oneself to be a
being greater than other.
meaningless, Regardless, those who have cast
off the shackles of humanity through
only the harsh their ego and become irregulars are no
longer human. They are mythics, or at
symphony least demi-humans. They can pretend
to be human as long as they have
of steel on bonds... at least for now.
steel can truly But when you wield the power of an
irregular, will those “humans” around
convey our you truly see you as human?

dialogue now.” The History of Irregulars


Dragons believe that the history of
irregulars began simultaneously with
“Tyrfing” Liam Flare the spread of the fragile human species
across the Earth.
Whether they emerged spontaneously
from humans or were the result of
intervention from the heavenly or
demonic realms is unknown.
In any case, it is certain that
beings with intense egos capable

110
SECTION
PLAYER

of transforming the world emerged


from among humans. These were the
Esper
prophets, the heroes. Some of them Esper refers to so-called psychics,
became dominators, mythic ancestors, those who weaponize their ego.
or gave birth to dominions like nations Physical laws? Occult mysteries?
and civilizations. Yes, irregulars who Irrelevant. The powerful ego of an
became dominators could even become esper distorts the very laws of the
new mythic progenitors. The most world, unleashing immense power.
famous of these is probably the “Dark Most espers hide their existence.
Lord,” the progenitor of vampires. He Those who sought to profit from
too was once human and stepped out their abilities often end up in
of the human framework to become a terrible situations due to the public’s
resident of the demonic realm. curiosity and attempts by the military,
Irregulars mostly conceal their corporations, and other mythics to
existence from the mundane world. exploit their powers. Of course, some
This is to avoid the jealousy of manage to become leaders of new
the common folk and to prevent religious movements.
unnecessary troubles by using An esper who undergoes aberrant
their powers recklessly. Some large transformation lets their psychic
supernatural societies of irregulars abilities run wild. In many cases, they
even employ charlatans to make people end up being handled by police or self-
believe that the occult and mythics do defense forces.
not exist. After all, it’s more convenient
for their activities. Summoner
Yes, humans are equal. There are no A summoner is an irregular who can
such things as irregulars. It’s easier for summon and command (*) entities (*) Command
irregulars to manipulate the world with known as “guardians” from the void. This relationship can range from
complete slavery, like robots,
such a belief. In that sense, irregulars How they perceive “guardians” to equal partnerships. Some
are also mythics, beings that regard varies greatly. Some see them as a summoners see their guardian as
humans as insignificant. part of their subconscious, demons a guardian angel and follow its
oracles (often voices of their own
summoned from hell, sealed beasts, subconscious).
Cursed Blade or even as computer programs. All
The exact origin of cursed blades, these perceptions are correct because
tools with souls, is unclear. Likely, they guardians are mythics materialized by
were born when humans began to the ego of an irregular, a part of their
imbue tools with their thoughts and psyche.
formed bonds with them. The link to An aberrant summoner becomes a
the Abyss is established through the mythic, consumed by their guardian.
ego associated with using these tools. The forms they take are diverse.
Examples of famous cursed blades
are King Arthur’s Excalibur and the Irregulars and Demi-Humans
Demon Blade Muramasa. Irregulars are fundamentally demi-
There are two types of cursed humans. Rarely do they completely
blades: those that are created and those abandon their human connections.
that emerge naturally. In either case, the However, few choose to remain demi-
result is the same. humans, as their nature is driven by an
Their primary purpose is almost insatiable desire to expand their ego.
always to kill. Therefore, many eventually transform
However, cursed blades that only into something else.
kill are aberrants, known as demon
blades. Cursed blades require a wielder,
a bond, a partner. Some create pseudo-
users to wield themselves, others exert
mental control over humans or form
friendships with them. Conversely,
some cursed blades are consumed by
their human sheath’s ego, believing
themselves to be human and thinking
they are wielding a cursed blade.

111
Blood: Bloodline Awakening Hybrid Offspring
Irregular
Type: Transformation Type: Defense
Irregulars are a ‘Blood’ type Timing: See Effect LV: 1 Timing: See Effect LV: See Effect
representing beings who, while
A.Check: Auto Success Target: Self A.Check: See Effect Target: Effect
human, transcend humanity. This
includes so-called espers, individuals Range: None Cost: 1 Range: See Effect Cost: Effect
with demonic heritage, swordsmen Effect: Use with an Irregular Art. If the Effect: Copy 1 Art from another Blood
wielding cursed blades, and those Art is "Type: Attack," add to the damage or Root, excluding those with "Timing:
dealt; if "Type: Defense," increase Always." The Cost of the copied Art
who summon and control entities damage reduction; if "Type: Recovery," is increased by +1. You are treated as
known as ‘guardians.’ add to the FP healed, by +1D6. having some relative with that Blood.
The arts of irregulars often Awakens the demonic blood flowing You are an entity born of both
mimic and enhance various powers within you, enhancing its presence. The human and myhtical lineage. Perhaps
that are normally beyond human power that blends within your being one of your parents was a mythic,
capabilities. surpasses even that of a pureblood or long-dormant genes have now
mythic. awakened within you.

Second Persona Extraordinary Perception Unique Constitution


Type: None Type: None Type: Recovery
Timing: After Check LV: 1 Timing: Before Check LV: 1 Timing: Initiative Step LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 1 Range: None Cost: 2
Effect: Allows to re-roll a Check you've Effect: Add +2 to the Success value of Effect: Dispel 1 Bad Status, excluding
made. Can be used once per Round. any Check you make. After use, you lose Berserk and Taunt. Can be used even
The existence of another personality 4 FP. when inflicted with Pressure.
within you. It surfaces unconsciously Gifted with extraordinary senses – Ability to quickly recover, thanks
within you or through conscious seeing the flow of life forces, hearing to your peculiar physical and mental
switching, enabling you to perform thoughts, or envisioning the future and structure, specialized training, or simply
impossible feats. past – you possess organs and abilities acclimatization.
beyond normal perception. This rare
talent, while a coveted gift, places
immense strain on your brain as it
processes these abnormal inputs.

Special Made Demon Ascension Inner Beast


Type: None Type: Transformation Type: Pureblood, Copy
Timing: Minor Action LV: 1 Timing: Always LV: 1 Timing: See Effect LV: See Effect
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: See Effect Target: Effect
Range: None Cost: 2 Range: None Cost: 0 Range: See Effect Cost: Effect
Effect: Upon acquisition, choose 1: Effect: Choose either a Basic Ability Effect: Copy 1 "Type: Pureblood" Art
Melee, Shooting, or Special Attack. or Combat Ability upon acquisition. As from another Blood or Root, excluding
During the Action Step, you can add long as your Humanity is 20 or below, those with "Timing: Always." The cost
your Emotion B to the damage roll of add +2 to the Success value of Checks of the copied Art is increased by +3 and
the selected Attack. using the chosen Ability. can only be used after Transformation.
Your body and mind are tailored and When the dormant demonic power You are treated as having some relative
made for a special way of attack. within you awakens, you transform with that Blood.
into a being with physical and mental Within you resides the power of a
prowess far surpassing human limits. beast, far exceeding human capabilities.
You are the new breed, transcending the
boundaries of humans and mythics.

112
SECTION
PLAYER

Root: ESP: Omega Effect ESP: Nightmare


Esper
Type: Optional, Attack Type: Optional, Attack
Espers are, as the name implies, Timing: Major Action LV: 5 Timing: Major Action LV: 5
individuals with supernatural abilities.
A.Check: Shooting Target: Single A.Check: Melee Target: Single
They are born with the power to warp
physical laws through the sheer force Range: Scene Cost: 4 Range: Inside Cost: 4
of their ego. These extraordinary Effect: Perform a Shooting Attack on Effect: Perform a Melee Attack on a
abilities grant psychics a sense of a target. Add +(LV)D6 to this Attack's target. Change the damage of 1 Weapon
damage roll. If you have "Extraordinary used to [Emotion + (LV×3) + 1D6]
omnipotence and, simultaneously, a Being," it becomes "Target: Area." and treat the target's Armor as 0. If you
profound sense of isolation. You possess the ability to have "Extraordinary Being," the target
manipulate energies to extraordinary cannot Guard.
levels: generating super high or low You possess the ability to perceive
temperatures, controlling currents with the “death” of life and matter. This
railgun-like force, creating vacuums, and power brings certain demise to any
manipulating gravity. being, whether they be gods or demons.

ESP: Border Dissolve ESP: Super Physique ESP: Killing Gaze


Type: Optional Type: Optional, Transformation Type: Optional, Attack
Timing: Reaction LV: 5 Timing: Always LV: 5 Timing: Major Action LV: 5
A.Check: See Effect Target: Self A.Check: Auto Success Target: Self A.Check: Emotion Target: Area
Range: None Cost: 2 Range: None Cost: 2 Range: Scene Cost: 4
Effect: Perform a Dodge using Effect: While in "Transformation" Effect: Perform a Special Attack that
[Emotion + LV]. This can only be mode, change your Unarmed damage deals [Emotion + (LV×2) + 1D6]
used against Attacks from Arts or to [Emotion + (LV×2) + 1D6]. If you damage to a target. The target can only
Weapons of "Type: Magic." If you have "Extraordinary Being," increase Dodge using Emotion. If even 1 point
have "Extraordinary Being," winning your Armor by Emotion B. The Cost of damage is dealt, it additionally inflicts
a Clashes inflicts Pressure on the of your "Transformation" is increased Confusion. If you have "Extraordinary
Attackers. by +1. Being," it becomes "Target: Scene," and
Parts of your body, like your arms Your muscular strength is so immense the Cost is increased by +5.
and eyes, are imbued with the power to it seems to have been bestowed by gods An ability that incapacitates foes
nullify all forms of psychic and magic or demons. With it, you can bend iron through mental attacks, illusions of
attack, entities of illusion that do not doors like candy and effortlessly lift nightmares, or manipulating people’s
belong to the "Day Side" rules of Earth. vending machines. minds for attack, leaving them unable
to recover.

ESP: Vector Reverse ESP: World Ruler Extraordinary Being


Type: Optional, Defense Type: Optional Type: Pureblood
Timing: See Effect LV: 5 Timing: Before Check LV: 5 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: Scene Cost: 3 Range: None Cost: 4
Effect: Use this when you Guard. Effect: Use this just before a Clashes Effect: Increase your Emotion by +2.
During that instance, add +[LV] Check. Reduce the target's Success Characters who have acquired more
D6 to your Guard value. If you have value by -3 in that Check. Can be used than 1 "ESP: ●●" Arts cannot acquire
"Extraordinary Being," the attacker LV times per Scene, and if you have this Art, and you cannot acquire more
loses FP equal to the increased Guard "Extraordinary Being," it additionally than 1 "ESP: ●●" Art if you have this
value after the Attack. inflicts Pressure on the target. Pressure Art.
With the capability to invert is dispelled at the end of the Clashes The level of your ESP abilities is
the vectors of any force, from the and has no Effect on targets with "ESP: immeasurable, beyond the ultimate.
momentum of matter and heat to even World Ruler." Even if there are others with similar
light itself, this ability allows you to An ability to manipulate the very laws abilities, you stand alone in a realm
deflect attacks unilaterally. of the world at will, including stopping unreachable by anyone else.
time and altering space.

113
Root: Summon Guardian Guardian Enhancement
Summoner
Type: Auto Type: Attack, Transformation
The 'summoner' root represents Timing: See Effect LV: 5 Timing: Major Action LV: 1
Irregulars who can summon
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single
and command entities known as
'guardians.' Range: None Cost: 2 Range: Weapon Cost: 2
Guardians might be another Effect: Used with "Transformation." Effect: The Guardian performs a Melee
manifestation of the user's own ego, A Guardian is summoned into your or Shooting Attack. Add +1D6 to its
Engage Zone. While the Guardian is damage. If you and the Guardian are in
or they could be magical creatures present, your FP and maximum FP the same Engage Zone, add +1D6.
summoned through a contract increase by [LV×5+5]. Refer to P226 Concentrate your consciousness on
or domination. Sometimes, the for details on operating the Guardian. your Guardian to form a strong link,
summoners themselves might not Call forth a “Guardian” to fight unleashing powerful attacks through
even be aware of the existence of alongside you. Guardians are protectors this shared bond.
their guardians. like your spirit guide, demons bound
by contract, or manifestations of your
psychic power.

Guardian Transfer Guardian Synchronization Guardian’s Phalanx


Type: Transformation Type: Transformation Type: Defense, Transformation
Timing: Initiative Step LV: 3 Timing: Before Check LV: 1 Timing: Before dmg roll LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: Scene Cost: 1 Range: Scene Cost: 1
Effect: Allows your Guardian to per- Effect: Can only be used on targets in Effect: Can only be used on targets in
form Normal or Disengage Movement. the same Engage Zone as the Guardian. the same Engage Zone as the Guardian.
During this, it automatically wins any Adds +2 to the Success value of their It reduces the damage they receive by
Blockade Clashes. Can be used up to Check. Can be used once per Round. -2D6. Can be used up to LV times per
LV times per Scene. Support the actions of those nearby Round.
Instantly teleports your Guardian to through various aids and attacks Your Guardian can intercept attacks
a different location. Guardians, ethereal through your Guardian. Strengthens or create barriers to protect those
entities by nature, are unaffected by any the bond and coordination between nearby. Embodies the protective spirit
hindrance due to their ability to return summoner and summoned. of the Guardian.
and be resummoned to different points
as needed.

Guardian Possession Esper Guardian High Guardian


Type: Transformation Type: Copy, 20 Type: Pureblood, Transformation
Timing: Minor Action LV: 5 Timing: See Effect LV: See Effect Timing: See Effect LV: 5
A.Check: Auto Success Target: Self A.Check: See Effect Target: Effect A.Check: Auto Success Target: Self
Range: None Cost: 1 Range: See Effect Cost: Effect Range: None Cost: 2
Effect: You enter Synchronization Effect: Copy 1 Art from any Blood or Effect: Use when performing an Art
mode with your Guardian. During this Root, excluding those with "Timing: from the Guardian. Adds [Emotion B
state, add [LV×2] to your damage rolls Always." The cost of the copied Art is + LV] to all damage dealt, guard from
and Armor. increased by +1 and can only be used damage, and FP healed by that Art.
Merge with your Guardian or while the Guardian is present. Transform your Guardian into a
transform it into armor or weapons Your Guardian possesses the higher, more powerful form, breaking
to enhance your combat abilities. ability to freely utilize the traits and through all obstacles with its renewed,
Embodies the fusion of summoner and skills of various otherworldly being, ferocious power. Elevates the Guardian
summoned. demonstrating a vast array of magical to new heights of otherworldly might.
prowess.

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Root: Cursed Blade Wielder Human Sheath


Cursed Blade
Type: Auto, Item Type: Item
In the strictest sense, those Timing: Always LV: 1 Timing: Always LV: 1
who possess the ‘cursed blade’
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
root are not human. Characters
with this root are either the cursed Range: None Cost: 4 Range: None Cost: 2
blade itself or humans who have Effect: Select 1 of your permanent Effect: Gain an additional 10 FP points,
mastered its use. In either case, the Weapons or Vehicles and assigned it as separate from your regular FP. These
'Cursed Blade.' You can choose again points can be used like your regular FP
cursed blade possesses a ‘human during pre-play. Change the base and and are fully replenished at the end of
body’ (whether it’s the owner or attribute of the assigned Equipment's each Scene.
a temporary human sheath) and damage to [Emotion], and add +1 to Dominated in body and spirit, you
is treated as if it is a character all Checks made while wielding this become the sword's vessel, wielding not
integrated with that body. Equipment. just a weapon, but a legacy of chaos.
Note that this term is used for You, recognized by the sentient,
convenience and can also refer cursed weapon, become its master,
to firearms or vehicles, not just entwined in its dark fate.
swords.

Water’s Flow Embrace Soul Devourer Cursed Waltz


Type: Defense Type: Attack, Transformation Type: Attack, Transformation
Timing: See Effect LV: 5 Timing: Major Action LV: 1 Timing: Major Action LV: 3
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single A.Check: Melee, Shooting Target: Effect
Range: None Cost: 2 Range: Weapon Cost: 2 Range: Weapon Cost: 3
Effect: When Guard, increase the Effect: Attack a target with the Cursed Effect: Perform a Melee or Shooting
Cursed Blade's Guard value by +[LV×3] Blade. If you inflict even 1 point of Attack using the Cursed Blade against
during the damage roll. damage, it additionally inflicts Bind. If [LV + 1] targets.
The demonic edge, embracing the the target is an Extra (non-main char- Swiftly, it cleaves through foes,
torrent's might, morps it blade, catching acter), it also inflicts Taunt Effect. The altering form, a tempest of blades
the enemy's fury. GM decides the specifics. sweeping the battlefield.
Wounded souls, touched by your
blade, are ensnared, their essence fading,
the weak enslaved by the sword's will.

Bewitched Dance Infernal Unveiling Endless Blade


Type: Attack, Transformation Type: Optional Type: Pureblood, Attack, Transformation
Timing: Reaction LV: 3 Timing: Before Check LV: 5 Timing: Major Action LV: 3
A.Check: See Effect Target: Single A.Check: Auto Success Target: Scene A.Check: Melee, Shooting Target: Single
Range: Scene Cost: 4 Range: Scene Cost: 3 Range: Scene Cost: 6
Effect: Use the Weapon's Hit value for Effect: Upon acquisition, choose 1 of Effect: Attack a target with a Melee
Dodge Checks. If you win the Clashes, the following Effects to gain during a or Shooting Attack using the Cursed
you not only evade the Attack but also scene for your Cursed Blade: Blade. This Attack changes the Range
hit the Attacker with your Weapon. This +[Emotion B +3] to Attack power. to "Scene" and adds +[Emotion] to
can be used up to LV times per Scene. +[Emotion B +2] to Guard value. the damage. Can be used LV times per
Reacting to malice, it unleashes Change Range to “Scene.” scenario.
blades in a wild counterattack, a dance Change Target to “Area.” Summon the beast witin the blade
of revenge. +[Emotion B] to the Effects of “Type: for a relentless assault, a mirror of your
Recovery/Defense” Arts. own cursed existence.
Call forth the true power of your
blade, revealing its hidden terror and
beauty.

115
VAMPIRES
“We are a race beyond humans. Just as
humans farm pigs, we farm humans.”

Nikage-tei Yoshiie

THE UNDYING CLAN

The History of Vampires


Vampire history is debated, but it’s
commonly agreed that they originated
from humans. This view is shared by
nearly all races, including dragons.
Vampires, once humans, became
“We are the dominators - “creatures thirsting for
eternal life through blood.” These
caretakers first dominators, also known as “Dark
Lords” or progenitors, mark the genesis
of the rose of vampires.
The identity of the first “Dark Lord”
garden. varies: some say it was Qin Shi Huang,
As long as who sought immortality, or Cain, the
first murderer. Others theorize Osiris,
it blooms king of the underworld, or Susanoo,
ruler of the netherworld. It’s possible
beautifully, I all these theories are correct, or that
a singular progenitor transformed
will love you the others into vampires. Encounters
with these ancient beings are rare, and
all.” those claiming such meetings are often
charlatans.
Vampire legends mix truth and myth.
Sunlight is unpleasant; for some, it’s
lethal. Many describe it as standing in
“Masked Inquisitor” pouring rain without an umbrella - not
deadly, but harmful to health.
Julius Yuda. Fears of garlic, crosses, or holy
waters depend on religious beliefs held
in life. Vampires can cross flowing
water and enter uninvited homes,
though pretending otherwise can
deceive naive hunters. A stake through
the heart doesn’t immobilize them, but

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can be lethal due to damage. elders or geniuses with abnormal egos.


Vampires can convert others into Occasionally, unrecognized “Blood
their kind through “Baptism” - draining Children” become draculs, unaware of
their blood and replacing it with their other supernatural beings.
own. The vampire is then known as The Network, labeling them
a “Blood Master,” and the converted “savages,” often hunts them but avoids
as a “Blood Child.” Baptism doesn’t provoking active draculs. Some dracul
always succeed; the target must possess may not even know of the existence of
a strong ego. The shock of near-death mythic other than themselves.
awakens this ego, opening the gates to
vampirism. Common egos include fear Vampires and Demi-Humans
of death, desire for revenge, or longing Most vampires are demi-humans,
to become human again. These egos relying on human connections and
often lead to tragedies between “Blood blood-drinking for existence. Those
Masters” and their “Blood Children.” overly sympathetic to humans are
Those who don’t awaken as vampires viewed as heretics. Bonds with humans
become mindless abominations like should be about control or subjugation,
renfields or ghouls, often enslaved by as taught by elders.
vampires. Becoming a mindless Renfield or
ghoul is greatly despised. Renfields are
Bloodline mere slaves, and ghouls are just mere
“Bloodline” to common vampires. monsters.
Their lineage and culture vary
depending on their progenitor and
“Blood Master.”
Vampires need human society as
a hunting ground and strive to avoid
overhunting by themselves or other
creatures. Despite their transformation,
they retain bonds with society.
To hide their existence and efficiently
harvest humans, vampires created a
secret society, “Persona Network,”
since ancient Rome. The Network
(*) Conceal Vampire Existence
conceals vampires existence (*) and Vampires who reveal themselves
thrives on organized harvesting. will be hunted from the “Day Side.”
Members of the Network, calling The Network’s inception around
the birth of Earth’s guardian in year
themselves “Liege,” serve the “Dark zero is no coincidence.
Lords.” The Network functions like It also aimed to prevent conflicts
between heaven and hell.
a mutual aid society but is actually a
pyramid hierarchy based on lineage.
Dhampirs
Vampires cannot have children (*), (*) Cannot Have Children
but sometimes, fate allows the birth of This rule doesn’t apply to “Dark
a child through a human union. Lord,” like dracul, infamous in
Eastern Europe, who impregnated a
These offspring, dhampirs, are born woman and drank his child’s blood.
with immense power. Hunted by the Whether their offspring are
Dhampirs varies by the rules of
Network or shunned by humans, their dominator world.
survivors become formidable hunters
or fearsome creatures.
Some live unaware of their fate.
Theories suggest their power comes
from human-vampire hybridization,
awakening ancestral genes.
Dracul
Draculs are vampires outside the
Network, named after the legendary
Dracula. They’re usually powerful

117
Blood: Energy Drain Rapid Regeneration
Vampire
Type: Attack, Recovery Type: Recovery, Transformation
Vampires, or bloodsuckers, are Timing: Major Action LV: 5 Timing: Initiative Step LV: 3
a bloodline representing demons
A.Check: Melee Target: Single A.Check: Auto Success Target: Self
that, while often appearing human
(though not always), feed on human Range: Weapon Cost: 2 Range: None Cost: 2
blood and flit through the darkness. Effect: Perform a Melee Attack on Effect: Recover your FP by [Physical
Many vampires were once human a target. If this Attack deals even 1 B + (LV)D6] points and dispel 1 Bad
point of damage, recover your FP by Status. This can be used once per
beings. They behave like humans, [Emotion B + (LV)D6] points. Round.
exist alongside humans, and prey Drain life and essence from foes, Display a nightmarish self-healing
upon them. They can never return quenching your thirst regardless of their ability, swiftly closing wounds and
to being human. taste. regaining composure. Limbs, no matter
how damaged, are restored in an instant,
a testament to your unholy resilience.

Blood Feast Blood Pact Elusive Darkness


Type: Transformation Type: None Type: Transformation
Timing: Minor Action LV: 1 Timing: Major Action LV: 1 Timing: Reaction LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Physical Target: Self
Range: None Cost: 3 Range: Close Cost: 4 Range: None Cost: 2
Effect: Change your Attacks in the Ac- Effect: Choose 1 of your Vampire's Effect: Use Physical for Dodge.
tion Step to Target: Area. Arts, excluding Type: Auto, Pureblood, However, it cannot be used against
Unleash a massacre with your cursed and Timing: Always. For the duration of Attacks whose Ability Check uses
blood, terrifying even demons. the scenario, while you become unable Bless. It can be used up to LV times per
to use it, the target can now use that Art. Round.
This can be used once per scenario, and Evade attacks by becoming mist
the Effect of this Art cannot change or swarm of bats, embodying your
and remain "Target: Single" under any ephemeral nature.
circumstances.
Bind others in a covenant, granting
them a fragment of your dark power.

Bewitching Gaze Tyrant of Cruelty Immortal Being


Type: Attack, Magic Type: Attack, Transformation Type: Pureblood, Recovery
Timing: Major Action LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 1
A.Check: Emotion Target: Single A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: Weapon Cost: 4 Range: None Cost: 5
Effect: Perform a Special Attack, inflict Effect: Perform a Melee or Shooting Effect: Can be used at any time, even
Bind on the target. Target must use Attack on a target. Add +[Physical B] when Temporary Death or Pressure.
[Emotion] for Dodge. If the target is an to the damage of this Attack. If it deals Recover from Temporary Death and
Extra, it also inflicts Taunt Effect. The even 1 point of damage, also inflicts remove all Bad Statuses, fully restoring
GM decides the specifics. Confusion. your FP. It can also recover FP in
Ensnare those who meet your gaze With physical prowess far surpassing Unleash mode and can be used once per
into hypnotic submission, bending wills humans, mercilessly, turning adversaries scenario.
with a look. into mere remnants of flesh. In direct Among your kin, you stand as
combat with you, a blood-drinking an immortal vampire of unmatched
demon, death is not just likely—it's vitality. From a drop of blood or a pinch
assured. of ash, you can resurrect, your existence
a veritable nightmare made flesh.

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Root: Blood Kinship Forbidden Ritual


Bloodline
Type: Auto Type: None
The Bloodline refers to the Timing: After Check LV: 1 Timing: Move Action LV: 1
title used by vampires serving in
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
the court known as the Persona
Network. Range: None Cost: 1 Range: None Cost: 2
The Persona Network provides Effect: Reroll a Social Check that you Effect: During that Round, add +Social
the bloodline with a stable food perform. Can be used once per Check. B to the Effects of your "Type: Magic"
Signify your rank in the vampire Arts and the damage of Attacks with
supply, protection from human "Type: Magic" Weapons.
society, including the Persona Network.
society, and in return, demands You are part of the vast darkness that Employ ancient, grotesque methods
service to the Network. To fight reigns behind human civilization. involving blood or sacrifices to amplify
against a bloodline is, in essence, magic. Embodies the unspeakable acts
to make an enemy of the Network rooted in ancient vampire traditions.
itself. Therefore, the bloodline
excels in social warfare.

Blood Hand Untouchable Shadow Conspiracy of Darkness


Type: None Type: None Type: Support
Timing: Setup Step LV: 1 Timing: Reaction LV: 1 Timing: Before dmg roll LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: Scene Cost: 2 Range: None Cost: 2 Range: Scene Cost: 2
Effect: During that Round, if the Effect: Use Social for Dodge Check. Effect: Consume any amount of
target performs a Normal or Disengage Can be used once per Round. Property points up to Social B. Add
Movement, inflicts Poison 3 to the Cunning and wily, you always have a +[consumed Property points x2] to the
target. safe escape from attacks or schemes. No damage roll performed by the target.
Start of a "hunt," mobilizing the clever plot can corner you, a master of From brute force to political
entire bloodline. Once a target is evasion in the darkness. influence, wield the hidden power of
marked, there no escape exists for the the vampire society to lead enemies to
prey. ruin. However, a price must be paid
to your kin in some form for such
manipulation.

Chess Game of Bloodshed Arm of the Dark Noble Bloodline


Type: Attack Type: 20 Type: Pureblood
Timing: Major Action LV: 5 Timing: Minor Action LV: 3 Timing: After Check LV: 1
A.Check: Social+LV Target: Area A.Check: Auto Success Target: Self A.Check: Social Target: Single
Range: Scene Cost: 3 Range: None Cost: 4 Range: Scene Cost: 6
Effect: Perform a Special Attack Effect: During the Action Step, add Effect: Clashes a target's Check with
dealing of [Social+1D6] damage to a +Social to the damage of your Special Social. If you win, the target's Check
target. Target must use Social to Dodge. Attacks and Attacks with "Type: fails. Can be used once per scenario.
If the Attack deals even 1 point of Legion" Weapons. If these Attacks deal As a ruler, you hold a position of
damage, additionally inflicts Bind on the even 1 point of damage, additionally exceptional status and influence within
target. inflict Pressure on the target. Can be the vampire society, whether overtly
Command your Blood Children used up to LV times per Scene. or covertly. Your word is law, a silent
and pawns of conspiracy to corner the Utilize the vampire society's network dominion over the kin and beyond.
pitiful prey. A strategic masterpiece, for intricate machinations, relentlessly
orchestrating doom with every move. pursuing enemies. No place on earth is
beyond the reach of this power.

119
Root: Blood of Destiny Gun & Sword
Dhampir
Type: Auto Type: Attack
The Dhampir root represents Timing: Always LV: 1 Timing: Major Action LV: 1
half-vampires born between a
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single
vampire and a human.
Most dhampirs find themselves Range: None Cost: 3 Range: Weapon Cost: 2
shunned by both vampire and Effect: Increase your Technique by +1 Effect: Perform a Melee or Shooting
human societies. Born under a and decrease your Social by -1. When Attack on a target. Add +Technique B
Attacking characters "Type: Vampire," to the damage. Requires equipping of a
unique fate, dhampirs often possess add +Technique B to the damage. Melee Weapon for Shooting Attacks and
exorcism powers that pure vampires As a Dhampir, you are a tragic a Ranged Weapon for Melee Attacks.
do not have. hybrid of human and vampire. Your A stylish blend of swordplay and
cursed blood is fraught with inescapable gunfire, artfully shattering foes. Simply
tragedy, conflict, and a destiny marked slashing or shooting isn't enough; your
by kin-slaying. archenemies won't fall so easily.

Cursed Beauty Chase Bullet Chase Blade


Type: None Type: None Type: None
Timing: After Check LV: 1 Timing: Before Check LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 3 Range: Weapon Cost: 2 Range: Weapon Cost: 2
Effect: Reroll 1 die of your choice from Effect: Use this right before a target Effect: Use this right before a target
a target's Check. Can be used once per Dodges to reduce their Success value by Guards to reduce their Guards value
Scene. -3. Requires a working Ranged Weapon by -10 during damage roll. Requires a
Possessing a beauty that is both and can be used once per Round. working Melee Weapon and can be used
enthralling and haunting, unique to one An art of relentless pursuit, firing a once per Round.
born of human and vampire lineage. barrage of bullets or arrows to cut off A powerful close-combat assault,
Captivating enemies and bending nature the enemy's escape, leaving them with breaking through enemy defenses with
and mechanics to your will. no refuge. sheer force.

Hunter’s Wisdom Demon’s Bane Edge Bloodline of ‘D’


Type: None Type: 20, Attack Type: Pureblood
Timing: Before Check LV: 1 Timing: Major Action LV: 3 Timing: Unleash LV: 1
A.Check: Auto Success Target: Self A.Check: Melee Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Weapon Cost: 5 Range: None Cost: 6
Effect: Perform Dodges against Effect: Perform a Melee Attack against Effect: During that Scene, add
Attacks from characters that are not a target. Add +Technique to the damage, +Physical to the damage of your
"Type: Human" using Technique. and the target cannot Guard. Can be Attacks and Armor.
As a born hunter, you possess used up to LV times per scenario. Half of the blood coursing through
unparalleled knowledge of your prey's A deathly sword technique honed in your veins hails from a Dark Lord, ruler
nature. Tracking them, preparing the long battles called by your blood's of the vampire kingdom. This ominous
countermeasures to their abilities – fate. It is an art capable of cleaving even yet noble lineage bestows upon you
these are within your unique capabilities. the most immortal beings without error. powers equal to, if not greater than,
your forebears, whether you desire it or
not.

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Root: Sovereign of Eternal Darkness Battleground of Demons


Dracul
Type: Auto Type: Transformation
Dracul refers to the root of Timing: Always LV: 5 Timing: Before Check LV: 1
vampires who do not belong to the
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Persona Network.
To continue operating without Range: None Cost: 3 Range: None Cost: 2
affiliation to the Network requires Effect: Increase your maximum FP by Effect: Make Hit Checks for Melee
strength, and draculs, by virtue + [LV × 5 + 10]. Attacks using Physical.
of possessing such strength, are As a solitary vampire, you reign Utilize wings, blood, darkness,
alone, unaffiliated with vampire society, and cloaks of magical power for
identified as such. wielding formidable power in your unpredictable attack. Transform into
solitary dominion. darkness, drill-charge your enemies –
no being can match these otherworldly
maneuvers.

Black Fortress Lord of Chaos Inferno Magic Bullet


Type: Transformation Type: Defense, Transformation Type: Attack, Transformation
Timing: Always LV: 3 Timing: See Effect LV: 3 Timing: Major Action LV: 5
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Emotion Target: Single
Range: None Cost: 0 Range: None Cost: 2 Range: Scene Cost: 2
Effect: While in "Transformation" Effect: Use this when you Guard. The Effect: Perform a Special Attack on a
mode, increases your Guard value Attacking character loses [Physical + target, dealing [Emotion + (LV)D6]
by +[LV × 3]. The cost of your 1D6] points of FP. Can be used up to damage. Target must use Emotion
"Transformation" is increased by +LV. LV times per Round. to dodge. If the Attack deals even 1
In your true form, you don an aura Within you dwell hordes of point of damage, additionally inflicts
of overwhelming darkness. This is the grotesque beasts and the devoured souls Confusion on the target.
unshakeable visage of the true Dark of lives past. Those who dare approach Release your overflowing magical
Lord, immune to the petty tricks of become prey to these ravenous entities. power as dark orbs, chaotic flames,
humans. shockwaves, or spear-like auras. This
baptism pierces not just the flesh
but also the very souls of its victims,
scorching them whole.

Mantle of Shadows Realm Beyond Mortal Liberation of Blood


Type: Defense Type: 20, Transformation Type: Pureblood, Transformation
Timing: Before dmg roll LV: 3 Timing: Minor Action LV: 3 Timing: Move Action LV: 1
A.Check: Auto Success Target: Area A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Inside Cost: 3 Range: None Cost: 4 Range: None Cost: 4
Effect: During the damage roll, increase Effect: Upon acquisition, choose 1: Effect: During that Scene, add
the target's Guard value by +(LV)D6. Melee Attack damage, Shooting Attack +Physical to the damage of your
Can be used once per Round. damage, or Armor. During that Scene, Attacks and set your Armor to Physical
With a sweeping cloak and the dark increase the chosen value by +[LV × 3 (minimum 0). This can be used once per
blood flowing from you, envelop your + 2] and your Engage Zone is always Scenario.
surroundings, shielding against all Blockade. Bound by agreements, whims, or
attacks with this art. An extraordinary vampire, you caprice, you often restrain your true
embody a fusion of blood, darkness, power. When you unleash these chains
and vampiric entities beyond human and manifest your kingdom, adversaries
will truly understand the nature of a
comprehension. real vampire, as they experience a hell
on earth.

121
ESTRANGER
“I cannot answer this question, this
only to be disclosed to entities with
intelligence of civilization level 9 or
above.”
“Consciousness Terminal #340,”
Kamizuki Tsukuba

VISITORS FROM BEYOND THE


STARS
The Universe.
People on Earth believe it operates
under the same physical laws as Earth.
However, the vast universe is
different - even time and space aren’t
constant. For the “Known Men,” they
consider the universe a collection of
multiple dominions.
This is just the most popular
hypothesis. Other theories include
“Wow, this separate universes for Earth and
other dominions, and some believe
coupling Estrangers are just mythics who think
they’re extraterrestrial.
gear is so
History of Estrangers
innovative! The intervention of Estrangers on
Save, save!” Earth seemingly began around the time
dragons were born. The oldest dragons
speak of them as “Destroyers” or
“Apostles of Nothingness,” suggesting
they were destructive Estrangers (likely
powerful aberrant or dominators,
rumored to be related to the Void). It’s
said that these Estrangers still slumber
somewhere on Earth.
As humanity emerged, Estranger
“Ape Paradox” intervention intensified. Though the
Hoshi Chiaki reason is unclear, humans seem to hold
significant importance for Estrangers.
Ancient civilizations like Mohenjo-
Daro and Harappa, or other unknown
ancient cultures, were presumably
influenced or inherited by Estrangers.
For unknown reasons, direct

122
Estranger intervention dramatically
decreased around the year 0 A.D. This
Enforcers
could be due to Earth’s guardians or Agents sent from the (*) “Galactic (*) Galactic Federation
some agreement. Many Estrangers Federation,” believed to be the largest Also known as the “Land of
dislike being seen by humans. dominion in universe. Light.” Parasites sometimes call it
the “Galactic Mountain Range,”
For some reason, the Federation but it’s unclear whether this is an
Proliferators prohibits direct military intervention entirely separate dominion, part
of the Galactic Federation, or just
on Earth, enforced by the “Permanent a typo.
These Estrangers are formless Integration Enforcement Law.”
cosmic entity without a society. They Enforcers are sent to punish Estrangers
exist as single entities driven by the attempting to invade Earth under this
desire to become stronger, traveling law. However, the only part disclosed
across the universe. to Earth’s inhabitants is: “Enforcers
Proliferators, strangely, need an have the right to judge criminals
“host” of intelligent life to give according to justice and jurisdiction,
direction to their strength. Without a they also permitted to eliminate them
host, they can’t define their purpose. if necessary.”
They often merge with humans or Typical enforcers appear as silver
mythics on Earth. The host provides a metal-armored space warriors, but they
“reason to fight” (*) for the proliferator, (*) Reason To Fight
can also be light giants or bizarre aliens.
and in turn, the proliferator grants Their appearance varies, but Estrangers
Most are motivated by selfish
desires, patriotism or perhaps
them extraordinary power. If the host can recognize them at a glance. While justice. Many organizations
abandons the fight, the proliferator will their primary enemies are invading
providing such motivations, like
government agencies or criminal
immediately consume them and seek a Estrangers, some fight other aberrants organizations, are rumored to have
new host. and evil mythics for justice. multiple Proliferators.
Some secretly act as heroes or
An aberrant proliferators become Most enforcers adopt human forms masked villains. If urban legends
entities that devour everything around for convenience in their activities on of heroes are real, they might be
them. Earth.
proliferators.

Parasites An aberrant enforcers either become


beings that selfishly enforce their
If proliferators seek physical strength, twisted justice or become the invaders
parasites seek mental strength. In fact, they should be fighting.
the properties of the two are very
similar. Parasites are also amorphous Estrangers and Demi-Humans
and travel across universe in search of For proliferators and parasites, demi-
information. However, both seem to humans are anomalies, as their sole
be extremely uncomfortable with being purpose is to fulfill their existence.
equated with each other. Conversely, most enforcers are
They infest the brains of humans demi-humans. It’s nearly impossible
or monsters, assimilating their for them to conduct investigations
consciousness and consuming without blending in with humans. If
information. The rarer the information, there are non-demi-human enforcers,
the more valuable it is to them. For they are likely higher-ranking enforcers
them, information like from a rare book governing areas beyond Earth.
is more valuable than information that
can be obtained through a quick search
on the Internet.
Thus, they are incredibly curious,
devouring all kinds of information.
To do so, they often become demi-
humans, pursuing all kid of mysterious
incidents. Rare information, like that
of mythics, is particularly valuable to
them.
Some parasites choose not to
assimilate consciousness but instead
coexist and communicate with their
hosts. They tend to choose inherently
curious hosts, like scholars or otakus.
An aberrant parasites will physically
consume information (i.e., eat brains).

123
Blood: Cosmic Intelligence Galactic Encyclopedia
Estranger
Type: None Type: None
The Estranger represents creatures Timing: After Check LV: 1 Timing: Before Check LV: 1
that hail from dominions outside
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Earth, more precisely, from dominions
that do not have a cultural origin on Range: Scene Cost: 2 Range: None Cost: 1
Earth, meaning they are creatures Effect: Force a target other than Effect: Can Info Gathering Checks
from space. yourself to reroll a Check they made. using Technique.
Can be used once per Round. Representing your knowledge of all
The universe is vast. Therefore,
Offer advice based on calm, rational universal information, including the
even among Estrangers, there is judgments, detached from Earth's Earth dominion. This encompasses data
no guarantee of shared cultures or culture and morals. This art can stored within you or accessible from any
values. However, they often excel in sometimes be perceived as ruthlessly location through a vast database.
transformation abilities or technology. indifferent or strangely out of touch
with common sense.

Spatial Translocation Shapeshifter Technical Support


Type: None Type: Transformation Type: Support
Timing: Initiative Step LV: 3 Timing: Minor Action LV: 3 Timing: Before dmg roll LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: None Cost: 2 Range: Scene Cost: 2
Effect: Instantly perform a Normal or Effect: When using this, choose 1 Effect: Add +[Technique B+1D6] to
Disengage movement. If escaping from Melee Attack damage, Shooting Attack the damage roll made by a target. Can
a Blockade, add +3 to the Action Speed. damage, or Armor. During that Scene, be used up to LV times per Round.
Can be used up to LV times per Scene. increase the chosen value by +[LV × 3]. Support yourself and allies using
Master spatial laws with advanced Alter your or your host's physical various advanced technologies and
science or gadgets, appearing instantly form into the most optimal shape for futuristic items, enhancing actions
elsewhere, mastering the art of bending any situation, demonstrating mastery through the art of technical mastery.
spatial dimensions. over physical self-manipulation.

Hyper Scan Metamorphosis Another Life


Type: None Type: None Type: Recovery, Pureblood
Timing: Minor Action LV: 1 Timing: Minor Action LV: 1 Timing: Major Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: None Cost: 1 Range: None Cost: 2 Range: Scene Cost: Love
Effect: During the Action Step, add +2 Effect: During the Scene, you can freely Effect: Revive a target from Temporary
to the Success value of the Hit Check change your appearance. If some1 tries Death and restore their FP to 1
you make. to see through the disguise, a Clashes point. This Art cannot change and
Utilize your ultra-perception abilities using Technique is required. If used in remain "Target: Single" under any
or over-technology scanning features, or combat, you become Stealth, even in an circumstances.
gather data through satellites and other enemy Engage Zone. Divide your life force to rescue a
devices, identifying weaknesses and Freely reshape your face and body, or target from death. This marvel, often
strategizing attacks. distort others' perceptions to disguise granted by cosmic beings like allies or
yourself as someone else or hide in plain superiors.
sight, an art of deceptive appearances.

124
SECTION
PLAYER

Root: Two Minds Offensive Tentacles


Parasite
Type: Auto, Transformation Type: Transformation, Item
The Parasite root represents Timing: See Effect LV: 3 Timing: Always LV: 1
Estrangers who visit Earth’s
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
dominion to accumulate information,
achieving this by parasitizing humans. Range: None Cost: 2 Range: None Cost: 0
They are fundamentally curious, Effect: Used simultaneously with an Effect: Equip the following melee
tending to meddle in all sorts of Art other than "Target: Self." Change Weapon during “Transformation.”
the target of that Art to 2. Can be used The cost of your “Transformation” is
matters. up to LV times per Round. increased by +1.
As an information parasite coexisting Type: Weapon (Melee)
with a host, efficiently process Hit: +0 - Guard: +6
information using both your and the Attack Power: Technique+3+1D6
host's intellect. This dual-brain strategy Action Speed: +0 - Range: Scene
enables precise and effective actions in Transform your body into hardened
any situation. weapons like spears, whips, or shields,
demonstrating bodily adaptability.

Dual Unison Nerve Jack Versatile Appendage


Type: Transformation Type: Transformation, Attack Type: Transformation
Timing: See Effect LV: 1 Timing: Major Action LV: 1 Timing: Before Check LV: 1
A.Check: Auto Success Target: Self A.Check: Technique Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Inside Cost: 3 Range: None Cost: 1
Effect: Used simultaneously with "Two Effect: Perform a Special Attack on a Effect: Add +2 to the Success value of
Minds." Increase the Effects of all target, replacing the damage with Ef- a Check you perform using Technique
"Type: Recovery," "Type: Support," and fect of Daze and Pressure. The target or Social.
"Type: Defense" Arts by +Technique B. can Dodge using Technique. Instead Morph your body into optimal tools
Combine two minds, yours and the of Daze and Pessure, you may ask a for any scenario, from lockpicks to
parasite’s, to achieve impossible feats, question and target must be answered connection devices, offering endless
transcending individual limits. truthfully. possibilities.
Infiltrate and erode with your
biological factors. Take control of the
victim's nerves or circuits, extracting
desired information at will. This art
showcases your ability to dominate and
manipulate at a cellular level.

Defensive Tentacles Machine Jack Singular Solution


Type: Defense, Transformation Type: 20 Type: Pureblood
Timing: See Effect LV: 5 Timing: Before Check LV: 1 Timing: After Check LV: 3
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 2 Range: Scene Cost: 4 Range: Scene Cost: 4
Effect: Use when a target Guards. Effect: Reduce the Success value of Effect: Add +Technique B to the
During the damage roll, increase the a Check performed by a target by Success value of a Check performed by
target's Guard value by +[LV × 3]. Can Technique B. If the target has "Type: a target. Can be used up to LV times per
be used once per Round. Machine," additionally inflicts Pressure scenario.
Deploy organic tentacles as shields or and Poison (3). Can be used once per Utilize your full information
interceptors, showcasing your adaptive Scene. processing and intelligence to provide
alien biology for defense. Manipulate machines and networks, allies with game-changing advice,
disrupting actions, from causing influencing outcomes significantly.
blackouts to controlling robots and
vehicles.

125
Root: Galactic Justice Officer Boss from Space
Enforcer
Type: Auto Type: None
The Enforcer root represents Timing: Setup Step LV: 1 Timing: Initiative Step LV: 5
Estrangers dispatched to execute
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
“justice,” known as the Cluster
Alliance or the Galactic Federation, Range: Scene Cost: 2 Range: Scene Cost: 3
among others. Effect: During the Scene, reduce the Effect: Inflict Bind on a target. This
Most of them harbor the ego of Success value of Dodges performed by has no Effect if the target's Technique
the target by -2. is not [your Technique + 3] or less. Can
wanting to accomplish justice. While be used once per Round and up to LV
As a law and justice agent from the
they are generally benevolent, their Outer Space and Galactic Federation, times per scenario.
ego often causes them to suffer, you autonomously adjudicate space Receive assistance, tactical support,
caught between humans and creatures. criminals and ecosystem disruptors. or social backing from superiors,
creating opportunities for reversal.

To the Ends of Universe Cosmo Action Giant Battle


Type: Transformation Type: None Type: Transformation
Timing: Major Action LV: 1 Timing: Minor Action LV: 1 Timing: Unleash LV: 3
A.Check: Auto Success Target: Effect A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Inside Cost: 1 Range: None Cost: 2 Range: None Cost: 5
Effect: Safely remove hazardous Effect: During the Action Step, add Effect: Use immediately after entered
materials, explosives, or NPCs who are +Technique B to the damage roll of Unleash mode and can only be used
unable to fight to a secure location. This your Attacks. in the Climax phase. During the Scene,
doesn’t have any Effect if targets don’t Dynamic jumps, rolls, and dramatic increase your FP and maximum FP by
want to. Specific Effects are determined actions, using cosmic martial arts and +[LV × 10 + 10] and add +2D6 to
by the GM. If the GM agrees, it can be gunplay to vanquish evil. Attack damage. You cannot Dodge and
used to safely send an NPC back to their are treated as "Type: Giant."
home dominion. Can be used once per Transform into a giant or summon
scenario. large mech for climactic confrontations,
embodying the Enforcer's superior
battle capacity.

Plasma Slash Supreme Blazer Final Crash


Type: Attack, Transformation Type: 20, Attack, Transformation Type: Pureblood, Attack, Transformation
Timing: Major Action LV: 1 Timing: Major Action LV: 1 Timing: Major Action LV: 1
A.Check: Technique Target: Single A.Check: Technique Target: Single A.Check: Melee, Shooting Target: Single
Range: Weapon Cost: 2 Range: Scene Cost: 5 Range: Weapon Cost: Love
Effect: Perform a Melee Attack on a Effect: Perform a Special Attack on a Effect: Attack a target using Enforcer
target using Enforcer equipment. Make target, dealing [Technique+10+3D6] equipment. Add +2 to the Success
the Hit Check using Technique, and if points of damage. Can only be used value of the Hit Check and +20 to the
the target is affected by the "Galactic during the Effects of "Giant Battle" and damage. Can be used once per scenario.
Justice Officer," add +Technique B to can be used once per scenario. Focus all energy into your weapon,
the damage. Fire a destructive super-energy executing an ultimate strike with fatal
Channel cosmic energy into your beam from your mothership or from precision, leaving no escape for evil.
weapon, delivering a decisive justice your giant form, an overwhelming,
strike against disruptors of peace. undodgeable attack.

126
SECTION
PLAYER

Root: Bio-Armor Biological Armament


Proliferator
Type: Auto, Transformation Type: Attack, Transformation
The Proliferator root represents Timing: See Effect LV: 3 Timing: Major Action LV: 3
mysterious beings that come from
A.Check: Auto Success Target: Self A.Check: Technique Target: Area
space and transform into armor by
merging with humans or creatures. Range: None Cost: 2 Range: Outside Cost: 3
The goal of Proliferators, in many Effect: While in “Transformation” Effect: Perform a Special Attack
cases, is to evolve, to continually mode, you always equip the following dealing [Technique + (LV)D6] points
Armor. Armor equipped before is of damage to a target. Target muat use
become stronger. What lies at the treated as a possession. The cost of Technique to Dodge. Can only be used
end of this evolution is unknown to your “Transformation” is increased by while equipped with Bio-Armor.
anyone. +2. Fire advanced bio-armor weapons,
Name: Bio-Armor like heat rays, biological missiles, or
Type: Armor - Dodge: 0 destructive wave, showcasing a deadly
Armor: Physical B - Action Speed: 0 arsenal.
Purchase: -/-
The host is encased by the
proliferator-like armor, achieving
unification.

Gravity Barrier Proliferation Restoration Fusion Evolution


Type: Defense, Transformation Type: Recovery, Transformation Type: Copy, Transformation
Timing: Before dmg roll LV: 3 Timing: Move Action LV: 5 Timing: See Effect LV: 1
A.Check: Auto Success Target: Area A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: Inside Cost: 3 Range: None Cost: 2 Range: Scene Cost: 5
Effect: Reduces the damage received Effect: Recovers your FP by [Physical Effect: Use immediately after a target
by a target to [Physical+1D6]. Can only + (LV × 2)D6] points and dispels 1 Bad uses an Art other than "Timing:
be used while equipped with Bio-Armor Status. Can be used once per Round. Always." During that scenario, copy that
and can be used up to LV times per Regenerate bio-armor instantly with Art and use it as if you have acquired it.
Scene. exceptional healing factor, repairing The LV of the copied Art becomes 1.
Activate the gravity control both the proliferator and the encased The Cost of the copied Art is increased
device embedded in your bio-armor, wearer. by +1 and can only be used while
unleashing a powerful barrier to halt equipped with Bio-Armor. Can be used
incoming attacks. This consumes a once per scenario.
significant amount of energy, making Assimilate others' matrices to
continuous use challenging. incorporate their abilities, demonstrating
adaptive evolution.

Resonance Arm Ultimate Destruction Cannon Ultimate Evolution


Type: Transformation Type: 20, Attack, Transformation Type: Pureblood, Transformation
Timing: Always LV: 1 Timing: Major Action LV: 1 Timing: Unleash LV: 1
A.Check: Auto Success Target: Self A.Check: Technique Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: Scene Cost: 6 Range: None Cost: 4
Effect: Can only be used while Effect: Perform a Special Attack Effect: Use immediately after entered
equipped with Bio-Armor, changes the dealing [Physical + 10 + 4D6] points Unleash mode. During that Scene, add
damage of your Unarmed Attacks to of damage to a target. Target must use +2 to the Success value of all Checks
[Physical+2D6] and treats the target's Technique to Dodge. Can be used once you make while equipped with Bio-
Armor as 0. per scenario while equipped with Bio- Armor, and add +Technique B to the
From your bio-armor, form blade- Armor and only on Rounds after you damage of Attacks.
like organs or claws emitting high- have taken a Standby action. Evolve into a transcendent form,
frequency waves for attacks. It power to Unleash a destructive energy triggered by the human core's intense
slice through steel as if it were butter. torrent from your bio-armor's chest, emotions, reaching the apex of power
obliterating everything with a time- and evolution.
consuming, lethal weapon.

127
SPIRIT
“Oh, we meet again. How cold of
you. This is already the third time
we’ve met in this dream.”

“Koshika Nieba” Toyono Ryoko

BEINGS BESIDE HUMANS


The human psyche holds astonishing
power, capable of materializing
legendary creatures from the collective
unconscious.
Thus, it’s not surprising that
there are entities, known as spirits,
which exist due to this power. These
creatures, unlike gods or demons, live
in closer proximity to humans and are
considered more spiritually inclined.
Examples include fairies and ghosts.

“I’ll help History of Spirits


Spirits are believed to have emerged
you with around the same time humans
developed imagination. Some fairies
your claim they existed even earlier, though
dragons disagree.
work. In As human civilization flourished, the
exchange, number of spirits explosively increased.
Joyous elements like songs, dances,
I’d like a alcohol, love, and the mourning of the
deceased fueled the power of spirits.
candy bar.” During this era, spirits, like clestials,
were revered as deities.
However, this honeymoon period
didn’t last long. Around the year 0
A.D., spirits began losing their power in
this world. People, in their prosperity,
forgot to worship and respect them.
Most spirits fell into obscurity,
“Honey Princess” becoming night-dwelling monsters or
Eriko Komori fairy tale beings, and retreated to their
own dominions like the Fairy Realm.

128
Fairy human dreams, feeding on them - not
just any dreams, but those of great
Fairy are one of the most common artistic passion, intense love, or hopeful
types of spirits. They exist by being aspirations.
recognized by humans, desiring to be Dream eaters grant lascivious
known. For instance, brownies who dreams and consume them in return.
finish work while you sleep, or pixies Some indulge their partners in pleasure
who clean rooms in exchange for milk. until they’re wasted, while others share
Fairy prefer not to be seen, finding dreams briefly before departing.
joy in the mere possibility of their It’s rare, but dream eaters can
existence being felt. They refer to Earth genuinely love and bond with someone.
as the “Mundane Realm.” However, these relationships often end
While some fairy are benevolent, tragically, as humans get lost in their
others, like the murderous redcaps or overwhelming beauty and allure, unable
the kelpies who drag people into water, to love their true selves. Perhaps, the
interact maliciously with humans. Even “true self ” of a dream eater is nothing
kind fairies retaliate harshly if their more than a mundane dream.
agreements are broken. Ultimately, An aberrant dream eaters become
fairies are mythics, distinct from nightmares or dream demons.
humans.
An aberrant fairy become malevolent Ghost
goblins, indiscriminately bringing
calamity to humans. Needless to say, ghosts are the spirits
of deceased humans or mythics. They
Dream Eaters are said to be born from the shock of
death, burning the ego of a person into
The seductive spirits, dream eaters the world. Unlike most self-awareless
(Lilim), are said to be the children of undead, ghosts are exceptional.
the first woman, Lilith. Most ghosts possess egos desiring
Though there are a few male to resolve their lingering attachments,
counterparts like the gancanagh granting them overwhelming power (*). (*) Overwhelming Power
or incubus, most dream eaters are However, they are often indifferent to Conversely, they usually can’t use
beautiful women. They are born from anything else, leading them to become their powers when still alive. Hybrid
human dreams, feeding on them - not characters in the RPG can represent
malevolent spirits. ghosts who can wield their previous
just any dreams, but those of great Conversely, ghosts with friends who powers.
artistic passion, intense love, or hopeful recognize them or families who honor
aspirations. them can avoid becoming evil spirits.
Dream eaters grant lascivious Such ghosts protect their living friends
dreams and consume them in return. and families, becoming guardian spirits
Some indulge their partners in pleasure or patron deities.
until they’re wasted, while others share
dreams briefly before departing. Spirits and Demi-Humans
It’s rare, but dream eaters can
genuinely love and bond with someone. It’s uncommon for fairies to become
However, these relationships often end demi-humans, or at least it used to be.
tragically, as humans get lost in their In modern times, where belief in fairies
overwhelming beauty and allure, unable has declined, more fairies mix with
to love their true selves. Perhaps, the humans to increase their chances for
“true self ” of a dream eater is nothing action. This change is frowned upon by
more than a mundane dream. old-fashioned fairies.
An aberrant dream eaters become Most dream eaters are demi-humans,
nightmares or dream demons. mainly because it’s convenient for
spending time with lovers.
Dream Eaters There are few demi-human ghosts.
Due to their nature, it’s rare (*) for (*) Rare
The seductive spirits, dream eaters ghosts to reconstruct a physical Of course, demi-human PCs in
(Lilim), are said to be the children of body. However, this doesn’t mean no the RPG are considered to have met
these conditions.
the first woman, Lilith. corporeal ghosts exist. For a ghost to
Though there are a few male create a physical form is not easy, and
counterparts like the gancanagh there must be a significant reason for
or incubus, most dream eaters are doing so. Those who have become
demi-human ghosts and are asked why
beautiful women. They are born from will often say it’s to support and protect
something important.

129
Blood: Veil of Concealment Soul World
Spirit
Type: None Type: Recovery, Magic
Mythics born from the thoughts Timing: Minor Action LV: 1 Timing: Major Action LV: 3
of humans (and other creatures
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
such as animals and even mythics),
representing spiritual entities. Range: None Cost: 2 Range: Inside Cost: 5
While they are akin to celestials, Effect: Become Stealth until the end Effect: Revive a target from Temporary
unlike celestials, they do not seek of the Action Step. You can become Death and restore their FP to 1
Stealth even while inside an enemy point. This Art cannot change and
worship from humans. Engage Zone. While Stealth, Attack Hit remain "Target: Single" under any
Checks must use Emotion. circumstances. Can be used up to LV
Create mists or shadows with times per scenario
spiritual energy to vanish completely, Gather vast spiritual energy from life
seamlessly blending into the ethereal. and nature, channeling it as life-giving
force to the near-dead.

Soul’s Touch Friendly Spirit Spiritual Strike


Type: Attack, Magic Type: None Type: Attack, Magic
Timing: Major Action LV: 5 Timing: Setup Step LV: 1 Timing: Major Action LV: 5
A.Check: Melee Target: Single A.Check: Auto Success Target: Self A.Check: Shooting Target: Single
Range: Weapon Cost: 2 Range: None Cost: 2 Range: Weapon Cost: 2
Effect: Perform a Melee Attack on Effect: During the Scene, add +2 to the Effect: Perform a Shooting Attack
a target. For this Attack, reduce the Success value of Checks you make using on a target. For this Attack, reduce
target's Armor by [LV × 3] (minimum Emotion. the target's Guard value by [LV × 3]
0) to the damage. Summon entities of your kindred (minimum 0).
As a spectral entity, use part of your spirits, drawing upon their aid. As Transform collected spiritual
body to directly touch and attack. This ethereal beings, you share an intrinsic and magical energies into natural
chilling, sometimes burning touch connection, allowing for the exchange phenomena or pure energy for powerful
can drain life force from the deepest and enhancement of powers. attacks.
recesses of the flesh with just a mere
graze.

Spiritual Amplification Spiritual Endowment Ruler of Laws


Type: None Type: Support Type: Pureblood, Transformation
Timing: Minor Action LV: 3 Timing: Before dmg roll LV: 3 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Scene Cost: 1 Range: None Cost: 4
Effect: During the Action Step, Effect: If the target agrees, change the Effect: Use simultaneously with a
increase the damage of "Type: Magic" attribute of damage rolls made by a Spirit's Art or "Type: Magic" Art. The
Arts and Attacks made with "Type: target to [Emotion + 2D6]. Can be used dealt damage can't be reduced, and
Magic" Weapons by [LV × 3]. up to LV times per Round. FP restored by this Effect is increased
Boost attack power by absorbing Infuse attacks with your spiritual by +Emotion. Can be used once per
surrounding spiritual energy or energy, enabling interference with Round.
activating inner magic, magnifying otherworldly entities. Demonstrate dominion over world
attack potency. energies, signifying your powerful
spiritual presence and influence.

130
SECTION
PLAYER

Root: Ethereal Form Spooky Manifestation


Ghost
Type: Auto, Transformation Type: Attack, Transformation
Entities where the soul of the Timing: Always LV: 1 Timing: Major Action LV: 1
deceased clings to this world due to
A.Check: Auto Success Target: Self A.Check: Melee Target: Single
lingering ego.
Although ghosts are often Range: None Cost: 0 Range: Inside Cost: 3
considered subtle creatures, their Effect: While in “Transformation” Effect: Can only be used while Stealth.
elusive nature, ability to appear mode, you become Airborne and reduce Perform a Melee Attack on a target. The
the damage received from Physical and target cannot Guard against this Attack,
anywhere, and their relentless pursuit Technique attributes by -5. The Cost of if it deals even 1 point of damage, it
make them a formidable threat. your "Transformation" is increased by additionally inflicts Confusion.
+1. Reappear unexpectedly from the
Existing only as a spectral soul, ether, startling adversaries with your
you're bound to the mortal world by sudden presence.
unresolved matters or desires.

Spirit Swarm Assault Phasing Poltergeist


Type: Attack, Magic Type: Transformation Type: Defense, Magic
Timing: Major Action LV: 5 Timing: Before Check LV: 1 Timing: Before dmg roll LV: 3
A.Check: Emotion Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: Scene Cost: 3 Range: None Cost: 1 Range: Scene Cost: 2
Effect: Perform a Special Attack that Effect: Can perform Dodge or Info Effect: Reduce the damage a target
deals [Emotion + (LV)D6] damage to Gathering Checks using Emotion. receives by -Emotion. Can be used up
a target. The target can Dodge using Pass through physical barriers, to LV times per Round.
Emotion. If it deals even 1 point of avoiding attacks and uncovering secrets, Manipulate objects with poltergeist
damage, it additionally inflicts Daze. embodying your ghostly nature. phenomena, turning the environment
Command horde of spirits or into a spectral defense.
possessed beings to unleash attacks,
showcasing control over ethereal
entities.

Soul Possession Invisible Assistants Great Spirit Realm


Type: None Type: 20, Transformation Type: Pureblood, Transformation
Timing: Setup Step LV: 1 Timing: Before Check LV: 3 Timing: After Check LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: Inside Cost: 1 Range: Scene Cost: 4 Range: Scene Cost: Love
Effect: Synchronization with a target. Effect: Add +[Emotion B] to the Effect: Change 1 of the dice in a Check
During this, add +1 or -1 to the Success Success value of a Check made by a made by a target to 6 of your choice.
value of Checks made by the target target other than yourself. Can be used Can be used once per scenario.
(choose upon use). Breaking from this once per Scene and up to LV times per Access the Akashic Records,
state without your consent requires a scenario. momentarily gaining knowledge of
Major Action. Remain unseen while aiding actions past and future, tapping into the spirit
An art allowing ghosts to possess or communicating directly to the mind, world's wisdom.
others, either weakening them with utilizing your ghostly form.
curses and spiritual afflictions or
empowering them beyond physical
limits with spectral energy.

131
Root: Bewitching Flower Femme Fatale
Dream Eater
Type: Auto, Attack, Magic Type: None
Spirits that feed on the energy of Timing: Major Action LV: 1 Timing: Before Check LV: 1
others, often artists, through dreams.
A.Check: Emotion Target: Area A.Check: Auto Success Target: Self
Dream eaters are often equated
with legendary dream demons or Range: Scene Cost: 3 Range: None Cost: 1
femmes fatales. Of course, male Effect: Perform a Special Attack on Effect: Can make Checks using
dream eaters also exist. all targets in an Area, inflict Confusion Emotion instead of Social.
and Daze. Targets must use Emotion to Ability to bewitch various influential
Dodge. If the target is an Extra (non- figures and wield hidden social power
main character), it also inflicts Taunt through beauty and love, much like
Effect. The GM decides the specifics. the infamous femmes fatales and
Irrespective of gender or species, enchantresses of history, deeply rooting
bewitches and brings all to their knees. your demonic charm in human society.
A mere glance, suggestive words, or a
simple act is all it takes to enchant.

Butterfly’s Dream Essence Drain Curse of Medusa


Type: None Type: Recovery, Magic Type: Attack, Magic
Timing: After Check LV: 1 Timing: Minor Action LV: 5 Timing: Major Action LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Shooting Target: Single
Range: Scene Cost: 2 Range: None Cost: 1 Range: Scene Cost: 3
Effect: Force a target to reroll a Check Effect: During the Action Step, if Effect: Perform a Shooting Attack on
they have made. Can be used once per your Attacks hit, recover your FP by a target. If it hits, inflict Pressure and
Round. [Emotion + (LV)D6] points. Blind.
Turns recent events into mere Drain life force and mental energy Cast a cursed gaze to turn the target
dreams. Success or failure, in the realm through various acts, converting it into stone, leaving victims in a limbo
of dreams, all become meaningless into your own energy. In a sense, your between life and death, trapped in a
illusions. existence is inextricably linked to others. tormenting dream.

Web of Dreams Ephemeral Love Pleasure Hell


Type: AttackMagic Type: 20, Support Type: Pureblood, Transformation
Timing: Major Action LV: 5 Timing: Before dmg roll LV: 3 Timing: Minor Action LV: 1
A.Check: Emotion Target: Area A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: Scene Cost: 4 Range: None Cost: 2
Effect: Perform a Special Attack that Effect: Add [Emotion + 1D6] to the Effect: During the Action Step, the
deals [Emotion + (LV)D6] damage to damage roll of a target other than target loses FP equal to [your Emotion
a target. Target must use Evasion to yourself. If the target has a Bond with B] points for each Bad Status received
Dodge. you, add +2D6 to the Effect. Can be from you.
Spin and attack with "threads" used up to LV times per scenario. Condemn the minds and bodies of
resembling spider silk, hair, or mucus. A Bring dreamlike success and glory those ensnared in your dreams to an
skill favored by the nightmarish Dream to those who receive your love or share eternal hell of pleasure-turned-pain.
Eater form, the Jorogumo. a mental bond, an art reminiscent of
fleeting affections.

132
SECTION
PLAYER

Root: Category: Earth Category: Water


Fairy
Type: Optional, Transformation Type: Optional, Transformation
Small spirits born from people’s Timing: Always LV: 1 Timing: Always LV: 1
dreams, fond of interacting with
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
people, it also including what is
commonly known as spirits. Range: None Cost: 0 Range: None Cost: 0
Fairy may not excel in direct Effect: While in "Transformation" Effect: While in "Transformation"
combat, but they harbor the power mode, increase your Armor by +Bless B, mode, increase the FP restored by your
and you are immune to Confusion. The "Type: Recovery" Arts by +Bless B, and
to defeat opponents through various Cost of "Transformation" increases by you are immune to Daze. The Cost of
cunning tactics. +2. "Transformation" increases by +2.
Your deep connection with the earth, Association with water, rivers,
mountains, and plants, identifies you as and seas, being a fairy like Undine,
a fairy like Gnome, Knocker, Troll, or Vodyanoy, or Rusalka. The life-giving
Koropokkur. The soil and its flora and energy of water is the source of your
minerals grant you steadfast strength. power.

Category: Air Category: Fire This Way, This Way!


Type: Optional, Transformation Type: Optional, Transformation Type: Transformation
Timing: Always LV: 1 Timing: Always LV: 1 Timing: Reaction LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Bless Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 3
Effect: While in "Transformation" Effect: While in "Transformation" Effect: Can use Bless to dodge. If you
mode, you become Airborne and mode, increase the damage of your At- win the Clashes, you evade the Attack
increase your Action Speed by +Bless tacks by +Bless B, and you are immune and Inflict Confusion on the Attacker.
B. You are immune to Bind. The cost of to Pressure. The Cost of "Transforma- Can be used once per Round.
your "Transformation" increases by +2. tion" increases by +2. With your small, nimble form
You are a fairy of the wind, such as You are deeply associated with fire and ability to manipulate the natural
a Sylph, Pixie, or Puck, embodying the and flames, like Salamander, Jack-o'- surroundings, this art allows you to
power symbolized by the air. You soar Lantern, or Peri. Your fiery essence deftly evade those much larger than
through the world, unbound and free- sometimes flares fiercely, purifying all yourself.
spirited. in its path.

Trick or Treat Fairy of Luck Do You Believe in Fairies?


Type: Attack, Magic Type: 20, Defense Type: Pureblood, Transformation
Timing: Major Action LV: 5 Timing: Before dmg roll LV: 3 Timing: Unleash LV: 1
A.Check: Emotion Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: Scene Cost: 3 Range: None Cost: 4
Effect: Perform a Special Attack that Effect: Reduce the damage a target Effect: Use immediately after entered
deals [Emotion + (LV)D6] damage. receives by [Bless + (LV)D6], and the Unleash mode. For the duration of
The target must use Emotion to Dodge. target does not receive any Bad Status the Scene, increase the Effects of your
If even 1 point of damage is dealt, it from that Attack. Can be used once per "Category: ●●" Art to [number of
additionally inflicts Taunt: You. Round. Bonds + Bless B].
Setting pitfalls or leading others Bestows a touch of luck on a Gather the beliefs of those who
astray into mazes, causing confusion target, warding off various malice believe in fairies (mostly children),
and exhaustion in those ensnared by and misfortune with your fortunate channeling their thoughts into your
your playful tricks. influence. being to exert power beyond your limits.

133
CELESTIAL
“Unfortunately, I no longer fight for God”

“Ezekiel,” Protector of Heavens

THE GREAT ONES

“I won’t
go easy on History of Celestials
you. This The celestials’ origins date back to
ancient times. According to the haughty
is a karma dragons, they appeared approximately
300 million years ago during the
since the Carboniferous period, establishing a
great empire on Earth. However, some
extinction nature spirits, like forest maidens, claim
of the to have memories dating back to the
dawn of life on Earth.
dinosaurs.” With the birth of humankind,
the number of celestials increased,
manifesting in the numerous deities
worshipped by people. Those in the
celestial domain, known as the Heavens,
united to overpower the slow-moving
dragons and other deities, establishing
Shagara
Dragon King of Gion
Yasaka
134
SECTION
PLAYER

a firm form of worship.


Even today, celestials are the
Deity
mightiest of creatures, battling daily for These are spirits of nature or deities
their own justice and the guidance of born from human worship, closely
humanity and Earth. related to Spirits but more aligned with
natural energy. Most polytheistic gods
Angels are considered deities.
Well-known and human-like among
Servants of the Heavens, the them are the “Forest Maidens,” spirits
mightiest celestial dominion. At its inhabiting sacred trees (*). As guardians
highest tier, a dominator known as of nature, they protect the voiceless
“God,” who is said to have created all world from reckless humans and
worlds (*), reigns supreme. demons, often allying with werewolves (*) Created All Worlds
However, “God” has long been and ogres.
The truth of this claim is
uncertain, though the power of
absent, leaving angels uncertain of His However, the influence and power this entity is acknowledged even by
will. of deities are waning due to natural dragons.
There’s a growing rift between the Whether “God” truly exists
destruction by the Heavens and remains unknown. Metatron claims
angelic king Metatron, advocating humans, and the decline in faith. Some, to hear God’s voice, but he is the
guiding humans and eradicating all like Melchizedek, are even captured by
only one.
It’s possible that, much like
demons, and the archangel Michael, corporations or magical societies and humans cannot perceive God,
who preaches following God’s love and treated like pets.
angels also might not be able to.
seeking harmony. An aberrant deities become cursing
While interaction with humans was gods or evil deities.
once taboo, more angels are descending
to Earth. Conflicts between different
angel factions (*), including those of
Celestials and Demi-Humans (*) Conflicts
Metatron and Michael, have reportedly Angels living as demi-humans are Some angels have formed alliances
begun in the shadows. usually forbidden unless on a mission. with other myhtics or demi-humans
However, angels overly interested in (including those from the Hell
Most angels are benevolent but are dominion), making the conspiracies
often rigid in their thinking and swayed humans might be cast down as “Fallen more complex.
by their egos, making them generally Angels” and given human bodies. These
unwelcome among other creatures. angels can’t return to the Heavens
An aberrant angels become either without permission. Currently, several
embodiments of self-righteousness or archangels are sending their agents
fallen angels. to Earth under the guise of “Fallen
Angels,” primarily tasked with gathering
Dragon information about “Feathers” and
engaging in battles for them.
The original rulers of Earth. Dragons becoming demi-humans are
Dragons boast incredible vitality and quite eccentric; even taking an interest
intelligence, having ruled the planet for in humans is unusual, and blending
hundreds of millions of years, if not with them is almost bizarre. However,
longer (*). To them, humans are but a dragons rarely interfere with each (*) If Not Longer
fleeting presence. other’s actions. Deities manifesting To the dragons, humans appeared
Most dragons are incredibly arrogant as demi-humans are understood as
but a blink of an eye ago, a fledgling
species in their view.
and greedy. They view Earth as their incarnations. They often appear on
personal plaything. (*) Forest Maidens
Earth in human form to contact
A few whimsically imparted wisdom worshippers or adversaries.
This term refers to both male and
female deities, although females are
to humans, inspiring serpent-worship While many do so, physical more commonly known.
worldwide. However, most dragons manifestation isn’t easy, suggesting
either fell in battles against new significant underlying reasons. They
celestials or retreated to other realms, often seek to support and protect
particularly targeted by the Heavens. something precious.
Dragons have extraordinarily
long lifespans, with slumbers lasting
thousands to tens of thousands of
years. Some still asleep on Earth might
be unaware of human existence.
An aberrant dragons become
basilisks - destructive, greed-driven
monsters known as evil dragons in
various parts of the world.

135
Blood: Awe Halo
Celestial
Type: None Type: None
Celestial refers to being that Timing: Minor Action LV: 3 Timing: Reaction LV: 3
reign over people as divine beings,
A.Check: Auto Success Target: Self A.Check: Bless Target: Self
embodying the concept of “good.”
Many celestial beings desire the Range: None Cost: 2 Range: None Cost: 2
worship and loyalty of humans to Effect: During the Action Step, the Hit Effect: Can use Bless for Dodge. Can
their benevolent nature. However, this Check for Attacks you perform receives be used up to LV times per Round.
+[LV + 1]. If the Attack hits, it inflicts Your dignity and impregnable aura,
also implies that they would demand Pressure on the target. or protective barriers, repel attacks and
any blood if it serves their ego. Exerts pressure on adversaries prevent harm from reaching you.
through your dignity, calm composure,
or even murderous intent. The
opponent will naturally kneel, realizing
the error of standing against you.

Sacred Benediction Divine Strike Divine Retribution


Type: Support Type: Attack Type: Support
Timing: Major Action LV: 5 Timing: Major Action LV: 1 Timing: Before Check LV: 1
A.Check: Auto Success Target: Area A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 2 Range: Weapon Cost: 2 Range: Scene Cost: Sin
Effect: For the duration of the Scene, Effect: Perform a Melee or Shooting Effect: Use this right before the target
the agreed target's Attack damage and Attack on the target. The damage of makes an Attack roll. The Attack cannot
Armor increase by +[LV × 2]. this Attack is increased by +[Bless B]. be guarded against, and its damage is
Bestow the protection of your holy If the target has the "Type: Hell," the increased by +[Bless × 3]. Can be used
power upon another, strengthen their inflicted damage is increased by +5. once per Scene.
mind and body. Delivers a blow imbued with sacred Elevates high-dimensional spiritual
energy, akin to divine punishment. It energy in your attacks, sublimating it
shatters any enemy standing before you. into a power of conviction that can
vanquish any foe.

Earth’s Calamity Heaven’s Judgment Miracle


Type: Attack, Transformation Type: Attack, Transformation Type: Pureblood, Recovery
Timing: Major Action LV: 5 Timing: Major Action LV: 5 Timing: See Effect LV: 1
A.Check: Bless Target: Area A.Check: Bless Target: Area A.Check: Auto Success Target: Single
Range: Scene Cost: 4 Range: Scene Cost: 4 Range: Scene Cost: Love
Effect: Performs a Special Attack on Effect: Performs a Special Attack on Effect: Use immediately after the target
the target, and inflicts [Bless + (LV)D6] the target, inflicting [Bless + (LV)D6] becomes Temporary Death. Revive
damage. The target must use Evasion damage. The target must use Evasion a target from Temporary Death and
to Dodge. If even 1 point of damage to Dodge. If even 1 point of damage restore their FP to 1 point. Can be
is dealt and the target is not Airborne, is dealt and the target is not Airborne, used once per scenario, can be used
additionally inflict Confusion. additionally inflict Bind. even if the user becomes Temporary
Uses local earthquakes, gravitational Manipulates weather and atmosphere Death. This Art cannot change and
anomalies, and control over rocks and to conjure natural disasters such as remain "Target: Single" under any
plants to attack everything on the Earth. storms, lightning, tornadoes, or attacks circumstances.
Your wrath becomes the wrath of the by aerial creatures. Your judgment is the Performs literal miracles, only
land itself. will of the heavens. possible by beings of the super-high
spiritual dimension, restoring the flesh,
blood, and even soul.

136
SECTION
PLAYER

Root: Conceptual God Nature Deity


Deity
Type: Optional Type: Optional, Defense
Deity represents celestials who Timing: After Check LV: 5 Timing: Before dmg roll LV: 5
behave as gods on Earth, though
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
they don’t possess an ego strong
enough to hold a dominion. Range: Scene Cost: 2 Range: Scene Cost: 2
A notable example is a family Effect: Allows a reroll of a target's dice Effect: Reduces the damage received by
known as the “Forest Maidens,” who roll. Can be used once per Check, up to the target by [Bless B]. Can be used up
LV times per Round. to LV times per Round.
have deified nature and are among
You governs specific cultural aspects Deity of plant and animal divinity,
the most well-known entities within or emotions, such as the god of the earth itself, natural phenomena,
the deity category. learning, match-making, or the symbol rivers, or seas. Your protection tenderly
of financial fortune. Often, you are a yet sternly envelops all living beings.
being relatively close to human society.

Creator Deity God of Destruction Worship and Praise


Type: Optional Type: Optional, Support Type: Transformation
Timing: See Effect LV: 5 Timing: Before dmg roll LV: 5 Timing: Setup Step LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 1 Range: Scene Cost: 2 Range: None Cost: 4
Effect: Use this when a target uses Effect: Adds +[Bless B] to the damage Effect: During that Round, adds
a 'Type: Recovery' Art or Item. It roll of a target. Can be used up to LV +[Social B] to all the Effects of the
increases the FP recovered by the Effect times per Round. Deities Arts you use that are calculated
by +[Bless B]. Can be used up to LV A deity closely related to destruction with [Bless B].
times per Round. and conflict, like a god of war or battle. Intensifies your divine power by
You are a deity responsible for the Your glory sometimes manifests in absorbing the faith of those who believe
creation of various beings. Worlds, the form of merciless cataclysms and and venerate you. Answering the wishes
humans, and mythics all receive the carnage. of the weak is the duty of a deity.
essence of life from your very presence.

Land of Prosperity Divine Guidance Divine Manifestation


Type: Recovery Type: 20 Type: Pureblood
Timing: Minor Action LV: 3 Timing: Major Action LV: 1 Timing: Unleash LV: 1
A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: Scene Cost: 4 Range: None Cost: 5
Effect: Recovers the target's FP by Effect: Make target immediately Effect: Use immediately after you
[Bless + 2D6] points and dispels all Bad performs their Action Step. Even if entered Unleash mode. During that
Statuses. Can be used up to LV times the target has already Acted, they can Scene, reduces the Critical value of the
per Scene. still perform the Action Step, and if Major Actions you perform by -1.
Fill the land or place with your divine they haven't Acted yet, performing Releases you from material bonds
radiance, promising abundance and this Action Step does not count as and reveals your true form. It is the
prosperity. Your mere descent there is a having Acted. This Art cannot change descent of a higher-dimensional being
grand Bless in itself. and remain "Target: Single" under any formed by purer will and energy.
circumstances.
Provides advice or prophecies, or
directly infuses your divine power into
a target, guiding them to fulfill their
actions.

137
Root: Wings of the Messenger Angel Hierarchy
Angel
Type: Auto, Transformation Type: Transformation
Angels serve in the Heaven Timing: Always LV: 1 Timing: See Effect LV: 1
dominion of the heavenly realm and
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
are created to serve God.
It’s also appropriate to use the term Range: None Cost: 0 Range: None Cost: 2
“angel” to describe those who were Effect: While in "Transformation" Effect: Used simultaneously with
expelled from heaven or fell from mode, you become Airborne, and "Type: Recovery" or "Type: Support"
add [Bless B] to your Action Speed. Arts. Changes the Art's Range to
grace for some reason. A Minor Action is required to land "Range: Area." Can be used once per
or Airborne again. The cost of your Round.
"Transformation" is increased by 1. Scatters countless feather-like lights
You are an angel of the Heavenly from your wings, extending your power
dominion, or were once such a being. In over a wide area through them.
your true form, symbolic wings appear
on your body.

Angel’s Gun Angel’s Arrow Special Duty Angel


Type: Item Type: Attack Type: None
Timing: Always LV: 1 Timing: Major Action LV: 5 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Bless Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 4 Range: Scene Cost: 2 Range: None Cost: 2
Effect: You acquire a Ranged Weapon Effect: Performs a Special Attack Effect: Upon acquisition, select 1 from
with the following data. Every time you against a target, dealing [Bless + (LV) "Type: Attack," "Type: Defense," or
Attack with this Weapon, you lose 2 D6] damage. The target must use Bless "Type: Recovery." When used with the
points of Humanity. to Dodge. If it deals even 1 point of selected type of Art, it adds [Bless B] to
Type: Weapon (Ranged) damage, it additionally inflicts Blind. the damage dealt, damage reduced, and
Hit +1 - Guard: 0 Transforms light energy into arrows, FP recovered.
Attack Power: [Bless B] + 3 + 2D6 spears, or shining feathers and launches ou are an angel specifically created
Treats the target’s Armor as 0. them. Its power unerringly pierces for a particular purpose, such as a battle
A treasured weapon of Heaven that wicked souls. angel, a healing angel, or a guardian of
purifies and annihilates evil. the gates of Heaven.

Protection from Evil Angel’s Trumpet Angel’s Song


Type: Defense, Magic Type: 20, Attack Type: Pureblood, Attack, Recovery
Timing: Before dmg roll LV: 1 Timing: Major Action LV: 3 Timing: Major Action LV: 5
A.Check: Auto Success Target: Area A.Check: Bless Target: Scene A.Check: Bless Target: Scene
Range: Inside Cost: 2 Range: Scene Cost: 6 Range: Scene Cost: 4
Effect: Reduces the damage received by Effect: Performs a Special Attack on Effect: Performs a Special Attack on a
the target by -2D6. If the Attacker has a target, dealing [Bless B + (LV+1) target, who must use Bless to Dodge.
the "Type: Hell," the Effect is increased D6] damage. The target must use If the Attack hits, it either inflicts
by [Bless B]. Can be used once per Bless to Dodge. If it deals even 1 Confusion or recovers the target's FP
Round. point of damage, it additionally inflicts by [Bless + (LV)D6]. You choose the
Deploys a sacred barrier of holy light Confusion and Daze. Can be used once Effect for each target.
to counteract hostile and malevolent per scenario. A beautiful singing voice or melody
forces. Effective against the magical Unleashes the apocalyptic power that brings peace to allies while causing
powers of entities opposed to the that heralds the end of times, delivering adversaries to hesitate in their foolish
divine. divine judgment. At that moment, it is actions.
said that the heavenly host descends to
scorch everything in its path.

138
SECTION
PLAYER

Root: Dragonkin Inverse Scale


Dragon
Type: Auto Type: None
Dragons represent an ancient Timing: Before Check LV: 1 Timing: Always LV: 5
species that existed on Earth long
A.Check: Bless Target: Self A.Check: Auto Success Target: Self
before the prosperity of humanity.
Many dragons either went into Range: None Cost: 2 Range: None Cost: 2
slumber or perished in battles Effect: You can make Melee Attack Effect: Increase your Armor by
against humans or heavenly beings. Hit Checks and Info Gathering Checks +[LV×3]. However, if you get hit by
using Bless. critical hits, immediately receive Bad
Nevertheless, their immense power Status Berserk.
You are a descendant of dragons,
remains present even now. ancient rulers of Earth, once revered You are protected by scales harder
as gods. The immense power that once than diamonds. However, touching the
earned you worship still resides in you "inverse scale," the one vulnerable spot,
unchanged. can cause you to lose control and go
berserk.

Claws, Fangs, and Tail Dragon’s Claws and Fangs Dragon’s Breath
Type: Attack, Transformation Type: Transformation Type: Attack, Transformation
Timing: Major Action LV: 3 Timing: Always LV: 5 Timing: Major Action LV: 3
A.Check: Melee Target: Effect A.Check: Auto Success Target: Self A.Check: Bless Target: Area
Range: Weapon Cost: 3 Range: None Cost: 0 Range: Scene Cost: 4
Effect: You can perform Unarmed Effect: While in "Transformation" Effect: Upon acquisition, choose 1 Bad
Melee Attacks on up to [LV+2] targets. mode, change your Unarmed damage to Status other than Berserk and Taunt.
The dragon's body is a weapon in [Bless + (LV×2) + 1D6] and Guard val- Perform a Special Attack on a target
every aspect. When facing multiple foes, ue to [LV + 4]. The cost of your "Trans- inflicting [Bless + (LV+1)D6] damage.
you can blow one away with your right formation" increases by +1. The target must use Bless to dodge.
claw, tear another with your left, crush a Utilizes your beautiful yet robust If it deals even 1 point of damage, it
third with your fangs, and knock down claws, fangs, and tail as formidable additionally inflicts the chosen Bad
the last with your tail. weapons. They combine the best traits Status. Can be used 3 times per Scene.
of all beasts, yet are like nothing else in You can emit breaths laden with
existence. massive energy, like flames, thunder, or
shock waves.

Dragon’s Lair Dragon’s Etiquette Breath of Annihilation


Type: Recovery Type: 20 Type: Pureblood, Transformation
Timing: See Effect LV: 3 Timing: Setup Step LV: 1 Timing: Minor Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 2 Range: None Cost: 5
Effect: Use at the end of a Scene to Effect: During that Round, add Effect: During that Action Step, change
increase your Property points by +5 and +[number of Egos you have ×2] to your Dragon's Breath to "Target: Scene"
fully recover your FP. Can be used up to the damage of your Attacks, but your and add + Bless to the damage. Can be
LV times per scenario. Action Speed becomes 0. used once per scenario.
Your hideout for rest. It contains Adopting a stance of arrogant Inhaling deeply, you converge
mountains of treasures and gold waiting, not striking first but showing the world's energy to prepare an
you have accumulated, along with respect to any challenger. This, seen ultimate breath with infinite heat.
holy springs with healing properties. as arrogant, serves as a self-imposed This devastating power can pierce the
However, humans constantly seek these handicap for dragons bored with their heavens and shatter stars, embodying
riches. own strength. destruction itself.

139
DEMONS
“We were created by our master to do evil.”
“No. To defy arrogant Gods and reclaim the light.”
“Let’s just have some fun.”
The Old World’s End
The Tripartite Conference of the
Underworld

THOSE WHO LURK


IN THE DARKNESS

“You, the
one behind
the human
purification
plan, being
killed by
someone
like me? Demons are the quintessential
representation of all mythics. They lurk
in the shadows of the human world,
Good, really tempting and leading humans to ruin,
feeding on their agony.
good!” But what exactly are demons? Some
say they are angels who rebelled against
God, others believe they are ancient
Celestials that were degraded. There
“Midnight Crown” are those who assert that demons were
Uzumaki Kyosuke created by God to commit evil and test
humans, while some argue that such
beings have existed since the dawn of
creation.
All these are correct. Demons are
inhabitants of a massive dominion called
“Hell,” created by various dominators.
However, it’s not exclusively for
demons; other bloodlines like Dream

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Eaters or Vampires also inhabit it. An Aberrant heir becomes a lower


Strictly speaking, demons are residents demon known as an evil spirit, which is
of Hell that don’t fit into these other a great shame for their parents.
bloodlines.
Majin
History of Demons Majins are not just servile lower
The history of demons is aberrations but upper demons with
synonymous with the history of Hell. strong egos.
It began with the rise of the Heaven Their purposes and histories are
dominion, concurrent with the diverse, as mentioned earlier. Whether
historical development of humans and fallen angel, deities, residents of the
monsters, and the birth of dominators. Hell dominion, or others – if powerful,
Hell was formed as various dominions they are all called majins. Therefore,
united to counter Heaven. Naturally, it’s hard to describe a typical demon
the fiercely egoistic dominators are god. Some, not being dominators
not united; they constantly battle each themselves, are granted territories by
other for power. higher Demon Lords and fully control
Hell’s values can be divided into a part of the dominion.
three: The “Fallen Faction,” consisting They visit the Earth dominion
of former angels who emphasize the either as representatives of their
fight against Heaven, aiming to replace superiors who can’t manifest due to
God; the “Hell Faction,” (*) composed being dominators or because they (*) Hell Faction
They are malevolent demons
of demons focusing on fulfilling their were summoned by magicians. Many but, at the same time, maintain
egos and embracing their evil nature; who were summoned remain on Earth secret connections with the Heaven
and the “Pleasure Faction,” (*) pursuing because their summoners died, unable dominion. They discreetly maintain
their demon essence without
individualism and freedom. to return. Aberrant demon gods usually revealing their existence to the
These factions were balanced, but become evil spirits. human world, characterizing them
as a more moderate faction.
since Satan, the leader of the Hell
Faction, disappeared, Lucifer, a stern Hell Jester (*) Pleasure Faction
A faction that reveres the first
advocate for revenge against Heaven Demons even feared by residents of dream eater, Lilith, as their queen.
and the leader of the Fallen Faction, the Demon Realm, these are the Jesters This group of demon lords has
holds sway in Hell. of Hell. No one knows where they
no intention of pandering to the
Heaven dominion, yet they consider
came from; every time someone asks,
Demon Lords Heirs
it foolish to directly confront it.
they get different answers. Essentially,
Demon Lords pit their sons and they’re anomalies personifying
daughters against each other to malicious jokes (*). (*) Malicious Jokes
determine who will inherit their Most Jesters act on Earth, spreading PCs who are demi-humans should
not be serial killers who kill without
position. The methods vary, but a laughter and jokes. They mock reason or characters who disrupt
popular one is the “Grand Tour,” authority, deride arrogance, and other Players’ serious role-playing.
If that’s the only interpretation,
meaning a dispatch to the Earthly desecrate life. Sometimes they spend this race isn’t for you. Hell Jester
dominion. years setting up a joke to trap people. love jokes, and they must be
enjoyable, at least at the Player and
While interacting with humans Logic doesn’t work on them; they’re GM level. Being a Hell Jester is
(originally a job for lower demons), unpredictable and not driven by profit not an excuse to discomfort other
they negotiate with the Heaven and or loss. Mistaking them for mere Players or the GM. This is serious
matters.
other dominions, expanding their murderous Aberrant would result in a
horizons. This process tests the heirs’ harsh prank.
(*) qualifications. An aberrant Hell Jesters become a (*) Heirs
For these children, it’s a chance to monsters that kill people for fun. They Of course, since PCs are demi-
humans, they should outwardly
escape the nagging Demon Lords and despise such aberrations. For them, aspire to be Demon Lord Heirs but
enjoy the freedom and excitement of killing is not the goal but a means to inwardly want to continue living on
Earth and protect their daily life as
the earthly world. This period is like a color their jokes. demi-humans.
moratorium for them. Desiring to become a Demon
However, with the increasing tension Demons and Demi-Humans Lord at the expense of the human
world is not uncommon among
between the Heaven and Hell dominion, It’s not unusual for demons to heirs but is incorrect for a demi-
the importance of heirs has grown. human.
become demi-humans. Many think it
Since Demon Lords themselves have necessary to tempt, test, and desecrate
difficulty manifesting on Earth, the humans.
heirs often have to resolve challenging
diplomatic issues as representatives of
their parents.

141
Blood: Demon Wings Mask of Deception
Demon
Type: Transformation Type: None
Demons represent creatures that Timing: Always LV: 1 Timing: Minor Action LV: 1
inhabit a vast world of “evil” known
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
as the Hell dominion.
However, the concept of “evil,” Range: None Cost: 0 Range: None Cost: 2
and what kind of ego they harbor, Effect: While in “Transformation” Effect: Allows you to freely change
varies from demon to demon, and mode, you become Airborne and your appearance for the duration of
add +2 to the damage of Melee the Scene. To see through this disguise,
because they are evil, they are always and Shooting Attacks. Landing and a [Social] vs. your [Emotion] Clashes is
in conflict. Airborne again require a Minor action. required. This Effect can be ended at
The cost of your “Transformation” is any time. If you have “Usurper,” you
increased by +2. become Stealth until the end of your
Sprouts your dark, ominous wings Action Step, even in an enemy Engage
and soar through the air. It grants high Zone.
aerial mobility and can also transform Freely disguise your appearance and
into bladed weapons for attack. status, assuming any form you desire.

Fool’s Gold Bringer of Calamities Slayer


Type: None Type: Attack, Magic Type: Transformation
Timing: Before Check LV: 1 Timing: Major Action LV: 3 Timing: Always LV: 1
A.Check: Auto Success Target: Single A.Check: Emotion Target: Area A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: Scene Cost: 3 Range: None Cost: 0
Effect: Increase the target's Success Effect: Performs a Special Attack that Effect: While in “Transformation”
value of Social Checks by +2. For inflicts [Emotion + (LV+1)D6] damage mode, add +1D6 to your damage rolls.
Acquisition Checks, this bonus increases to the target. The target must use The cost of your “Transformation” is
to +4. Emotion to Dodge. If it deals even 1 increased by +2.
Creating illusory gold and treasures point of damage, it additionally inflicts You are a demon proficient in
to bewilder human hearts. Demons Confusion. destroying, killing, and annihilating
have long understood what drives the Conjuring disasters such as various beings. Your very presence
system of human society. avalanches, volcanic eruptions, embodies slaughter and destruction.
lightning strikes, tornadoes, plagues,
and pestilences, create scenes of utter
despair and chaos.

Realm of Slaughter Usurper Hell’s Fall


Type: Transformation Type: None Type: Attack, Magic
Timing: Minor Action LV: 1 Timing: After Check LV: 1 Timing: Major Action LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Social Target: Single
Range: None Cost: 3 Range: Scene Cost: 3 Range: Scene Cost: 3
Effect: During the Scene, add +2 to Effect: Reduces the target's Check Effect: Performs a Special Attack
the Success values of your Hit Checks. Success value by -3. Can be used once inflicts [Emotion + (LV)D6] points of
If you have “Slayer,” it further adds per Round. damage to the target. The target must
+[Emotion B] to the damage of Melee A demon skilled in stealing use Emotion to Dodge. If it deals
and Shooting Attacks. everything from others - money, souls, even 1 point of damage, it additionally
Fills the surroundings with the power friends, loved ones, happiness, chances, inflicts Pressure and Bind. If you have
of the Demon Realm, transforming and even hope itself. “Bringer of Calamities,” it further adds
the space into a domain ruled by your +1D6 to the damage.
demonic force. Those who step into this Opens the gates to other realms for
hunting ground are nothing more than attack, unleashing hellish forces.
pitiful prey.

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PLAYER

Miasma Claws Soul Contract Harbinger of Ruin


Type: Transformation Type: None Type: Support
Timing: Always LV: 3 Timing: After Check LV: 1 Timing: Major Action LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 0 Range: Scene Cost: 2 Range: Scene Cost: 3
Effect: While in "Transformation" Effect: Use this immediately after a Effect: The next damage the target
mode, your Unarmed damage changes target other than yourself, who has receives is increased by [Emotion + (LV
to [Emotion + (LV) + 1D6] and agreed, makes a dice roll. Adds +3 to × 3)]. This Effect is removed once the
Guard value to [LVl + 3]. If you deal the roll's Success value, but the target Scene ends or after applied its Effect (to
even 1 point of damage with unarmed loses 1D6 points of Humanity. If you be clear, this only works once).
Attacks, it additionally inflicts 'Poison have 'Tempter', tit further adds +4 to Casts inescapable curses on others,
(LV)' on the target. The cost of your Success values. Can be used once per using curses and the gaze of the evil
"Transformation" increases by +2. Scene. eye as mediums. The ruin of those who
Claws, mighty arms, sharp spikes, Offers to fulfill desires in exchange stand before you is assured.
and tails imbued with the miasma of the for something lost – a contract that
demon realm. grants wishes but at a price.

Bringer of Misfortune Seed of Discord Spear of Darkness


Type: Attack, Magic Type: None Type: Item
Timing: Major Action LV: 3 Timing: Setup Step LV: 1 Timing: Minor Action LV: 1
A.Check: Social Target: Area A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: Scene Cost: 3 Range: None Cost: 2
Effect: Perform a Special Attack on Effect: The target immediately receives Effect: For the duration of that Scene,
the target that deals [Social + (LV) a Berserk. If the target's Social is not you are equipped with the following
D6] damage. The target must use [lower than or equal to your Social], ranged Weapon. By spending 3 points
Social to Dodge. If you deal even 1 the Effect does not occur. If you have of humanity immediately before an
point of damage, it additionally inflicts "Bringer of Misfortune", calculate the Attack with this Weapon, you can
Confusion. Effect with your Social +2. change it to ‘Target: Area’.
Sowing chaos and misfortune, Planting the seeds of doubt, anxiety, Type: Weapon (Ranged/Legion)
bringing famine, riots, epidemics, and and jealousy in the hearts of others. Hit: +0 - Guard: +4
wars to the world, plunging people into In the face of your power, bonds of Attack Power: Emotion + 2 + 1D6
confusion and despair. friendship and unity easily crumble. Action Speed: -2 - Range: Scene
Summons the undead and demons
of the demon realm, manipulating them
as extensions of your own body or as
furniture at your whim.

Tempter Twister of Fate True Demon


Type: None Type: 20 Type: Pureblood
Timing: Before Check LV: 1 Timing: After Check LV: 1 Timing: Unleash LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 2 Range: Scene Cost: 3 Range: None Cost: Sin
Effect: Use this before a target other Effect: Allows you to reroll 1 die for Effect: Use immediately after you
than yourself makes any kind of dice that Check, chosen by you. Can be used entered Unleash mode. For the duration
roll. The target must use Social for that up to 3 times per scenario. of that Scene, when using a Demon's
roll. Can be used once per Round. Interferes and manipulates the Art, all of your 'Basic Abilitys' are
Whispering sweet nothings and destinies, the causal laws of the world, treated as 5 points higher than they are
temptation into the hearts of others, albeit in a limited way. Encounters and for calculating any 'Effects'.
you revel in the outcomes - whether partings brought by chance, comedies, Within your flesh and soul lies
leading some to corruption and ruin or and tragedies – all lie within your grasp. immense latent demonic power, rivaling
spurring others to seize their potential even the rulers of the demon realm.
through strong will. Both results amuse
you greatly.

143
Root: Jester’s Mockery Killing Joke
Hell Jester
Type: Auto Type: Attack
The Hell Jester is a fearsome root Timing: Before Check LV: 1 Timing: Major Action LV: 5
that mocks all existence, including
A.Check: Auto Success Target: Self A.Check: Technique Target: Area
themselves, bringing the ultimate
black humor. Range: None Cost: 2 Range: Scene Cost: 3
No one knows where they come Effect: Allows you to perform all Effect: Perform a Special Attack that
from or where they go. What is certain Checks with a value of [number of inflicts [Techique + (LV)D6] points of
Egos + 8]. If you fail a Check or lose a damage to the target. The target must
is that for the sake of “laughter,” they Clashes, you lose 6 FP. use Technique to Dodge. If you deal
are willing to casually throw away their Turns everything in the world into a even 1 point of damage, it additionally
own lives. grand joke and mischievous prank. But inflicts Confusion.
beware, if your jest fails, the humiliation Uses joke-like weapons – jack-
might be so great that you'll wish for in-the-boxes with blades, exploding
your demise. balloons, impaling flag pistols, and
lethal laugh-inducing gas. Your attacks
are unpredictable and deadly

Pied Piper’s Flute Bellyache Laughter Joker’s Dream


Type: Magic Type: Attack Type: Pureblood
Timing: Setup Step LV: 5 Timing: Major Action LV: 5 Timing: After Check LV: 1
A.Check: Auto Success Target: Single A.Check: Technique+LV Target: Scene A.Check: Auto Success Target: Single
Range: Scene Cost: 4 Range: Scene Cost: 5 Range: Scene Cost: Love
Effect: Immediately move the target Effect: Performs a Special Attack on Effect: Allows you to change 1 die
to your Engage Zone and inflict Daze the target, inflicts Pressure and Taunt. from target's Check to a 1. Can be used
on them. Effect fails if the target's The target must use Social to dodge. If once per scenario.
Emotion is higher than [your Technique all targets are successfully evaded, you Bend fate itself, bringing unexpected
+ LV], or if the target's is in a Blockade lose 10 FP. turmoil and tragicomedy. What's the
Zone. Usable once per Scene. The jokes are so funny that they cost, you ask? Love, of course! Hell
A flute that ensnares listeners in cause agonizing laughter, potentially jesters twist such worlds and love
a trance, this art lures victims to their lethal. However, if no one falls for your humanity in their twisted way.
doom. However, continuously playing tricks, your own humiliation might lead
this flute is a bore for you, so don't you to wish for death.
expect it to last long.

Root: Royal Blood Heir’s Whims


Demon Lords Heirs
Type: Auto, Support Type: None
Demon Lords Heirs are the Timing: Before dmg roll LV: 1 Timing: Before Check LV: 1
successors who will become the new
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
dominators of Earth dominion. With
the power they possess, they can solve Range: Scene Cost: 3 Range: Scene Cost: 2
various difficulties. Effect: Increase the damage roll of a Effect: Adds Emotion B to a target's
In many cases, the heir are the target by +[Social + 1D6]. Can be used Hit Check. Can be used once per Scene.
once per Round. Use your haughty demeanor and
prince or princess of the Demon
Right to inherit the throne of Dell demands to manipulate observers and
Lord himself. Of course, it doesn’t dominion, teeming with numerous subordinates, compelling tireless work
matter if they are sent regardless of contending forces. Your words, actions, at your command.
blood relation. and aura inherently carry the power
befitting a monarch born to rule.

144
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PLAYER

Perfect Servant Demon Realm Overseer Emperor’s Command


Type: Defense Type: Item Type: Pureblood, Support
Timing: Before dmg roll LV: 3 Timing: Setup Step LV: 1 Timing: Major Action LV: 3
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: Scene Cost: 2 Range: None Cost: 2 Range: Scene Cost: 4
Effect: This Art is only usable Effect: For the duration of the Scene, Effect: Makes a target other than
while equipped with "Demon Realm you are equipped with the following yourself Unact, and adds +Social to the
Overseer." Reduces the damage received ranged Weapon. While equipped, adds damage of the target's next Attack. This
by a target by -[Social B + (LV)D6]. Can +2 to the Success value of Social Art cannot change and remain "Target:
be used once per Round. Checks. Single" under any circumstances. Can be
Command your overseer to block Type: Weapon (Ranged) used LV times per scenario.
attacks, powerful demons reveal their Hit +0 - Guard: +6 Master the art of influencing others
true form to become a shield for their Attack Power: Social + 3 + 1D6 without personal action, a strategy
lord. Action Speed: +0 - Range: Scene befitting a future ruler. Your words
Loyal and capable servants, such as alone can marshal others into action.
butlers or familiars, who follow you.
They may appear as a cloak or hat,
faithful yet occasionally overbearing.

Root: Demonic Form Majins’ Fangs


Majin
Type: Auto, Transformation Type: None
Majin is the most typical root Timing: Always LV: 5 Timing: Minor Action LV: 1
among demons, representing the
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
inhabitants of the Hell dominion.
Often, Majins are summoned by Range: None Cost: 0 Range: None Cost: 1
magicians or similar beings on Earth, Effect: While in "Transformation" Effect: During its Action Step, change
and as a result, they reside in this mode, increases both the damage the Range of your "Type: Magic" Arts
of your Attacks and your Armor by or Attacks made with "Type: Magic"
world. Of course, it’s not necessary +[LV×2]. The cost of your "Transfor- Weapons to "Range: Inside," and add
for them to be summoned. mation" is increased by +1. +Emotion B to the damage.
As a powerful Demon God of Hell, Wraps your claws, fangs, or weapons
you can manifest as a fearsome figure in magical energy, delivering a direct and
cloaked in miasma and magic, or as a powerful blow to your enemies.
fusion with animals, plants, or objects,
varying according to your true nature.

Demonic Nobility Demons’ Tremor Demon Gate


Type: None Type: Transformation Type: Pureblood, Transformation
Timing: See Effect LV: 1 Timing: Minor Action LV: 1 Timing: Move Action LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 2 Range: None Cost: 5
Effect: Upon acquisition, choose Effect: During its Action Step, this Effect: During its Action Step, add
1 from Type: Attack, Defense, or Art changes the Target of any Art you +Emotion to the damage of your
Recovery. When used simultaneously use, except Art with "Target: Self," to Attacks, and targets cannot Dodge
with the chosen Type of Art, this Art "Target: Area." these Attacks. Can be used LV times per
increases all inflicted damage, reduced Powerful shockwave with immense scenario.
damage, and recovers FP by +Social B. power, shaking material, souls, and even Opens a gate within you that
In the might-makes-right world of the very fabric of the world itself. connects to Hell, channeling its endless
Hell, you hold a title indicating immense power, and unleashes a torrent of pure
power. Your authority in your area of destructive energy, capable of piercing
expertise is unmatched by other Demon and crushing everything in its path.
Gods.

145
NEIGHBORS
“We are different, you and I. I have
horns, and you don’t. But it’s our
differences that make me fond of
you.”

“Blade of the Raging Wind” Kikoku Jin

AMONG HUMANS
Neighbors are a “subspecies” of
humans. Throughout the long history
of humankind, they have existed as
another form of human, unrecognized
and hidden. These are the Neighbors.
History of Neighbors
The history of Neighbors began
alongside human history. They chose
a different path from the ancestors of
humankind, living their own lives on
their respective stages.
Initially, their paths didn’t cross
with humans. But as humans learned
“O ye who agriculture, advanced their technology,
pollute the and spread across the world, conflicts
between humans and Neighbors began.
great nature In battles, Neighbors, being mythical
beings, had an overwhelming advantage
of Gaia! over humans. However, their victories
only spread fear among humans,
Behold my leading to more human incursions.
After many battles, Neighbors were
anger, my defeated in most parts of the world
sorrow!” (partly due to the alliance of humans
with the Heaven dominion).
Now, most Neighbors live as demi-
humans in human society, or they lead
quiet lives in their hidden villages or
dominions. Most humans either have
“Gray Fang” forgotten about Neighbors or simply
Cain Okami consider them as man-eating monsters
disguised as humans.

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PLAYER

Werewolves irresponsible beings. When they truly


love and form a bond with someone,
Descendants of humans bestowed the Children of Bastet can unleash
with the powers of spirits by the their full potential as hunting creatures.
Earth Mother Gaia, werewolves are Those who become aberrant
tasked with preserving the harmony transform into man-eating monsters
between humans and nature. As the called “Bakeneko.”
name suggests, they can transform into
wolves. Strictly speaking, “werewolves” Oni
is a general term for Neighbors who
can transform into beasts. Rumors A type of beast people believed to
suggest various other types of beast have lived in the Japanese archipelago
people exist, but this text will refer to long before modern Japanese appeared
them as werewolves. (*). There are also believed to have (*) Japanese Archipelago
Currently, werewolves are under been Oni in the Indian subcontinent, It’s believed that Oni also lived in
China, and Korea. Notably, some the Indian subcontinent, China, and
threat. Natural destruction is rampant, Korea, with some areas in India still
and other mythic beings are on the rise. areas in India are still reputed to have having significant Oni populations.
Gaia cries out in pain, but few can hear significant Oni populations.
her screams. Oni are robust hunters preferring
Werewolves have lived in tribes, to live in the mountains. With their
harmonizing with nature. However, mysterious spiritual power and strong
their numbers are declining. Although bodies, they were often seen as hostile
traditionally the tribes discouraged by the Yamato court and have almost
population growth, some have moved disappeared from human settlements.
to cities, claiming to protect nature Many Oni now live in isolated
from urban shadows. But some tribes, villages without official registries. These
merely using conservation as a pretext, villages, once discovered, are usually
have turned into criminal organizations eradicated by the JABF to prevent the
or even corporate entities, actions that risk of Aberrant. In contrast, some
conservative werewolves view with Oni disguise themselves as “Japanese”
disdain (*). Conversely, some hardliner and integrate into society, often only
realizing their true nature as Oni later (*) Disdain
tribes advocate direct attacks on There are also rumors of
humans, or “culling,” leading to internal in life. werewolf nobles who, through their
strife and driving many werewolves to It is said that the Oni’s destiny, descendants among samurai and
knights, exercise covert political
the cities. given by the Earth Mother Gaia, is to influence.
Werewolves who lose control of “prepare for the fight against the void.”
their rage and transform into Aberrant The ancestral king of the Oni, Ashura,
are called “Stray Beasts,” becoming is still battling this Void at the edge
creatures that only prey on humans. of the universe. With the scattering
This reinforces the prejudice that of “Feathers,” many Oni feel that the
werewolves are enemies of humankind, battle against the void is approaching.
leading to their persecution. Aberrant Oni become monsters
known as “Ashura” or “Gaki,”
Children of Bastet which has unfortunately justified the
persecution against Oni.
Beast people who can transform into
cats or cats that can transform into Neighbors and Demi-Humans
humans are known as the Children of
Bastet or the Children of Artemis. While some Neighbors live in isolated
They were commanded by their villages, almost all of them must live
creator goddesses to live each day as demi-humans due to interbreeding
freely and joyfully, without the sense of with humans.
purpose that other beast people might However, those who side too much
have. with humans are often seen as heretics.
Most of the Children of Bastet Among Neighbors, there’s a deep-
blend into human society. In cities, as rooted distrust of humans, the majority
cats or humans, they lead interesting population.
and amusing lives. They mock other
more serious beast people, whom they (*) Children of Set
call “Children of Set” (*), in a playful Set is an ancient Egyptian serpent
manner. god and a rival to Bastet. However,
However, they are not just the Children of Bastet neither know
nor care why they use this term.

147
Blood: Swift as the Wind Beastly Agility
Neighbor
Type: Attack, Transformation Type: Transformation
Neighbor represents the unknown Timing: Major Action LV: 1 Timing: Reaction LV: 3
subspecies of humans, that is, humans’
A.Check: Melee Target: Single A.Check: Physical Target: Self
neighbors (neighbors).
The existence of Neighbors is not Range: Weapon Cost: 3 Range: None Cost: 2
known in the visible world. However, Effect: Perform a Normal movement Effect: Perform Dodges using your
they certainly do exist. followed by a Melee Attack. Add Physical value. Can be used LV times
+Physical B to this Attack's damage. per Round.
Transforms you into a fleeting gust, Evade attacks with the agility of
enabling you to close in on and strike a wild animal. No matter how much
your prey in an instant. For those who human society may corner you, you are
become your quarry, there is no escape. not prey to be easily hunted.

Tribal Lore Heightened Senses Territory


Type: None Type: None Type: Transformation
Timing: Before Check LV: 1 Timing: See Effect LV: 1 Timing: Minor Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 1 Range: Scene Cost: 1 Range: None Cost: 4
Effect: You can perform Info Effect: Use this when a target performs Effect: Blockade your Engage Zone,
Gathering Checks using your Physical. any action. With this Art, you can target adding +1 to all Checks performed by
Harness ancient knowledge passed Stealth characters. your allies within this Zone. This Effect
down through your kind, an art that Represents senses honed in nature, ends when the Scene ends or when you
often grants unexpected hints through far surpassing human capabilities, leave this Zone.
abstract oral traditions, children's including keen smell, hearing, telepathy, Fill the surrounding area with your
rhymes, or proverbs. or a sixth sense. With these, detecting presence, turning it into a space where
hidden foes is effortless. your power is maximized. In this
kingdom, you are the hunter, and they
are the hunted.

Pack Leader Wild Claws and Fangs Supreme Beast God


Type: Item Type: Transformation Type: Pureblood, Transformation
Timing: Always LV: 1 Timing: Always LV: 5 Timing: Unleash LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 0 Range: None Cost: 4
Effect: You gain a ranged Weapon with Effect: While in "Transformation" Effect: Use immediately after enter
the following data: mode, change your Unarmed damage to Unleash mode. During that Scene,
Type: Weapon (Ranged/Legion) [Physical + (LV×2) + 1D6] and Guard add +Physical to the damage of your
Hit: 0 - Guard: +5 value to [LV+3]. The cost of "Beast Physical attribute Attacks, and ignore
Attack Power: Physical + 2 + 1D6 Transformation" increases by +1. the target's Guard value.
Action Speed: +0 - Range: Scene Your sharp claws, fangs, strong arms, Unleash the primal instinct engraved
You command and lead a group or horns used as weapons, honed to in your soul, transforming into a being
of your kin. Under your orders, your perfection. beyond both humans and beasts. Instill
brethren boldly and fiercely assail the fear and trembling in all creatures.
enemy.

148
SECTION
PLAYER

Root: Indomitable Physique Oni’s Limb


Oni
Type: Auto, Defense, Transformation Type: Transformation
Oni are considered to be the Timing: Before dmg roll LV: 1 Timing: See Effect LV: 3
indigenous people of Japan,
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
representing individuals with horns.
Born as guardians of nature, Oni Range: Inside Cost: 2 Range: None Cost: 2
possess combat abilities far surpassing Effect: Reduce the damage received by Effect: Use when performing a Guard.
humans, making them formidable the target by [Physical B + 1D6]. Can be The Attacking character loses [Physical
used once per Round. B + (LV)D6] points of FP. Can be used
warriors. And because of this, they are once per Round.
Oni's formidable body, vitality, and
a dying race. unyielding spirit. It's what sustains In the moment of an attack, detach
you, struggling against the fate of a a limb and let it autonomously assault
dwindling race. your opponent.

Oni’s Rampage Oni’s Cry Oni Titanic Strength


Type: Attack, Transformation Type: Transformation Type: Transformation
Timing: Major Action LV: 1 Timing: See Effect LV: 1 Timing: Always LV: 1
A.Check: Melee Target: Area A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Weapon Cost: 2 Range: Scene Cost: Love Range: None Cost: 0
Effect: Perform a Melee Attack on Effect: Can be used at any time, on an Effect: While in "Transformation"
the target. If there are two or more agreed target. The target gains 1 point mode, add +Physical B to the damage
targets or Type: Clade, add +1D6 to the of Love. Can be used once per scenario, of your Melee Attacks. The cost of your
damage of this Attack. and this Art cannot change and remain "Transformation" is increased by 1.
Unleash your fighting instincts, "Target: Single" under any circumstanc- The sheer, unrivaled strength of
mowing down and obliterating es. the Oni. This overwhelming force is
everything you touch. Only colossal Strike at the hearts of others with akin to the raw ferocity of nature made
claw marks and trails of destruction will actions that contradict your fearsome manifest.
remain in your wake. appearance, like an Oni shedding
childlike tears.

Thunderous Oni Oni’s Chant Oni’s Ledger


Type: Transformation Type: 20, Attack, Recovery Type: Pureblood, Support
Timing: Move Action LV: 1 Timing: Major Action LV: 5 Timing: Setup Step LV: 1
A.Check: Auto Success Target: Self A.Check: Emotion Target: Scene A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: Scene Cost: 3 Range: Scene Cost: 4
Effect: During the Action Step, change Effect: Perform a Special Attack on the Effect: During the Scene, any damage
the damage attribute of your Melee target. The target must use Emotion the target receives from Attacks is
Attacks to Emotion and the range to to Dodge. If the Attack hits, inflicts increased by Physical B.
"Scene." Confusion, or recovers the target's FP Record a foe's name in the mystical
Oni can read the wind and hear the by [Emotion + (LV)D6]. You choose 'Oni Register,' a sacred tome among the
thunder through their horns. Summon the Effect for each target. Oni. Those whose names are penned
the forces of nature as wind and Recite ancient incantations passed are said to be marked for a true demise.
thunder, wrapping them around your down among the Oni, evoking a mix
attacks. of intimidation and melancholy. This
haunting melody both rallies allies and
instills fear in foes.

149
Root: Werewolf Wolf Berserk
Werewolf
Type: Auto, Transformation Type: Transformation
Werewolf are wolves that Timing: Always LV: 1 Timing: Move Action LV: 1
transform into humans, or humans
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
that transform into wolves, known as
werewolves. Range: None Cost: 0 Range: None Cost: 3
Werewolves are said to have been Effect: While in "Transformation" Effect: For the duration of the Scene,
created by a dominator called Gaia, mode, you gain +2 to the Success value the damage you deal in Melee Attacks
of Melee Attack Hit Checks. The cost increases by +Physical B. During this,
a nature deity, to protect nature. for your "Transformation" is increased you cannot guard. This Effect can be
Therefore, they are placed in an by 1. canceled with a Minor action.
inevitable conflict structure with Representing your lineage as a Break the chains restraining your
humans, a part of nature they were Werewolf, a half-beast, demi-human inner frenzy beast, unleashing immense
originally meant to protect. creature. You embody the guardian of power. It's the onset of a feast of
nature and a noble hunter, inheriting the destruction and carnage.
force of the wild.

Howl of Terror Gripping Bite Inspirational Howl


Type: Attack Type: Attack, Transformation Type: None
Timing: Major Action LV: 5 Timing: Major Action LV: 1 Timing: Setup Step LV: 1
A.Check: Physical Target: Area A.Check: Melee Target: Single A.Check: Auto Success Target: Scene
Range: Scene Cost: 2 Range: Inside Cost: 2 Range: Scene Cost: 4
Effect: Performs a Special Attack that Effect: Perform a Melee Attack on Effect: During that Round, add +1D6
inflicts [Physical + (LV)D6] damage a target. If you deal even 1 point of to the damage rolls performed by the
on targets. Targets must use Evasion damage, you Synchronization with target.
to dodge. If you deal even 1 point the target. During this, all Checks A howl that ignites the soul, rallying
of damage, it additionally inflicts performed by the target have their yourself and allies. This bold and daring
Confusion. success value reduced by -2. The target roar awakens the deepest fighting
Unleash a soul-chilling, terrifying can end Synchronization by spending a instincts in those who hear it.
howl that withers the spirit of all who Minor action. This Art cannot change
face it, inducing paralyzing fear in its target and range.
adversaries. Bite and cling onto a part of the
enemy, pinning them down and
preventing their escape.

Slavic Blood Blitz Divine Wolf Strike


Type: Transformation Type: 20, Transformation Type: Pureblood, Defense, Transformation
Timing: Always LV: 1 Timing: Initiative Step LV: 3 Timing: Major Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Melee Target: Single
Range: None Cost: 0 Range: None Cost: 4 Range: Inside Cost: Sin
Effect: While in "Transformation" Effect: You can immediately perform Effect: Perform an Unarmed Melee
mode, your Armor increases by Physical your Action Step. This can only be Attack on a target. Add the value of [FP
B. However, this Effect is null against used if it is not your turn, and will be maximum - current FP] to the damage
Bless attribute damage. The cost for considered to have ended your turn roll of this Attack. Can be used once per
your "Transformation" is increased by after Action Step. If multiple characters scenario.
1. use the same Effect simultaneously, Deliver a blow transcending beast,
Signifies your vampire-like apply them in descending order of man, and demon, akin to a stroke from
immortality as a werewolf, although you Action Speed. Can be used LV times the gods. In that moment, you become
remain vulnerable to attacks blessed per Scene. an awe-inspiring figure, dancing upon
with holy sanctity. Mobilize all your wild senses to act the earth with divine ferocity.
in an instant, striking with the speed of
lightning.

150
SECTION
PLAYER

Root: Cat Folk Perfect Feline Transformation


Children of Bastet
Type: Auto, Transformation Type: Transformation
The Children of Bastet represent Timing: Always LV: 5 Timing: Initiative Step LV: 1
magical cats that can incarnate into
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
humans, or humans that transform
into cats, known as Cat People. Range: None Cost: 0 Range: None Cost: 1
Called the children of Artemis, Effect: While in "Transformation" Effect: During the Scene, increase
these cat people do not have a serious mode, your Action Speed is increased your Info Gathering Check Success
by [LV×3]. The cost of your value by +2 and reduce your Armor
worldview like other Neighbors. They "Transformation" is increased by +1. by -5 (minimum 0). This Effect can be
love to live leisurely in this world Noble feline originating from ancient canceled with a minor action.
alongside humans. Egypt, is characterized by insatiable Enables you to take on the form of
curiosity, playful mischievousness, a cat. This inconspicuous and versatile
capriciousness, and an independent shape allows for unobtrusive entry and
spirit. movement in various situations.

Cat Acrobat Cat Dance Moon Magic


Type: Transformation Type: Transformation Type: Transformation
Timing: Before Check LV: 3 Timing: Move Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 2 Range: None Cost: 2
Effect: Increases your Dodge Success Effect: During the Action Step, change Effect: Used simultaneously with an
value by +2. If you win a Clashes, you the Hit Check and damage attribute of Art or Weapon of "Type: Magic." In-
can immediately perform a Normal your Attacks to Emotion. If you deal creases all damage dealt, damage re-
or Disengage movement and ignore even 1 point of damage, it additionally duced, and FP recovered by Physical B
Blockades. Can be used up to LV times inflicts Taunt. for that Art's Effects or Attack.
per Round. Captivates opponents with unique Embodies the magic of the moon,
Graceful movements that defy feline tactics, like displaying odd dances, shared by the cat goddess Bastet and
gravity, dodging with elegance and tapping with soft paws, or distracting the huntress goddess Artemis. The
landing effortlessly after spinning with a swaying tail. lunar magic wielded by priestesses who
through the air. served Artemis, now residing within
you.

Cat’s Curse Schrödinger’s Cat Nine Lives


Type: Support Type: 20, Magic Type: Pureblood, Transformation
Timing: Before dmg roll LV: 1 Timing: Before Check LV: 3 Timing: See Effect LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: Scene Cost: 3 Range: None Cost: Sin
Effect: Increases the damage roll of the Effect: Used when a target makes any Effect: Used immediately after your
target by +Physical. If you deal even 1 Check. The target makes the Check FP drops to 0. Instead of entering
point of damage, it additionally inflicts twice, and you choose which result. Can Temporary or True Death, you recover
Bind. Can be used once per Round. be used up to LV times per Scene. 2D6 FP. Can be used even in a Unleash
Weaken both body and spirit through Based on the principle that mode. Can be used once per scenario.
the power of the moon and curses. an undecided outcome holds all Based on the belief that cats have
Known for their deep-seated grudges, possibilities. Using unconscious powers nine lives. It symbolizes luck and vitality,
the feline kin are feared for their tenacity to influence events, leading them allowing you to cling to life and return
and dreadful vengeance. towards the desired outcome. from death.

151
HERMIT
“We magicians are beyond humans.
To wish to be with them is nothing
but foolish sentimentality. We are
mythic after all.”
Petit Schershecvnik

Wisdom that Surpasses


Humanity and Myhtical Realm

“The
moment Humans are always beings hunted
by the egos of mythics on this Earth
you under- dominion. While they might stand
a chance against mythics when in
estimated groups, they often fall to theirs’ fangs
before they can gather. And since
my ‘rare’ the existence of mythics is generally
unknown (most mythic hunters avoid
card, and revealing their existence to prevent
that’s where panic and misidentification), forming
large groups is impossible.
your luck However, there are those who know
of the mythics’ existence and have
runs out!” chosen to stand against them. Some
seek to liberate humanity from their
yoke through wisdom. These are people
who, while human, have transcended
“Burn Deck” human limitations through effort and
Kurenai Mana intelligence.
These are the Hermits. They are
those who destroy mythic through the
wisdom and technology of humankind
and have stepped into the realm of
magic with their extraordinary powers.
To put it bluntly, they are both human
and not human, the most demon-like
of the demi-humans - that’s the Hermit.

152
SECTION
PLAYER

History of Hermit dominion, who claim to be angels and


deceive God. They are prepared to kill
Humans have spread to every corner even their leaders for their doctrine and
of the Earth and encountered all manner believers (*). (*) Believers
of myhics in the darkness. Sometimes This does not mean they abandon
they became prey, sometimes slaves, Magician those who are not their followers.
Such ego-driven behavior carries
and at times fought alongside mythics
against other mythics. They were A Magician is a Hermit with the the risk of eventual transformation
into an aberrant, as God is supposed
controlled from the shadows by beings power to transform reality through to love all people universally.
like vampires and werewolves, who are intense spirituality, namely ego.
human yet not. Most self-proclaimed magicians
But from among humans arose are either illusionists or misguided
magicians who unraveled cosmic laws, wannabes. True Magicians are few and
clergy who replicated divine power, don’t advertise their existence. They
and heroes who mastered human form only involve themselves in the mundane
- the Hermits. They protected and led world to earn money for their research.
people, fighting with their powers. With For them, it’s convenient if the
the strength of the Hermits, humans common people believe magic doesn’t
carved out a world of daylight, pushed exist. A rival magician dies from a heart
back the world of night, and stood attack? A curse? Summoning a fire spirit
against mythics. to burn someone alive? Ridiculous!
From mythics’ perspective, humans Who can prove it? Nonsense! It’s easier
might be oppressors. But for humans, to explode a car’s spark plug than doing
mythics are always enemies lurking in all that!
the dark, sharpening their fangs. Many Magicians disregard human
Of course, just as with irregulars, morality, unflinchingly committing acts
humans who become capable of like murder or human experimentation.
fighting mythics are also considered In the Middle Ages, Magicians
mythics. Revealing their true power behaved arrogantly and treated people
publicly would only lead to unnecessary like slaves, eventually disappearing
misunderstandings. due to witch hunts and the advent of
Hermit who have transformed into rationalism.
aberrants become selfish individuals Magicians aspire to elevate their ego
or madmen swallowed by insanity. and become dominators, considering it
Dialogue with these beings is the path to godhood.
impossible. Even if it seems possible,
it’s merely an illusion. There’s no way
Lord
to know how many of humanity have Individually, humans are incredibly
become such aberrants. weak, no match even for lower
aberrants, let alone mythics. But a flock
Black Coat of sheep led by a wolf triumphs over
The Black Coat is a trump card of wolves led by a sheep. This wolf is the
the anti-monster brigade, secretly Lord, a Hermit.
formed by the alliance of various They are mere humans physically,
Christian denominations. without superpowers, magic, or
Named for their black coats, the unit transformation abilities. They
was initiated by the Vatican after the command obedience and instill courage
“New York Disappearance Incident.” to face against mythics through their
It’s a coalition of elite members leadership and charisma. Lords have
from various denominations, including appeared throughout history.
the Vatican’s powerful 13th Division Whether a military leader or a
(which officially doesn’t exist), the mere gang leader, the scale of their
British Church’s Anti-Vampire Knight organization or experience is irrelevant.
Order, the Orthodox Church’s Their command signifies a power to
Alchemical Knights, and Russian move the world.
Orthodox Monster-Hunting Monks.
Each member operates autonomously
without interference in their methods.
Their enemies include all mythics that
threaten humans, including angels from
the Metatron faction of the Heavenly

153
Blood: Desperate Ploy Social Support
Hermit
Type: Attack Type: None
Hermit represents those who have Timing: Major Action LV: 5 Timing: Before Check LV: 1
become mythic through magic, faith,
A.Check: Social Target: Area A.Check: Auto Success Target: Self
imperial learning, or the deeds created
by humans. Range: Scene Cost: 3 Range: None Cost: 1
Characters with the roots of a Effect: Perform a Special Attack deal Effect: Consume up to 3 points of
Hermit are not mere humans. They [Social + (LV)D6] damage. The target any available Property points. Add
must use Social to Dodge. If all targets +[consumed Property points] to the
are, so to speak, superhuman beings are successfully evaded, you lose 10 FP Success value of your Checks.
who have opened the gates of the and receive Confusion. Maximizing the use of your
abyss with their intense egos through Unpredictable methods such as organization or group's network and
magic or faith. tricks, traps, bluffs, or reckless attacks. connections. The might of human
The risk of failure is high, but so is the society, a vast entity itself, becomes your
potential for unexpected victory. support.

Unique Lineage Battle Logic Unceasing Effort


Type: None Type: Attack Type: None
Timing: Always LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: Weapon Cost: 1 Range: None Cost: 1
Effect: Choose two of your Basic Effect: Perform a Melee or Shooting Effect: Choose 1 from Type: Attack,
Abilitys: increase 1 by +1 and decrease Attack. Add +[Technique B] to the Defense, or Healing Art upon acquiring.
the other by -1. Only characters with the damage of this Attack. Use it simultaneously with the selected
primary Blood as 'Hermit' can acquire Understanding the nature of Type of Art and add +1D6 to the
this. weapons and employing optimal tactics. damage dealt, damage reduced, or FP
The powers inherited from a lineage Leveraging the accumulated knowledge healed.
steeped in specific crafts, such as noble of human civilization and culture is The amount of skills, training, and
families of magicians, heirs of vast essential to confront demons with preparations you have accumulated for
conglomerates, or descendants of human frailty. your goals. These efforts will never
assassins. betray you.

Transcendent Soul Gaze of Resolve Human Tenacity


Type: Recovery Type: Pureblood Type: Pureblood, Support
Timing: See Effect LV: 1 Timing: Setup Step LV: 1 Timing: Before dmg roll LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: None Cost: 4 Range: Scene Cost: Love
Effect: Used when you receive Effect: Can only be used in the Climax Effect: Add +[number of Bonds you
Pressure, Daze, Confusion, or Taunt. Phase. During that Scene, reduce the have × 5] to the damage roll of the
Dispels 1 of these Bad Statuses. Can be Critical value of your Major action target. Can only be used in Unleash
used even in Pressure. Checks by -1. mode and only once per scenario.
Whether aware or not, you possess a What ultimately separates the strong Awakening latent potential in
mind that transcends human limitations. from the weak is the ability to make a extreme situations and risking life for
Indifferent to the distinction between decisive commitment at the moment. a chance to prevail, through the power
human and demon, compelled to save You have that resolve and a reason to of bonds. In those critical moments, it's
others selflessly—such traits may appear survive. these connections that sustain you.
heroic but are essentially incompatible
with human society.

154
SECTION
PLAYER

Root: Sanctity Chant Divine Healing


Black Coat
Type: Auto Type: Recovery
Black coat represents the roots of Timing: See Effect LV: 5 Timing: Major Action LV: 5
the trump card of the anti-mythic
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Area
units formed by the alliance of all
Christian denominations. Range: None Cost: 2 Range: Scene Cost: 3
Their weapon is faith. Black coats Effect: Use with "Type: Attack, Effect: Recover [Bless + (LV)D6] FP
will not yield as long as their enemy is Support, or Recovery Arts. Add "Bless points and Dispel 1 Bad Status on the
B" to the Effects of those Arts. Can be target
a evil mythic. used LV times per Round. Miraculous healing, employing holy
Uttering sacred verses amplifies your water, anointing oils, the Gospel's
inner divinity, blurring the lines between readings, and the light emanating from
mortal and miraculous. your hands to mend both flesh and
spirit.

Judgment’s Hail Saint’s Recognition Sanctified Barrier


Type: Attack Type: Transformation Type: None
Timing: Major Action LV: 1 Timing: Always LV: 1 Timing: Move Action LV: 1
A.Check: Shooting Target: Area A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: None Cost: 0 Range: None Cost: 3
Effect: Perform a Shooting Attack on Effect: While in "Transformation" Effect: Blockade your Engage Zone.
the target. If you deal even 1 point of mode, increase the damage of your Enemies with types other than "Type:
damage, it additionally inflicts Bind. Attacks and your Armor by "Bless B," Human" have all their Check Success
A tempest of weapons descends and you are also treated as "Type: Holy." values reduced by -2 while iníe your
in silence, hurling swords, bayonets, The cost of your "Transformation" in- Zone.
pinning evil to the ground with divine creases by +2. Barriers that halt the advance
precision. Acknowledged by the papal authority and diminish the might of unearthly
as possessing saintly magical prowess, beings, utilizes holy water, pages of the
or unacknowledged yet rivaling such scripture, sacred formulas, or fragments
power, your very flesh transcends of relics.
humanity.

Sacred Armament Absolute Faith Divine Gospel


Type: Item Type: 20 Type: Pureblood, Recovery
Timing: Always LV: 5 Timing: Before Check LV: 3 Timing: Initiative Step LV: 5
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 3 Range: None Cost: 4
Effect: Select up to LV of your Effect: Perform all Checks with a Effect: Recover [Blessing + 3D6] FP
Permanent Weapons. Change their "Bless" +2 bonus. Can be used LV points and dispel all bad statuses on
damage attribute to "Bless," increasing times per Round. you. This Art can be used even under
Attack power and Guard value by +2. Your unyielding belief transforms Pressure and can recover FP even in
You may reselect during pre-play. impossibilities into triumphs, rooted in Unleash mode. Can be used LV times
With holy blessings empowering the divine or your own conviction. per scenario.
your arsenal, you possess weapons Blessed in faith, you fight tirelessly,
and sacred relics, each forged and your miraculous flesh regenerating to
customized for the hunt against demons vanquish darkness.

155
Root: Spell Chanting Domain Expansion
Magician
Type: Auto, Magic Type: None
Magician represents magicians, Timing: Minor Action LV: 1 Timing: See Effect LV: 1
that is, humans who have projected
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
their egos into the world through
rituals or sorcery, making it possible to Range: None Cost: 2 Range: None Cost: 2
transform the world. Effect: During the Action Step, add +2 Effect: Use with a "Target: Single" and
The art of the Magician is the to the Success values of your Checks "Type: Magic" Art to change its target to
and add "Emotion B" to the Effects of "Target: Area".
first weapon in the history of human "Type: Magic" Arts. Expanding the reach of magical
resistance against supernaturals. And Enhancing magical power by reciting effects through advanced formulas and
even today, it is one of the strongest spells believed to hold power or drawing magical conduits.
weapons. magical circles, accomplishing various
feats through the art of magic.

Sword Dance Sorcery Danmaku Weapon Forging


Type: Magic Type: Attack, Magic Type: None
Timing: Before Check LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Emotion Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Weapon Cost: 3 Range: None Cost: 1
Effect: Can perform a Melee Attack Effect: Perform a Melee or Shooting Effect: During the Scene, any agreed
Hit Checks or Dodge against Melee Attack on the target with a "Type: target can equip LV Melee Weapons as
Attacks using "Emotion". Magic" Weapon. Perform the Hit Check follows data:
Manipulating weapons with with "Emotion" and add "Emotion B" Type: Weapon (Melee/Magic)
unfathomable flexibility of magic, to the damage. Hit: +0 - Guard: +5
the power to move the world as one Weaves complex attack with speed Attack Power: Emotion + 2 + 1D6
envisions. With this magic, you can and trajectory, cornering targets Action Speed: - - Range: Inside
mimicking the skill of a professional from all directions. The spectacle Creating melee weapons like swords
effortlessly. is as destructively beautiful as it is with magical energy, you are free to
formidable. decide their form.

Magic Shield Original Spell Final Spell


Type: Defense, Magic Type: 20 Type: Pureblood, Attack, Magic
Timing: Before dmg roll LV: 5 Timing: See Effect LV: 3 Timing: Major Action LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Shooting Target: Single
Range: Scene Cost: 2 Range: None Cost: 3 Range: Weapon Cost: Sin
Effect: Reduce the damage taken by the Effect: Use with an Attack "Type: Effect: Perform a Shooting Attack on
target by [Emotion B + (LV)D6]. Can Magic" Art or Weapon. Increase all the target with a "Type: Magic" Weapon.
be used once per Round. damage dealt, damage reduced, and FP Add [+ (Max FP - Current FP)] to the
Form shields and shockwaves out recovered by +Emotion. Can be used damage roll. Can be used once per
of magical energy to ward off attacks. LV times per scenario. scenario during Unleash mode.
Skilled practitioners can even create Draws out potent effects using Unleashing the ultimate secret of
spatial rifts or momentarily halt time. magical aids such as expensive talismans, magic, a trump card woven from your
gems, or familiars. sense and wisdom. Sometimes charged
in the form of specific cards or magical
tools.

156
SECTION
PLAYER

Root: Elite Cadre Regal Strategy


Lord
Type: Auto, Transformation, Item Type: None
Lord represents beings skilled Timing: See Effect LV: 5 Timing: Initiative Step LV: 1
in commanding groups, such as
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
commanders, kings, monarchs, and
gang leaders. Unity is the strongest Range: None Cost: 0 Range: Scene Cost: 2
power that fragile humans can possess. Effect: While in “Transformation” Effect: An agreed target other than
Moreover, Lord represents the mode, you equip the following Weapon. yourself can immediately perform an
Hit Checks for this Weapon are made Action Step, provided they have not
roots of a being skilled in command. with “Society.” The cost of your Acted yet. They get +2 for all Checks
If one is merely wealthy or of high “Transformation” increases by +2. made during this Action Step. After the
status, it should be expressed as a Type: Weapon (Shooting/Legion) Action Step, the target is considered
cover. Hit: +0 - Guard: +[LV×2+4] to have Acted. Can be used once per
Attack Power: Society+(LV×2)+1D6 Scene.
Action Speed: 0 - Range: Scene Command with precision, allowing
Your followers are not ruffians but your forces to instantly adapt to any
elites, the finest warriors and strategists situation, showcasing your leadership
under your banner. and tactical genius.

Blitzkrieg Tactics Manifest of Collapse Blade of the Pack


Type: None Type: None Type: Support
Timing: Setup Step LV: 1 Timing: Major Action LV: 1 Timing: Before dmg roll LV: 3
A.Check: Auto Success Target: Area A.Check: Social Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 3 Range: Scene Cost: 6 Range: Scene Cost: 2
Effect: Agreed targets can immediately Effect: Make an Info Gathering Check Effect: Add to the target's damage roll
perform a Normal or Disengage with the difficulty of [target's Society +[Society B + 1D6]. Can be used LV
movement. Of the target's is in a +5]. If successful, inflict Confusion on times per Round.
Blockade Zone, there is no Effect. the target, and increase the damage they Utilize collective support and
Master the art of anticipation, receive from Attacks by +[your Society] intelligence from your subordinates,
guiding your subordinates and allies during the scenario. orchestrating strategic advantages and
with precision, ensuring their flawless Exploit vulnerabilities and societal precise strikes for victory.
positioning. Whether a lightning-fast fissures, turning conflicts to your
attack or retreat as swift as the receding advantage. Even the mightiest foes have
tide, all unfolds at your command, flaws, humans can still leverage against
bending the flow of battle to your will. mythics.

Movers of the World Crimson Truth Banner of Victory


Type: None Type: 20 Type: Pureblood
Timing: Major Action LV: 3 Timing: After Check LV: 3 Timing: After Check LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: Scene Cost: 3 Range: Scene Cost: Love
Effect: You gain Property points equal Effect: Change the Success value of Effect: Use immediately after a target
to your "Society." Can be used LV times a Check made by a target other than other than yourself makes a Check.
per scenario. yourself by +2 or -2. If you have a Bond Change 1 of the dice to 6. Can be used
Leverage your leadership, using with the target, this Effect becomes LV times per scenario.
your network's information, wealth, +4 or -4. Can be used LV times per Your very presence heralds a path
and power to sway events, amassing scenario. to success and glory, led by unmatched
influence by any means. Speak heartfelt words to inspire, strategy and wit or through actions
wielding genuine expressions to move incomprehensible to others, sometimes
and lead. bordering on the reckless, yet always
steering towards triumph.

157
FULL METAL
“My life is artificial, my heart is
programmed. Yet, this feeling is real.”

PA-120 Azuki

MONSTERS CREATED BY
HUMANS
History of Full Metal
The desire to create machines that
move like humans is almost as old as
humanity itself.
This desire is evident in the legends
of the Jewish Golem, the Greek statue
Talos, the artificial humans created by
“I was the monk Saigyō through necromancy,
and the Homunculi of alchemists.
created Thus, it can be said that Full Metals
were initially mythics created by
to serve magicians out of their ego.
you. However, most early Full Metals
never became widespread. The
Please leave technology for mass production was
not established, and as familiars, they
everything were inferior to other mythics. The
few successes remained the unique
to me.” creations of geniuses and faded into
legend.
But the situation began to change in
the 19th century. The era started with
the lone genius Victor Frankenstein,
who succeeded in creating artificial
“Steel Eve” life through lightning, followed by
Ibuki Adalie numerous inventive minds unraveling
the mysteries of life and science through
their ego. Finally, Nikola Tesla made
practical use of the perpetual machine
“Soul Engine (Gospel Engine)” that
could endow machines with souls.
Since then, Full Metal technology
shifted from magicians to scientists and
developed in the shadows of society,
primarily for military use. Enhanced

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humans, transplanted with Full Metal technology and extensive modification


technology, are a manifestation of this. of their bodies.
Today, Full Metal and its spin-off This technology has widely spread
technologies influence the world more on the Night Side in the last decade.
than the public realizes. They have To withstand the modification surgery,
become a part of the Earth, just like one needs a special predisposition.
any other creature. Only one in ten, or even fewer, survive.
The ego’s desire for survival opens the
Automatons gate to the Abyss, making surgeries that
Automatons or robots, powered by surpass technological levels possible.
the phantom perpetual machine “Soul Most cyborgs are “kept” as trump
Engine (Gospel Engine)” developed (*) cards by organizations such as JABF (*) Developed
by Nikola Tesla and Charles Babbage, and MMM. However, some have Practical application was achieved
draw energy from the Abyss and, as a escaped these organizations to live by Nikola Tesla and Charles Babbage,
with foundational theories attributed to
side effect, bestow souls onto the dolls. freely as demi-humans. Da Vinci and theoretical construction
Since humanoid forms stabilize Once transformed into abberants, to Descartes and Leibniz.
souls more easily, most automatons cyborgs become monsters acting out
incorporating the Soul Engine are of pure ego and madness.
humanoid. Many are created by
magicians and inventors for various Man-Made Monster
purposes, ranging from slave-like The most ancient full metals are
existences to family members. these man-made monster.
Burka Electronics Industries is Created through biotechnology
unparalleled in mass-producing the or magic, they are based on living or
Soul Engine. The “PA-Adalie” series, sometimes dead organisms. Chimera,
Burka’s household humanoid robots, Homunculi, Bio-Monsters—the names
achieved success as the first home vary. Their existence never makes it
maid robots (*) and are seen in affluent to mainstream scientific magazines, (*) Maid Robots
homes and hobbyists’ collections. only occasionally stirring up third-rate If covered as maid robots, the
transformation into weapons
These robots are always designed with occult publications when discarded reveals their true nature as killing
unmistakable marks of their robotic experimental subjects are found. That’s machines, which could be a suitable
nature, as the humanoid design fits the all. portrayal for Transformation art.
human houses. Despite being powered These monsters are effective as
by a perpetual engine, maid robots weapons. Many researchers want
still require charging from household them to be born as aberrantd, forcibly
power sources due to it being sealed. controlled and used as catastrophic
However, the sealed Adalie series still weapons. However, some develop a
can awaken their mythic origins or sense of self and are either discarded as
develop combat abilities, and those that failures or escape (*) into the shadows. (*) Escape
awaken are retrieved and disposed of Thus, the lifespan of these man-
by the manufacturer. Yet, some hide Full Metals And Demi-Humans made monsters, unable to receive
maintenance, is short—even if they
their awakening and lurk in the night as Full metals do not have their own can receive it. Of course, there’s
demi-humans. society and are mostly treated as no rule saying how many scenarios
must pass before you die.
As mentioned, humanoid tools possessions. As possessions, full metals
embedded with the Soul Engine are employed as mythics, without the
become sentient, including corpses. human-like facade that demi-humans
Thus, automatons are often targeted may possess.
by people who attempting to resurrect Many escapees full metals become
the dead. Since Burka’s sealed Soul demi-human. They disguise themselves
Engines lack such power, awakened as harmless maid robots or use their
Soul Engines become the target. inherent disguise skills to blend into the
Automatons who transformed into urban darkness as humans. Of course,
aberrant beings become machines that there are full metals treated almost like
seek only slaughter. humans (*) by understanding owners. (*) Treated Like Humans
Cyborgs
Of course, disguise is necessary.

Cyborgs are mythics that once


human, have been transformed and
modified beyond human capabilities
through the embedding of full metal

159
Blood: Acceleration Device Energy Charge
Full Metal
Type: None Type: None
Full Metal represents mythics Timing: Before Check LV: 1 Timing: Minor Action LV: 1
created by humans.
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Full Metals include beings made
of bio-materials or created through Range: None Cost: 2 Range: None Cost: 2
magic, but these are also called Full Effect: Make Hit or Dodges Check Effect: During the Action Step, add
Metal. with Technique +2. However, you lose +[Technique B] to the damage of your
4 FP points after the Check. Attacks and change their attribute to
Activate sensory acceleration, moving "Technique".
through slowed time. While its impact Converge electric shocks or intense
in high-speed combat is immense, heat to bolster your attack. This art,
prolonged activation is limited, risking optimized by advanced technology,
backlash to your components. efficiently obliterates your target.

All-Range Unmatched Machine God Ironclad Mechanism


Type: Transformation, Attack Type: Attack Type: Transformation
Timing: Major Action LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 5
A.Check: Melee, Shooting Target: Single A.Check: Melee, Shooting Target: Area A.Check: Auto Success Target: Self
Range: See Effect Cost: 2 Range: Weapon Cost: 2 Range: None Cost: 2
Effect: Perform a Melee or Shooting Effect: Perform a Melee or Shooting Effect: Use when Guard. Increase your
Attack on the target. This Attack Attack on targets within Range. Add Guard value by +[LV×3].
changes to "Range: Scene" and reduces +7 damage to targets of "Type: Clade" Utilize ultra-hard armor and barrier
the target's Dodge Success value by -2. and those equipped with "Type: Legion" generation to repel all attacks without
Employ every function to ambush Items during this Attack. flinching. Your formidable form stands
distant foes, launchers terminals, All systems are at full throttle, as an impregnable iron fortress.
remotely operating weapons, or crushing all enemies before you. You
extending parts of your body. In your were crafted to battle against an army, a
presence, blind spots cease to exist. solitary force against the multitude.

Steel Bond The Only Neat Thing to Do Battle Form


Type: None Type: Attack, Transformation Type: Transformation
Timing: See Effect LV: 1 Timing: Major Action LV: 1 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Melee Target: Area A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Inside Cost: 5 Range: None Cost: 0
Effect: Can be used at any time. Effect: Perform a Special Attack that Effect: While in "Transformation"
Choose 1 Bond of yours. During the deals [Technique + 5D6] damage to the mode, add +1D6 to the damage
scenario, add +2 to all Success values target. Dodge this is impossible. After of your Attacks. The Cost of your
for Checks made in the Unleash mode. the Attack, your FP becomes 0. Can be "Transformation" increases by +1.
The Effect is lost while the chosen used once per scenario. Shift from normal mode to full
Bond is converted into Ego. Activates your self-destruct combat form. At that moment, your
Bound by a bond to a master, friend, mechanism, annihilating enemies along disguise as a human fades, revealing
or more, thinking of them enables you with yourself in a decisive blaze of your true mechanical essence.
to surpass human limits, embodying the glory.
power of connections beyond circuits.

160
SECTION
PLAYER

Utility Procurement Million Horsepower Booster Dash


Type: None Type: None Type: Transformation
Timing: Setup Step LV: 5 Timing: Before dmg roll LV: 1 Timing: Move Action LV: 1
A.Check: Technique Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 2 Range: None Cost: 2
Effect: You can immediately make a Effect: Add +[the Armor of the Effect: Perform a Normal or Disengage
Purchase Check using Technique, with equipped Armor] to the damage of your Movement as Airborne. During this
an additional +[LV×2] to the Success Melee Attacks. Action Step, add +1 to the Success
value. The Item purchased can be Unleash the full output of energy value of your Hit Checks.
equipped or exchanged on the spot. Can stored in your body, transforming it into High-speed movement using
be used once per Scene. overwhelming power that crushes both acceleration mechanisms or boosters
Instantly prepares various tools steel and monsters alike. installed in your body.
through object replication abilities,
dimensional storage pockets, or the
assistance of scientists.

Form Change Machine Assist Limiter Release


Type: Transformation Type: None Type: Transformation
Timing: Minor Action LV: 3 Timing: Before Check LV: 3 Timing: Unleash LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Scene Cost: 3 Range: None Cost: 4
Effect: When used, choose 1 from your Effect: Add +3 to the Success value of Effect: Use immediately after entering
Mele, Shooting Attack damage, Armor, a Check made by the target. Can be used the Unleash mode. During this, add
or the Guard value of 1 equipped Item. LV times per Scene. +Technique B to the damage of your
For the duration of the Scene, increase Leads to desirable outcomes through Attacks and your Armor and inflict Ber-
the chosen value by +5. Can be used LV the support of superior theories, ultra- serk on yourself, which cannot be dis-
times per scenario. technology, assistance from external pelled by any Effects.
Transforms appearance through terminals, or your counterparts. Cut off the safety devices, unleashing
shape-shifting, functional expansion, or astonishing potential at the risk of
attaching parts, adapting to any required functionality gone berserk.
form.

Remote Control Ultimate Motion Truth of E


Type: Item Type: 20, Attack, Transformation Type: Pureblood
Timing: Always LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: Weapon Cost: 5 Range: None Cost: Love
Effect: Select 1 of your Permanent Effect: Upon acquisition, choose Effect: Use immediately after you
Weapon or Vehicle. Change the selected between a Melee or Shooting Attack. receive damage. Reduce that damage to
Item to "Range: Scene" and add +1D6 Perform the selected Attack on the 0. Can be used once per scenario.
to its Attack Power. The selected Item target, adding +Technique to the Your proud armor, barrier
can only be used for Attacks While in damage. Can be used once per Scene. generation, attack response programs,
"Transformation" mode, and the Cost Deploy a killer move programmed and computational functions at their
of your "Transformation" increases by as a trump card or devised from your ultimate level, neutralizing any and all
+2. unique theories. attacks.
Weapon that operates remotely,
serving as your trump card or
companion.

161
Root: Enhanced Conditioning Emotional Barrier
Cyborg
Type: Auto, Transformation Type: None
Cyborg represents the roots Timing: Always LV: 1 Timing: Always LV: 1
developed for the purpose of
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
modifying humans (or other beings)
to produce abilities beyond the Range: None Cost: 3 Range: None Cost: 0
original body. Effect: While in "Transformation" Effect: You are immune to Pressure
The existence of cyborgs is not mode, your Hit and Dodges Check and Confusion. But your Emotion is
gets a +2 bonus. The cost of your reduced by -2.
disclosed to the day side. However, "Transformation" increases by +2. Whether a product of deliberate
in the night side, the battles involving You either innately or through procedures or some side effect,
cyborgs developed by corporations modifications, by cyborg surgeries, emotional reactions are absent from
and the military have already begun. genetic engineering, specialized training you (or very hard for others to discern).
or education, drugs, or brainwashing, all Unshaken by any circumstance, you
aimed at a specific purpose. remain a tool specialized for your
objective.

Cyberlink Perfect Soldier Godspeed


Type: None Type: Attack, Transformation Type: Pureblood, Transformation
Timing: Before Check LV: 1 Timing: Major Action LV: 1 Timing: Minor Action LV: 3
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Weapon Cost: 2 Range: None Cost: 3
Effect: You can perform Shooting Effect: Upon acquisition, choose 1 type Effect: During the Action Step, change
Attack Hit Checks using Technique. of Weapon from Melee, Shooting, or the Attacks you make to "Target: Area"
Targeting systems, information Vehicles. Perform a Melee or Shooting and add +Technique to the damage.
processors, and weapons embedded Attack on the target with the chosen Can be used LV times per Scene.
within you to perform precise sniping. type of Weapon. This Attack gets a Push your physical functions to their
+2 bonus to Hit Checks and +1D6 to utmost limit, annihilating everything
damage. before you with movements of divine
You are fine-tuned to operate speed, devoid of any waste. This dance
specific weapons or warfare. Wielding of slaughter is destructively beautiful.
this power on the battlefield is the
reason for your existence.

Root: Soul Engine Art of the Battle Maiden


Automaton
Type: Auto Type: Attack, Transformation
Automaton represents the roots of Timing: Always LV: 5 Timing: Major Action LV: 3
dolls powered by a perpetual motion
A.Check: Auto Success Target: Self A.Check: Shooting Target: Effect
machine, the Soul Engine (Gospel
Engine), which draws energy from the Range: None Cost: 2 Range: Weapon Cost: 3
abyss. Effect: Increase your Armor by Effect: Perform Shooting Attacks on
The production of the Soul Engine +[LV×2]. If your Primary Blood is [LV+2] targets. Add +Emotion B to the
Full Metal, additionally increase your damage of these Attacks.
is extremely difficult, and it is traded Emotion by +2. Unleash a barrage from the firearms
at enormous prices in the underworld. Signifies the incorporation of a Soul integrated within you, swiftly taking
Automatons themselves have a Engine within you, drawing energy from down enemies in all directions. Despite
commodity value. the Abyss to bestow even inanimate its somewhat unrefined appearance, it's
objects with a soul. a necessary act to fulfill your duty.

162
SECTION
PLAYER

Iron Maiden Heat Heart Limit Break


Type: None Type: None Type: Pureblood, Support
Timing: See Effect LV: 1 Timing: Before dmg roll LV: 1 Timing: Before dmg roll LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: None Cost: 1 Range: None Cost: 2 Range: Scene Cost: 4
Effect: Use with Cover. When doing so, Effect: Add +Emotion B to your Effect: Add +[Emotion+3D6] to
you can Cover without becoming Acted damage rolls. If you are in the Unleash the damage roll made by the target,
and can Cover even if you have already mode, this Effect changes to +Emo- calculating damage as if the target's
acted. tion. Armor is 0. However, the result of that
Use your durable body as a shield to Draw massive energy from the Soul damage roll also applies to you. Can be
protect allies or your master. Engine to dramatically increase your used once per scenario.
output. There are instances where In the name of the great Leonardo,
the hearts and emotions sprouted Saint Tesla, and Saint Babbage, fully
within automatons have resulted unleash the seals of the Soul Engine
in performance far exceeding their and sacrifice yourself to strike down the
programmed specifications. enemy.

Root: Man-Made Curse Immortal Body


Man-Made Monster
Type: Auto, Transformation Type: Defense
Man-Made Monster represents the Timing: Always LV: 3 Timing: Before dmg roll LV: 3
roots of Full Metals built from living
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
organisms.
Frankenstein, Chimera, and Range: None Cost: 0 Range: None Cost: 3
biomonsters are categorized as Man- Effect: While in "Transformation" Effect: Reduce the damage you receive
Made Monster. mode, increase your FP and maximum to [Physical +1D6]. Can be used LV
FP by +[LV×10]. The cost of your times per Round.
"Transformation" increases by +2. The astonishing undying nature of
Your existence as an artificial life your flesh. No matter how many times
form, a pseudo-being crafted through you are pierced or sliced, your march
alchemy, necromancy, advanced never ceases.
biotechnology, DNA manipulation,
or by combining parts from multiple
organisms and cadavers.

Ability Transplant Phenomenal Organ Resurrected Memories


Type: Copy Type: Attack Type: Pureblood
Timing: See Effect LV: See Effect Timing: Major Action LV: 3 Timing: After Check LV: 1
A.Check: See Effect Target: Effect A.Check: Physical Target: Area A.Check: Auto Success Target: Single
Range: See Effect Cost: Effect Range: Scene Cost: 3 Range: Scene Cost: 2
Effect: Select and copy 1 Type: Attack, Effect: Upon acquisition, choose 1 Effect: Use immediately after a target
Defense, or Recovery Art from another Bad Status other than Berserk and makes any Check. Add +[the number
Blood or Root. All Basic Abilitys in Taunt. Perform a Special Attack that of Bonds you have] to the Success value
the copied Art's text are changed to deals [Physical + (LV+1)D6] damage. of that Check. Can be used once per
Physical, and Ability B to Physical B. The target must use Physical to Dodge. scenario.
Each use of the copied Art costs 3 FP. If you deal even 1 point of damage, Sealed memories, the consciousness
Your body is a patchwork of various it additionally inflicts the chosen Bad of the being you were made from, or
biological or demonic traits and organs Status. emotions that should not exist, result in
transplanted into you. The extraordinary organs within you, monetary miracles.
such as flame sac or electrogenic cells.

163
LEGEND
“Why? It’s hard to say. This is just
what I am. It’s no different than you
being human.”

“Highway Star” Tsukuba Ryuse

LEGEND INHABITANTS
The most enigmatic of creatures
(excluding the Hell’s Jester), Legends
are entities born from myth and lore
made manifest.
While most creatures share
similarities within their bloodlines—
vampires drink blood, full metals are
artificial, celestials and demons are
spiritual beings, and so on—Legends
“Oopsie! are different.
I’m a big They are unique, completely
independent beings.
friend to all Materialized urban legends. Physical
embodiments of myth. Fictions that
the kiddos. shouldn’t exist. They are the entities
closest to the essence of what it means
Never seen to be a creature of myth; they are
Legends.
me on TV
before?” History of Legends
When did Legends first exist?
According to dragon memories, it
was around the time humans began
forming cities.
People gathered in cities, exchanging
their gods’ myths, legends, and rumors,
birthing “beings known to all yet seen
by none.” These “beings” became
“Eternal Youth” tied to the Abyss, gained egos, and
Yui Kaoru transformed into mythics. This is what
Legends are... apparently.
Even dragons speak vaguely about
them because Legends’ self-awareness
varies greatly. Some are convinced they
are the very legends they represent,

164
SECTION
PLAYER

others think they are narratives, some


consider themselves a collective of
Legendary Heroes
people’s unconsciousness, some see Mythics materialized from heroes of
themselves as horrifying monsters myth and historical literature, regardless
imitating legends, and there are those of their actual existence.
whose perception changes daily. They are not ghosts with materialized
However, most Legends do not souls or different from Irregulars or
doubt their existence as legendary Hermits. They are the embodiments
beings and act according to their of heroes as believed by people.
legends. Their numbers have exploded Therefore, they may lack knowledge
since the Industrial Revolution. they should have, exhibit different
Interestingly, fame doesn’t necessarily personalities or abilities, or even have a
influence a Legend’s power. In fact, a different gender.
Legend born from elementary school The existence of legendary heroes
imagination might be stronger than a doesn’t depend on the hero’s life or
famous urban legend. death, proven by famous incidents.
Nowadays, dangerous aberrant For example, the vampire Wolfram,
among Legends are on the rise, likely once ruler of New Orleans, was slain
manifestations of societal anxieties and by a mythic - a Legendary Heroes -
fears. who modeled after his own image as a
Of course, this doesn’t mean there crusader knight, “Dawn of Wolfram.”
are no benign Legends. There are Legendary Heroes might believe they
Legends born from “legends that help are the resurrected hero or understand
others,” selfless heroes, or heroes from they are something modeled after the
novels and anime. There have been hero. This difference is subtle, but they
cases where legends with the same indeed possess the hero’s power and
motif but slight differences materialize spirit.
and join hands as heroes to save people.
All aberrant Legends become twisted Urban Legends
dreams, bringing ego and malice into Tales like “A beautiful woman who
existence. will dress you in red (=kill you) if you
dance with her in a club on Friday the
Fairy Tale 13th,” “A black taxi you can never return
Legends born from fairy tales told from once you enter,” “Someone who
by the fireside. Characters from ancient will kill a person you hate if you write
tales everyone has heard of, as well as a secret code on Ikebukuro station’s
characters from manga and anime, have bulletin board,” etc.
materialized into existence. These are the urban legends that have
Most fairy tale live in dominions materialized. The number of urban
that recreate their stories, where legends and their manifestations are on
they continuously relive their tales. the rise. Most are malevolent, leading to
Occasionally, some, intrigued by many becoming aberrants that attack
humans or those who have become people. The number of these aberrants
aberrants seeking to escape their stories, increases yearly, causing exorcism
venture into the Earth dominion. organizations trouble in exterminating
Regardless of being heroes or villains them. Of course, many urban legends
in their stories, as long as they are not have developed a strong sense of self,
aberrants, fairy tale are kind to humans, forming bonds and becoming more
i.e., their readers. They cherish those than mere paranormal phenomena.
who treasure their stories and disdain
those who do not. Legends And Demi-Humans
However, it’s a complicated issue Most Legends do not become
that even legends like vampire or demi-humans because they are fixed
werewolf tales have materialized as narratives, and “living among humans”
fairy tale dwellers. Their existence, with is usually not part of their stories.
entirely different ecologies and abilities, Exceptions include those with such
often causes turmoil for exorcism plots, those sent from dominions on a
organizations and other creatures. mission, and those who have fallen in
love with humans.

165
Blood: Time to Shine Legendary Companion
Legend
Type: None Type: None
Legend represents mythics that Timing: Major Action LV: 1 Timing: Before Check LV: 5
have taken form from people’s
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
folklore. It could be said they are
existences that have materialized from Range: Scene Cost: 2 Range: Scene Cost: 1
stories. Effect: Make a target other than Effect: Add +2 to the Success value of
Legends can embody the stories yourself become Unacted. This Art Checks made by the target. Can be used
cannot change and remain "Target: [LV+2] times per scenario.
themselves. However, it is not Single" under any circumstances. You have a reliable companion who
necessary to blindly follow those Grant the spotlight to someone else plays a crucial role in your legend. This
stories. Now that you have an ego, with this art. A story isn't completed ally appears when needed, offering
your story is transforming. by one alone. Each character has their various forms of support and assistance.
moment, their role to fulfill, and you
understand this well.

Legendary Strike Legendary Costume Legendary Arms


Type: Attack Type: Transformation Type: Item
Timing: Major Action LV: 1 Timing: Always LV: 1 Timing: Always LV: 1
A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Weapon Cost: 5 Range: None Cost: 0 Range: None Cost: 2
Effect: Perform a Melee or Shooting Effect: While in "Transformation" Effect: Select 1 of your Permanent
Attack on a target, add +Society to the mode, add +1 to all Success values of Item. If it's a Weapon, increase its
damage. Can be used once per Scene. Checks you make and you may instantly Attack Power; if it's Armor, increase
Unleash an attack so powerful equip any number of Items. The Cost its Armor; if it's a Vehicle, increase its
and spectacular it becomes the stuff of your "Transformation" increases by Action Speed modification by +(Social
of legend itself. This could be your +2. B+3). You may reselect during pre-play.
signature move or finishing blow. Transform instantaneously into Possess weapons or mounts of
a specific attire or appearance that immense power that are integral to your
symbolizes you, enabling you to wield legend.
legendary powers.

Legendary Magic Iconic Line Legend Reborn


Type: None Type: None Type: Pureblood, Recovery
Timing: See Effect LV: 1 Timing: Minor Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 5 Range: None Cost: 2 Range: None Cost: Sin
Effect: Use with a "Type: Magic" Art or Effect: Add +2 to the Success value Effect: Use immediately after your
Weapon. Change the target of that Art of Checks you make during the Action FP reaches 0. Instead of Temporary
or Attack to 3 targets. Can be used once Step. or True Death, recover your FP up
per Scene. Initiate actions with your signature to [the number of bonds you have ×
Signifies you as a legendary magician catchphrase, leading to remarkable 1D6] points. Can also recover FP in the
or saint, or that you possess an item feats. Depending on your character, the Unleash mode. Can be used once per
imbued with formidable magical line might change with each occurrence scenario.
protection. or be replaced by a significant, silent As long as people remember, your
action. legend will never truly die. Even if
extinguished, it will surely rise again in
the consciousness of those who recall.

166
SECTION
PLAYER

Root: Fantasy Being Golden Tale


Fairy Tale
Type: Auto, Transformation Type: None
This represents Legends that Timing: Always LV: 1 Timing: Major Action LV: 3
appear in fairy tales, folklore, and
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
picture books.
Inhabitants of fairy tales love Range: None Cost: 0 Range: Inside Cost: 2
the humans who read about them. Effect: Upon acquisition, select 1 Basic Effect: Increase the target's Property
However, the way they love varies. Ability. While in "Transformation" points by +[the Basic Ability chosen for
mode, add +2 to the Success values of "Fantasy Being"]. Can be used LV times
You might have heard how cruel fairy Checks using the selected Basic Ability. per scenario.
tales can be. The Cost of your "Transformation" Your legend is accompanied by
increases by +1. glittering episodes. Symbolizing
You are born from the world of mountains of gold and treasure,
fiction, emerging from folktales, picture bestowing happiness itself upon others,
books, manga, TV shows, movies, or possessing immense wealth.
novels, and games.

Symbolic Action Trustworthy Friend Twisted Fairy Tale


Type: Recovery Type: None Type: Attack
Timing: Major Action LV: 5 Timing: Minor Action LV: 1 Timing: Major Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Area
Range: None Cost: 2 Range: None Cost: 2 Range: Weapon Cost: 4
Effect: Recover your FP by [the Basic Effect: During the Action Step, change Effect: Perform a Melee or Shooting
Ability chosen for "Fantasy Being" the Target of Arts you use from "Tar- Attack on the target. Add +[the Abili-
+ (LV)D6] points and dispel all Bad get: Self" to "Target: Area." ty B chosen for "Fantasy Being"] to the
Statuses. Calls upon the aid of various damage of this Attack.
Maintaining your presence through characters from your legend. Actions Your being has transformed into
emblematic acts, such as riddles or impossible alone become feasible with something aggressive for some reason.
questions to startle humans, grinding reliable companions by your side. What in the original tale was unrelated
adzuki beans, or consuming specific to attack or merely harmless pranks
foods. becomes a terrifying weapon.

Witchcraft Next You Will Say,... Everyone’s Wishes


Type: Attack, Magic Type: 20 Type: Pureblood
Timing: Major Action LV: 3 Timing: Before Check LV: 3 Timing: After Check LV: 1
A.Check: See Effect Target: Area A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: Scene Cost: 3 Range: Scene Cost: 3 Range: None Cost: 4
Effect: Perform a Special Attack that Effect: Reduce the Success value of a Effect: Increase the Success value of
deals [the Basic Ability chosen for Check made by the target by -3. Can be a Check made by the target by +[the
"Fantasy Being" + (LV)D6] damage used LV times per Scene. Ability B chosen for "Fantasy Being" +
to the target. The target must use the Your ability to anticipate others' the number of Bonds you have]. Can be
same Basic Ability to dodge. If you deal thoughts, whether you're a battle- used once per scenario.
even 1 point of damage, it additionally hardened hero or a mind-reading Performing miraculous turnarounds,
inflicts Daze. specter, significantly unsettling your fueled by the pure hopes of children
Unleash a variety of bewitching opponent. who believe in you and the cheers of
spells, from flames and lightning strikes fans wishing for your victory.
to illusions that bewilder hundreds of
humans, rendering your foes powerless.

167
Root: Heroic Saga Heroic Relic
Legendary Heroes
Type: Auto, Transformation Type: Item
Literally represents heroic beings Timing: Always LV: 1 Timing: Always LV: 1
that have been passed down through
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
human society’s legends.
Some chose to remain in this world Range: None Cost: 0 Range: None Cost: 4
as heroes, while others might have Effect: Upon acquisition, choose Effect: Choose 1 Heroic Relic from
been summoned by magicians. 1 from Type: Attack, Defense, or p.177, that Item is Permanent to the
Recovery. While in "Transformation" character. Alternatively, select 1 Weapon
Legends and history are vague. You mode, increase all damage dealt, or Vehicle you have and equip it as
are not bound by the “historical facts” damage reduced, and FP recovered by your Heroic Relic, adding +1D6 to its
of gender, age, etc. +1D6 for that Art. The Cost of your damage. You may reselect during pre-
"Transformation" increases by +1. play.
You are a hero or great figure spoken The legendary arms that symbolize
of across the histories and legends of you as a hero, often as legendary as you
the world, possessing heroic qualities are, adorned with many tales.
worthy of your accomplishments.

Eternal Champion Proud Sovereign Overcomer of Trials


Type: None Type: None Type: None
Timing: Always LV: 1 Timing: Always LV: 1 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: None Cost: 3 Range: None Cost: 3
Effect: Reduce the damage you receive Effect: The damage you deal is always Effect: Increase your Armor by
from Attacks by -Bless B points. But increased by +Social B. You cannot +Physical B. The Success value of your
you cannot become Stealth. Guard. Dodges is reduced by -2.
You are chosen by the world itself You are a hero filled with an A hero who has surmounted
as its guardian, bestowed with immense unshakable strong self and immense numerous trials and adversities to
protection in exchange for the destiny confidence in your own abilities. This achieve great glory. Your body boasts
of bearing its heavy responsibilities. might be perceived as arrogance or an immortal strength, warding off any
Destined to always be in the midst of hubris, but you possess the skill to attack.
battle, escape is not an option for you. warrant such pride.

Tragic Hero Noble Phantasm Legendary Act


Type: None Type: 20, Attack, Transformation Type: Pureblood, Transformation
Timing: Always LV: 1 Timing: Major Action LV: 1 Timing: Unleash LV: 1
A.Check: Auto Success Target: Self A.Check: Melee, Shooting Target: Single A.Check: Auto Success Target: Scene
Range: None Cost: 3 Range: Weapon Cost: 5 Range: Scene Cost: 5
Effect: When you achieve a Critical Hit Effect: Perform a Melee or Shooting Effect: Use immediately after entering
on an Attack Check, add +Technique to Attack with Heroic Relic. Add +[the the Unleash mode. During that Scene,
that damage. Every time you receive a Ability B matching the attribute of add +the highest Basic Ability B to the
Bad Status, you lose 5 FP. the Heroic Relic's damage × 3] to the damage of Attacks made by the target
Beside your shining glory, you lived damage roll of this Attack. Can be used and reduce incoming damage by the
a life painted with tragedy and torment, once per scenario. highest Basic Ability B.
marked by sudden misfortune, doomed Unleashes the hidden power of your Manifests and recreates a scene from
love, or a tragic demise. Even reborn as legendary arms, embodying the ultimate your legendary exploits as a tangible
a legend, you are fated to repeat these technique that guarantees victory. landscape around you. Within this
sorrows. space, there is no element of defeat for
you and your allies.

168
SECTION
PLAYER

Root: Eerie Existence Speedy Legend


Urban Legend
Type: Auto Type: Attack
Represents Legends that are the Timing: Before Check LV: 1 Timing: Major Action LV: 1
materialization of urban folklore
A.Check: Auto Success Target: Self A.Check: Melee Target: Single
passed down among people.
You are an existence that embodies Range: None Cost: 2 Range: Weapon Cost: 3
the most primal fears, capable of Effect: You can make all Checks using Effect: Perform a Melee Attack. Add
slowly leading others to ruin as if Social. Can be used once per Round. +[Action Speed ÷3] to the damage of
You are a modern legend, born from this Attack. After Attacking, you may
suffocating them with silk. make a Disengage Movement.
rumors swirling in our information-
saturated society. The society itself fuels You are the core concept of
your power, ensuring your existence obsessed with speed, like the Headless
persists as long as it does not perish. Rider or Turbo Granny. Outpacing any
human or demon through the night is
your pride.

Shadow of Terror Bloodstained Tale Something Comes


This Way
Type: None Type: Attack Type: None
Timing: Minor Action LV: 1 Timing: Major Action LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Self A.Check: Melee Target: Single A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: Weapon Cost: 3 Range: Scene Cost: 2
Effect: During the Action Step, add Effect: Perform a Melee Attack on a Effect: Upon acquisition, choose 1 Bad
+1D6 to the damage of Attacks you target. Add +Society B to this Attack's Status other than Berserk and Taunt.
make and inflict Confusion when hit. damage, and if the target is Type: Clade, Use when a target fails a Check or loses
You are born from the tangible treat their Guard value and Armor as 0. a Clasheh, inflict the chosen Bad Status.
embodiment of fear and death. Your In an urban legend is accompanied by Can be used once per Round.
actions instill primal fear not just in bloody tragedy and violent conclusions. You manifest based on specific
humans, but even among creatures of As the stories tell, you ensnare victims actions, words, items, places, or
the night. in your deadly grasp. certain events. Those careless enough
to encounter it are met with chilling
experiences.

Unfortunate Bystander And Thus... Guardian Legend


Type: None Type: 20, Recovery Type: Pureblood, Defense
Timing: Initiative Step LV: 1 Timing: Initiative Step LV: 3 Timing: Before dmg roll LV: 3
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single
Range: None Cost: 2 Range: None Cost: 2 Range: Scene Cost: 5
Effect: Blockade the Engage Zone. Effect: Recover your FP by [the Effect: Reduce the damage taken by
Enemies within this Zone take +1D6 number of Bonds you have × 5] points the target by -[the number of Egos you
damage from Attacks. This Effect is and dispel all bad statuses. Can be used have × 5 + 1D6]. Can be used up to LV
canceled if you leave the current Zone. even when Pressure and up to [LV] times per scenario.
Transform your surroundings times per scenario. Emerged from the collective ego of
into a space where your tale unfolds, Your existence is solidified by the urban landscape, lose your purpose
compelling all present to play the role the ambiguous nature of rumors long ago. Thus, you stand as a protector
of hapless victims. like videotapes being copied, the of people and the world.
information that makes you perpetual
through acknowledgment.

169
Root: Transformation Arena Expansion
Common Arts
Type: Auto Type: Auto
These arts can be acquired by any Timing: Minor Action LV: 1 Timing: Major Action LV: 1
character. See also P98.
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Scene
Range: None Cost: 1 Range: Scene Cost: 0
Effect: During the Scene, you Effect: All Unknown Man within
transform into your mythic form. the Scene become Extras, unable to
Revert back required a Minor Action. perceive anything happening within the
Transforms your human form into Scene. This Effect lasts until canceled
mythic form, unleashing the true power with a Minor Action or the Scene ends.
of your monstrous nature. Create a small pocket dimension
around you, rendering Unknown Man
powerless.

Favorite Item Intimidation Aura Volley Fire


Type: Item Type: Transformation Type: None
Timing: Always LV: 5 Timing: Always LV: 5 Timing: Minor Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: None Cost: 0 Range: None Cost: 1
Effect: Select 1 of your Permanent Effect: While in "Transformation" Effect: Can only be used if you are
Item. If it's a Weapon, increase its mode, increase the damage you deal equipped with two or more "Type:
damage; if it's armor, increase its to Type: Clade by +[LV×2] and Shooting" Weapons. During the Action
Armor; if it's a Vehicle, increase its reduce the damage you receive from Step, add +2 to the Success values of
Action Speed modification by +[LV+1]. them by -[LV×2]. The Cost of your Hit Checks for your Shooting Attacks.
You may reselect during pre-play. "Transformation" increases by +1. Simultaneously fires multiple
You possess weapons that fit perfectly Your mythic form radiates an aura firearms or projectiles, creating a
in your hand, armor customized to your of divinity or malevolence so intense it barrage that leaves no room for the
liking, or a mod vehicle. physically pressures those around you. enemy to dodge.
In its presence, the frail tremble and
struggle to even move properly.

Life’s Barrier Bizarre Appearance Strange Weaponry


Type: None Type: None Type: Item
Timing: See Effect LV: 1 Timing: Always LV: 1 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 3 Range: None Cost: 2 Range: None Cost: 2
Effect: Use with Cover. When doing so, Effect: Increase 1 of your Combat Effect: Select 1 of your Permanent
you can Cover without becoming Acted Abilitys by +1 and always take +5 Item. Increase the Success value of
and can Cover even if you have already damage from Social attribute Attacks. Hit Checks made with that Weapon
Acted. Can be used once per Scene. Your true form is grotesque, peculiar, by +1 and reduce its Action Speed
Shield and protect your allies under or strikingly inhuman that it cannot modification by -2. Only you can equip
any circumstances or posture. be hidden, even in human form or that Weapon. You may reselect during
disguising your outward appearance. pre-play.
This often makes you a subject of odd Possess weapons with bizarre and
glances, not just among humans but also eerie appearances, such as swords with
within your kind. blades that morph into odd shapes
or firearms that resemble musical
instruments. Dealing with them
presents extreme difficulties.

170
SECTION
PLAYER

Colossal Form Weakness Gigantic Weapon


Type: Transformation Type: None Type: Item
Timing: Always LV: 5 Timing: Always LV: 1 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 3 Range: None Cost: 3
Effect: While in "Transformation" Effect: Increase 1 of your Basic Ability Effect: Select 1 of your Permanent
mode, increase your FP and maximum by +1. However, when acquiring this, Weapon. Increase its damage by +1D6
FP by +[LV×5+5], and you are also choose another Basic Ability. You and reduce its Action Speed by -3. Only
treated as "Type: Giant." The Cost of treat your Armor and Guard value as you can equip that Weapon. You may
your "Transformation" increases by +1. 0 against damage from the selected reselect during pre-play.
Representing your mythic form's attribute. Possessing weapons too large, heavy,
extraordinary size or your ability to Despite your formidable power, or loaded with too much explosive or
summon giant allies or mounts, acting you possess specific insurmountable ammunition for ordinary people to
alongside them. weaknesses. handle, which you wield effortlessly.

Synchronization Ability Animal Linguistic Special Diet


Type: None Type: None Type: None
Timing: Setup Step LV: 1 Timing: Before Check LV: 1 Timing: See Effect LV: 1
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Inside Cost: 1 Range: None Cost: 1 Range: None Cost: 1
Effect: You can Synchronization with Effect: Add +2 to the Success value of Effect: Use immediately before your
an agreed target. your Info Gathering Checks. However, FP is restored by any Effect. Increase
Enabling unity of body and mind, you cannot use Property points for this the FP restored by +1D6. However, if
carrying on the back, or allowing Check. your FP is restored by any Effect with-
allies to lift or control you, facilitating Allows you to hear the voices of out using this Art, the amount restored
coordinated action with companions. various (or specific) creatures such as is always reduced by -10 (minimum of
beasts, birds, fish, insects, plants, etc., 1).
obtaining information inaccessible to You require special energy sources
humans or ordinary mythics. such as blood, specific foods or metals,
or human emotions to regain your
strength.

Flight Ability Demonic Beauty Host


Type: None Type: None Type: None
Timing: Minor Action LV: 1 Timing: Before Check LV: 1 Timing: Always LV: 5
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Single A.Check: Auto Success Target: Self
Range: None Cost: 2 Range: Scene Cost: 1 Range: None Cost: 2
Effect: For the duration of the Scene, Effect: Increase or decrease the Success Effect: Upon acquisition, select 1 of
you are always Airborne. Required a value of a Check made by the target by your Permanent Item. The selected
Minor Action for landing. +2 or -2. Can be used once per scenario. Item cannot be removed from your
The freedom to soar through the You possess a beauty that transcends Equipment or given to others. You may
skies via wings, magical levitation, race and gender, capable of entrancing reselect during pre-play. Increase your
flight mechanisms, exceptional jumping enemies in battle and driving all Action Speed by +[LV×2+1].
ability, or the manipulation of gravity creatures and natural phenomena to Your true form is an object, spirit,
and space. madness. It doesn't have to align with virus, etc., living in symbiosis, fusion, or
human standards of beauty and can be controlling other mythics or humans for
terrifyingly bizarre yet beautiful. activity.

171
ITEM
“Yes, I am a tool. That’s what I wish to
be. So please make full use of me, my new
master!”

Kiko Lu

WHAT IS AN ITEM?

In “BBT,” external elements of a 4 Effect


character are collectively represented Describes the item and any special
as items. notes or effects. Like Arts, effects from
Weapons, armor, vehicles, consumables, items with the same name do not stack.
and more are all considered items. A
weapon can range from swords and guns Weapons, Armor, Vehicles
to body parts, magical attack methods, or Explanation of items set for
even subordinates. Here, we will explain weapons, armor, and vehicles.
how to interpret these item data.
5 Hit
Common Equipment The modification value to the Hit
Explanation of datas commonly set check when attacking with the weapon
for equipments. or vehicle.
6 Attack Power
1 Name The amount and attribute of damage
The name of the item. dealt when attacking with the weapon
2 Type or vehicle.
Represents the item’s category, The attack power is composed of
broadly divided into weapons, armor, the base [Basic Ability Score] plus the
(*) Added Modification vehicles, and others. added modification (*).
For a weapon with [(Physical+1) The part enclosed in parentheses ( ) Furthermore, the base [Basic Ability
+1D6], if used by a character with
[Physical] 4, the damage would be provides a more detailed classification. Score] also signifies the damage
“5+1D6”, and if [Physical] is 2, If “single-use” is written here, it attribute; in the example above, it
then “3+1D6”. means the item is lost upon use. would be “Physical” attribute.
3 Price 7 Guard
The data required to acquire the The amount of damage that can
equipment. The left side of the slash be reduced when using the item for
is the difficulty of the purchase check, guarding.
and the right side is the EXPs needed 8 Dodge
for make it Permanent. If an item is The modification value to the Dodge
marked with “-”, it means it cannot be check when the item is equipped.
purchased or equip. 9 Armor
For more details on Purchasing and The modification value to the Armor
Permanent items, see P216. when the item is equipped.

172
SECTION
PLAYER

10 Action Speed 14 Range


The modification value (*) to the The distance over which the item has (*) Modification Value
[Action Speed] when the item is an effect. The meaning is the same as Note, you cannot equip an item
equipped. for Arts on P102. if the modification results in an
[Action Speed] of 0 or less.
If it’s indicated as “15●”, it means
the base of the your [Action Speed]
Number of Equipable Items
changes. When equipped with that There are limitations on the number
item, any increase or decrease in your of items one can equip. “Type:
[Action Speed] due to Arts or other Weapon” and “Type: Other” can be
items is calculated based on the altered equipped in any quantity.
[Action Speed], not the character’s Type: Armor and “Type: Vehicle”
original one. can each only be equipped one at a
11 Range time.
The distance from which an attack
can be made with the weapon or
Homebrew Items
vehicle. The meaning is the same as for If there isn’t an item you looking for,
Arts on P102. you may change the name and flavor
texts without altering the data. This
Common Items concept is known as “Homebrew” or
“House Rule”
Explanation of elements present in For example, using the data for a
common items. gun to represent a weapon that shoots
12 Timing hardened hair.
When the item can be used. The It’s important to remember that the
meaning is the same as for Arts on data, benefits, or drawbacks of these
P101. item is unchanged (*) in any way. (*) Unchanged
When using these items, always Meaning, just because it’s “hair
13 Target inform and get permission from the equivalent to a gun,” the range
Who or what the item affects. The or method of judgment doesn’t
GM first. change, nor does it become
meaning is the same as for Arts on undetectable as a weapon or offer
P101. the element of surprise.

UNDERSTANDING ITEMS DATA


Weapon Armor
Name 1 Name
1
2 Type
2 Type 8 Dodge
Attack 5 Hit 9 Armor Action
6
10 Action
Power 3 Price 10 Speed
Speed
7 Guard
Range 3 Price
11 4 Effect
4 Effect

Vehicle Common Item


1 Name 1 Name 12 Timing
2 Type 2 Type
5 Hit
6 Attack 13 Target
Power 10 Action
Speed Price 14 Range
3
7 Guard
3 Price
11 Range
4 Effect
4 Effect

173
Common Weapons Unarmed Melee Weapon (Small)
Type: Weapon (Melee) Type: Weapon (Melee/Shooting)
Common weapons are available for DMG: Physical+1D6 Hit: 0 DMG: (Physical+1)+1D6 Hit: 1
anyone to acquire. This includes melee
Guard: 3 A.Speed: 0 Guard: 2 A.Speed: 0
weapons, firearms, and magical means
of attack, with some requiring specific Range: Inside Price: -/0 Range: Inside/Outside Price: 9/1
conditions to use. Effect: Using the body as a weapon, Effect: When thrown, use the Shooting
such as punches, kicks, scratching, for Hit check.
biting, or striking with a body part. Small melee weapons in general, such
as knives, batons, and hidden weapons
like claw daggers.

Melee Weapon (Medium) Melee Weapon (Large) Famous Blade


Type: Weapon (Melee/Shooting) Type: Weapon (Melee/Shooting) Type: Weapon (Melee)
DMG: (Physical+2)+1D6 Hit: 0 DMG: Physical+2D6 Hit: -1 DMG: (Technique+4)+1D6 Hit: 0
Guard: 4 A.Speed: 0 Guard: 6 A.Speed: -1 Guard: 5 A.Speed: 0
Range: Inside/Outside Price: 12/4 Range: Inside/Outside Price: 15/7 Range: Inside Price: -/15
Effect: When thrown, use the Shooting Effect: When thrown, use the Shooting Effect: When this weapon is selected by
for Hit check. for the check. Throwing requires an Art, add +1D6 to the damage.
Somewhat large melee weapons Physical 7 or more. Art pieces made for combat by
handled with one or both hands, Large melee weapons, such as two- master craftsmen from all eras and
including swords, spears, axes, cleavers, handed swords, long spears, great axes, regions. Often become vessels for
staves, and bats. halberds, and morning stars. various thing, mainly cursed blades.

Non-Human Weapon Handgun Large Handgun


Type: Weapon (Melee) Type: Weapon (Shooting) Type: Weapon (Shooting)
DMG: (Physical+6)+1D6 Hit: -1 DMG: (Technique+1)+1D6 Hit: 0 DMG: (Technique+2)+1D6 Hit: 0
Guard: 4 A.Speed: -2 Guard: 1 A.Speed: 0 Guard: 2 A.Speed: 0
Range: Inside Price: 18/10 Range: Scene Price: 12/3 Range: Scene Price: 15/6
Effect: Requires Physical 7 or more to Effect: A small gun used for self- Effect: Requires Physical 7 or more to
equip. defense or military purposes. Easy to equip.
Giant hammers, pile bunkers, handle and conceal. With the right Great firepower due to its size and
chainsaws, iron balls, road signs, and connections, it can be acquired in Japan increased explosives. Required lots of
utility poles,... Weapons that ordinary as well. strength to suppress the recoil. Many
human couldn't possibly handle. were custom-made either against mythic
or by the mythics themselves.

Machine Gun Shotgun Sniper Rifle


Type: Weapon (Shooting) Type: Weapon (Shooting) Type: Weapon (Shooting)
DMG: (Technique+3)+1D6 Hit: 0 DMG: Technique+2D6 Hit: 0 DMG: (Technique+4)+1D6 Hit: -1
Guard: 2 A.Speed: -4 Guard: 2 A.Speed: -1 Guard: 2 A.Speed: -3
Range: Outside Price: 20/10 Range: Inside Price: 18/8 Range: Outside Price: 19/9
Effect: By spending a Minor action, in Effect: By spending a Minor action, in Effect: By spending a Minor action,
that Action Step, this weapon's Target that Action Step, this weapon's Target in that Action Step, add +2 to the Hit
can be changed to "Target: Area." can be changed to "Target: Area." modification of this weapon.
Firearms capable of continuous Gun that fires a spread of pellets. A rifle specialized for long-distance
firing, including SMGs and PDWs While having a short effective range, it shoot.
(Personal Defense Weapons). Assault boasts high accuracy and reliability.
rifles and carbine guns are also included.

174
SECTION
PLAYER

Gatling Gun Bow and Arrow Shield


Type: Weapon (Shooting) Type: Weapon (Shooting) Type: Weapon (Melee)
DMG: (Technique+1)+2D6 Hit: 0 DMG: (Physical+3)+1D6 Hit: 0 DMG: (Physical+2)+1D6 Hit: 0
Guard: 3 A.Speed: -3 Guard: 1 A.Speed: -1 Guard: 6 A.Speed: -3
Range: Outside Price: 24/15 Range: Outside Price: 14/7 Range: Inside Price: 12/5
Effect: Requires Physical 7 or more to Effect: If Bless is 7 or more when Effect: Physical armor to block attacks.
equip. By spending a Minor action, in equipping this weapon. Add Bless value In modern times, those made from
that Action Step, this weapon's Target to this weapon's damage attribute. duralumin or reinforced plastic are
can be changed to "Target: Area." Bows like the Japanese yumi, common, but classical ones made from
A military-grade heavy weapon that competition bows, crossbows, including iron or leather, or makeshift barriers
scatters a large number of bullets from data for purification bows used by using available objects, are also included.
its rotating barrels. clerics as exorcism weapons.

Wire Explosives Ice Frost


Type: Weapon (Melee) Type: Weapon (Shooting) Type: Weapon (Shooting/Magic)
DMG: (Technique+5)+1D6 Hit: 0 DMG: Technique+2)+2D6 Hit: 1 DMG: (Emotion+1)+1D6 Hit: 1
Guard: 3 A.Speed: 0 Guard: 0 A.Speed: -4 Guard: 5 A.Speed: -2
Range: Scene Price: 22/12 Range: Outside Price: 21/10 Range: Scene Price: -/5
Effect: Requires Technique 7 or more Effect: This weapon is "Target: Area" Effect: Requires Emotion 6 or more
to equip. and can be used once per scenario. to equip. Damage is increased by +5
Thin and delicate thread-like Powerful explosives like rocket against against targets with "Type:
weapons, such as monomolecular wire launchers, grenades, plastic explosives, Subhuman" and "Type: Giant."
or whipes, and traps made from them. including data for when used as traps. An attack method that creates cold,
Handling them requires extraordinary ice, or extreme cold to freeze enemies
skill. solid, especially effective against targets
with large surface areas.

Sonic Wave Lightning Bolt Burn Flame


Type: Weapon (Shooting/Magic) Type: Weapon (Shooting/Magic) Type: Weapon (Shooting/Magic)
DMG: (Emotion+2)+1D6 Hit: 0 DMG: (Emotion+3)+1D6 Hit: 0 DMG: (Emotion+4)+1D6 Hit: 0
Guard: 2 A.Speed: 0 Guard: 4 A.Speed: -4 Guard: 6 A.Speed: -2
Range: Outside Price: -/6 Range: Scene Price: -/10 Range: Outside Price: -/9
Effect: Requires Emotion 7 or more Effect: Requires Emotion 7 or more Effect: Requires Emotion 7 or more
to equip. Damage is increased by +5 to equip. Damage is increased by +5 to equip. Damage is increased by +5
against Airborne targets. against against targets with "Type: against targets equipped with "Type:
An attack method that generates Machine" and "Type: Visitor." Horde" weapons and Clades.
vacuum waves or tornadoes to slice An attack method that releases An attack method that generates
through enemies, especially effective electrical shocks to char enemies, flames, high heat, or explosives to
against flying targets. particularly effective against machines incinerate enemies, ideal for annihilating
or organisms with intricate structures. groups of enemies.

Force Field Darkness Flare Shining Ray


Type: Weapon (Melee/Magic) Type: Weapon (Shooting/Magic) Type: Weapon (Shooting/Magic)
DMG: (Emotion+3)+1D6 Hit: 0 DMG: (Emotion+5)+1D6 Hit: 1 DMG: (Bless+4)+1D6 Hit: 0
Guard: 7 A.Speed: -2 Guard: 5 A.Speed: -6 Guard: 3 A.Speed: -1
Range: Inside Price: -/8 Range: Outside Price: -/14 Range: Scene Price: -/15
Effect: Requires Emotion 7 or more to Effect: Requires Emotion 7 or more Effect: Requires Emotion 7 or more
equip. Guard value is increased by +5 to equip. Damage is increased by +5 to equip. Damage is increased by +5
against damage with Emotion attribute against against targets with "Type: against against targets with "Type:
An attack method that creates a Sacred" and "Type: Conceptual." Vampire" and "Type: Demonic."
shield-shaped field of magic or psychic An attack method that produces An attack method that emits dazzling
energy to repel everything. Primarily high-gravity or darkness to engulf light to purify enemies, highly effective
used for defense. enemies, particularly effective against against those who detest light or cannot
higher conceptual beings. coexist with anything sacred.

175
Common Armor Reinforced Clothing Tough Exoskeleton
Type: Armor Dodge: 0 Type: Armor Dodge: 0
Common armor is available for Armor: 1 A.Speed: 0 Armor: 4 A.Speed: 0
anyone to acquire. Needless to say,
Price: 8/1 Price: -/4
having a means to protect oneself
is of utmost importance in life- Effect: Clothes using materials resistant Effect: The Armor Value of this armor
to impacts, such as iron fragments, or is only effective during the effects of
threatening situations. applying simple magical reinforcement. "Transformation."
They look no different from ordinary General defensive methods that can
clothing on the outside. transform with the user, include tough
fur, carapaces, armor, or repulsion
fields.

Light Armor Heavy Armor Blessed Clothing


Type: Armor Dodge: -1 Type: Armor Dodge: -2 Type: Armor Dodge: 0
Armor: 3 A.Speed: -1 Armor: 5 A.Speed: -2 Armor: 3 A.Speed: 0
Price: 10/3 Price: 12/5 Price: 15/5
Effect: Military body armor, bulletproof Effect: Plate, suit, samurai armor or Effect: Requires either Emotion or
coats, chain mail, and protectors covering ancient armors, full-body protectors, or Bless of 6 or more to equip.
vital areas, ensuring defense without small powered suits, constituting bulky Clothes empowered by magical or
significantly hindering movement. and heavy defensive gear. sacred forces. Worn by residents of
spiritually higher realms like Heaven or
the Hell, magicians, or clerics.

Common Vehicles Bike Four-Wheeler


Type: Vehicle Type: Vehicle
Common vehicles are available DMG: (Physical+1)+1D6 Hit: 0 DMG: (Physical+3)+1D6 Hit: 0
for anyone to acquire. They include
Guard: 3 A.Speed: 13●● Guard: 6 A.Speed: 10●●
vehicles for land, air, and sea, suitable
for various battlefields. Range: Inside Price: 15/2 Range: Close Price: 17/3
Effect: All types of motorcycles, both Effect: All types of four-wheeled
civilian and military. The weapon data ground vehicles, including cars, jeeps,
applies when directly colliding with an and sports cars. They also possess high
opponent or causing an opponent to performance as weapons due to their
crash during a chase. large mass.

Armored Vehicle Air Vehicle Ship


Type: Vehicle Type: Vehicle Type: Vehicle
DMG: (Physical+4)+1D6 Hit: 0 DMG: (Technique+2)+1D6 Hit: 0 DMG: (Technique+1)+1D6 Hit: 0
Guard: 10 A.Speed: 6●
● Guard: 5 A.Speed: 8●● Guard: 4 A.Speed: 6●

Range: Inside Price: 20/6 Range: Close Price: 14/10 Range: Close Price: 22/8
Effect: Vehicles designed for combat Effect: The character becomes Effect: Boats and vessels such as
situations, such as military armored Airborne when equipped. motorboats and yachts, including
vehicles and bulletproof vehicles for All types of air vehicles, including watercraft. Can only be equipped in
VIP protection, equipped with sturdy helicopters, fighter jets, jet packs, and scenes determined by the GM to be on
armor. floating platforms. or under water.

176
SECTION
PLAYER

Heroic Relics Holy Sword Demon Spear


Type: Weapon (Melee) Type: Weapon (Melee)
Heroic relics are items that DMG: (Bless+5)+1D6 Hit: 0 DMG: (Emotion+1)+2D6 Hit: 1
can only be acquired by through
Guard: 4 A.Speed: -2 Guard: 3 A.Speed: -1
“Heroic Relics” art. They are
powerful artifacts that are also Range: Inside Price: -/- Range: Inside Price: -/-
symbols of the hero. Effect: Changes "Noble Phantasm" Effect: Before attacking with this
range to "Range: Scene" when Weapon, spend 2 points of Humanity
performed with this weapon and adds to change its Range to "Scene." Guards
+5 to the damage. cannot be performed against the
A holy or divine sword embellished "Noble Phantasm" performed with this
with shining legends. A symbol of great Weapon.
deeds and glory, often forged by beings A legendary spear imbued with
beyond mortals. magical or cursed power. It unfailingly
strikes down its targeted foe.

Yin-Yang Dual Blade Cursed Tome Spirit Army


Type: Weapon (Melee) Type: Weapon (Shooting/Magic) Type: Weapon (Shooting/Legion)
DMG: Technique+2D6 Hit: 1 DMG: (Emotion+3)+1D6 Hit: 0 DMG: (Social+4)+1D6 Hit: 0
Guard: 8 A.Speed: -2 Guard: 2 A.Speed: -2 Guard: 9 A.Speed: -1
Range: Inside Price: -/- Range: Scene Price: -/- Range: Scene Price: -/-
Effect: While equipped, add +1 to the Effect: Must make Hit Checks with Effect: Changes "Noble Phantasm"
Dodge. Change the target of "Noble "Emotion." Change the target of range and target to "Range: Scene"
Phantasm" to "Target: Area" when "Noble Phantasm" to "Target: Area" and "Target: Scene," adds +10 to the
using this Weapon. when using this Weapon. damage modifier.
A pair of swords or blades that form A book containing profound Manifestations of vassals and friends
a set. When wielded skillfully by a hero, knowledge, capable of summoning who have sworn eternal allegiance,
they exhibit unparalleled power in both mythical beasts for attack. It may also appearing to aid you.
offense and defense. appear as a staff, dagger, or ring.

Demon Blade Sword of Darkness Celestial Bow


Type: Weapon (Melee) Type: Weapon (Melee) Type: Weapon (Shooting)
DMG: (Technique+1)+2D6 Hit: 0 DMG: (Emotion+6)+1D6 Hit: 0 DMG: Bless+2D6 Hit: 1
Guard: 4 A.Speed: 0 Guard: 3 A.Speed: -3 Guard: 1 A.Speed: -2
Range: Inside Price: -/- Range: Inside Price: -/- Range: Outside Price: -/-
Effect: When performing "Noble Effect: Each attack with this weapon Effect: If this weapon deals even 1
Phantasm" with this weapon, make will decrease 2 points of your Humanity. point of damage, it additionally inflicts
three Hit Checks and choose any result Immediately after dealing any amount "Pressure." The Dodge Check against
to use. of damage with this weapon, recover "Noble Phantasm" performed with this
A legendary blade with a fearsome [Emotion] points to your "FP." Weapon is reduced by -3.
cutting edge. It may have an unusual A sword from another realm. It A divine bow adorned with legends,
design, such as being exceptionally long drains blood and soul, converting such as shooting down the sun or
or having a reversed blade. them into vitality for its wielder. slaying immortal beings.

Legendary Gun Divine Body Heroic Mount


Type: Weapon (Shooting) Type: Armor Dodge: 0 Type: Vehicle
DMG: (Technique+3)+1D6 Hit: 1 Armor: 5 A.Speed: -2 DMG: (Physical+2)+1D6 Hit: 0
Guard: 0 A.Speed: 0 Price: -/- Guard: 4 A.Speed: 20●
Range: Scene Price: -/- Effect: While equipped, the damage Range: Inside Price: -/-
Effect: Before attacking with this dealt by your Melee Attacks is increased Effect: While equipped, you become
Weapon, spend 3 points of Humanity by +5, and you can use "Noble Airborne. When using "Noble
to change the Target to "Target: Area." Phantasm" with Weapons other than Phantasm" with this Vehicle, you can
Target's Armor values are treated as 0 Heroic Relics. immediately move before Attack.
for damage dealt by "Noble Phantasm" Your body itself, having Your unparalleled companion that
with this weapon. accomplished numerous great deeds, carries you, a hero, in its stride. Ranges
A legendary firearm that has brought has become an indestructible armor and from mythical creatures like Pegasus
glory and death in equal measure. an invincible weapon. and dragons to vehicles, ships, and even
robots.

177
Enforcer Equipment Laser Blade Blaster Gadget
Type: Weapon (Melee) Type: Weapon (Shooting/Melee)
Enforcer equipment can only DMG: (Technique+1)+2D6 Hit: 0 DMG: (Technique+3)+1D6 Hit: 0
be acquired by characters with the
Guard: 6 A.Speed: -1 Guard: 0 A.Speed: -1
Enforcer roots. They are amazing
pieces of equipment made from Range: Inside Price: -/15 Range: Outside/Inside Price: -/12
unknown space science. Effect: When using this Weapon for Effect: Can also be used as a Melee
"Final Crash," the target cannot Guard Weapon.
and +5 to damage roll. A super-scientific gun that fires
A sword-like weapon with energy plasma destruction rays. It can be
blades. There are types where the blade reassembled into a solid sword for close
projects from cylindrical handles, arms, combat.
or physical swords covered with energy.

Cosmo Boomerang Impact Knuckle Combine Buster


Type: Weapon (Shooting) Type: Weapon (Melee) Type: Weapon (Shooting)
DMG: (Technique+4)+1D6 Hit: 0 DMG: (Technique+1)+1D6 Hit: 0 DMG: (Technique+8)+2D6 Hit: 0
Guard: 2 A.Speed: -1 Guard: 4 A.Speed: 0 Guard: 0 A.Speed: -4
Range: Scene Price: -/15 Range: Inside Price: -/10 Range: Outside Price: -/25
Effect: When using this Weapon for Effect: This weapon is treated as Effect: Can be used once per scenario
"Final Crash," treat the target's Armor Unarmed. and can only be used if equipped with
value as 0. A device that amplifies punching another "Type: Legion" weapon or if
A space boomerang boasting power tens of times through inertia there are other characters in the same
incredible sharpness. Normally, it control. Primarily attached to the fist for Engage Zone who have agreed to
is stored or mounted as part of the use, but some types enhance kicks when combine.
enforcer's body. attached to the feet. A deadly giant cannon completed by
combining weapons or parts with fellow
team members.

Force Shield Multiple Launcher Ranger Force


Type: Weapon (Melee) Type: Weapon (Shooting) Type: Weapon (Shooting/Legion)
DMG: (Technique+2)+1D6 Hit: 0 DMG: (Technique+1)+2D6 Hit: 0 DMG: (Social+4)+1D6 Hit: 0
Guard: 10 A.Speed: -2 Guard: 0 A.Speed: -3 Guard: 6 A.Speed: -2
Range: Inside Price: -/10 Range: Outside Price: -/10 Range: Scene Price: -/10
Effect: A super-scientific shield that Effect: This weapon becomes "Target: Effect: Support mechs, assistants, and
generates an energy field to block all Area" and deals +2 damage to Type: team members of the same enforcers
attacks. Often disguised as jewelry like Clades. It can be used once per scene. who fight alongside you. The team often
bracelets or small devices. A weapon that launches countless consists of 3 to 5 members, including
missiles or scatter beams, blowing you.
away enemies in one fell swoop.

Combat Suit Cosmic Protector Cosmo Machine


Type: Armor Dodge: 0 Type: Armor Dodge: -3 Type: Vehicle
Armor: 5 A.Speed: 0 Armor: 7 A.Speed: -2 DMG: (Technique+3)+1D6 Hit: 0
Price: -/10 Price: -/20 Guard: 5 A.Speed: 14●
Effect: This Armor can be equipped Effect: The Armor value of this Armor Range: Outside Price: -/9
instantly with "Transformation" and is only effective when used in "Giant Effect: While equipped, you become
adds +2 to the damage of Technique Battle". The Armor value is also only Airborne. Any Attacks made with
attribute Attacks. The Armor value effective during "Transformation". this Vehicle are considered Shooting
of this Armor is only effective during Armor made of cosmic metal that Attacks.
"Transformation". envelops the giant form of the enforcer. A vehicle created with super-
A metallic combat suit instantly Some integrate into a silver skin-like technology, capable of combat in all
transported from the mothership or form. reamls. Often shaped like flying bikes or
another dimension. vehicles, armed with missiles and laser
cannons.

178
SECTION
PLAYER

Full Metal Equipment Gigano Metal Destroy Gatling


Type: Weapon (Melee) Type: Weapon (Shooting)
Full Metal equipment can only be DMG: (Physical+6)+1D6 Hit: 0 DMG: (Technique+2)+2D6 Hit: 0
acquired by characters with the Full
Guard: 7 A.Speed: -5 Guard: 0 A.Speed: -4
Metal blood. They are products of
super-technology, essentially part Range: Inside Price: -/10 Range: Outside Price: -/12
of their bodies. Effect: This Weapon's damage is Effect: By spending a Minor Action,
increased by +1D6 if equipped by this Weapon's Target can be changed to
"Type: Giant" character. "Target: Area" during that Action Step.
Super-heavy melee weapons made of A gatling gun with overwhelming
superalloy, such as large swords, axes, firepower. The magazine and sight may
and iron balls, designed for use by high- be integrated into or attached to the
output or gigantic Full Metals. wielder's body.

Heavy Guarder Rocket Punch Wave Vanisher


Type: Weapon (Melee) Type: Weapon (Melee) Type: Weapon (Shooting)
DMG: (Physical+3)+1D6 Hit: -1 DMG: (Technique+3)+1D6 Hit: 0 DMG: Technique+2D6 Hit: 0
Guard: 9 A.Speed: -3 Guard: 3 A.Speed: -2 Guard: 0 A.Speed: -3
Range: Inside Price: -/8 Range: Scene Price: -/10 Range: Scene Price: -/12
Effect: A gigantic shield made of Effect: This weapon is treated as Effect: For attacks made with this
superalloy. Supported by the Full Unarmed. weapon, the target's Armor value
Metal’s body balancer or auxiliary arms A weapon system that detaches parts is reduced by 5 (minimum 0) when
to handle its great weight. of the body, like fists, and launches calculating damage.
them. After firing, they are guided by An sound weapon that penetrates
radio waves or priority control and armor with ultrasonics and damages
automatically return. the target's interior. Often shaped like
speakers or microphones.

Legion System Mega Buster Cannon Armed Suit


Type: Weapon (Shooting/Legion) Type: Weapon (Shooting) Type: Armor Dodge: -2
DMG: (Social+6)+1D6 Hit: 0 DMG: (Technique+4)+3D6 Hit: 0 Armor: 6 A.Speed: -4
Guard: 4 A.Speed: -2 Guard: 0 A.Speed: -4 Price: -/25
Range: Outside Price: -/15 Range: Outside Price: -/20 Effect: While equipped, adds +2 to the
Effect: By spending a Minor Action and Effect: Require a Standby to use this damage of Melee Attacks.
2 points of Humanity, this Weapon's Weapon on that round, and it can be A combat power suit created as a
Target can be changed to "Target: 3 used only once per round. byproduct of automaton development.
Target" during that Action Step. A high-output cannon that requires It semi-integrates with the wearer,
Small attack terminals that are charging or barrel deployment to fire. perfectly transmitting and amplifying
remotely guided via brain waves, radio There are types that transform the their movements.
waves, quantum networks, etc. user's body itself.

Composite Armor Super Vehicle Giga Automata


Type: Armor Dodge: 0 Type: Vehicle Type: Vehicle
Armor: 5 A.Speed: -1 DMG: (Technique+2)+1D6 Hit: 0 DMG: (Technique+5)+1D6 Hit: 0
Price: -/10 Guard: 4 A.Speed: 12● Guard: 10 A.Speed: 10●
Effect: Ultra-hard metal armor that Range: Inside Price: -/15 Range: Inside Price: -/30
effortlessly deflects bullets. For cyborgs, Effect: While equipped, allows Effect: While equipped, treated as
there are types designed to be embedded Disengage from an Zone with a Normal "Type: Giant." Each time a Major
within the body. Movement. Action is performed while equipped,
Bikes and armored vehicles packed lost 2 points of Humanity.
with cutting-edge technology. Capable Combat humanoid robots
of traversing any terrain at super high constructed with the assumption of
speeds that would be impossible to being piloted by augmented humans.
handle on foot.

179
Vampire Equipment Blood Stinger Shadow Blade
Type: Weapon (Melee) Type: Weapon (Melee)
Vampire equipment can only DMG: (Physical+7)+1D6 Hit: 0 DMG: Emotion+2D6 Hit: 0
be acquired by characters with the
Guard: 4 A.Speed: 0 Guard: 7 A.Speed: 0
Vampire blood. They are terrifying
cursed items born from their blood Range: Inside Price: -/12 Range: Inside Price: -/15
and dark history. Effect: Each attack with this weapon Effect: Each attack with this weapon
will decrease 3 points of your FP. will decrease 2 points of your Humanity.
Manipulates one's blood, For attacks made with this weapon, the
transforming it into a blade to slash at target's Guard value is reduced by 5
enemies. Some vampires can also morph (minimum 0) when calculating damage.
their bones or flesh into weapons. Turns shadows into versatile
weapons, capable of bypassing all
defenses to strike down enemies.

Night’s Retinue Crimson Barrel Pitch-Black Cloak


Type: Weapon (Shooting/Legion) Type: Weapon (Shooting) Type: Armor Dodge: 0
DMG: (Social+2)+2D6 Hit: 0 DMG: (Technique+3)+1D6 Hit: 0 Armor: 5 A.Speed: -1
Guard: 0 A.Speed: 0 Guard: 0 A.Speed: 0 Price: -/7
Range: Scene Price: -/10 Range: Scene Price: -/8 Effect: Clothes enhanced with curses
Effect: Each attack with this weapon Effect: When attacking with this and darkness. It often comes as part of
will decrease 2 points of your Humanity. Weapon, you can change the damage a set with a cape or Inverness coat. Both
Controlling a swarm of blood- attribute to Emotion. antiques with elaborate decorations
sucking bats, ghouls, renfields, or lesser A large handgun designed with the and those who prefer the latest fashion
vampires to assault enemies. vampire's strength in mind. The recoil trends exist among vampires.
could break a human's arm. The bullets
are imbued with magical power.

Demon Equipment Scepter of Dominion Scythe of Black Death


Type: Weapon (Melee) Type: Weapon (Melee)
Demon equipment can only be DMG: (Emotion+2)+1D6 Hit: 0 DMG: (Emotion+5)+1D6 Hit: 0
acquired by characters with the
Guard: 5 A.Speed: -1 Guard: 3 A.Speed: -3
Demon blood. Each item contains
powerful magic originating from Range: Inside Price: -/15 Range: Inside Price: -/15
the Hell dominion. Effect: Only characters with Royal Effect: Each attack with this weapon
Blood or Demonic Nobility art can will decrease 2 points of your Humanity.
acquire this. While equipped, any If the attack deals even 1 point of
attacks with the [Social] attribute gain damage, it additionally inflicts Poison
+3 damage. (2).
A magical staff carried as a symbol A large, sinister scythe that emits the
of authority by the ruling class of upper miasma of the Hell dominion, capable
demons in the Hell hierarchy. of changing its form like a shadow.

Hell Ritual Book Hell Formal Wear Hell Mount


Type: Weapon (Shooting/Magic) Type: Armor Dodge: 1 Type: Vehicle
DMG: (Emotion+2)+2D6 Hit: 0 Armor: See Effect A.Speed: -1 DMG: (Emotion+4)+1D6 Hit: 0
Guard: 0 A.Speed: -5 Price: -/10 Guard: 4 A.Speed: 15●
Range: Outside Price: -/15 Effect: Armor value equal user Range: Inside Price: -/12
Effect: Each attack with this weapon Emotion B. Effect: While equipped with this
will decrease 2 points of your Humanity. Clothing and armor infused with Vehicle, you can become Airborne with
Deals +5 damage to targets with Type the power of the infernal realms. a Minor Action. Landing also requires a
Holy. From luxurious robes with extravagant Minor Action.
A grimoire that contains the deep decorations, furs of demonic beasts, Riding demons such as chariots
secrets of Hell magic, imbued with the pitch-black armor, and jester's attire to pulled by skeletal horses or bikes with
powers of death and destruction. seductive bodysuits. wheels of flame. Capable of attacking
with fire or miasma.

180
SECTION
PLAYER

Common Equipment Regeneration Medicine Healing Medicine


Type: Recovery, Single-use Type: Recovery, Single-use
Common equipment includes Timinng: Minor Action Timinng: Minor Action
other items that anyone can
Target: Single Range: Inside Target: Single Range: Inside
acquire. It comprises essential items
for advancing in battle favorably, Price: 12/3 Price: 12/3
such as means of recovery and self- Effect: Recovers 2D6 points of FP for Effect: Dispel 1 Bad Status of the
enhancement. the target. target.
Potions made from regenerative Medications that restore physical and
plants, mythics' blood, or other sources, mental conditions.
including emergency kits. Capable of
healing wounds for various mythics.

Keepsake Special Ammunition Communication Devices


Type: Recovery Type: Single-use Type: Other
Timinng: Initiative Step Timinng: Minor Action Timinng: See Effect
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/2 Price: 18/3 Price: 5/0
Effect: Recovers your FP by [(number Effect: When purchasing, select one Effect: Mobile phones, radios, or magical
of Bonds you have)D6] points. Can be Type. During that Action Step, if the networks that enable communication
used once per scenario, and only one of target of your Shooting attack with a over distances. Generally usable anytime
these items can be equipped. weapon has that type, -10 (minimum 0) unless deemed impossible by the GM
Photos of loved ones, heirlooms, to target Armor value. due to isolated or magically separated
or mementos that serve as emotional Specialized bullets like silver bullets environments.
support and cherished possessions. or vaccine shots.

Information Connection Barrier Talisman Neural Accelerator


Type: Single-use Type: Single-use Type: Single-use
Timinng: Before Check Timinng: Before dmg roll Timinng: Before dmg roll
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/5 Price: 20/5 Price: 20/5
Effect: Use immediately before an Effect: Reduces damage you receive by Effect: Adds +1D6 to the damage of
Info Gathering Check to add +2 to the 1D6 points. your Shooting attacks. After use, you
Success value of that Check. Magical barriers created by talismans. lose 2 points of Humanity.
Connections with broker, police, Ranges from magician-crafted to A special drug that temporarily
specific organizations, researchers, spiritually protected ones, with some sharpens the user's nerves, allowing for
experts, influential figures, or authorities mechanically replicating the same thought and decision-making at speeds
that serve as channels for gathering effects. several times faster than normal.
information.

Power Source Subordinates/Servants Muscle Amplifier


Type: Recovery, Single-use Type: Other Type: Single-use
Timinng: Minor Action Timinng: Always Timinng: Before dmg roll
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: 22/5 Price: -/1 Price: 20/5
Effect: When purchasing, select one Effect: Followers, subordinates, butlers, Effect: Adds +1D6 to the damage of
Basic Ability. Recover your FP by maids, familiars, or comrades who your Melee attacks. After use, you lose 2
[selected Basic Ability+2D6] points, and accompany you, treated as extras. points of Humanity.
lose 1 point of Humanity. A special drug that significantly
Unique energy sources for mythics, amplifies the user's muscle strength,
such as living blood, special foods, or producing superhuman power upon
chunks of magical power. consumption.

181
Access Code Familiar Cursed Fragment
Type: Other Type: Other Type: Other
Timinng: Before Check Timinng: Before Check Timinng: Always
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/5 Price: -/5 Price: -/10
Effect: Use this before making an Info Effect: Use this before making an Info Effect: While equipped, +1 to Melee. If
Gathering Check. You can make this Gathering Check. You can make this made a Permanent part of the character,
check using Technique. After use, you check using Emotion. After use, you your initial Humanity increases by 2.
lose 2 points of Humanity. lose 2 points of Humanity. A fragment from a weapon such as
A key to access a database of various Means of gathering information a cursed blade, awakening a desire for
demons from around the world, leaked through familiars, shikigami, disciples, battle in those who hold it.
from Melchizedek. etc.

Second Sight Protective Charm Wind Feather


Type: Other Type: Other Type: Other
Timinng: Always Timinng: Always Timinng: Always
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/10 Price: -/10 Price: -/8
Effect: While equipped, +1 to Effect: While equipped, +1 to Effect: While equipped, +2 to Action
Shooting. If made a Permanent part Evasion. If made a Permanent part Speed. If made a Permanent part of the
of the character, your initial Humanity of the character, your initial Humanity character, your initial Humanity increases
decreases by 2. increases by 2. by 2.
A device made with technology from Amulets created by exorcism A translucent, glowing feather
Estranger, offering extraordinary night organizations to ward off disasters and occasionally dropped by the residents
vision and targeting capabilities. malevolence. of the Fairy Realm.

Bloodstone Ancient Dragon Scale Tactical Support AI


Type: Other Type: Other Type: Other
Timinng: Always Timinng: Always Timinng: Always
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/5 Price: -/7 Price: -/7
Effect: While equipped, +6 to your Effect: While equipped, +2 to Melee Effect: While equipped, +2 to the
maximum FP. If made a Permanent part attack damage. If made a Permanent damage of Shooting Attacks. If made a
of the character, your initial Humanity part of the character, your initial Permanent part of the character, your
decreases by 2. Humanity increases by 2. initial Humanity increases by 2.
A gem imbued with the ego of A scale said to have fallen from a A personal tactical support AI
ancient vampires, enhancing the bearer's dragon, each piece harboring strong developed by Burkha Electronics.
vitality. magical power.

Grimoire Manual Sinful Fist


Type: Other Type: Other Type: Other
Timinng: Always Timinng: Always Timinng: Always
Target: Self Range: None Target: Self Range: None Target: Self Range: None
Price: -/9 Price: -/12 Price: -/5
Effect: While equipped, +2 to the Effect: While equipped, +1 to the Effect: While equipped, +2 to the
damage of Special Attacks. If made a Success value of Special Attack Hit damage of your Unarmed Attack. If
Permanent part of the character, your Checks. If made a Permanent part of made a Permanent part of the character,
initial Humanity decreases by 2. the character, your initial Humanity your initial Humanity increases by 1
A book of arcane knowledge written increases by 2. Represents the many lives you have
by magicians or demons. Books or databases containing the harmed with your hands or claws; your
secrets of various strategies, tactics, and arms are stained with blood.
magics.

182
183
ACTION CHECK RULES
“In this world, there’s nothing that’s certain.
The only thing we have is an uncertain
future. That’s what makes life interesting.”

Ivan Karashinikov

WHAT IS AN ACTION CHECK ?

In “BBT,” many difficult and critical known as Action Checks.


situations arise continuously. Hereafter, in this text, when we mention
In such cases, to determine whether “to Check “ or “to perform a Check ,” it
the actions taken by characters were means to carry out an Action Check.
successful or whether they managed to In “BBT,” two six-sided dice are used
handle the situation, we use a set of rules for Action Checks.
Action Check Procedure
Action Checks are carried out in the
ACTION CHECK PROCEDURE flow as shown in the figure on the left.
Below, we will explain the procedure,
including each term used during the
Check and the actual method.
1 GM Declares the Check
GM announces the difficulty level. Declares the Check
First, the GM decides whether to
perform an Action Check. An Action
2 GM decides the Ability Check should be made only if the GM
thinks that there a uncertain succeed or
3 Dice Roll fail chance of an action, or if the GM
think that making an Action Check
Critical (Success Value +20) would be interesting.
Fumble (Success Value = 0) While Players can ask the GM if they
can perform an Action Check, the final
decision lies with the GM.
4 Calculate Success Value
Success Value = Ability + Dice Result + Modification Difficulty Level
The [Difficulty Level] is a numerical
indicator showing how difficult an
5 Determine Success or Failure action is. It may be automatically
Difficulty≦Success Value Difficulty>Success Value determined by data and rules, or the
GM may decide it arbitrarily.
If the Players can roll an Success
Value that meets or exceeds the
Success Failure difficulty level, the action Check is

184
CTION
RULE SE

considered successful. The GM may the difficulty level, the Action Check is
choose to disclose or not disclose the successful. Conversely, if it is less than
difficulty level to the Players. the difficulty level, the Action Check
fails.
Difficulty Level Reference Table
Difficulty ≤ Success value
Difficulty Action = Action Check Success
4~6 Simply Action
7~9 Usually Succeeds Difficulty > Success value
= Action Check Failure
10~13 Difficult
14~15+ Extremely Difficult End of Action Check
Ability Check With this, the Action Check
[Ability Check] refers to the Ability concludes. The GM should narrate
or Combat Score used in the Check. the success or failure of the action
The GM decides the Ability to be used according to the results of the Action
and informs the Player. Check. If a critical or fumble occurred,
Players should declare their Ability it is advisable to emphasize the failure or
to the GM after applying modifications success more strongly in the narration.
from Arts, Equipment, etc. Modifications
The GM can apply modifications
Dice Roll to the Difficulty Level, Ability Bonus,
Players roll 2D6 and add up the dice and Success Value depending on the
to get the total. If the total is equal situation.
to or greater than the critical value, a It is desirable to give modifications (*) Modification:
critical hit occurs. Conversely, if the within the range of -3 to +3. The +20 during a critical is a
Modifications exceeding this range modifier. For example, with a
total is equal to or less than the fumble Ability Score of 5 and a dice result
value, a fumble occurs. can surpass the expected value of a of 12 resulting in a critical, the
single dice roll (=3.5) and potentially Success Value would be 5 + 12 +
Critical undermine the meaning of the Action
20, which equals 37.
If the total is equal to or greater Check itself.
than the critical threshold, the Check
becomes a critical. In this case, the
Success Value later described gets +20.
The basic critical threshold is 12, which
can change due to Arts or Equipment. New Bonds And Mythic - Action Check
Fumble
If the total is equal to or less than the Shin and Aida were wandering Shin: That’s high. Easily succeeded.
around the streets of Ikebukuro, Aida: Told you. Despite how it
fumble threshold, the Check becomes a searching for a girl. looks, I’m pretty capable socially.
fumble. In this case, the Success Value GM: Easy success, huh? Then,
for that Check is treated as 0. The GM: So, you’re riding Aida’s bike, you get information that a high
basic fumble threshold is 2, which can cruising through the streets of school girl in uniform, who you
Ikebukuro. However, finding just are looking for, was seen walking
change due to Arts or Equipment. one girl in Ikebukuro will require toward the station on Park Avenue
some luck. So, I need both of you with a slim man in a black suit.
Success Value to make an action Check using Aida: Got it, I’ll head the bike
[Bless]. The difficulty is 13. towards the station.
After rolling the dice, add the Ability Shin: [Bless + 2D6] and 13 or GM: Your bike blazes through the
and modifiers to the dice result. This higher? That’s tough, needs to be streets, cutting flames on the road,
number represents “how well the 10 or higher. heading to the east exit rotary of
action went.” This number is called the Aida: For me, it’s 9 or higher. Not Ikebukuro. The crowd is staring
much different. Hmm, GM, can we at you.
[Success Value]. change the situation or narration Shin: Umm, I’ll use the [Arena
The minimum value of the Success of the Check to using friends or Expansions].
Value is 0. informants active in Ikebukuro
to gather information about her, The crowd fades like characters in
making it a Social Check ? an old movie, losing their sense of
Success Value = GM: (Thinking: Maybe I set the reality. In a monochrome world, the
Ability + Dice Result + Modification (*) difficulty too high…) Alright, if only things with clear color are the
you take that approach, you can flame-wrapped motorcycle and a girl
Determine Success or Failure use [Social].
Shin: 8 or more, seems worth
with white wings on her back.
Compare the calculated Success rolling the dice.
value with the difficulty level. If the Aida: Leave it to me, Shin. My
Success value is equal to or greater than [Social] is high. Rolling… got a 16,
success.

185
CLASHES CHECK

A [Clash] refers to a rule that occurs their respective Success values.


when one character tries to take action If it’s unclear who should be the
and another character tries to interfere Action Side, the one who speaks up
and contest it. first can be designated as such.
For example, a Hit Check in combat
fits this category. It becomes a Clash Unable to Check
between the side attempting to attack and Sometimes, the Reaction Side might
the side trying to avoid it. For Hit Check, be unable to perform the dice roll
refer to P209. Check due to some reasons.
In such cases, without adding
Action and Reaction the dice roll, the Ability Score with
In a Clashes, the characters involved modifications from Arts or equipment
are divided into [Action Side] and becomes the Reaction Side’s Success
[Reaction Side]. The Action Side is value directly.
the character who actively initiates the
action, while the Reaction Side is the Critical and Fumble
character who responds to that action. In a Clashes, if a critical or fumble
In the aforementioned example, occurs, the Success value is adjusted
the attacker is the Action Side and the according to the standard Check rules.
dodger is the Reaction Side. A critical adds +20 to the Success
The Check in a Clashes is conducted value, while a fumble sets the Success
in the order of Action Side, then value to 0. If the Action Side incurs a
Reaction Side. First, the GM decides fumble, the Reaction Side doesn’t need
the Ability Scores and modifications as to make a Check.
in a regular action Check. Then, both
Action and Reaction sides perform Victory
their necessary Checks and calculate Once both sides’ Success values are
determined, the winner of the Clashes
is decided. The side with the higher
CLASHES CHECK PROCEDURE Success value [wins], and the action
of the winning character is considered
successful.
If the Action Side wins, the intended
action, such as an attack, is successful.
1 Declares the Clashes If the Reaction Side wins, the Action
Announces the Ability to be used Side’s intended action is hindered,
Declares the Action and Reaction sides meaning it had no Effect. In the case
of an attack, it means the attack was
2 Action Side Check avoided.
Reaction Priority
3 Determination of Action Side’s Success value If both sides have equal Success
values in a Clash, the Reaction Side is
4 Reaction Side Check considered the [winner]. This is called
the “Reaction Priority Rule”.
5 Determination of Reaction Side’s Success value

6 Determine Victory or Defeat


If Action Side’s Success value > Reaction Side’s Success value
If Action Side’s Success value ≤ Reaction Side’s Success value

Action Side Reaction Side


Victory Victory

186
Right to Respond
Only those who can within range
to the action can perform a reaction
in a Clash. The GM decides who can
respond.
Typically, it would be characters
who are the target of the Action Side’s
attack or action.
For example, it would be unnatural
for a character who is not even a target
of the attack to spontaneously perform
a reaction. Thus, the GM can decide
not to allow a reaction.
Multiple Against One
There are situations, like area attacks,
where multiple characters perform a
reaction against a single action.
In such cases, the Action Side makes
only one Check , and every character
individually makes their reaction
Checks against the Action Side’s
Success value.

New Bonds And Mythic - Clashes

Inside the mystical Arena created front of them. GM: Well, you’re free to do so. In
by Shin, only those who are attuned Shin: Firmly, I demand, “Hand over this situation, Aida is the Action
to the world’s secrets (Known-man) the ‘Feather’,” though I doubt side. Just so you know, the loser
and beings of myth can truly perceive they’ll comply without a fuss. will be disarmed. If we go straight
what’s unfolding. In this realm, only GM: Right. The man in the black suit into combat after this, it’ll be a
those entwined with the supernatural, takes a fighting stance. disadvantage.
the Night Side, are keenly observing Aida: I menacingly twirl my chain, Aida: What? No way I’m losing this.
the black motorcycle of the infamous readying for any sudden move. If I win, it could turn the tables in
Crimson Witch. GM: The man shoots Aida a fierce our favor. Time to use the Sin.
Shin and Aida find themselves glare and snaps, “You bastard!” GM: Either way, Aida, please make
under the scrutiny of two figures—a Aida: “You’re quite the bore, lady.” your Check.
young girl in a sailor uniform and a Knowing our GM, this character Aida: Here goes... I roll a 4, it’s so
slim man dressed sharply in a black must be a beautiful lady in disguise. over. I’ll use a Sin. Adding +3D6
suit. GM: That’s harsh! But spot on. to the Success value, +15. Take
(laughs) that, Success value 23.
GM: As you two make your entrance Aida: “You’re stealing my character’s GM: Only a critical can beat that...
to the station’s front, your eyes spotlight!” I roll a 6, okay okay, I lose. The
meet with the peculiar pair. The GM: The tension escalates. “Enough sword clatters to the ground as
girl boasts long pink-blonde hair games, witch!” The woman deftly the woman in black collapses,
in twin tails, and the man, though intercepts the chain with a hidden defeated.
slender, wears a black suit. You short sword. “Let’s settle this with Shin: What? What does that mean?
instantly realize—they’re not a test of strength. A Clashes of Aida: A Human Sheath, huh? No
mere mortals. They’re not fully [Physical]. She has a [Physical] of match for me, not just a mere
Aberrant, but their aura screams 6. Let’s see who won in a [Physical] puppet.
of formidable power. check. The one with the higher
Shin: I swiftly jump off the bike and success value wins.” The girl, her wings of purest white
approach them, confidently saying, Aida: Even though I look like this, unfurled, watches over the Crimson
“We’ve been searching for you.” I’m not confident in my Physical. Witch and the boy with a serene,
Aida: Hey, don’t be reckless. I bring I’m more of a Social type. Should knowing smile.
the bike to a halt, skidding right in I use a Sin?

187
BONDS AND EGO
“Protecting what’s dear to me might just
be my ego act up, but the bond I share with
you is definitely not a lie.”

“Crimson Armor” Makoto

THE SYSTEM OF BONDS AND EGO

(*) Connections Bonds represent connections (*) Encounter Table on P92 to determine
Even negative emotions like such as friendship, love, or trust with this randomly.
hatred, desire for revenge, or rivalry
can constitute Bonds. Regardless of
others. These Bonds allow PCs, to live Upon acquiring a new Bond, PCs
the type of sentiment, recognizing within human society as demi-human, immediately gain 1 point of Love.
another as an individual and valuing and prevent one to become a aberrant. More on Love later.
the relational aspect is an inherently
Ego, on the other hand, embodies
“human” act.
a Character’s desires and lust. Mythics Maximum Values of Bonds and Ego
are heavily influenced by their Egos, The total number of Bonds and Ego
drawing endless power from the Abyss. a Character can have is limited to seven.
Even PCs, being demi-humans, are no
exception to this rule. Bonds and Ego during Character Creation
Bonds and Ego are two sides of During Character creation in the
the same coin, often opposing yet Personal Data section (P88), PCs
integral to each other. Strong Bonds or acquire two Bonds and one Ego.
powerful Egos can sometimes become
sources of immense power.
Here, we’ll explain how to handle
Handout Bonds
these concepts. Receive one Bond through the
Scenario Handout, referred to as
Acquiring Bonds Scenario Bond.
Bonds can be acquired at any
time during the game, with the GM’s
Bonds Between PCs
permission. Follow these steps to Establish Bonds with other PCs
acquire Bonds and note them on the during Preplay. These are known as PC
Record Sheet: Bonds. Refer to P197 for the timing of
acquisition.
Acquiring Ego
Steps to Acquire Bonds
There might be situations where
Write down the name of the Acquiring Love
a Player feels inclined to acquire individual or entity you share a Bond By forming Bonds, PCs acquire Love,
an Ego. However, according to the
rules, only Bonds can be obtained.
with on the Record Sheet’s Bond a power that stems from connections
In such cases, first acquire a Bond section. The object of a Bond is with others.
and then immediately convert it into typically a Character but can include Note 1 point of Love on the Record
Ego, leaving only the memory of
Love behind. groups, organizations, or regions if the Sheet each time a new Bond is acquired.
Of course, if one chooses to GM agrees. Specify the nature of the The usage of Love will be explained
skip on Love point, it’s permissible relationship (friendship, love, family,
to convert into Ego. If that better later.
expresses the Character, Players are etc.). If uncertain, consider using the
encouraged to do so.

188
CTION
RULE SE

Initial Value of Love GM decides to Egoization


At Pre-Play, having already acquired If the relationship with the Bond’s
two Bonds during Character creation, object drastically changes or breaks,
one Bond through the Scenario making it impossible to maintain the
Handout, and Bonds between PCs, relationship, the Bond may become
each PC can have a maximum of 4 Egoized.
points of Love. GMs may Egoize a PC’s Bond in
Ego and Sin such situations.
For example, if a PC is rejected after a
A PC can gain the power of “Sin” Bonded with an individual, with whom
from the Abyss by embrace their Ego. they shared a “friendship,” discovers
This is called Sin. the PC is a demi-human. Or, if a PC
At the end of a scene, Players can decides to no longer interact with a
inform the GM that their PC has Bonded individual they considered an
“expressing their Ego through role- “enemy.”
playing (*)” and request to gain 1 point GMs should note that they are not (*) Expressing their Ego through Role-Playing
of Sin. always required to Egoize a Bond. It For example, if the desire is “to
drink blood,” it can be expressed
If the GM acknowledges this (*), should only be directed when it seems by actually drinking someone’s
the PC gains 1 point of Sin. On the appropriate or adds to the excitement. blood or by struggling with the urge
Record Sheet’s Ego column, check to drink blood and managing to
the checkbox corresponding to the Player decides to Egoization suppress it. The interpretation and
method of expression are essentially
expressed Ego. Once Sin is checked Players themselves can voluntarily
free.
However, care should be taken
for an Ego, no additional Sin can be covert a Bond into Ego. not to discomfort other participants
gained from it. The acquisition of Sin However, in this case, they must with excessive roleplays or to hinder
the progression of the session. The
is limited to once per scene per PC. obtain the GM’s permission first. roleplay for Ego should not be used
Usage of Sin will be discussed later. as an excuse for such actions.
Initial Value of Sin (*) GM Acknowledges
At the Preplay, the initial value of Sin This doesn’t need to be taken
too strictly. Generally, if a Player
is 0 points. self-declares, it’s assumed they’ve
sufficiently role-played their Ego.
Gain Sin during Climax Refer to P225 for evaluation criteria.

During Climax, Sin can still be


acquired within a scene.
This is treated as an Auto Action that CHECK YOUR BOND AND EGO
can be used anytime and is limited to
once per scene per PC. It is performed
in the same way as gain 1 point of Sin
at the end of a scene. Therefore, if a
PC doesn’t have unchecked Ego, they
cannot acquire Sin. Bloodline Pride Pride of the Bloodline
Chigusa Rei Child
Covert Bond into Ego Want to Drink Blood
The relationship with or feelings Kiko Lu Interest
towards a bonded individual can Hibiki Tei Yuuji Friendship

dramatically change during the session’s


development. As a result, the Bond may
lose its value, and a new Ego emerges
in its place. This is called “Egoization.” Write down the new Bond as a
When a Bond is coverted into Ego, new entry and gain 1 Love.
differentiate it by writing the content
of the Ego in the corresponding Ego
field.
Cases of Egoization of Bonds are as Bloodline Pride Pride of the Bloodline
follows:
Chigusa Rei Child
Decrease in Humanity Kiko Lu Interest
Want to Drink Blood

A Bond becomes egoized due to a Hibiki Tei Yuuji Friendship


decrease in Humanity. Refer to P192 Nimae Tei Child
for details.

189
Effects of Love and Sin Apply the Effects of Sin to Others
(*) Used Simultaneously Strong Bonds and powerful Egos can Used simultaneously with the Effects
That is, consuming 1 point each provide immense support and strength of Sin, such as “Increase Success
of Sin and Love. to PCs in critical moments. Value,” “Increase Damage,” “Shifting
The power arising from Bonds is Void,” “Resurrection,” “Avoid True
called “Love,” and the power born Death,” “Recovery.” The Effect of that
from Ego is called “Sin.” Sin can be applied to one Character
Each time Love or Sin is used, check other than the user.
the corresponding checkbox in the
Record Sheet’s Bonds and Ego section. Restore Egoized Bonds
After checking, Love or Sin cannot be Can be used anytime. Restores one
used for the same Bond or Ego until Egoized Bond of a Character to its
the session ends. original Bond. If applying this Effect
to someone other than the user, obtain
Love that Character’s consent. If consent is
The Effects of Love are as follows. not obtained, the use is not considered.
For each point of Love used, the user
can select and use one of the following Using Arts
Effects: Allows one-time use of an Art that
“Cost: Love.”
Unleash
Can be declared anytime, even when Sin
Temporary Death. The user unleash The Effects of Sin are as follows.
their true potential. For details on For each point of Sin used, the user can
Unleash, refer to P212. select and declare one of the following
Effects:
Increase Success Value
Used immediately after the user
makes a check. Adds +3D6 to the
check’s Success Value.
Increase Damage
EGO AND LOVE Declared right before the user rolls
for damage. Adds +5D6 to the damage
Some Egos, such as [Ego: circumstances and reasons. In roll. Moreover, the damage from this
Love for a Lover], may seem contrast, the former’s hatred roll treats the target’s Armor and Guard
similar to Bonds like [Bond: remains unchanged regardless Value are 0.
Lover (Love)], but they are of the rival’s actions (whether
different. A Bond, whether they repent, admit defeat, or Shifting Void
it is love or hate, represents die).
feelings and relationships The latter’s hatred might Used right before the you rolls for
towards the existence of the evolve based on the other’s damage. The damage from this roll
other. However, Ego-based love responses and circumstances, cannot be redirect to another Character
is directed towards the ideal but the former’s does not. or item by Covering or similar Arts or
image or concept of a “lover” If the latter Bond transforms items.
within oneself, not the actual into the former Ego, it means
person. Ego-based love is self- that the hardened feeling Resurrect
centered, and Ego-based hate becomes almost permanently
is nurtured and solidified within fixed. Used immediately after the user
oneself, regardless of the other’s However, the possibility enters a state of temporary death.
intentions or actions. of being saved by the power Recovers from temporary death and
[Ego: Hatred towards a Rival] of love, returning to a Bond, restores [FP] up to [Bless+10] points.
and [Bond: Rival (Hatred)] may remains.
both seem Ego-like, but there is When a Bond turns into an Avoid True Death
a significant difference. Ego, acquiring the seemingly This is used immediately after the
The latter involves recognizing identical content as an Ego is
the other as an individual, likely also a good option. user suffers a True Death. It allows
hating them due to various them to avoid True Death and instead
enter a state of temporary death. It can
only be used once per scenario.

190
CTION
RULE SE

Recovery Limitations of Love and Sin


This can be used at any time. It The Effects of Love and Sin can
allows the user to recover from all only be used once per Character per
Bad Status caused by Arts or items timing. However, multiple Characters
(GM decides the extent of applicable (*) can use them simultaneously due to (*) Multiple Characters
Effects) and restores [FP] to [Bless+10] the Love Effect “Apply the Effects of Meaning, in a single check
or damage roll, the Effects of
points. Uniquely, this Effect allows for Sin to Others”. “Increase Success Value” or
the recovery of [FP] even in Unleash Additionally, declarations for using “Increase Damage” can be applied
mode. Love and Sin are separate from those cumulatively by the number of
cooperating PCs.
for using Arts. Even if Arts are being
Using Arts used at the same time, the Effects of
Allows for a one-time use of an Art Love and Sin can still be declared.
that “Cost: Sin.”

HUMANITY

Humanity is a measure of how a PC


can maintains their “Humanity.”
Appearing in a Scene
PCs can live among humans as If your Character appearing in a scene
demi-humans because they continue to (*), Humanity decreases by 1D6 points (*) Appearing in a Scene
maintain their Humanity. immediately after the appearance. This decrease is because the soul
of a demi-human is constantly
However, every time a PC used the drawn to the Abyss, even just by
immense power of their mythic nature, living.
their Humanity decreases, even if that
power is wielded to protect humans.
Using otherworld power inevitably
transforms a demi-human more
towards a mythic.
Humanity is closely related to Bonds
and Ego. The following explains its
application.
DECREASE IN HUMANITY IN
Humanity RECORD SHEET
Humanity is managed through the
Record Sheet and decreases due to
various factors during the session.
Generally, the more you used your
mythic’s powers, the more your
Humanity decreases.
Initial Value of Humanity
At the start of the session, Humanity
is the same as the initial Humanity,
which is calculated based on the Blood
and certain Arts or items.
Minimum Value of Humanity
There is no minimum value for
Humanity. If it falls below zero, it is
managed as a negative value.
Decrease in Humanity
Humanity decreases due to the
following factors:

191
Using Arts When Humanity falls below 40, the
critical value changes to 11. Similarly, at
When Arts are used, Humanity Humanity below 20, it becomes 10, and
decreases by the value set as its Cost. at 0 or lower, it becomes 9.
Acquisition of Arts or Items Egoization of Bonds
Some Arts and Items lower initial Losing Humanity causes PCs to
Humanity when acquired. If such forget their feelings towards their
Arts or items are obtained during a Bonds, replacing them with new Egos.
session, initial Humanity decreases, When Humanity falls below 40, 20,
and concurrently, the same amount of and 0, the PC must choose one of their
Humanity also decreases. existing Bonds to Egoize at each stage.
If there no more Bonds left, there is
Corruption Check no change.
Whenever the GM declares a
Corruption Check, it will always Corruption Check
decrease your Humanity regardless of A Corruption Check is a rule that
results. More details on Corruption represents situations where demi-
Checks will be explained later. humans are driven by their inner
Ego and lose a significant amount of
Effects of Decreasing Humanity Humanity.
Steady decreasing in Humanity It occurs when PCs face situations
means the PC is getting closer to that strongly provoke their Ego
becoming a full-mythic. It represents or confront powerful Ego-driven
the loss of human heart and the nature dominators.
of your demonic strength. The decrease The check is made using [the number
in Humanity brings both disadvantages of Bonds the PC have] + 2d6. The GM
and advantages to the PC. sets the difficulty, usually 10 if in doubt.
The following Effects occur when After the check, the PC immediately
Humanity falls below 40, 20, and 0, loses 2D6 points of Humanity. If the
respectively. check fails, the PC also suffers from the
Bad Status: Berserk.
Mutations
When Humanity falls below 40, Fall Down
Mutations (refer to P89) begin to If a PC’s Humanity falls below 0,
appear partially on the PC’s body. At entering negative values, and reaches
this stage, these changes can still hide the Ending Phase in this state, they
(*) Non-Human from others if you careful enough. transform into a full-mythic and can no
How Unknown Men react to
witnessing these mutations is
Further Mutations (Stage 2) longer exist as a demi-human. This is
determined by the GM. They At Humanity below 20, more called “Falling into the Abyss” or “Fall
might panic, faint, lose memory, concrete Mutations appear. Other Down.”
or, conversely, remain unfazed or
accept the situation and become demi-humans and mythics can A fallen demi-human becomes an
Known Men. Depending on recognize the PC as one of their own, NPC after the After-Play and can no
the situation, witnessing these
and even Unknown Men start feeling longer continue as a PC (*).
Mutations by someone the PC has a
a sense of discomfort or strangeness
Bond with may dramatically change
their relationship, leading to the
Egoization of the Bond.
from you. Simple tricks or disguises can Recovery of Humanity
no longer hide these mutations. At the end of the Climax Phase, each
(*) Exclusive to PCs
The GM may allow demi-human Complete Mutations (Stage 3) PC has a chance to recover Humanity.
NPCs to use this mechanic if they When Humanity falls below 0, This represents the power of Bonds
find this helps the story.
Mutations appear in a form that cannot keeping the PC tied to the human
(*) Can No Longer Continue as a PC be hidden by any means. Anyone will world and continuing as a demi-human.
The future of the PC is decided recognize the PC as a non-human At this time, the PC recovers [the
through discussion between the
entity (*). number of Bonds they have]D6
GM and the Player. Commonly, they
turn into an Aberrant, but they can points of Humanity (*). If the result
also become a powerful demon or
dominator and be used as the next
Decrease in Critical Threshold leaves Humanity below 0, the PC is
considered to have fallen into the
scenario boss. In any case, returning
as a PC is not possible.
By slowly embrace their mythic Abyss and becomes an NPC.
nature, allows PCs to draw more power Note that the number of Bonds used
(*) D6 points of Humanity from the Abyss. This power is exclusive
For example, if two Bonds includes all Bonds acquired, regardless
remain, roll 4D6, and that amount to PCs (*). of whether Love was used.
of Humanity is recovered.

192
CTION
RULE SE

Increased Recovery by Completing SA Roll Extra Dice for Humanity Recovery


Players can declare before rolling the If Humanity is still below 0 after
dice for Humanity recovery that the performing Humanity recovery, Players
amount of Humanity recovered will be have one last chance to recover more
changed to [number of Bonds × 2]D6 Humanity.
points. Players can declare to the GM to roll
However, to choose this option, an Extra Dice [number of Bonds × 2]
it is necessary to have completed SA D6 points for Humanity recovery.
(Spiritual Anchor) described later. However, in this case, the EXPs
calculated at the end of the session will
be [Humanity at the end of scenario]
resulting in 0 points.

SPIRITUAL ANCHOR

As long as the session continues,


the Humanity of the PC continues to
Why SA?
decrease, exposing them to the risk SA serves as a guideline for PC’s
of falling into the Abyss. In other actions in the session and clarifies the
words, a session of “BBT” represents GM’s requests, guiding the session in
a critical situation of Humanity, where the desired direction. For Players in the
it’s a turning point whether the PC can game, acting to achieve SA is the right
remain a demi-human or not. thing to do.
So, how should one avoid the ultimate SA is also explained on P225.
fall into the Abyss and continue to exist
in human society as a demi-human?
The guide to this is the SA (Spiritual
Anchor) (*).
Receive SA
A SA is described like [SA: Save the
Heroine] and is distributed by the GM New Bonds And Mythic
during the session. Recovery Humanity
Players should write down the
acquired SA on their record sheet. The battle is over. The demi- your Humanity.
humans, battered in both flesh and Shin: Right now, my humanity’s at
Completing SA spirit, find solace in the fact that
they still live and breathe. But the
negative 7. I’ve got 2 Bonds and 1
point of Love left. Can I convert
Striving to complete the content of fight still goes on. an Ego into a Bond with this?
SA is equivalent to the effort of the PC GM: Absolutely. Aida, how are you
Shin: I deactivate my Proliferator holding up?
to continue being a demi-human in that “Transformation.” There’s a sound Aida: Out of Love, apparently.
session. like shattering glass as the bio Shin: A loveless lady, huh? Okay, I’ll
When recovering Humanity, the GM armors covering my body vanishes convert 1 Ego into a bond and roll
judges whether SA missions has been into another dimension. the dice. Need at least a 7... and I
Aida: Shin. So, what will you do got a 5. Not quite there.
cempleted for each PC. As mentioned now? Aida: I made it. Thought I’d need a
earlier, if SA is cempleted, Player’s Shin: About what? second roll, but having SA changes
Humanity greatly recovers. Aida: The “Feather.” things.
Furthermore, by overcoming the trial Shin: I’ll return it to where it GM: Oh, right, I forgot to check
belongs. As the old saying goes, your SA achievements. Aida’s
of SA, the PC gains further strength. “Render unto Caesar...” So, is clear with [Protect Shin], and
This is represented in the form of I’ll return what belongs to the Shin, yours too with [Retrieve the
EXPs, which is explained on P201. guardian, back to the guardian. Feather]. Go ahead, roll again.
Regardless of whether SA is Aida: Are you sure about that? That Shin: Alright, let’s see... and there it
feather could be your ticket to is, I’m back in the positives.
completed or not, it will disappear after “return.” GM: Well then, we can peacefully
the end of scenario. Shin: ...I’m okay with it. Using it move on to the ending.
might break the bond we have,
right?
Aida: Haha, what a sweet thing to
say, kiddo.
GM: Apologies for breaking the
mood, but let’s focus on restoring

193
GAME PROGRESSION
“There is a reason behind rules.
First, you need to understand them.”

Demon Lord Cornwell

OVERALL FLOW OF A SESSION

In “BBT,” a single scenario is divided Pre-Play


into three parts: Pre-Play, which is the Pre-play is the preparation time for
preparation period for the game, Main the game. It significantly affects the
Play, where you actually play the game, satisfaction level of the game itself, so
and After-Play, where you level up your it shouldn’t be neglected.
character and clean up after the game. Main Play
The core of the session is the Main
Play. It’s further divided into four
phases: Opening, Middle, Climax, and
FLOW OF THE GAME Ending.
Each phase consists of multiple
Scenes. A [Scene] represents a single
moment within the game’s timeline.
The actual game progresses on a Scene-
Pre-Play by-Scene basis. For more details about
Scenes, refer to P.198.
After-Play
After-play is, so to speak, the
Main Play concluding time after the session ends.
・Opening Phase It includes gaining EXPs and cleaning
・Scene 1 up the table. Of course, cleaning also a
・Scene 2 part of the game.

・ Session Progression
・MiddlePhase
Now, let’s explain the rules and
・Climax Phase
how to play according to the actual
・Ending Phase
progression of a session.

After-Play

194
CTION
RULE SE

PRE-PLAY

Pre-play involves preparing for


the game. This includes preparations
Player’s Preparation
made before the game day and those It is recommended for Players to
necessary on the day of play, up until make the following preparations before
the start of actual gameplay. the game day:

GM’s Preparation Willing to Play With Everyone


This section explains the preparation Like the GM, Players should join the
for the Gamemaster (GM). The GM game with the enthusiasm to enjoy and
must complete various preparations entertain others.
before the session begins to ensure “BBT” is sensitive to bad faith and
smooth sailing. hostility. Making the game “boring” for
Mental preparation is most others is easy - just act unpleasantly or
important - being in the right mindset without the intent to entertain.
of wanting to enjoy and entertain Thus, Players should also play with
Players with “BBT.” A clear purpose the intent to enjoy and entertain. This
can significantly impact the outcome. attitude should prevent major issues at
This game is designed to be the table and with everyone else.
enjoyable, and playing with the intent
to have fun makes a big difference in Read the Rulebook
the quality and quantity of enjoyment. Players are also encouraged to read
Importantly, the game should not be the rulebook. This reduces the GM’s
used to demean, humiliate, or hurt workload and makes the game easier to
anyone. Remember, this is an absolute play with an understanding of the rules
rule. It is non-negotiable and must be and the world of the game. The game
followed at all times. is more enjoyable when everyone has
a rulebook (this is true). If you don’t
Read the Rulebook have a rulebook, consider purchasing it
The first step is to thoroughly through a bookstore or online before
read the rulebook. The GM should the game day.
familiarize themselves with the location
of various rules in the book. Maintain Good Health
Being sleep-deprived or unwell on
Create a Scenario the session day can hinder your ability
Create the scenario to be used in the to enjoy the game fully. To have a fun
game. session, pay attention to your health.
The most important thing for a It’s advisable to take a bath the night
GM when hosting a game is creating a before, get a good night’s sleep, and
scenario. However, for beginners, it is wear clean clothes to the session.
recommended to start with scenarios Good etiquette is necessary when
published in the book. sharing time with others, and being
in good health allows for a sharper
Prepare Other Equipment performance.
Prepare other equipment necessary
for the game. Refer to P.24 and prepare
Preparations on the Day
the Sheets and other items listed there. What preparations are needed from
the time participants gather on the
session day until just before the Main
Play starts? Let’s discuss that.

195
Preview mistakes.
Then, distribute Record Sheets
The GM should read aloud the to each Player and have them fill in
prepared preview for this session. what can be filled in at this stage. The
The aim is to give Players a positive items that can be filled in at this stage
preconception of the scenario they will include:The Scenario Handouts can
be playing. Detailed explanation of the be given to the Players at the GM’s
preview is provided on P.221. discretion, or all handouts can be made
public, allowing Players to choose the
Reading the Scenario Handout one they prefer.
At this point, the GM should
distribute one Scenario Handout Data Rearrangement
to each Player. Before distributing, Players may rearrange their PC’s
read the content of the handouts data if it contains elements that are
aloud in front of all Players. Detailed “allowed to be changed with the GM’s
explanation of Scenario Handouts is permission during Pre-Play.”
on P.221.
The Scenario Handouts can be given Sheet Data
to the Players at the GM’s discretion,
or all handouts can be made public, Write in today’s date, the names of
allowing Players to choose the one they the participants, and the name of the
prefer. PC they are handling.
Initial FP
Creating PCs Write in the maximum FP. The FP
The GM needs to instruct all Players at the start of the game is equal to the
to create their Characters for the day’s maximum FP. FP cannot exceed the
session. maximum FP, even if it is recovered
If the PCs have already been created, during the session.
the GM should check the data on the Initial Bonds and Egos
Character Sheets for any omissions or Write down the Bonds and Egos

SEATING AT THE TABLE


There’s a bit of a knack to seating
arrangements when playing TRPG
sessions. Let’s introduce that here.
During a session, the GM
typically needs to address all players.
1
Therefore, seating arrangements like
in figure 1 are not ideal. The reason
being, the distance to players at the
ends becomes very far.
Hence, it is preferable, as shown
in figure 2, for the GM to sit in the
middle of the longer side, making
the distance to each player as equal
as possible. This method is highly
recommended when playing “BBT”. 2

196
CTION
RULE SE

obtained through Life Paths, Scenario


Handouts, and Bonds between PCs.
Introductions
Have the Players introduce their
Initial Humanity PCs. It’s good to know a little about the
Write the same value as the initial companions you’ll be adventuring with
Humanity in the Humanity section. today.
Determining Bonds Between PCs
Determining Seating Order In a story, it’s almost impossible
Change the seating order at this for the Characters, i.e., the PCs, to be
point. The GM should sit around the complete strangers to each other. This
middle of the long side of the table. is the same in “BBT”. Even if they are
It’s better not to sit at the short end, unrelated at the start of the story, some
the so-called “birthday seat”. This is form of relationship, either direct or
a tip for smooth session progression indirect, will be established as the story
and is highly recommended to be progresses.
implemented. This is represented by Bonds formed
The seating order for Players can be between PCs, referred to as Bonds
decided by the GM. If a criterion is between PCs. The GM can freely
needed, seating can be arranged from designate which PCs form Bonds with
the GM’s left in descending order of each other, according to the scenario
the PCs’ [Action Speed]. plan or expected developments. If
there is no specific preference, forming
Filling in the Session Sheet a Bond with the Player’s PC seated
to their left is a good choice. At this
The GM should fill in the Session time, the type of relationship can be
Sheet with the scenario name, today’s discussed and decided between the
date, and the GM’s name. Then, pass Players of the PCs forming the Bond.
the Session Sheet to each Player to Write down the name of the bonded
enter their PCs’ data. partner in the Bond section of the
record Sheet.

UNDERSTANDING THE SESSION SHEET


1 Session Data: Write the GM’s name, the
scenario title, and the date played.
2 Character Name: Enter the names of the
PCs who participated in the session.
3 Player Name: Enter the names of the
Players who handled the PCs.
4 Style, Blood, Roots: Enter the PCs’ style,
blood, and roots.
5 Action Speed: Enter the PCs’ [Action
Speed].
6 Notes: Enter the PC number or other
necessary notes.
7 EXPs Gained: Enter the EXPs each Player
gained in the session.
8 Total Player EXPs: Add up all Players’
EXPs from section 7 and enter the total.
9 Subtotal: Enter the value of section 8
divided by either 3 or the number of Players,
whichever is less.
10 Arrangement and Provision Location,
Communication, and Coordination of
participants’ Schedules: Check if the GM
has fulfilled these conditions.
11 GM’s Total EXPs: Add sections 9 and 1.
12 Table Diagram: Write down the seating
positions of the GM and each Player, the
Bonds between PCs, etc.

197
MAIN-PLAY

In the Main Play, the actual final decision always rests with the
game is played using the scenario. GM.
The Main Play is divided into four
phases, each consisting of multiple Enter and Exit
Scenes. To participate in a Scene, one
First, let's explain what a Scene is. must [Enter] the Scene. A Scene is
like a stage. If an actor (PC) doesn't
Scene step onto the stage, they can't do
In "BBT," the game progresses in anything.
units of time within the game called Conversely, leaving a Scene is
[Scenes]. called [Exit]. Characters can Exit
A Scene, simply put, is like each a Scene anytime with the GM's
"Scene" in a movie or TV drama. permission.
For example, in a movie, a Scene The GM can decide at their
where detectives are discussing discretion who appears in a Scene.
may continue for a while, and then
the camera switches to a Scene Of course, they can also allow (or
where the criminal is escaping. make) Characters to Enter in the
This is a Scene. A session is a middle of a Scene or decide to have
series of "Scenes," and a scenario Characters already in the Scene exit.
is information to connect these
Scenes. Of course, the GM can Humanity Decrease by Enter a Scene
create Scenes not prepared in the
scenario as the session progresses, When a PC Enters a Scene, their
and Players can also suggest creating Humanity decreases by 1D6 points.
Scenes if necessary. However, the

UNDERSTANDING THE RECORD SHEET

1 Record Data: Fill in the Character name, GM


name, etc.
2 FP: Fill in the maximum and current values
of [FP].
3 Humanity: The initial and current values of
Humanity.
4 SA: Write down any Spiritual Anchors gained
during the session.
5 Love: Enter the current value of love during
the session.
6 Sin: Enter the current value of sin during the
session.
7 Bonds/Ego: Write in your Bonds and Ego.
8 Humanity Gauge: Used to check the de-
crease in Humanity.
9 Descent Effects: Used to check mutations or
Effects gained by decreasing Humanity. Check
off each specific value as it is reached
10 Effects of Love and Sin: A list of Effects
that can be applied when using love or sin.
11 Property Points: Write down your Property
points.
12 EXPs Table: A checklist for calculating EXPs,
used in the afterplay.

198
CTION
RULE SE

Scene Progression Gaining Sin


Scenes progress as follows: After a Scene ends, all PCs that
Choose the Scene Player appeared in the Scene can declare to
The GM designates the Character the GM and gain 1 Sin.
who will be the main focus of the For how to gaining Sin, refer to P189.
Scene, referred to as the [Scene Player]. Note that the GM can optionally
The GM declares at the start of the skip this process.
Scene who the Scene Player is. The
Scene Player automatically appears in Backstage Process
the Scene. PCs who did not appear in the Scene
Starting the Scene can instead recover 2D6 points of [FP].
The GM first declares the start of This is called [Backstage]. After
the Scene and briefly explains the ending each Scene, the GM should
location and purpose of the Scene. instruct non-participating PCs to
This serves as a basis for deciding recover.
whether to participate in the Scene.
The explanation doesn't need to be Purchasing Items
lengthy; a brief overview centering on During Backstage, PCs can opt to
the Scene Player and the nature of the purchase Items instead of recovering.
Scene is sufficient. For more information on item
Companions purchasing, refer to P216.
The Scene Player can designate other
PCs currently acting with them to
appear simultaneously. These are called
[Companions]. Companions can be
any number of Players, as long as they
agree. Of course, the GM can refuse
or allow Companions based on the
context of the Scene.
The GM can also freely decide on
NPCs accompanying the Scene.
PCs Wishing to Enter
PCs who wish to Enter the Scene FLOW OF A SCENE
can do so with the GM's permission.
Enter Check
When a PC Enters a Scene, their
Humanity decreases by 1D6 points. Choose the Scene Player
Directing the Scene
The GM carries out necessary
direction and processing for the Scene. Starting the Scene
Ending the Scene
The GM can declare the end of
the Scene at any time. After ending
Companions
the Scene, other can enter Backstage
Processe. The GM then determines
the next Scene Player according to the
PCs Wishing to Enter
scenario's progression and moves to
the next Scene.
Enter Check
Master Scene (participating PCs decrease Humanity by 1D6 points)

Some Scenes primarily focus on


without a Scene Player or other PCs.
These are called Master Scenes. In Directing the Scene
Master Scenes, the GM can freely decide
which Characters appear, including
choosing to have no Characters appear. Ending the Scene

199
Opening Phase Enter in the Climax
This is the introduction part of the Whether PCs can appear in
game, where Characters appear and the Climax Phase is at the GM's
become involved in the scenario's discretion.
events.
Middle Phase Gaining Sin during the Climax
The Middle Phase is the midsection During the Climax Phase, PCs
of the scenario's events, where the can specially acquire Sin during the
story progresses. Here, PCs meet other Scene (refer to P189).
Characters, encounter various events
and enemies triggered by the scenario,
and move towards the Climax. The
Humanity Recovery
progression of the Middle Phase largely At the end of the Climax Phase,
depends on the scenario's content. PCs' Humanity is likely significantly
decreased. The chance of you
Meeting the PCs becoming a full-fledged monster,
It's unlikely that one PC knows all and "falling into the Abyss" is also
others participating in the session. significantly higher
Therefore, Scenes for PCs to meet To prevent this from happening,
each other are necessary. the PCs must restore their humanity.
The recovery of Humanity is
Info Gathering explained in detail on P.192.
PCs gather information to solve
the scenario's mystery. Ending Phase
The Ending Phase corresponds to
Events the epilogue of the session. It may
include the story's aftermath, individual
Various events may occur as a PCs' follow-up, or the depiction of a
result of Info Gathering. PC who has fully turned into a mythic.
This may lead to new clues and The nature of this phase depends on
unraveling of mysteries. the actual session content.
Move to next scenes to advance
your scenarios. End of Main Play
With this, the Main Play (narrowly
Climax Phase defined session) ends, and the After
Play begins.
This phase involves the true enemy The After Play includes distributing
or the boss fight of the scenario. EXPs to Players and GM, cleanup, and
However, it doesn't always have to be a other post-session activities.
combat situation.

AFTER PLAY

After the GM declares the end of Steps of After Play


the game, the story concludes for After Play proceeds as follows:
the day, and After Play begins.
-Fully Restore All FP
During After Play, various tasks
are performed to wrap up the game, -Organizing Bonds and Egos
such as distributing Experience -Organizing Items
Points to players and cleaning up -Recording on the Record Sheet
after the game. -Distributing EXPs
-GM's EXPs
-Resetting Humanity
-Cleanup

200
CTION
RULE SE

Gaining Sin during the Climax EXP Checklist


Restore the [FP] of Characters -Participated in the session until
who not in True Death to full. This the end:
means that damage received during Check for everyone present. +1
the session does not carry over to point.
the next session. -Completed Spiritual Anchor:
Characters in True Death are... 1 point per completed SA. The
Considered dead and removed GM may increase it from 1 to
from the game at this point. 10 points, depending on the
difficulty of the SA.
Organizing Bonds and Egos -EXPs based on final Humanity:
Bonds and Egos gained during Check according to each PC's final
the session are removed at this Humanity. If additional rolls were
step. This doesn't mean the Bonds made during Humanity recovery,
or Egos have completely vanished; it automatically becomes that
it's just that those highlighted in check (0 points).
this session are now sorted out. -Number of Dominion Arts:
Bonds made with Characters who The total level of dominion
will appear as important in future Arts possessed by the scenario's
sessions may be reformed later. enemies equals the EXPs.
Players can change Bonds and -Good role-playing
Egos gained through the Lifepath -Helping other Players
to others (like those obtained during -Helping session progression
play) with GM's permission. -Arranging/organizing table or
In a campaign play, PC-to-PC scheduling:
Bonds may be retained for next +1 point for each. GM determines
sessions, meaning there's no need based on P222.
to reset these Bonds during the next
Pre-Play. GM's EXPS
Unused Love and Sin points are Write down the total EXPs
also back to 0 at this step. earned by all PCs on the Session
Sheet and sum them up. Divide this
Organizing Items total by 3 (rounding down) for the
Items that have been make GM's EXPs. If there were two or
Permanent to your Character fewer Players, divide by the number
remain, even if they were of Players instead.
consumed, destroyed, or lost during
the session. They will come back to Resetting Humanity
you at the end of After Play. PC's Humanity is reset to the initial
Items gained during the session value.
that are not make permanent (refer
to P215) are removed at the end of Cleanup
After Play. Once you done Distributing EXPs,
the next step is to clean up the table.
Ensure the table is tidy for future
Distributing EXPs sessions, especially if it's a public
EXPs are calculated based on the facility, and follow the facility's rules.
items checked on the Record Sheet's
EXP Chart for each Player.

201
CHARACTER DEVELOPMENT

Players or GMs can use the EXPs Acquiring New Arts


they have earned to growth their PCs Spend 5 EXP to acquire a new
stronger, or as the title, Character Art. The Art must belong to one of
Development. EXPs can be used the PC's Styles, Bloods, or Roots.
(*) Can be used (*) for any PC belonging to that It's also possible to increase the
EXPs are also awarded to GM, Player or GM. Once spent, EXPs level of an existing Art by acquire
not to a just Character.
are lost. Always ask the current that Art again with 5 EXP.
Acquiring New Roots GM to update the Record Sheet or
This will make makes your
Session Sheet's EXP section when
Character a Multi-Root Demi-
Huma, the following limitations using them. It's recommended to Acquiring New Roots
apply:
If you have "Type: Pure Blood" keep these Sheets safely stored. Spend 15 EXP to acquire a
Arts belonging to previously EXPs can be used anytime with new Root from your Blood.
Root, they can no longer be used,
nor do they produce any Effects the GM's permission. Automatically gain any Arts that
(Items gained through these Pure
Blood Arts are removed from your
are automatically acquired with this
Character Sheet). Naturally, such
Arts cannot be use anymore.
Ways to Use EXPs new Root.
While it's possible to create a Below is a description of the specific
Character who is both Multi-Blood
and Multi-Root through spending ways to use EXPs. Acquiring Items
EXPs, pay careful attention to Spend an amount of EXPs equal
the PC's image of your Character
too far removed from its original
Increasing Basic Ability Scores to the item's right value in the Price
impression or an inexplicable
combination of different Blood and
Spend [current Basic Ability section making it Permanent to
Root can confuse both the GM and Score + 5] EXP to increase one your Character. For Purchasing
other Players. Basic Ability Score by 1 point. Items, refer to P.215.
Recalculate the maximum FP
and basic Ability Score bonuses (B) EXP Conversion
as the result of Increasing Basic With GM's permission, half of
Ability Scores. the EXPs from "Beast Bind New
Testament" can be used as EXPs in
Increasing Combat Ability Scores "BBT." Mark the Record Sheet to
Spend [current Combat Ability distinguish converted points.
Score + 5] EXP to increase one
Combat Ability Score by 1 point.

CHARACTER REBUILD

What is Rebuild? Rrebuild is not meant for optimizing


Characters for each scenario, but rather
In "BBT," when playing continuous for reconstructing them in cases where
sessions or campaign, there may be they do not fit the Player's intended
times when Players want to rebuild a image.
Character they have already created. GMs should handle rebuilds
This could be due to the Character cautiously. There are several types of
not performing as expected due to lack rebuilds as follows, but Player consent
of rule familiarity, or the Character's is required in all cases:
actual play differing from the intended
image. Additionally, the expected role or Item Rebuild:
nature of the Character might change Changing only the Character's
due to the outcome of a session. Permanent Items.
Rebuild is a rule that allows for Arts Rebuild:
reconstructing an already created Changing Arts to different Arts.
Character. It's important to note that

202
CTION
RULE SE

Style, Blood, Roots Rebuild: However, changing personal


Changing any or all of the Character's data like life paths is generally not
Style, Blood, and Roots. recommended, as rebuilds are
Complete Rebuild: meant to play the same Character,
Completely redoing the Character. not create a completely different
one.
Item Rebuild Exceptions only apply if GM
When rebuilding items, first total recognizes the need for personal
the cost of Permament Items to data changes due to curses,
EXPs. Then, acquire those Items significant Ego changes, or other
again to ensure the total does not transformative events.
change. Be careful not to mix up
Items acquired during Character Rebuild Old Edition PCs
creation with those acquired using It's possible to rebuild PCs from
additional EXPs. "Beast Bind NT" into "BBT" PCs. If
allowed by the GM, the EXPs used for
Arts Rebuild the old PC can be converted and used
When rebuilding Arts, first total for the rebuilt Character.
the acquired Arts to EXPs. Then,
replace the existing Arts with new
ones, ensuring the total does not
change.
Of course, Arts not belonging
to the Character's Style, Blood, or
Roots, or that cannot be acquired
due to rules, cannot be taken.

Style, Blood, Roots Rebuild


When changing Style, Blood, or
Roots, first check how many Arts
are acquired from the part being
changed, ensuring the total used
EXPs do not change.
Rebuilding Blood also means
reacquiring Roots and their
automatic Arts. Blood and Roots
rebuilds should be handled more
cautiously than Style rebuilds, as
they are closely related to the PC's
origin and Ego in "BBT."
Ensure changes don't lose the
Character's necessity and role, and
explain why the PC underwent
such changes to other participants,
especially in continuous campaign
play.

Complete Rebuild
A complete rebuild involves
redoing all data from the beginning.
Changes in used EXPs are
acceptable, but no refunds are given
for spent points.

203
COMBAT RULES
"Because I love you, I care about you, and I want you.
So, will you stay with me until morning?"

“Glam” Koga Sanae

FLOW OF COMBAT

When the GM declares the start of game-time is not strictly defined. If


Combat, the battle is processed in time necessary, it can be considered that one
units called Rounds. Rounds are divided Round is roughly about one minute, but
into units called Step, and they proceed it can be longer or shorter depending
according to a set of procedure. on the situation.

Round Scene and Round


Combat progresses in game-time In combat, the duration from the
units called Rounds. A single Round start to the end of the combat is
proceeds according to the following treated as one Scene.
steps. A Round is completed when all
Characters participating in the battle
have finished their actions. Therefore, Start and End of Combat
the exact duration of one Round in The start of combat is declared by

FLOW OF A SCENE
If none want to continue the combat, proceed to the next step

1 2 3 4 3' 4' 3'' 5 6


Performing actions such as Attacks, Movement,

Performing actions such as Attacks, Movement,


Determining which Characters will perform the

Determining which Characters will perform the

Determining which Characters will perform the


Start of the Round

If combat still continues, return to step 2 or 3


Initiative Step

Initiative Step

Initiative Step

Initiative Step
Combat Start

Action Stepfirst, again

Action Step yet again


and using Arts again
Action Step

Action Step

Battle End
first in the Round
Setup Step

and using Arts

End of the Round

204
CTION
RULE SE

the GM. Combat officially begins when nor can they make any Checks or
the GM decides to enter a combat actions until this state is removed.
scene. True Death
Combat continues until the GM True to it name. Characters in True
declares its end. The GM can also Death cannot perform the Action Step,
announce the end of combat even in even if they are Unacted, nor can they
the middle of a Round if desired. make any Checks or actions until this
In that case, the effect of any state is recovered.
Bad Statuses or Effects of Arts that Characters that reach the Ending
Characters have received during combat Phase in a state of True Death are
is generally removed simultaneously removed from the game.
with the end of combat.
However, the GM may decide, based
on the scenario or direction of the Actions
game, that Bad Statuses on Characters During a Round, the actions of
will remain even after combat. Characters are referred to as Actions,
which consist of the following four
Character States in RPG types:
Characters can be in one of the Move Action
following states during a Round: The Character moves within the
Scene.
Unacted
This state indicates that the Character Minor Action
has not yet performed their Action Step The Character can take actions that
during that Round. At the start of the not Major Actions. This includes using
Round's Setup Step, all Characters are Arts, Items, etc.
in the Unacted state, thereby gaining Major Action
the right to perform the Action Step The Character can take actions
during that Round. that involve making Checks. After
Acted completing a Major Action, the
This state indicates that the Character Character become Acted.
has already performed their Action Reaction
Step. Actions taken in response to another
Temporary Death Character's actions are called Reactions.
This state represents a condition Performing a Reaction does not change
where the Character's [FP] has dropped the Character to the Acted state, and it
to 0, and they can no longer continue can be performed even if the Character
in combat. Characters in a state of has already Acted.
Temporary Death cannot perform the
Action Step, even if they are Unacted,

COMBAT

Now, let's explain each step in appear. If you have a preference for
combat: where it Enters in the Scene, please let
the GM know.
Setup Step NPC Appearance: The GM can
freely decide when and where NPCs
The GM announces the start of a appear.
new Round and Checks the Characters Unacted
present in the Scene.
All Characters, including those just
Enter Enter, are all Unacted.
Characters not in the Scene can Using Arts
appear during the Setup Step with the Declare any Arts or dominion Arts
GM's permission, similar to a normal with Setup Step timing. Declarations and
Scene, decreasing Humanity as usual. processing it effects should be done starting
The GM decides where in the Scene from the Character with the highest [Action
(or which Engage Zone) the Characters Speed].

205
Initiative Step Minor Action
This is the process to determine A Minor Action refers to simple
which of the Characters who have actions that do not result in the
not yet Acted will perform the Character becoming Acted.
Action Step next. The Character No Action Checks can be
with the highest [Action Speed] will performed in a Minor Action, nor
be the one to perform the Action can it trigger Reactions (explained
Step.
If there are multiple Characters later).
with the same highest [Action A Minor Action can only be
Speed], PCs and NPCs will take performed once, just before a Major
turns in the Action Step. Action. The following are actions
If PCs have the same [Action that fall under Minor Actions:
Speed],they can decide the order Using Arts
amongst themselves through Using Arts with Timing: Minor
discussion. Action.
Equipping/Exchanging Items
Action Step Changing one Item from being
In the Action Step, the Character carried to equipped, or exchanging
determined in the Initiative Step will current equipment with carried Items.
perform actions such as attacking or Using Items
moving. A Character can perform a Using an Item.
Move Action, Minor Action, and Dispelling Bad Status
Major Action once each, in that Some Bad Statuses can be dispelled
order. using a Minor Action (refer to P212).
Others
Standby Actions deemed equivalent to a
Before performing the Action Minor Action by the GM, or actions
Step, a Character can choose to decided by the GM.
[Standby]. If a Character used
Standby, regardless of their [Action Major Action
Speed], they will perform the Action A Major Action refers to actions
Step after all other Characters not that can be performed in the Action
on Standby have Acted. Step, including Attacks and actions
If multiple Characters are on that involve Action Checks or
Standby, the Character with the trigger Reactions.
lowest [Action Speed] among them Once a Character performs a
act first. Major Action and completes all
Standby cannot be declared again associated steps, they become
at this time. Acted. Below are representative
actions considered as Major
Skipping Action Actions:
During the Action Step, a Character Movement
may choose to skip their action. Move or Disenga. Detailed in P207.
They can choose to skip any specific Using Arts
action or all actions. If a Major Action Use Arts with Timing: Major Action.
is skipped, the Character immediately Using Items
becomes Acted.
Some Items can only used in Major
Action. Generally, Items used in a
Move Action Minor Action can also be used in a
This allows the Character to move Major Action.
within the Scene. More details on Dispelling Bad Status
Movement and Engage Zone are Some Bad Statuses can be dispelled
explained in P207. using a Major Action (refer to P212).

206
CTION
RULE SE

Stealth Skipping Reactions


Become Stealth. More details in A Character may choose to forfeit
P214. their Reaction, automatically lost in the
Finishing Blow Clashes check.
Cause a Character in a Temporary
Death state to True Death (refer to Cleanup Step
P212). In the Cleanup Step, procedures
Other Actions associated with the end of the
Actions deemed by the GM as Round are conducted. Once all these
equivalent to a Major Action and procedures are completed, if the battle
actions that the GM decides can be continues, the game moves to the next
performed both as Minor and Major Round's Setup Step.
Actions. Sustained Damage
Effects like Arts, Items, or Bad
Reaction Statuses that cause damage in the
A Reaction is an action taken in Cleanup Step are applied. Refer to their
response to another Character's Major respective data for damage amounts
Action. A Character can perform and methods.
Reactions any number of times Bad Statuses Ended their Effect
without becoming "Acted." However, Some Bad Status Effects end here.
a Character can only perform one Arts Ended their Effect
Reaction per Major Action of another Effects of Arts that last until the end
Character. of the Round end here.
When a Reaction occurs, it results in a
Clashes with the Character performing Continuation of some Arts Effect
the Major Action. If the Character Processing for Arts whose Effects
performing the Reaction wins, they are persist across Rounds.
unaffected by the opponent's Major Using Arts
Action. Using Arts with Timing: Cleanup
Reactions can be performed even Step.
by Characters who have already Acted. Other Actions
Generally, only Characters targeted Actions and activities permitted by
by the Major Action can perform the GM.
Reactions.

MOVEMENT AND ENGAGE ZONE

In combat, movement and the or not.


positional of Characters are critically Being in a position to perform a
important. Melee Attack or being in the same
Whether if Attacks or Arts reach, area as another Character is referred to
and whether a Character is in a as "in the same Engage Zone as that
favorable position relative to an enemy, Character."
can significantly influence the outcome Melee Attacks can only be performed
of a battle. on Characters with whom in the Engage
Here we explain the rules of Zone. Conversely, ranged Attacks
movement and the concept known as (P209) are typically made on targets
"Engage Zone." that not in Engage Zone. Essentially,
the distance between friend and foe
Engage Zone is expressed simply as "can hit" or
"cannot hit."
"Engage Zone" represents the
concept of distance and area during
combat in the game. Character Alone
In "BBT," whether Characters can Even when a Character is alone on
perform Melee Attacks (P209) on each the scene, it is considered that Engage
other is processed solely based on Zone are formed around them.
whether they are in the Engage Zone

207
Engage Zone Among Allies the Character's [Action Speed]+5
meters as a reference.
There are Engage Zone among
allies where no enemies (Characters End of Normal Movement
with the intention or ability to hinder
movement) are present. Normally, when a Character
engages with another Character
Movement during Normal Movement, that
Characters can move within the Normal Movement ends there.
Scene using Move Actions or Major However, as an exception, the GM
Actions. There are different types of may rule that Normal Movement
movements: does not end if the Character
engaged with is not an obstacle or
Normal Movement enemy (a Character who hinders the
A Character can leave their current movement).
Engage Zone and enter another
Engage Zone or create a new Engage Disengage Movement
Zone independent to themselves. When a Character is in the same
Engage Zone as an enemy (a Character
Distance of Normal Movement with the intention to hinder their
There is no specific definition of movement), they cannot perform
the distance a Character can move in a Normal Movement. .
single Normal Movement. Generally, it In such cases, they need to perform
is assumed that a Character can enter a a Disengage Movement as a Major
different Engage Zone within the Scene Action.
in one move. However, the GM may Since Disengage Movement includes
rule that multiple Normal Movements Normal Movement, the Character can
are needed to reach the desired location enter a different Engage Zone next to
according to the situation of the Scene. it through a Disengage Movement.
If a guideline for the distance of
movement is needed, consider using

MOVEMENT AND ENGAGE ZONE

Enemy
Characters
1 within sight
Enemy
1
PC2 Disengage
no check
PC1 PC1 require
PC2
Characters
(Melee/Inside)
Attack

Engage
within sight Zone

Disengage
check require Enemy
Characters PC1
within sight 1
(Ranged/Outside)
Attack

Enemy Enemy
PC1
1 2
Engage Characters PC2
Zone
(Blockade) within sight

208
CTION
RULE SE

Blockade is required.
If these conditions are met, the
Even if a Character want to perform Character can Exit the Scene by
a Disengage Movement, it can be performing a Normal Movement once
difficult to leave an Engage Zone due or more.
to the Scene's situation or enemies. For
example, it might be hard to move past
an enemy unobstructed on a catwalk or Using Token or Marker
narrow staircase. To accurately represent the situation
Such situations where Disengage of movement and engagement, using
Movementis restricted are called a some kind of markers, tokens or chess
Blockade. Blockades occur due to the piece on the table can be helpful.
Scene's situation, Effects of Arts or At this time, chess pawns can be
Items held by enemies, etc. The GM useful. Alternatively, spare dice can also
can arbitrarily decide if an Engage be used.
Zone is Blockaded considering the Using pawn pieces allows visual
Scene's situation. understanding of each Character's
When performing a Disengage location, the Engage Zone with
Movement from a Blockaded Zone, the other Characters, enemies etc. Use
Character must success a Clashes, using such props to prevent unnecessary
[Action Speed] against the engaging misunderstandings.
enemy to succeed. The one attempting
to Disengage is the action side, and the
one interfering is the Reaction side in
Coasters
the Clashes. Furthermore, circular coasters can
If Blockaded Zone have multiple be used to clearly indicate the range
enemies, the Character must defeat all of engagement. It is also Effective
of them. In this case, the disengaging to place pawns on a whiteboard and
side makes a single Check, and all directly draw the Engage Zone with
enemies Clashes Check against this markers. It's good to color the combat
Success Value. Scene using various props.

Escape Movement Restrictions


If a Character wants to exit the Scene The GM may arbitrarily impose
where a battle is taking place, they must restrictions on Movement according
declare escape to the GM. to the situation of the battlefield. For
There are several conditions for example, reaching a specific Engage
attempting to Escape. First, the Zone might require two Normal
Character attempting to Escape must Movements or a Movement as a Major
not in any Engage Zone with an Action. When using such restriction,
enemy. Also, permission from the GM please inform Players beforehand.

ATTACK AND DEFENSE

Actions intended to inflict damage or


various other Effects on the enemy are
Melee Attack
called Attacks. An Attack using a Melee Weapon. The
Below are explanations on the Hit Check uses the [Melee] as the Ability
methods and procedures of Attacks. Check. Melee Attacks target Characters
who are in Engage Zone with you.
Attack Shooting Attack
A general term for actions where a
An Attack using a firearm or any Ranged
Character inflicts damage or adverse
Weapon. The Hit Check uses the [Shooting]
Effects like Bad Statuses on another
as the Ability Check. Shooting Attacks
Character. There are three types of
typically target Characters who are not in
Attacks: Special Attacks using Arts, (*) Not in Engage Zone
Engage Zone (*) with you. Follow the range
Melee using Melee Weapons, and Some Ranged Weapons can Attack
of the shooting Weapon being used.
Shooting using Ranged Weapon. Characters who are in Engage Zone.

209
Special Attack Attack is called the Defender.
An Attack using Arts. Neither Dodge
nor Guard actions are possible against Attack Declaration Step
a Special Attack. Read the Arts effect A step to determine the target of the
for the Ability used for the Hit Check Attack. The Attacker selects a Character
and Reaction. they can Attack and designates them as
the Defender.
2 Types of Defense Actions Then, declare the Attack method,
the Weapon or Arts being used. In
Actions taken by a Character principle, only one Weapon can be used
receiving an Attack are called Defense for an Attack.
actions. There are two types of Defense The GM Checks whether the
actions. Defense actions are Reactions. declared Attack is feasible, paying
Also, Defense actions can be skip if attention to the Range of the Weapon
desired. being used. If inappropriate, inform
the Player and explain why.
Dodge
A Defense action where the
Character evades the enemy's Attack by
Hit Check Step
moving aside. Perform a Reaction check A step where the [Hit Check] is
with the [Evasion] and, if success, the made to determine whether the Attack
Character is unaffected by that Attack. hits. If the Hit Check is a fumble, the
Attack fails, and no further processing
is performed.
Guard
A Defense action where the Character
uses a Weapon in hand to block the
Defense Check Step
Attack and reduce damage. If Guard The Defender performs a Defense
is chosen, the Attack automatically hits. action following the Attacker's Hit
Select one Weapon or Vehicle equipped Check to see if they can evade the
by the Character, and the damage can Attack. If the Defense action involves
be reduced by the Guard value off that a Check, such as Dodge, this Check
Weapon or Vehicle. is called a Defense Check. Defense
Checks are Reactions.
Attack Step
Attacks are processed according to Clashes Check Step
the following six steps. Check and compare the Success
Hereafter, the Character performing Values of the Attacker's Hit Check and
the Attack action is called the Attacker, the Defender's Defense Check. This is
and the Character targeted by the processed as a Clashes. If the Attacker

ATTACK PROCEDURE
If the Attacker ≤ Defender →Evaded.

1 2 3 4 5 6
Calculate the Attacker's damage.
Calculate the Armor value.
Calculate the Guard value.
Calculate other defensive modifications.
Calculate the damage.
Calculate additional damage.
Apply the total damage.
Check if the Attack is successful.

If the Attacker > Defender → Hits.


Use Dodge

Verify if the Attack actually hits.


Clashes Check Step

Attack Completion
Attack Declaration

Damage Roll Step


Use Guard
Hit Check Step

Defense Step

210
CTION
RULE SE

wins, proceed to the Damage Roll step. Total Damage


If the Defender wins, the Attack fails, The Defender calculates their Armor
and no further processing is performed. value according to the Attack Attribute.
The Armor value is the total of the
Damage Roll Step same Ability Score B plus any Armor
When an Attack hits, this step modifications from Items or Arts. This
determines the amount of damage total Armor value is subtracted from
inflicted. This is known as the Damage the damage. Further, subtract Effects
Roll. of Arts or Items that reduce damage.
Attack Attribute Apply the Total Damage
Weapons and Arts have data known The Defender side reduces their
as Attack Attributes. The Attack current [FP] by the amount of total
Attribute specifies a base Ability Score, damage applied and write down the
such as [Physical]+2 or [Emotion]×2. result in the appropriate section on the
This information is written in the Record Sheet. Note that the minimum
damage section for weapons and within value of [FP] is 0, and it cannot go
the Effect description for Arts below this.
Damage Roll
When attacking with a Weapon or Injury and Recovery
Art, roll the dice specified in the damage Characters can lose [FP] or receive
section to calculate the damage. Add Bad Statuses due to damage or as a cost
any modifiers specific to the Weapon for using Arts.
to this roll. A Character with [FP] reduced to
Arts with "Timing: Damage Roll" are 0 becomes [Temporarily Dead]. For
also used at this time. more details, refer to the explanations
Damage Calculation later.
Calculate the damage by adding any Additionally, [FP] cannot be spent in
additional damage from Arts or Items a way that would reduce its value below
to the damage determined by the 0 due to the cost of an Effect or Art.
Attacker.

New Bonds And Mythic - Hitting and Damage Roll

GM: The Scene begins with everyone my vote for two! Defense action, she'll try to Dodge
facing off in front of Ikebukuro GM: "Very well, very well. It seems using her wings to deftly avoid the
station, appearing on a giant screen we have started. All eyes on the Attack... Oh no, a critical failure.
like a public viewing of a sports screen, please." The camera zooms That's a fumble. It's over.
event. in on the screen, and your Scene Shin: This is my chance! Damage Roll
Shin: Is this setting up for a master begins. is 18 + 2D6, and I'll use Sin to add
Scene? +5D6 to the damage. This nullifies
GM: Technically, yes. in front of the GM: Sorry for the wait. Shin, it's your Armor and Guard Value, right?
screen, a middle-aged man with turn to Attack. GM: Yes. Aida, will you also use Love
a distinguished mustache and a Shin: Okay, I do a Move Action, and Sin to increase the damage?
tailcoat steps up, commencing his Minor Action, then Major Action, Aida: Yeah. I'll also use Love and Sin
oratory. right? For Move Action, I'll just for "Shifting Void." Just in case
Aida: That man, could he be normally move to Angel-chan's she has some tricks up her sleeve,
Mephisto? engage area, okay? I want to make sure we deal solid
GM: YES. "Ladies and gentlemen, GM: That's okay (moves the pawn damage.
thank you for joining us. Welcome representing Shin next to Angel- Shin: Thanks. So, the final Damage
to this momentous occasion. Here, chan's pawn). Roll is 18 + 7D6, okay? That's 43
two factions vie for the 'Feather,' Shin: I have nothing for Minor points of damage.
setting the stage for a grand Action, so I skip it. For Major GM: Striaght up 43 damage, huh?
confrontation. Will the demi- Action, I'll use "Beast Break" to Tough. But she's not so weak as to
human, clinging to their Humanity, hit Angel-chan. "Eat this, you be taken down in one hit!
triumph, or will it be the human, stubborn fool!" Shin: Then I'll hit her again and again!
ensnared by demonic allure? I hope GM: You're using a melee weapon, so GM: You're merciless to a girl.
your bets are in place." your Ability Check is [Melee]. Aida: In battle, gender doesn't matter.
Shin (as spectator): My money's on Shin: So, with [Melee], that's 8 + 2D6 It's all about the fight. That’s the
the Crimson Witch! for a total of 16. warrior's way.
Aida (as spectator): Angel girl's got GM: Not bad. Now, Angel-chan's

211
Temporary Death Dice Rolls During Unleash Mode
Temporary Death occurs when a In a Unleash Mode, a PC can
Character's [FP] falls to 0, rendering exhibit power beyond the limits
them unable to continue combat. Until of humans and Mthic. During
Temporary Death is removed, the this state, when making Checks
Character cannot perform any actions, for Major Actions, they roll 3D6
make any Checks, or use any Arts.
instead of 2D6 and can choose any
Recovery from Temporary Death two dice for the result.
Temporary Death can be removed
through the Effects of Arts or
Items that help it user recover from Ending of Unleash Mode
Temporary Death. If a Character The Unleash Mode lasts until the
remains in Temporary Death when Scene ends. If already in a Unleash
combat ends, they automatically Mode, a Character cannot enter it
recover, with their [FP] set to 1. Note again.
that Temporary Death is not a Bad
Status.
Delivering the Finishing Blow Temporary and True Death
If a Character in Temporary Death If a Character recovers from
is targeted with a "Finishing Blow" as Temporary or True Death due to
a Major Action and takes damage by some Effect, they continue the Round
it, they meet True Death. However, in the state they were in before. If a
being caught in an Attack that damages Character recovers from Temporary or
multiple Characters does not result in True Death in the next Round, they are
receiving a Finishing Blow. considered to have not Acted.

True Death Bad Statuses


A Character in True Death, like in During Combat, Characters can
Temporary Death, cannot perform any receive disadvantageous conditions
actions, Checks, or use Arts. known as Bad Statuses through Arts
If they remain in True Death until or Items. There are seven types of Bad
the Ending Phase, they completely Statuses:
vanish and are removed from the game.
Recovery from True Death Pressure
Generally, there are no means to Pressure signifies a Character is
recover from True Death. However, under various forms of pressure.
ways to avoid True Death, such as A Character under Pressure cannot
through the Effects of Ego (P191), use Arts other than those with
do exist. Note that True Death is not Timing: Always.
a Bad Status.
Dispel Pressure
Pressure can be removed by skipping
Unleash Mode a Minor or Major Action.
PCs can enter a Unleash Mode
through the Effects of Love (P190).
A Character in the Unleash Mode
Confusion
instantly recovers their [FP] to a Confusion means the Character
maximum of [Physical]+10 (not has lost their composure, creating
exceeding their maximum FP). openings. A Confusion Character
They also recover from Temporary cannot perform Normal or Escape
Death and removed all Bad Statuses. Movements and suffers a -5 penalty
They also immune to all Bad Statuses to all Check Values.
until the Unleash Mode ends.
However, a PC in the Unleash Mode Dispel Confusion
cannot recover [FP] in any way. If Confusion can be removed by
their [FP] falls to 0 or below while in skipping a Minor or Major Action.
this mode, they immediately meet True
Death.

212
CTION
RULE SE

Poison X Taunt: (Character Name)


Poison signifies a Character is This status indicates that a
being inflected by poison, disease, Character is being manipulated by
or weakening symptoms. (Character name), unable to focus
A Character suffering from it on other opponents.
takes [XD6] points of damage at A Character under Taunt status
every Cleanup Step. suffers a -3 penalty to Checks
Dispel Poison for actions that not target the
Poison can only be removed through (Character name) or Reactions to
Items or Arts. actions from Characters other than
(Character name).
Daze If multiple Taunt statuses are
Daze represents a state where the received from the same Character,
Character is stupefied, typically due only the Effect of the most recent
to a strong impact. one applies.
A Dazed Character suffers a -5 Dispel Taunt
penalty to all Check Values. Bind can be removed by skipping a
Minor or Major Action.
Dispel Daze
Daze automatically removed in the
Cleanup Step of a Round. Berserk
Berserk indicates a Character has
Bind lost their reason, swallowed by their
Bind means the Character's Ego.
movement is restricted due to magic A Character in Berserk cannot
or physical binding. perform Guard and Covering
A Bind Character cannot perform actions and automatically using
Normal, Escape movements, or Transformation, into their mythic
Dodge. form.
Dispel Bind Dispel Berserk
Bind can be removed by skipping a Berserk can be removed by skipping
Minor or Major Action. a Minor or Major Action.

ARTS

Each Blood and Root has its Value] and [Difficulty Level], and their
own Arts. Arts represent various Effects are activated upon successful
powers held by a Character, such as Checks.
special abilities, talents, background, Now, let's explain the procedure for
techniques, magical powers, etc. using Arts. Refer to P100 for how to
Characters use these to confront read each Art's data.
various challenges. Ability Check
The Art's A.Check or Ability Check
Priority of Arts section will list the Basic or Combat
The Effects of Arts take precedence Ability Score to be used for the Art's
over rules, except for the Golden Rule.
Rule. Check.
If there is a contradiction between If it states "Auto Success," the Effect
the rules and the Effects of Arts, the is activated without a Check.
Effects of Arts take precedence. Difficulty Level
The Art's Difficulty is the content
Priority of Arts of Ability Check. If it says "Clashes,"
Arts each have their own method resolve it with a [Clashes] Check.
of use. Most often, they have a [Check

213
Cost Effect
If the Art has a cost, each time it's After paying the Cost and succeeding
declared, reduce Humanity by the same in the Check (or winning a Clashes),
amount, regardless of the success or apply the Art's Effect. How the Effect
failure outcome of the Art. is applied depends on the Art used, but
Declare or Check ultimately the GM decides.
Most Arts can only be used at Effect Stacking
specific Timings, which are listed in the The Effects of the same Art on the
Art's data. same target do not stack. If the same
Only one Art can be used per Art is used again, only the Effect of the
Timing (e.g., during a Damage Roll) most recently used Art is applied.
per Character. However, Arts with the
timing "Always" are not included in
this limit.
Multi-Target Arts
Some Arts target multiple Characters.
Declare or Check When multiple Characters are affected
Most Arts can only be used at by an Art simultaneously, the user
specific Timings, which are listed in the makes one Check, and each targeted
Art's data. Character prtforms a Clashes Check
Only one Art can be used per to determine if the Effect is applied to
Timing (e.g., during a Damage Roll) them individually.
per Character. However, Arts with the If a Damage Roll affects multiple
timing "Always" are not included in Characters, again, only one Damage
this limit. Roll is made, and its result applies to
all targets.

SPOT RULES

Here, we explain some complex except for a few exceptions.


situations likely to arise during combat. The Stealth State is canceled upon
These rules should be referred to and Movement or Escape, performing any
applied when their specific situations Major Action, or using an Art.
occur during gameplay. GMs do not Detecting Stealth
need to explain these rules to Players If another Character attempts to
before the session. detect a Stealth Character, they can use
a Major Action to detect the Stealth
Airborne Character. To detect a Stealth Character,
The state of a Character flying the Action side uses [Technique] and
through the air due to the Effect the Reaction side uses [Bless] as a
of an Art or similar is known as the Clashes Check. If the Action side wins,
[Airborne]. the Stealth Character no longer Stealth
The rules do not specify how high until they go into Stealth again.
a Airborne Character is. The GM may
decide if necessary. Surprise Attack
What's important is that as long as When ambushed or caught off-guard
Characters are within Engage Zone, in a normal Scene, a [Surprise Attack]
they can use Melee Weapons against occurs.
each other. If the GM determines a Surprise
Attack has happened, the ambushed
Stealth side immediately suffers [Confusion]
When a Character is hidden and not and is considered to have Acted in the
perceivable, they are in a [Stealth State]. first Round of combat.
To enter a Stealth State, the Character Surprise Attacks During Combat
must not in any Engage Zone with an If a Surprise Attack occurs mid-
enemy and use a Major Action. Combat, the ambushed side suffers
A Character in a Stealth State cannot Confusion and is considered to have
be targeted by Attacks, Arts, or Actions, Acted, as described above. The GM

214
CTION
RULE SE

decides who is ambushed and who is


the ambusher based on the situation.
Ammunition and Arrows
There's no need to worry about
replenishing ammunition or arrows for
Synchronization guns or bows. Characters are assumed
The state of synchronizing actions to always have enough on hand.
with another Character, such as riding
in someone else's vehicle or a Cursed Permanent Items
Blade held by another, is called In "BBT," Permanent Items like
[Synchronization]. Weapons and Armor acquired during
To enter this mode, be in the same a session can be keep beyond that
Engage Zone as a Character equipped session.
with "Type: Vehicle" and use a Minor Permanent Items can be kept across
Action with their consent. Certain Arts sessions. Even if destroyed, lost, or
Effects can also cause a Synchronization consumed, they are replenished or
between Characters. replaced by new ones with the same
Characters in Synchronization Effect by the next session.
automatically merge their Engage To permanent an Item, you need to
Zone with their partner. However, they spend EXPs (P201) equal to the Item's
cannot move or escape on their own required EXPs.
unless they cancel Synchronization Items obtained by spending EXPs
with a Minor Action. do not disappear at the end of a
If the partner is Airborne, the session. Conversely, Items that not
synchronized Character is also made permanent are lost at the end of
considered to be Airborne as their the After Play. If an Item (like a GM's
partner. If the partner unequips houserule Item) has no set required
or loses the "Type: Vehicle," the EXPs, the GM decides (it can be set to
Synchronization is canceled. 0).
Cover PCs' Cash
How much cash a PC carries isn't
A Character can choose to take strictly defined in the rules. Decide as
damage for another Character in the necessary in consultation with the GM.
same Engage Zone. This action is Generally, all PCs are assumed to have
called [Cover]. To Cover, the Character enough money for a normal life.
must be Unacted. Declaring Cover will
makes the Character become Acted. Equipment From Arts
Covering is declared just before the Items obtained through Arts are
Attacker makes the Damage Roll. If treated as Permanent Item for the
the Attack doesn't deal damage, declare Character with that Art.
it just before its Effect is applied. Item During Character Creation
If both the Cover Character and the When creating a Character through
protected Character are target by an Construction method, acquire
area Attack, the damage to the Cover Permanent Items totaling up to 30
Character is doubled. This means points of required EXPs.
rolling damage, subtracting Armor
value, calculating additional damage,
and then doubling the result. Any
Purchasing Items
damage reduction Arts or similar are Items can be purchased in [Backstage
applied after doubling. Process]. Each Item has a set purchase
Difficulty Level and required EXPs. If
Other Damage not set, it indicates that the Item cannot
be purchased or make permanent. To
Characters can take damage from buy an Item, you need GM's permission
various situations, like falling from a and must succeed in a [Social] Check
height or traps. In such cases, the GM against the purchase difficulty (called a
rolls [1D6 + n] for damage. 'n' is usually Purchase Check).
0 but can be determined by the GM When using Arts during a Purchase
based on the situation. The GM also Check, the Character can perform one
decides the damage type. Minor Action and one Major Action

215
(P205). With GM's permission, you 3. Reveal the Information
can skip the Purchase Check and The GM reveals the information
directly spend the necessary EXPs obtained based on the success value.
for both obtaining and make the Item Information may have tiered difficulties,
permanent. Generally, you can only e.g., 10, 15, 20. If the success value is
make one Purchase Check per Scene 16, the GM only provides information
(Backstage). corresponding to 10 and 15.
Purchasing During Preplay and After Play The GM should clearly inform
To purchase Items during Preplay whether all information has been
and After Play, where Checks cannot disclosed or if there is more to be
be made, spend the required EXPs revealed.
with GM’s permission. This will make
the Item permanent to the Character. Accidents
During Info Gathering, [Accidents]
Property Points can happen. If the Success Value
Property Points represent a PC's doesn’t reach a certain number, some
economic power, abstractly indicating unfavorable situation occurs.
their cash and social credit. For specifics, refer to scenarios
PCs can obtain Property Points equal published in the book. If an Accident
to their [Social] score during Preplay. is set, it's best to clearly inform the
after a Purchase or Info Gathering Players.
Check, if not enough for a success
check, you can spend 1 point to add
+1 to the Check's Success Value. GMs
may grant additional Property Points
when PCs acquire money or valuables
in-game. However, all Property Points
are lost at the end of After Play.

Info Gathering
In "BBT" sessions, situations often
arise where you need to investigate
various information, like a crime scene,
the identity of the mastermind, or why
the heroine is targeted.
Detailing the investigation process
would be time-consuming, so this is
simplified through [Info Gathering]
Checks using [Social].
The difficulty is set by the GM
depending on the information to be
obtained. The process is as follows:

1. Explanation the Information


2. Info Gathering Check
3. Reveal the Information

1. Explanation the Information


The GM informs Players about
information and their Difficulty Levels.
Players declare the information they
want to investigate, and the GM decides
if it's feasible for Info Gathering.

2. Info Gathering Check


PCs make a [Social] Check. After the
Check, for each Property Point spent,
add +1 to the Success Value, up to a
maximum equal to the [Social] Score.

216
A S T E R SECTION
GAMEM

217
GAMEMASTER RULES
"Control is about setting the rules and making decisions.
I decide what is right. Therefore, I am infallible."

Count Dracula

WHAT IS A GAMEMASTER (GM)?

This chapter is written for those who This chapter is divided into
play as the GM in "BBT." It explains the following six sections for the
useful method during sessions, how to Gamemaster:
create scenarios, and rules applicable to
(*) Type of Game
Mean the rules or conditions. In
various situations.
As mentioned at the beginning of
Deciding on Type of Game (*)
this chapter, conditions and rules this book, "BBT" cannot be played Describes how to decide on the play
that should be clarified in advance
for PCs and Players participating in alone. Among the Players participating, style for the session and provides an
the session. someone must take on the role called overview to everyone.
the GM. The GM is responsible for
preparing the stage for incidents or Creating NPCs
adventures for the other Players, putting Explains how to create and manage
them in critical situations, and leading various characters other than PCs.
them to an appropriate conclusion.
The GM can be considered the
host Player in "BBT." Other Players Session Progression
participate in the game through their Describes techniques for progressing
PCs in situations provided by the and managing sessions in order.
GM, which means they participate in
the game passively. In contrast, the
GM is expected to take an active and
Scenario Creation
leading role in all phases of the game, Explains and discusses techniques
including pre-play, main play, and after- for GMs who want to create their
play. Additionally, between sessions, scenarios.
the GM must also create scenarios
and necessary data, such as NPCs and Other Considerations
enemy data. Explains tips and know-how for
This might sound daunting, but all enjoying the game, covering topics not
these efforts are for the enjoyment mentioned above.
of the other Players and the GM
themselves. The effort is fully rewarded
by the success of the session. TRPGs Troubleshooting
offer a sense of achievement and Describes specific rule and
fulfillment, especially so for the GM. explanations for particular unusual
situations.

218
A S T E R SECTION
GAMEM

DECIDING ON TYPE OF GAME

In "BBT," there are two ways to their use may be permitted, but if there
play: choose the appropriate play style is a significant difference, it is advisable
according to the situation at the table to give up bringing them in. This is
and present it to the Players. because having an overly strong PC may
render the challenges prepared by the
Mono Play GM ineffective and risk overshadowing
other PCs' moments to shine.
A Single-session game is referred
to as Mono Play. In Mono Play, new
characters are basically created for Casual Play
each session. Also, the knowledge and Sessions played in a private setting (*) Brought-in Characters
proficiency of the Players who gather with close friends are referred to as The text may seem to suggest that
for the game often vary. Therefore, it is Casual Play. In this play style, there are GM's permission is always required,
but this is not to deny individual
strongly recommended to adopt Quick no particular restrictions on character character creation by Players.
Start in Mono Play. creation. If Players own the rulebook, On the contrary, constructing
characters is beneficial for a quicker
they may use construction; otherwise,
Brought-in Characters Quick Start is advisable. It is also
understanding of the rules and data.
What matters is whether the
created character can smoothly
In Mono Play, some Players may desirable for the GM and Players to participate in the session and
bring characters they have already have a discussion via phone or the perform well. Scenario handouts
created. It is up to the GM to decide internet in advance. and inform everyone before the
session are crucial guidelines to
whether to allow the use of these In an environment where Casual Play prevent failed character creation.
brought-in characters(*). The GM is possible, Campaign Play(*) is also (*) Campaign Play
should check the character sheet and an option. Campaign Play, where the A play style where the same PCs
make the final decision. same character grows and accumulates are used across multiple scenarios.
stories, is a particularly interesting way Think of it like a serial drama or a
In principle, if the EXPs used are long-running series.
roughly the same as other characters, to play TRPGs. If possible, it is highly
recommended.

CREATING NPCS

NPC stands for Non-Player


Character, referring to all characters
Creating Crowds
managed by the GM other than PCs. The Basic and Combat abilities
This section explains the creation of of a Crowd are calculated by adding
these NPCs. around 5 to the data of one selected
Blood. The base for FP is about
Types of NPCs 10, but it can be freely increased
NPCs are classified into three types, or decreased depending on its use
each created with different rules from in combat. The GM can arbitrarily
PCs. equip Arts and items as deemed
necessary.
Guests The level section for Crowds is
NPCs with data equivalent to PCs. described as "Level 1 (Crowd)" and
They are created with the same rules so on.
as PC creation, but their abilities, Arts,
and items can be added or changed by
the GM as desired.
Extras
NPCs without specific abilities,
bloodlines, etc., are called Extras.
Crowds From passing Unknown Men to
NPCs treated as a Single character major dominators, NPCs that do
when in groups are called Crowds. They not require game data and do not
are mainly used to represent enemies participate in combat in a scenario can
that attack in numbers, such as groups basically be treated as Extras. In other
of thugs or hordes of monsters. words, there's no need to seriously set

219
up Bonds, Egos, Basic Ability, or FP they can deal in one attack and
for characters like Warren Lake, who the total damage they can inflict in
only appears as a client in the scenario's one round. Then, by multiplying
Extras Are Invincible opening. Since Extras do not have data,
Extras are operated based on the the required number of rounds by
rules of the scenario set by the they are processed exactly as declared these figures, you can get an idea of
GM. In other words, only Extras by the GM, meaning they are handled
declared as invincible by the GM are as GM or PCs wish. Especially during the approximate FP needed for the
invincible.
round progression, Players should be boss character.
required to take appropriate actions or It's important to note the number
dice checks. of Love and Sin the PCs hold.
Love and Sin of the Enemy Moreover, the GM may give Extras The effects of Love and Sin allow
Basically, NPCs do not use the a partial set of game data. For instance, PCs to deal tremendous damage.
effects of Love or Sin. This doesn't
mean that characters other than
if the character is a protection target, Therefore, how many Loves and
PCs can't possess Love or Sin. they may have FP, or they may be able Sins the PCs have consumed by
The power of Love or Sin held by to use specific Arts or dominion Arts. the climax phase is a crucial factor
powerful enemies is considered
already included in their abilities, in determining the overall combat
Enemy Arts, and dominion Arts.
In essence, the very existence of Creating Boss Characters power of the PCs.
a powerful mythic is a Sin, and a
heroine who becomes a Bond for
In the climax of a scenario, there is Consider how many Loves and
PCs is Love itself. often a battle against a powerful enemy. Sins to consume by the climax
Of course, the GM may specially
set NPCs that can use Love or Sin.
Here, we will explain how to create phase and structure the boss's FP
such an enemy, namely the boss and events in the middle phase
character. accordingly.
How Strong Should They Be? Of course, the actual outcome
can be influenced by dice rolls and
The question of how strong a PCs decisions. This should be seen
boss character should be to provide as a guideline.
an exciting and tense battle is always
a point of concern for GMs.
Ability Scores
Number of Dominion Arts Regarding Basic and Combat
Ability Scores, it's difficult to give
Boss characters often use a one-size-fits-all answer because
dominion Arts. This could be due it depends on the combat style and
to being a dominator or apostle, presentation.
or due to the power of a Feather, In general, to avoid a stalemate,
depending on the scenario setting. it's advisable not to give the boss
To counteract the power of the PCs' an Evasion ability that far exceeds
Bonds, the power of dominion Arts the PCs' ability to hit, but rather to
is indeed necessary. The number of give the boss abilities and damage
dominion Arts should be roughly that can instill a sense of crisis in
the number of PCs + 3. As for the PCs.
Calamity dominion Arts, the GM
can give any number as required by
the scenario. Combat Situation
In the climax battle, adding special
Amount of FP mechanisms to the place of battle
can also be an effective method.
How much FP should a boss For example, dealing with
character have? Two factors are reinforcements that appear one
involved here: after another, needing to protect
One is the time (number of Extra hostages while fighting, the
rounds) required for the battle. The boss character's abilities or attack
other is the amount of damage methods change in stages, or
the PCs can inflict on the boss the boss becomes weakened if a
character. specific task succeeds.
If you have the PCs' data at Your creativity can offer Players
hand, you should be able to roughly a unique sense of tension and
calculate the maximum damage enjoyment.

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SESSION PROGRESSION

This section introduces some


methods and rules for managing an
Good Scenario Handout
actual session. It is written assuming A scenario handout that makes
the GM has already reviewed the rules Players want to play is considered
section, so the GM should read through a good handout. After finishing
that beforehand. writing the handout, the GM should
consider whether they would want
Pre-Play to play as the character from that
The most important thing in pre-play perspective. This should help refine
is ensuring Players create characters the handout.
that can appear and be active in the
upcoming scenario. EXPs Available
Preparation The GM decides the amount of
EXPs available for the participating
Before starting the session, the GM PCs. Players must adhere to this amiunt (*) Open your mouth wide
should ensure that drinks and throat of EXPs when creating their characters. Not opening your mouth when
lozenges are available. Tea or juice is speaking can make it difficult to
understand what is being said. It's
fine, but since a lot of talking is involved
during the session, something easy to Data Available important to avoid situations where
the GM's statements cannot be
The GM has the freedom to select understood. If you're not confident,
drink at room temperature is preferable. try practicing opening your mouth
Alcohol is not recommended, even for or discard rules and data available for in front of a mirror before playing.
adults. PCs. Similarly, they must choose and Imagining yourself with your
mouth open and loosening your
Also, when speaking, make sure to announce whether character creation facial muscles can be very effective.
open your mouth wide (*) and speak will use Quick Start or Construction.
clearly.
Main Play
Prologue This section will cover several
Prologue is important for conveying important points for the main play
the atmosphere of the session to the phase.
Players. This will let Players know what
kind of characters they should create. Opening Phase
In the opening phase, it's important
Good Prologue to make an impression about the
incident that is about to begin.
Make sure the prologue is of a Ideally, create one scene per PC, as
suitable length for the GM to read each PC needs to have the motivation
aloud. Lengthy prologues can tire to solve the incident.
the reader and will likely not be Of course, it's also fine to create a
remembered by Players. Also, an common scene for two PCs or to treat
overly elaborate preview that makes all Players as part of the same party from
it unclear what is happening is not the start. Decide flexibly according to
good. Remember, TRPG is not a the content of the scenario.
movie; there are no visuals or music.
Middle Phase
Scenario Handout The middle phase is where the PCs
Before creating characters, the pursuing the incident, clear various
GM must always present the scenario obstacles and move towards resolution.
handout (*) to the Players. This allows In the middle phase, the following
the GM to offer the types of characters three things will be addressed. (*) Scenario Handout
Contains initial information,
they want the Players to create. recommended bloodlines, scenario
bonds/egos, etc., prepared for each
PC in the scenario. For casual play, it
can be sent in advance via email or
the internet.

221
Encounters and Meeting phase, the Player can start recover their
Humanity poits.
Demi-humans, or PCs, will encounter
other PCs involved in the same
incident. There are several methods for Ending Phase
these encounters: PCs resolve the incident and return
to their daily lives as demi-humans.
Event Type Each Player's scene is directed
Accidentally or inevitably getting according to their wishes. If a PC
involved in an accident or incident, "fall into the Abyss," it is desirable to
where they meet other PCs. thoroughly direct it as the PC's last
Buddy Type spotlight.
PCs are converged in smaller units.
Initially forming pairs, then merging After-Play
those pairs. Once the GM declares the scenario's
Research Type end, it transitions to after-play. This
A PC investigating the incident section explains points to note during
realizes the existence of another after-play.
PC who is either pursuing the same
incident or holds a clue to it, leading to EXPs Calculation
their convergence and cooperation. One of the most important roles of
the GM during after-play is distributing
Events EXPs.
EXPs exist not only for make PCs
As the incident progresses, events stronger but also for reminiscing about
occur, such as the mastermind noticing the enjoyable session and making it an
the PCs pursuing the incident and invaluable memory.
sending assassins, or changes in the The following explains how to
situation due to the advancement of the calculate EXPs, referencing each item
enemy's conspiracy. Encounters with on the record sheet.
enemies, interactions with heroines,
and battles with enemies are also types
of events. Participated Until the End
At after-play, all Players present at
Info Gathering the table receive one point of EXP.
The truth about the incident or the
identity of the enemy is initially hidden Number of Completed S.A
behind a veil of mystery. PCs must GMs and Players discuss and
gather information to unveil this and determine which given SAs were
get closer to the truth. For more details completed for each PC. The EXPs
on Info Gathering, see P216. gained are generally one point per SA,
but the GM can adjust the amount
Corruption Checks according to the SA's content and
difficulty.
The GM should actively use
Corruption checks to adjust the
Humanity of PCs throughout the EXPs Based on Humanity
scenario. EXPs are calculated based on the
This is especially effective if current number of humanity points.
Humanity has not decreased as Note that if you roll extra dice during
expected before the climax. For Humanity Recovery, it automatically
Corruption checks, refer to P192. calculates as 0 EXPs.

Climax Phase Number of Dominion Arts


The final battle between the PCs and The total level of dominion Arts
the boss character occurs in the climax possessed by the scenario's enemy
phase. Often, this involves direct characters translates into the same
combat with the enemy. number of EXPs.
Additionally, just before the ending

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Good Role-Playing the EXPs, causing significant


inconvenience to the Players. Sign
This decided by the GM and Players firmly with a black pen to ensure it
recalling the session's role-playing doesn't fade.
moments. It's beneficial for the GM
to praise each Player for their merits
during the session in specific terms. Character Growth Confirmation Item Equipping
It is also possible to use the EXPs
How to spend the acquired EXPs obtained in past scenarios to obtain
Help Other Players is left to the discretion of each Player.
Some might choose to grow their
items in future sessions.

The GM can decide this optionally, characters immediately after play.


but it's also good to solicit nominations Regardless of when, the GM should
from oneself or others, and the confirm the character's growth and
recommended Players should be then decrease the spent EXPs from the
acknowledged. This includes both rule- record or session sheet, marking the
related advice and support, as well as remaining points clearly with a red pen.
purely game-related commendations For how to use EXPs, refer to P202.
for using Arts to assist other PCs.

Contributed to the Session's Progress Discussion


After the session ends, conducting a (*) Positive Comments
This is entirely at the GM's discretion. discussion is beneficial. One should never attempt to
It involves giving acknowledgment Reviewing the day's session with all conduct a "reflection meeting." It's
to Players who helped with the participants is highly valuable. During
human nature to make mistakes.
Focusing on finding and "reflecting"
progression of the scenario, reflecting this, the GM should consciously make on mistakes can eventually overwrite
the GM's gratitude. It's not necessary positive comments (*) and be mindful the memory of the session itself
with those mistakes. Therefore,
to give this to everyone. of time. This concludes the session. a discussion should not aim for
"reflection."
Signature
Ensure to sign the record sheet.
Forgetting to sign can invalidate

SCENARIO CREATION METHOD

Creating a scenario is one of the another and from one scenario to


most labor-intensive tasks for a another. It might be in the portrayal
GM. This section aims to provide a of NPCs, the story's subject matter, or
straightforward explanation to assist in the combat gimmicks. The first step in
scenario creation. creating a scenario is to fulfill what you
want to do and what you find enjoyable
Before Creating an Original Scenario (*); this can be considered the victory
condition.
(*) Enjoyable
Needless to say, it's a given that
Before attempting to create what's enjoyable for you should also
be enjoyable for the Players. There's
an original scenario, it is highly
recommended that GMs first play Constructing the Climax Phase no need to overthink this; simply
don't forget to consider how you
would feel as a Player.
through the two scenarios presented in A fundamental and effective
this book. The experience of managing approach to scenario creation is to start
actual sessions will serve as a reference with the situation of the climax.
in many aspects, such as how to What kind of threat will the PCs
describe scenarios and what elements ultimately face? What kind of mythic
are necessary for actual operation. It's is the boss, and what ego does it hold?
not too late to start creating original Or what dominion will become the
scenarios after that. battlefield for this conflict? Once that's
decided, the path leading there should
Find Your Enjoyment become apparent.
The first thing to consider when
creating a scenario is where your (the
GM's) enjoyment lies.
This will vary from one GM to

223
Someone to Protect - The Heroine Encounters
In this book, the term "heroine" Scenes where PCs meet and form
does not solely refer to a certain cooperative arrangements. Preparing
female NPCs. It signifies what the 1-3 scenes should suffice. Refer to
demi-human PCs are meant to protect, P222 for methods of Enter a scene.
symbols of daily life and bonds. The Info Gathering
reason PCs fight with their lives on the Scenes for gathering various
line is embodied in the heroine. information necessary to reach the
The reason heroines are often set as climax phase.
NPCs is that they interact with PCs and Before the Climax Phase
form bonds, reinforcing the "reason to Scenes revealing remaining mysteries
fight." or the true identity of enemies before
the final battle. If there are special
Opening mechanisms in the climax, hints for
Consider the opening, where the PCs them can be laid here.
become involved with the incident or
heroine and start working towards a
resolution.
Climax Phase
If we assume five PCs, then five Prepare all necessary data to ensure
opening scenes are needed. These the envisioned climax proceeds
scenes will closely relate to the PCs' smoothly.
motivations and can follow several
patterns. Ending
Heroine After the climax phase, it's time for
Interactions with the heroine. In the ending. The content of the ending
this case, the threat to the heroine by doesn't need to be too rigid since it
enemies becomes the PCs' motivation may change based on how the session
to protect them. unfolds and the Players' wishes.
Enemy Notes
There's an existing grudge or rivalry Lastly, a few tips and suggestions are
between the enemy (not necessarily the written with the hope for a successful
boss) and the PCs. The relationship session.
is based on avengers or worthy It's important to understand that a
opponents. scenario is not an absolute or perfect
Other PCs story. It's impossible for a session to
Forming relationships with other progress exactly as the GM intends.
PCs, such as cooperating, helping, or However, that's normal. TRPGs
pursuing. This is especially effective are always evolving, and even if the
when the characters' personalities are same scenario is played with the same
already known. participants, it will never unfold in the
Request same way. Thus, GMs need to adjust
The motivation involves requests, NPC dialogues, scene presentations,
orders, favors, or obligations from and responses to Players according to
organizations, dominions, or bonded the situation. Instead of focusing on
individuals the PC is affiliated with. minute details, it's better for GMs to
pay attention to the overall flow of the
scenario.
Supporting the Middle Phase Don't feel anxious if things don't go
Once the introduction and climax as planned. If the PCs are motivated to
are defined, fill in the middle phase. save or protect someone, the scenario
Here, use 5-6 scenes to achieve the is progressing without any issues.
following: GMs should proceed with sessions
Events confidently and without succumbing to
Scenes that guide the PCs toward the anxiety.
climax, reinforcing their motivations
and advancing the scenario. This
may include overcoming obstacles or
combat.

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OTHER NOTES

SA Contents Indeed, PCs are not humans, but


the Players' aim is not to "faithfully"
SAs represent the objectives of roleplay (*) a monster but to entertain
characters in a session. When presenting those present. Characters who overdo
SAs, GMs should ensure their content it may or may not gain any Sin at all. A
is immediately understandable. A good warning should be given before taking
SA is easy to comprehend and must be such action.
achievable within the session.
SAs are offers from the GM for
actions they wish PCs to undertake Research and Actual Play (*) Necessary
TRPGs are not acting schools,
during the session. It's best to express BBT often features settings based on and the GM is not a judge. Raising
these offers openly and clearly, real myths and folktales. When dealing the bar unnecessarily only serves
to intimidate Players, which is
complementing them with handouts with these settings, you need not worry ultimately unproductive.
to convey the GM's intentions more about whether the research is correct. (*) "Faithfully" Roleplay
explicitly. The world you play in is yours, and Whether you're a Player or a GM,
SAs are goals for characters to the "truth" that happens there is yours using a hideous monster or NPC as
protect their daily lives as demi-humans to decide. Likewise, you should not an excuse to engage in distasteful
roleplays is not permissible. You
and humans. Therefore, SAs that would attack other PCs for (*) "errors in their might be roleplaying a cruel hell's
result in disrupting their daily lives, research." TRPG is not a seminar on jester, but that is not who you are.
The justification of "I'm doing this
even if achieved, are not desirable. For mythology. Researching as a source of because I'm roleplaying a monster"
example, an SA like [Do not hide your ideas for scenarios or characters is an is not valid. After all, you are a
human engaging in these actions,
true identity] should not be proposed, excellent idea. not the fictional monster you claim
as achieving it would mean losing daily However, care should be taken when to bear the consequences for.
live as a demi-human. playing with religious or historical Moreover, graphic violence and
sexual content, while "adult" in
SAs can also be used to create themes to avoid content that attacks nature, do not define maturity.
conflict. For instance, a scenario where real religions or ethnic groups. Not Those who cannot tolerate such
content should not be attacked. If
a vampire with the SA [Protect the everyone will accept your notion such elements are to be included in
lover] faces an assassination order of justice, and discussions can sour play, it should be with consensus,
and if it causes discomfort, an
against their lover from the Persona the atmosphere. Negative emotions apology should be made promptly,
Network can greatly entertain Players. like hatred and prejudice are easily with more caution exercised in the
Obviously, there must be a realistic transmitted and can discomfort even future regarding such depictions.
option for the vampire to successfully those not interested. (*) Errors in their Research
protect their lover. To repeat, this is a game. Attacking In history and mythology,
it's common to have multiple
others' beliefs or making them
Ego and Roleplay uncomfortable in a game is not good.
interpretations and truths. While
it might be meaningful to discuss
"It's just fiction, so it's the fault of these in an academic setting, a
To acquire Sin, one must express TRPG session is different. The
their Ego. But what suitable for role- those who take it seriously" is an truth of the world determined by
playing? irresponsible statement. Games are not the GM is the only truth.
In the world of BBT, it's likely that
The conclusion is simple: any roleplay tools for propaganda. each interpretation of mythology
to you, the GM, find appropriate or could establish its own dominion.
Those who are knowledgeable
cool is acceptable. Until you're familiar could even use it as a source for
with the game, it's fine to err on the scenarios.
side to gain Sin. Over time, you and
your playgroup will understand what
kind of roleplays is necessary (*).
Expressing Ego does not mean
acting on it. A werewolf with the ego
[Wants to fight], suppressing their own
combat instinct, is a valid expression of
Ego.
This does not mean, as the GM,
you have to accept all role-playing
unconditionally. If a Player begins with
excessive violence or sexual content,
you can end the scene or ask them to
stop.

225
TROUBLESHOOTING

This section discusses how to Sin to increase damage at the same time
handle potential troubles regarding is possible.
rule interpretations during sessions
and explains rules and Arts that might Guardians
caught confusion. The Art [Summon Guardian] allows
the user to summon a guardian, a
Character Appearance in Scenes separate entity representing oneself.
For GMs new to managing sessions, Below is an explanation of how
deciding which PCs to feature in a guardians operate. In the following text,
scene can be challenging. If in doubt, a character using [Summon Guardian]
feel free to force a PC into a scene. will be referred to as the "Host."
While it might seem unfair to force a
character into a situation that reduced Handling the Guardians
their Humanity, remember that the loss Guardians are placed in scenes but
of Humanity can also yield beneficial are special characters without stats like
effects for the PC. Moreover, actively Ability Scores or FP. When a guardian
participating in the scenario is a is present, special rules apply:
fundamental premise of the session.
Enter and Exit as Guardians
Holding Back Guardians can only enter a scene
After an enemy or NPC's FP drops through the effect of Summon
to 0, resulting in their Temporary Guardian. They leave the scene if it
Death, it's up to the GM to decide what ends, or Host becomes Temporary or
happens to that character narratively. If True Death.
Players are reluctant to kill opponents, Or if the Host decides to remove
fearing the moral implications, it's them from the scene using a Minor
perfectly fine to state that the character Action.
is incapacitated but not dead. This Additionally, if a guardian is already
approach is optional. present, summoning a second one for
the same character is not allowed.
Holding Back
After an enemy or NPC's FP drops Actions of Guardians
to 0, resulting in their Temporary Having a guardian present does
Death, it's up to the GM to decide what not mean the host and the guardian
happens to that character narratively. If can act twice. The effects of having a
Players are reluctant to kill opponents, guardian include being able to move
fearing the moral implications, it's the guardian instead of the host, as
perfectly fine to state that the character detailed in "Guardian Movement" and
(*) Move the Guardian is knocked out cold but not dead. This "Guardian Range."
For instance, the host can use a approach is optional.
move or Major Action to move the Guardian Movement
guardian, or move the guardian as
the effect of an Art that involves Order of Love and Sin Effects The host can choose to move the
Movement.
Arts, Love, and Sin effects can only guardian (*) instead of themselves
(*) Blockade Zone, and Disengage be declared once per timing. when performing any action or Art
Regarding Disengage and
Blockade Zone effects, these rules
This could raise the issue of who that involves Movement, treating the
apply to characters interacting with should declare first. In such cases, guardian like any other character in
the guardian in the same Zone, and follow this order: terms of Movement. This means the
the host handles any Action Speed
when Clashes inside Blockade Zone. 1. The character taking action. guardian is subject to the same rules
2. The character reacting. regarding Engage, Blockade Zone, and
(*) Range
When using arts or items, you
3. NPCs not involved in actions 1 or 2. Disengage (*) as any character.
must choose whether to calculate 4. PCs not involved in actions 1 or 2.
the Range from yourself or your
guardian as the origin point. This
Note that even if the timing is the Guardian Range (*)
means you cannot perform an action same, the effects of Arts and the When using Arts or Items, or making
such as an attack with "Target: Area" effects of Love and Sin can be used an Attack, the host character may
that would simultaneously target all
characters in both your engage and simultaneously. For example, using the choose to perform through guardian
your guardian's engage. Art [Murderous Aura] and the effect of

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instead of themselves. For example,


an art with "Range: Close" can be used
LV of Copy Arts
not only on enemies engaged with the Copy Arts can increase in level using
host but also on those engaged with the experience points, just like other Arts,
guardian. up to the maximum LV of the Target
Some arts Specific to summoners Art.
may state that they are to be "used from
the Guardian," meaning these arts can Other Arts
only be activated with the guardian as Special processing for certain arts is
the origin point. explained individually below.

Actions Targeting the Guardian Dodge Arts


Actions, Arts, or Items targeting the In the case where you were targeted
guardian are treated as if they target by an Art that states "Target must use
the host character instead. Thus, if a Body to Dodge," and you have an Art
"Range: Close" attack targets a guardian that states "Can perform Dodge with
in a different Engage Zone from the Technique," then you can Dodge that
host, the host must react to that attack. Art with [Technique].
If an action, such as an attack or However, if an art makes dodging
an Art, targets both the host and the impossible, these Arts cannot be used
guardian simultaneously, it is treated to Dodge.
as targeting only the host. It does not
apply effects or reactions twice or Arts Adding +X to Effects
double the damage. Effects to which "+X" from arts
apply are limited to:
Type: Copy Arts
Type: Copy Arts (abbreviated as Modifications to damage (+ and -)
Copy Arts hereafter) mimic the data of Modifications to damage rolls (+ and -)
other Arts. This section explains special The amount of FP recovered
rules concerning Copy Arts.
Arts Altering Weapon Data
Data of Copy Arts When multiple Arts altering the same
The data of a acquired Copy Art Weapon's data are applied, the character
becomes identical to the Art it copies equipped with or possessing that
(hereafter referred to as the Target Weapon can choose any one of those
Art), though some Copy Arts may modifications for each data item. For
modify this data further. instance, if one Art states "Unarmed
damage +10, Guard value +4" and
Arts Not Acquirable by Copy Arts another changes "unarmed damage +6,
Unless specifically stated, Copy Guard value +8," the Unarmed data
Arts cannot acquire Arts with "Type: can be modified to +10 damage and
Pureblood," "type: Auto," "type: +8 Guard value.
Optional," with numbers like "Type:
20," enemy Arts, or dominion Arts.
Acquiring Arts through Copy Arts
A copied Art is treated as if it is the
same Art as the target. Thus, if the host
Art has already been acquired, it cannot
be selected as a target for copying.
Similarly, an Art acquired through
Copy Arts cannot be newly acquired
again as a different Art.
Note that acquiring separate Arts
with a single Copy Art is not possible
unless specified by its effect.

227
ENEMIES
"Hey, how do you see us?
Have you ever thought about what
you might become tomorrow?"

A ghoul, before being crushed.

OBSTACLES IN THE PATH

(*) Enemy Arts


In "BBT" sessions, conflict with
others is often inevitable. This includes
Enemy Arts
GMs are allowed to create original
opposing dominators and Apostles, Enemy Arts (*) are Arts that can only
Enemy Arts not found in the
rulebook and give them to enemies. their minions, or even human military be acquired by NPCs and enemies.
forces and exorcists. Collectively, these
presences that stand as obstacles in Dominion Arts
the PCs' journey within the session are Dominion Arts represent the
referred to as "enemies". powerful sources of power drawn from
GMs can use these enemies as the Abyss by mythics that have become
adversaries or allies for the PCs. This dominators.
section explains how to understand and There are two types of Dominion
utilize enemy data. Arts: Special Arts, which are primarily
used in combat, and Calamity Arts,
How to Use Enemies which exhibit unique effects beyond
GMs can modify enemy data as combat capabilities. Both are operated
needed. Feel free to give them as many under the same rules as regular Arts.
Arts or Enemy Arts as necessary and Apostles who have been granted
adjust their abilities. power by a dominator or those who
Enemies are characters too and are have obtained power equivalent to a
categorized into Guests, Clades, and dominator through "Feathers" can also
Extras, with corresponding enemies use Dominion Arts. GMs are free to
existing for each category. assign Dominion Arts to NPCs.
Dominion Arts can generally be used
both inside and outside of a dominion.
Partial Enemies However, GMs may decide that certain
It's acceptable to create enemies with NPCs can only use Dominion Arts
only partial data, such as only melee within a dominion.
values and damage, or just FP. For
instance, when dealing with an attack
coming from a distance that the PCs
need to dodge, there's no need to flesh
out all data for an enemy that's used
for a limited purpose. Just define the
necessary data for such enemies.

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UNDERSTANDING ENEMY DATA

Enemies are represented by data as 5 Combat Ability


shown below. This section explains The enemy's action speed. Usage and
how to read this enemy data. implications are the same as for PCs.
1 Name 6 Action Speed
The general name of the enemy. The enemy's action speed. Usage and
implications are the same as for PCs.
2 Type
Classifies what kind of creature 7 FP
the enemy is. If separated by "/", it The enemy's FP. Usage and
indicates multiple types. Types include:
・ Human
implications are the same as for PCs.

Humans or mythics derived from 8 Armor


humans.
・ Subhuman
Lists the enemy's armor value. Usage
and implications are the same as for
Monsters classified as demi-humans. PCs. The total armor value is obtained
・ Vampire
by adding the respective Ability B
values to this number.
Mythics with vampire traits.
・ Machine 9 Guard
Artificial beings or cyborgs. The enemy's guard value. Usage and
・ Visitor implications are the same as for PCs.
Mythics from outside Earth (or
Earth dominion).
・ Spirit
Mythics classified as spirits.
・ Holy HOW TO READ ENEMY DATA
Mythics closely associated with
Heaven dominion.
・ Hell 1
Residents of the Hell dominion.
・ Conceptual
Conceptual beings like Legends.
2 3
・ Giant 4
Monsters with a massive size or
physique. 5 6
3 Level 7 8 9
Indicates the strength of the enemy. 10
Higher-level enemies are stronger. 11 12
Enemies classified as Clades are treated 13 14
as such, with the number in parentheses 15
indicating the level of the Clades.
16
4 Basic Ability
Lists the enemy's basic ability. Usage
and implications are the same as for
PCs. The numbers on the right of the
slash ("/") are their respective Ability B.

229
10 Attack about Arts, refer to P100.
Describes the enemy's basic method
of attack. If followed by "(Melee)", it's 16 Description
a melee attack; if "(Shooting)", it's a Contains details about the enemy's
ranged attack. background, guidelines for their
actions, and other fluff text.
11 Target
The data for the enemy's attack True Death
target, range, hit value, and damage. The conditions under which an
For more details, refer to P101. enemy meets their True Death are
primarily determined by the GM.
12 Range Typically, this occurs when a finishing
The range of the enemy's attack. For blow is delivered (of course, it's also
more details, refer to P102. acceptable to remove them from
combat upon Temporary Death).
However, there exist Aberrants
13 Hit beings sustained by their immense egos
The value used for the enemy's hit and seemingly inexhaustible vitality,
check. making it extremely difficult to inflict
true death upon them.
14 Damage For such enemies or NPCs, it's
The damage of the enemy's attack. permissible that they cannot be
"finished off" and True Death until
certain specific conditions are met. The
15 Arts practical application of this is explained
The Arts and Enemy Arts that the in the column below.
enemy has acquired. For more details

SPECIAL CONDITIONS FOR TRUE DEATH

This section explains guidelines for


handling mythics in the session that
"Abyss's Life" Art Stopping the Power Source
only meet True Death under specific The Enemy Art "Abyss's Life" is True Death is facilitated by
conditions. a powerful one, ensuring its holder destroying or reclaiming a specific
never meets True Death until certain substance, device, core of a dominion,
World Law: Immortality conditions are met.
This is intended for use in sessions as a
hostages, etc., which are used to gain
power or amplify Ego. Specifically,
The dominion Art "World Law: gimmick where the PCs can inflict True defeating other enemies or objects
Immortality" resistance to True Death Death by fulfilling those conditions. with set FP, or separating them
by automatically recovering from Therefore, the conditions must be from the holder of "Abyss's Life" in
situations that would normally lead to achievable. That's fair play. different engagements, can clear the
death. So, how do we set up these conditions conditions.
This is the simplest way to represent and encourage PCs to clear them? Here
this concept when operating the usual
scenario boss and planning for an
are some concrete examples: Prevent Specific Actions
intense battle at the climax, resulting
in driving the enemy to True Death.
Through Info Gathering For "Abyss's Life," GM can
create specific actions for NPC/
Of course, since this is a dominion Success in specific Info Gathering Enemies such as pursuing its Ego or
Art, it's limited to enemies or NPCs Checks reveals the conditions for replenishing energy, and the player can
that can acquire it, such as dominators, True Death as information obtained, stop those actions as the condition to
Apostles, or those granted power by considering those conditions cleared. stop the "Abyss's Life" effect.
"Feathers." If it doesn't apply, the Or, it might first be revealed that
"Abyss's Life" mentioned below can the enemy possesses "Abyss's Life,"
be used for representation. with separate information items later
disclosing how to nullify it, setting up the
information in stages.

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Enemy Arts Melee Attack Range Attack


Type: Attack Type: Attack
Listed here are enemy arts that can Timing: Major Action LV: 5 Timing: Major Action LV: 5
only be acquired by NPCs, including
A.Check: See Effect Target: Single A.Check: See Effect Target: Single
enemies. These represent the various
combat abilities and unique abilities Range: Inside Cost: 0 Range: Outside Cost: 0
possessed by the enemy, and will be Effect: Upon acquisition, select one Effect: Upon acquisition, select one
demonstrated as a threat to the PCs Basic Ability Score. Perform a Melee Basic Ability Score. Perform a ranged
Attack on the target, dealing [selected attack on the target, dealing [selected
during the session. Basic Ability Score+(LV)D6] damage. Basic Ability Score+(LV)D6] damage.
The check value is based on the selected The check value is based on the selected
Basic Ability Score. Basic Ability Score.
Unleashes powerful melee attacks Delivers powerful ranged attacks
through various means. using various methods.

Area Attack Flight Power Charge


Type: None Type: None Type: None
Timing: Minor Action LV: 1 Timing: Always LV: 1 Timing: Minor Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: During its Action Step, changes Effect: You are always Airborne. Minor Effect: During its Action Step, adds
your attacks to "Target: Area." Action is required to either landing or +[highest Ability Score B] to the
Attacking numerous opponents at Airborne again. damage of your attacks.
once with weapons or magic that cause Ability to fly through the air, whether Surges of force or magic power,
widespread destruction, or techniques by wings, magic, vehicles, or other preparing for a mighty, unparalleled
that ensnare groups in a single sweep. means. strike.

Targeting Group Command Leadership


Type: None Type: None Type: None
Timing: Minor Action LV: 1 Timing: Setup Step LV: 1 Timing: Setup Step LV: 10
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Scene
Range: None Cost: 0 Range: Scene Cost: 0 Range: Scene Cost: 0
Effect: During its Action Step, adds +2 Effect: Can only target Type: Clades Effect: During that round, adds +LV
to the Success value of the Hit Check under your command. Which Clades to the Success value of all Check made
for your attacks. fall under this category is determined by the target.
Prepares for precise, unmatched by the GM. The target can immediately Amplifies the strength of
attacks by utilizing superior perceptual take their Action Step in any order you subordinates through exceptional
abilities or concentration, radars, scopes, choose. After completing their Action strategy, leadership, or magical
and other aids. Step, the target is considered to have enhancement emanating from you.
acted.
Commanding subordinates to act in
unison through superior leadership or
brainwashing.

231
Weak Point Attribute Resistance High-Speed Combat
Type: None Type: None Type: None
Timing: Always LV: 1 Timing: Always LV: 1 Timing: Minor Action LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: Upon acquisition, choose one Effect: Upon acquisition, choose one Effect: You immediately perform two
attribute. Your Armor and Guard values attribute. For damage from the chosen Minor Actions. However, during this
are treated as 0 for damage from the attribute, your Armor and Guard values instance, you cannot use Arts that allow
chosen attribute. are treated as doubled. multiple Minor Actions.
Being extremely vulnerable to Being that is nearly unaffected by Enables actions at high speeds,
specific attributes or methods of attack. specific attributes or methods of attack. surpassing the realm of ordinary
mythics, through exceptional speed,
concentration, or abilities to manipulate
time.

Healing Ability Support Ability Interference


Type: Recovery Type: None Type: Defense
Timing: Major Action LV: 1 Timing: Before dmg roll LV: 5 Timing: After dmg roll LV: 5
A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single A.Check: Auto Success Target: Single
Range: Scene Cost: 0 Range: Scene Cost: 0 Range: Scene Cost: 0
Effect: Heals the target's FP by [your Effect: Increases the damage of an at- Effect: Reduces the damage received
highest Basic Ability Score + (Enemy tack performed by a target other than by the target by [+ your highest Ability
Level)D6] points. yourself by [+ your highest Ability Score B + 1D6]. Can be used LV times
Allows the recovery of allies' vitality Score B + 1D6]. Can be used LV times per round.
through healing magic, psychic powers, per round. reduces damage received through
repair devices, pharmaceuticals, or Makes allies' attacks more effective means such as barriers or magical
encouragement. through precise instructions, support shields, or directly interfering with
attacks, or enhancement abilities. attacks.

Defense Role Crushing Blow Piercing Strike


Type: None Type: None Type: None
Timing: Always LV: 1 Timing: Before Check LV: 5 Timing: Before Check LV: 5
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: You do not become Acted after Effect: Use immediately before making Effect: Use immediately before making
performing a Cover action; you can still an Attack's Hit Check. For that Attack, an Attack's Hit Check. For that attack,
perform Cover even if you are Acted. the target's Armor value is treated as 0. the target's Guard value is treated as 0.
Skilled in support defense or Can be used LV times per scenario. Can be used LV times per scenario.
fortification construction, excelling at Deals damage that cannot be Launches attacks or strikes that are
protecting allies. mitigated by armor, through techniques extremely difficult to defend against,
that slice through armor, attacks bypassing defenses or penetrating
targeting the interior, or powerful through them.
psychic attacks.

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Inevitable Strike Seal Approach Difficulty


Type: None Type: None Type: None
Timing: Before Check LV: 5 Timing: Always LV: 1 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: Use immediately before making Effect: The Engage Zone you are in is Effect: Characters trying to enter
an Attack Hit Check. Dodge cannot be always Blockade. your Engage Zone must win a Action
performed against this attack. Can be Various method, such as barriers, Speed Clashes. If they lose, they cannot
used LV times per scenario. altering the surrounding terrain, being move or Disengage, and if the action
Launch an unavoidable strike, swarms or mucus, or high-speed was action-consuming, it is considered
impossible to foresee or attacks from all movement that prevents escape, make acted.
directions, not allowing the opponent to it difficult to distance oneself from this Approaching this enemy is difficult
evade. enemy. due to its massive size, legions, barrages,
barriers, or other obstructions.

Counter Abyssal Life Self-Destruction


Type: Attack Type: None Type: Attack
Timing: Reaction LV: 1 Timing: Always LV: 1 Timing: Major Action LV: 1
A.Check: See Effect Target: Self A.Check: Auto Success Target: Self A.Check: Melee Value Target: Area
Range: None Cost: 0 Range: None Cost: 0 Range: Inside Cost: 0
Effect: Upon acquisition, choose Effect: Can't become True Death. The Effect: Perform a Melee Attack that
between Melee or Shooting. When GM decides the condition for your deals [highest Basic Ability Score +
Dodge against the type of attack using true death. You will become true death 5D6] damage to the target. After the
the chosen Ability, if you win, you if that condition is met. Refer also to attack, your FP becomes 0.
evade the attack and inflict damage on P230. Blow up the surroundings in
the attacker equal to [your highest Basic Your existence, sustained by a exchange for death through self-
Ability Score + 2D6]. powerful ego, is extremely difficult to destruction or a kamikaze attack.
Perform a counterattack in response completely annihilate.
to specific attacks through precise
counters.

Disaster Attack BS Attack BS Infliction


Type: Attack Type: None Type: None
Timing: Major Action LV: 5 Timing: Always LV: 1 Timing: Minor Action LV: 1
A.Check: See Effect Target: Single A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: Scene Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: Choose one Basic Ability Score Effect: Choose 1 Bad Status upon Effect: Choose 1 Bad Status upon
upon acquisition. Perform a Special acquisition. When used, inflict it on acquisition. When used, inflict it on
Attack that deals [chosen Basic Ability yourself. If you deal any damage with yourself. If you deal any damage with
Score + (LV)D6] damage to the target. an attack, additionally inflict the chosen an attack during that Action Step,
The target must use the same Basic Bad Status. additionally inflict the chosen Bad
Ability Score to Dodge. Inflict various adverse effects along Status.
Using methods the you excels in, with the attack. Add a wide variety of additional
such as immense magical power or effects to the attack performed
traps. immediately after.

233
Dominion Arts World Law: Divine Speed World Law: Collapse
Type: None Type: None
Powerful and unparalleled arts Timing: Initiative Step LV: 5 Timing: See Effect LV: 5
used by Dominators, Dominion
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Arts. In addition to Dominators, you
can also give it Apostles who have Range: None Cost: 0 Range: None Cost: 0
been lent their powers, and NPCs Effect: You immediately perform 1 Effect: Use right before declaring an
who have gained Dominator-level Action Step. This does not make you attack. Change that attack to "Target:
acted, and you can perform an Action Scene," "Range: Scene." Can be used
Egos with the power of "Feathers." Step even if you already acted. Can be LV times per scenario.
In principle, these can be used even used LV times per scenario. Drawing immense power from
if you are not inside the Dominion, You dominate the world law, warping the world you control, you obliterates
but the GM may set up NPCs with even space-time, allowing you to act in everything in the vicinity, leaving no
Dominion Arts that cannot be used moments within a different time from trace.
outside of the Dominion. others.

World Law: Unchanging World Law: Transcendence World Law: Summoning


Type: None Type: None Type: None
Timing: See Effect LV: 1 Timing: After Check LV: 10 Timing: Initiative Step LV: 10
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: Can be used at any time. Dispel Effect: Add +20 to the Success value Effect: Summon any one enemy and
1 Bad Status. Each use costs 5 FP. Can of a Check you perform. Can be used they can act immediately at any location
be used even when under Pressure LV times per scenario. within the scene. Can be used LV times
effect. With the backing of the world's per scenario.
You maintain your existence in an power itself, you can accomplish any Without any sign or action needed,
always desirable state through the power act as something no one can oppose, you can summon subordinates or forces
flowing from the world. making it perfect. across space-time, or cause beings
or avatars that serve as your limbs to
emerge from within your body or the
space around you.

World Law: Exclusion World Law: Despair World Law: Immortality


Type: None Type: None Type: None
Timing: Always LV: 5 Timing: Before dmg roll LV: 5 Timing: Always LV: 1
A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self A.Check: Auto Success Target: Self
Range: None Cost: 0 Range: None Cost: 0 Range: None Cost: 0
Effect: Upon acquisition, select 1 Effect: Add +30 to the damage of an Effect: If your FP drops to 0 or below,
Blood or Root. Characters with the attack you make. For this attack, the automatically recover your FP up to
selected Blood or Root inside your target's Armor and Guard values are [highest Basic Ability Score +10].
Engage Zone will have all their check treated as 0. Can be used LV times per However, if your FP drops to 0 again
Success value reduced by -2 and receive scenario. within that scene, you will become True
+[LV×5+5] damage from attacks. Manifesting the power obtained from Death.
The world surrounding you the world as the force of destruction Through the immense power of
possesses a trait that vehemently rejects itself, you unleash an attack that is so ego, you can restore yourself from
and excludes beings of certain races or hopeless, it cannot be prevented by any states where blood and flesh have been
characteristics. means. obliterated.

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Calamity Class Authority: Desire Authority: Return Gate


Dominion Arts
Type: None Type: None
Calamity-class Dominion Arts Timing: Major Action LV: 10 Timing: Major Action LV: 10
embody the power of the Dominion
A.Check: See Effect Target: Self A.Check: Auto Success Target: Ranged
in a variety of ways that go beyond
combat data. These things, which Range: None Cost: 0 Range: Scene Cost: 0
easily break any laws of physics, will Effect: Fulfill one non-data-related Effect: Move the target to any location
surely become a scourge for any wish. Can be used LV times per scenario. within the scene or cause them to Exit
Within the space you dominate as the scene. Consent is required if the
adversary. The method of operation target is not an Extra. Can be used even
a dominion, you can bend the laws of
is the same as Dominion Arts, the world, adjudicate new world laws. if you are not present in the scene, LV
and it can be used by Apostles and There, no wish is beyond your reach. times per scenario.
"Feathers". You dominate space, allowing you to
instantly exit a location or draw desired
individuals from remote areas.

Authority: Domination Authority: Seal Authority: Spatial Expansion


Type: None Type: None Type: None
Timing: Initiative Step LV: 10 Timing: Initiative Step LV: 10 Timing: Initiative Step LV: 10
A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Effect
Range: Scene Cost: 0 Range: Scene Cost: 0 Range: Scene Cost: 0
Effect: You can manipulate the Effect: Neutralize an NPC, making Effect: Cause a space, terrain, or
memories and personality of an them incapable of any action.This ef- building you control to appear at a
NPC at will. This effect is lifted when fect is lifted when you become True location of your choice. Can be used
you become True Death or when a Death or when a condition set by the LV times per scenario.
condition set by the GM is cleared. Can GM is cleared. Can be used LV times You modify the world laws of
be used LV times per scenario. per scenario. space, instantaneously manifesting any
You can brainwash others at will or With the power ego, you can afflict desired scene, such as gigantic buildings,
implant false memories by incorporating individuals or surroundings with an labyrinths, deserts, seas, or castles
them into your domain. unending sleep or incurable diseases, floating in the sky, defying all physical
or seal them into statues or paintings, laws.
rendering them powerless.

Authority: Reincarnation Authority: Destruction Authority: Law


Type: None Type: None Type: None
Timing: Setup Step LV: 10 Timing: Initiative Step LV: 10 Timing: Setup Step LV: 10
A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Scene A.Check: Auto Success Target: Scene
Range: Scene Cost: 0 Range: Scene Cost: 0 Range: Scene Cost: 0
Effect: Transform an Extra into any Effect: Destroy one specified object, Effect: Create a specific situation you
enemy of your choice. This effect is building, order, concept, etc. This effect desire, such as the spread of a plague,
lifted when you become True Death only works on Extras and enemies when the degeneration of public morals,
or when a condition set by the GM applied to characters. Can be used LV inflation, regression of civilization, or
is cleared. Can be used LV times per times per scenario. inversion of values. This effect is lifted
scenario. You can cause natural disasters or when you become True Death or when
You can distort your very existence rewrite the laws of the world, destroying a condition set by the GM is cleared.
through the changes in the world laws, everything, regardless of its physical Can be used LV times per scenario.
transforming people into monsters or form. You manipulate the world laws,
minions. creating situations dominated by
whatever laws and common sense you
desire.

235
Enemy Data
"Uh, what was this called again?
Ah yes, Obliteration. Right."

"Magician of Meguro," Yang Weili

Type: Human Street Gang Police Officer


Type: Human LV: 1 (Clade) Type: Human LV: 2 (Clade)
This section lists human enemies. Phy: 6/3 Tec: 4/2 Emo: 3/1 Phy: 6/3 Tec: 7/3 Emo: 3/1
They are mostly envisioned as
Ble: 3/1 Soc: 4/2 Ble: 4/2 Soc: 5/2
Known Men or those who control/
use weapons, mythics, or humans Melee: 4 Shooting: 3 Melee: 4 Shooting: 4
who are on the verge of becoming Evasion: 3 A.Speed: 6 Evasion: 4 A.Speed: 7
demi-humans. Although physically FP: 10 Armor: 1 Guard: 2 FP: 13 Armor: 2 Guard: 4
fragile, their skills, scientific power, Attack: Knife (Melee) Attack: Baton (Melee)
and teamwork make them formidable Target: Single Range: Inside Target: Single Range: Inside
opponents. Hit: 4 DMG: [Physical] 7+1D6 Hit: 4 DMG: [Physical] 7+1D6
Art: Range Attack: Technique 1 Art: Range Attack: Technique 1, Targeting, BS
Youngsters who hang around in bustling Infliction: Bind
areas, engaging in fights and petty crimes as a Regular patrol officers unaware of the
group. Often become minions of mythics. existence of mythics.

Yakuza/Mafia MMM Spirit Division Officer


Type: Human LV: 2 (Clade) Type: Human/Machine LV: 3 (Clade) Type: Human LV: 3 (Clade)
Phy: 7/3 Tec: 7/3 Emo: 4/2 Phy: 8/4 Tec: 6/3 Emo: 3/1 Phy: 7/3 Tec: 7/3 Emo: 8/4
Ble: 3/1 Soc: 4/2 Ble: 3/1 Soc: 4/2 Ble: 4/2 Soc: 4/2
Melee: 4 Shooting: 5 Melee: 6 Shooting: 6 Melee: 4 Shooting: 6
Evasion: 3 A.Speed: 7 Evasion: 4 A.Speed: 8 Evasion: 5 A.Speed: 7
FP: 14 Armor: 1 Guard: 2 FP: 20 Armor: 4 Guard: 4 FP: 16 Armor: 3 Guard: 4
Attack: Pistol (Shooting) Attack: Knife (Melee) Attack: Anti-Mythic Pistol (Shooting)
Target: Single Range: Inside Target: Single Range: Inside Target: Single Range: Outside
Hit: 4 DMG: [Technique] 8+1D6 Hit: 4 DMG: [Physical] 7+1D6 Hit: 6 DMG: [Emotion] 9+1D6
Art: Melee Attack: Physical 1, Power Charge, Art: Range Attack: Technique 1 Art: Melee Attack: Technique 1, Support Ability
Defense Role Youngsters who hang around in bustling 1, Piercing Strike 1, BS Infliction: Poison 1
Criminals who may have a vague awareness areas, engaging in fights and petty crimes as a Publicly disguised as riot police or detectives.
of the existence of mythics. Accustomed to group. Often become minions of mythics.
combat and dangerous.

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Noah Crusaders Black Coats Exorcism Monks


Type: Human LV: 4 (Clade) Type: Human LV: 4 Type: Human LV: 4
Phy: 4/2 Tec: 7/3 Emo: 8/4 Phy: 7/3 Tec: 7/3 Emo: 4/2 Phy: 8/4 Tec: 5/2 Emo: 8/4
Ble: 6/3 Soc: 7/3 Ble: 8/4 Soc: 5/2 Ble: 8/4 Soc: 4/2
Melee: 7 Shooting: 6 Melee: 6 Shooting: 6 Melee: 7 Shooting: 6
Evasion: 5 A.Speed: 9 Evasion: 6 A.Speed: 11 Evasion: 5 A.Speed: 13
FP: 18 Armor: 3 Guard: 4 FP: 28 Armor: 3 Guard: 4 FP: 26 Armor: 4 Guard: 7
Attack: Capture Wire (Melee) Attack: Holy Verse of Exorcism (Shooting) Attack: Demon Slayer Blade (Melee)
Target: Single Range: Inside Target: Area Range: Outside Target: Single Range: Inside
Hit: 7 DMG: [Technique] 12+1D6 Hit: 6 DMG: [Bless] 9+1D6 Hit: 7 DMG: [Emotion] 11+1D6
Art: Range Attack: Technique 1, Interference 1, Art: Melee Attack: Physical 2, Crushing Blow 2, Art: Range Attack: Bless 1, Inevitable Strike 1,
BS Attack: Bind Piercing Strike 2, Seal Defense Role, Counter: Melee
Fanatics who use tranquilizer guns and other Combat priests from the Vatican's 13th Monks from groups like the Ryuukaikai,
means to capture mythics, which they consider Division. Capable of fighting vampires or skilled in both physical arts and magic.
"endangered species" or "poor experimental mythics on their own.
animals."

Occultists Duelists Magic Swordsmen


Type: Human LV: 5 Type: Human LV: 5 Type: Human LV: 5
Phy: 3/1 Tec: 6/3 Emo: 9/4 Phy: 5/2 Tec: 7/3 Emo: 10/5 Phy: 10/5 Tec: 6/3 Emo: 8/4
Ble: 8/4 Soc: 7/3 Ble: 5/2 Soc: 4/2 Ble: 3/1 Soc: 4/2
Melee: 5 Shooting: 9 Melee: 6 Shooting: 8 Melee: 10 Shooting: 6
Evasion: 6 A.Speed: 12 Evasion: 6 A.Speed: 10 Evasion: 6 A.Speed: 9
FP: 32 Armor: 4 Guard: 2 FP: 30 Armor: 4 Guard: 3 FP: 42 Armor: 3 Guard: 8
Attack: Curse (Shooting) Attack: Summoned Beast's Fang (Shooting) Attack: Demonic Sword (Melee)
Target: Single Range: Scene Target: Single Range: Scene Target: Single Range: Inside
Hit: 9 DMG: [Emotion] 9+2D6 Hit: 8 DMG: [Emotion] 10+2D6 Hit: 10 DMG: [Emotion] 14+2D6
Art: Area Attack, Targeting, Leadership 2, Art: Melee Attack: Physical 2, Power Charge, Art: Area Attack, Power Charge, High-Speed
Support Ability 1, BS Attack: Confusion, BS Targeting, Group Command, Interference 2, Combat, Defense Role, Piercing Strike 2, Seal
Infliction: Pressure Crushing Blow 2 Swordsmen possessed by or wielding curse
Practitioners of Western magic, including New generation magicians who command blades.
members of the Pythagorean cult. mythics through cards.

SDF Exorcism Squad Commanders Mobile Police


Type: Human LV: 6 (Clade) Type: Human LV: 6 Type: Human/Machine LV: 7
Phy: 8/4 Tec: 9/4 Emo: 5/2 Phy: 6/3 Tec: 9/4 Emo: 9/4 Phy: 11/5 Tec: 10/5 Emo: 6/3
Ble: 6/3 Soc: 7/3 Ble: 7/3 Soc: 10/5 Ble: 7/3 Soc: 8/4
Melee: 9 Shooting: 10 Melee: 9 Shooting: 9 Melee: 12 Shooting: 10
Evasion: 7 A.Speed: 13 Evasion: 6 A.Speed: 15 Evasion: 7 A.Speed: 12
FP: 45 Armor: 6 Guard: 8 FP: 38 Armor: 3 Guard: 2 FP: 58 Armor: 8 Guard: 8
Attack: Flamethrower (Shooting) Attack: Large Pistol (Shooting) Attack: Steel Fist (Melee)
Target: Area Range: Inside Target: Single Range: Outside Target: Single Range: Inside
Hit: 9 DMG: [Technique] 9+1D6 Hit: 9 DMG: [Technique] 11+1D6 Hit: 12 DMG: [Physical] 15+2D6
Art: Melee Attack: Physical 2, Range Attack: Art: Group Command, Leadership 3, Support Art: Range AttackTechnique 2, Area Attack,
Emotion 2, Targeting, Defense Role, Crushing Ability 2, Interference 2, Approach Difficulty Weak Point: Social, Defense Role, Crushing Blow
Blow 2, Counter:Shooting Agents excelling in the power to move 3, Self-Destruction
A special force designed to annihilate mythics subordinates. The trump card of the Metropolitan Police
and any witnesses to their appearance. Department's Special Machinery Division 2,
equipped with prototype powered suits.

237
Psychic Fighter Jet Tank
Type: Human LV: 7 Type: Human/Machine/Giant LV: 8 Type: Human/Machine/Giant LV: 8
Phy: 6/3 Tec: 8/4 Emo: 13/6 Phy: 12/6 Tec: 14/7 Emo: 5/2 Phy: 14/7 Tec: 15/7 Emo: 7/3
Ble: 7/3 Soc: 6/3 Ble: 6/3 Soc: 9/4 Ble: 6/3 Soc: 7/3
Melee: 11 Shooting: 12 Melee: 10 Shooting: 13 Melee: 12 Shooting: 14
Evasion: 9 A.Speed: 14 Evasion: 11 A.Speed: 24 Evasion: 10 A.Speed: 13
FP: 68 Armor: 6 Guard: 5 FP: 88 Armor: 12 Guard: 4 FP: 102 Armor: 15 Guard: 6
Attack: Psychoblast (Shooting) Attack: Anti-Tank Missile (Shooting) Attack: Large Flamethrower (Shooting)
Target: Area Range: Scene Target: Area Range: Outside Target: Area Range: Inside
Hit: 12 DMG: [Emotion] 17+2D6 Hit: 13 DMG: [Technique] 16+2D6 Hit: 14 DMG: [Technique] 15+2D6
Art: Melee Attack: Emotion 3, Range Attack: Art: Melee Attack: Technique 3, Piercing Strike Art: Range Attack: Technique 3, Targeting,
Social 3, Flight, Interference 2, Inevitable Strike 2, Flight, Power Charge, Targeting, High-Speed Attribute Resistance: Physical, Weak Point:
22BS Infliction: Confusion Combat Emotion, Defense Role, Seal, Self-Destruction
Humans who suddenly awaken to psychic A fighter jet of the SDF Exorcism Squad, A tank of the SDForce Exorcism Squad,
abilities, often unable to control their powers. capable of air-to-air and air-to-ground combat. equipped with a large flamethrower for sweeping
operations.

Type: Mythic Summoned Mythic Pack of Werewolves


Type: Visitor LV: 4 Type: Subhuman LV: 5 (Clade)
Here, we list mythic enemies. Phy: 7/3 Tec: 3/1 Emo: 5/2 Phy: 9/4 Tec: 4/2 Emo: 6/3
This includes the vast majority of
Ble: 6/3 Soc: 3/1 Ble: 5/2 Soc: 6/3
mythics that are neither dominators
transformed into aberrant forms Melee: 8 Shooting: 7 Melee: 9 Shooting: 5
nor demi-humans. Of course, these Evasion: 6 A.Speed: 9 Evasion: 7 A.Speed: 14
can also be used as data for demi- FP: 40 Armor: 4 Guard: 5 FP: 37 Armor: 6 Guard: 3
humans or apostles. They all possess Attack: Sharp Claws and Fangs (Melee) Attack: Werewolf's Claw (Melee)
terrifying combat abilities driven by Target: Single Range: Inside Target: Single Range: Inside
their inherent Ego and will prove to Hit: 8 DMG: [Physical] 9+2D6 Hit: 9 DMG: [Physical] 13+2D6
be formidable enemies if confronted. Art: Range Attack: Emotion 2, Flight, Power Art: Targeting, Power Charge, High-Speed
Charge, Defense Role Combat, Seal, Attribute Resistance: Technique,
Mythics summoned from other dominions Crushing Blow 2
by magicians or mythics' summoning magic. Werewolves that hunt in packs, their prey
Ferocious but loyal to their summoner. being humans who disturb nature.

Vampire Demon Powers


Type: Vampire LV: 5 Type: Hell LV: 6 Type: Holy LV: 7
Phy: 8/4 Tec: 5/2 Emo: 5/2 Phy: 9/4 Tec: 6/3 Emo: 9/4 Phy: 5/2 Tec: 6/3 Emo: 9/4
Ble: 3/1 Soc: 9/4 Ble: 3/1 Soc: 6/3 Ble: 10/5 Soc: 8/4
Melee: 8 Shooting: 7 Melee: 9 Shooting: 9 Melee: 9 Shooting: 11
Evasion: 7 A.Speed: 12 Evasion: 8 A.Speed: 15 Evasion: 8 A.Speed: 14
FP: 51 Armor: 5 Guard: 5 FP: 62 Armor: 6 Guard: 6 FP: 72 Armor: 4 Guard: 8
Attack: Wave of Darkness (Shooting) Attack: Majin's Spear (Melee) Attack: Bow of Light (Shooting)
Target: Area Range: Inside Target: Single Range: Inside Target: Single Range: Outside
Hit: 8 DMG: [Emotion] 7+1D6 Hit: 9 DMG: [Physical] 14+2D6 Hit: 11 DMG: [Bless] 15+2D6
Art: Disaster Attack: Social 2, Group Command, Art: Melee Attack: Social 2Disaster Attack: Art: Melee Attack: Bless 2, Flight, Healing
Leadership 2, Weak Point: Bless, Attribute Emotion 2, Area Attack, Flight, Interference 2, Ability, Support Ability 3, Piercing Strike 3,
Resistance: Physical Power Charge, BS Infliction: Pressure Approach Difficulty, BS Attack: Daze
Vampiric nobility belonging to the Persona High-ranking demons from the Hell The active combat forces of the Heaven
Network. dominion, possessing a firm ego. dominion, tasked with exterminating enemies.
They do not tolerate evil.

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Type: Aberrant Renfield


Type: Vampire LV: 1 (Clade)
This section lists aberrant enemies. Phy: 6/3 Tec: 3/1 Emo: 3/1
They are mythics whose souls have
Ble: 2/1 Soc: 4/2
been consumed by the Abyss, leaving
them capable only of acting at the Melee: 4 Shooting: 3
whim of their Ego. Often, aberrants Evasion: 3 A.Speed: 8
are shunned even by their own kind FP: 13 Armor: 2 Guard: 3
and find themselves in an ostracized Attack: Bite (Melee)
position; however, some are used Target: Single Range: Inside
by other mythics or dominators as Hit: 4 DMG: [Physical] 8+2D6
servants or vanguards. Regardless, Art: Power Charge, Weak Point: Bless
they are certainly incompatible foes A half-vampire created by vampires. Those
for the demi-human PCs. killed by a Renfield become Renfields themselves.

Evil Spirit Feral Beast


Type: Hell LV: 2 (Clade) Type: Subhuman LV: 3
Phy: 6/3 Tec: 4/2 Emo: 6/3 Phy: 8/4 Tec: 3/1 Emo: 4/2
Ble: 2/1 Soc: 3/1 Ble: 4/2 Soc: 3/1
Melee: 5 Shooting: 4 Melee: 7 Shooting: 5
Evasion: 4 A.Speed: 9 Evasion: 3 A.Speed: 13
FP: 17 Armor: 3 Guard: 5 FP: 30 Armor: 4 Guard: 4
Attack: Claw (Melee) Attack: Beast's Fang (Melee)
Target: Single Range: Inside Target: Single Range: Inside
Hit: 5 DMG: [Physical] 9+2D6 Hit: 7 DMG: [Physical] 9+2D6
Art: Range Attack: Emotion 1, Targeting, Art: Power Charge, High-Speed Combat,
Interference 1, Defense Role Crushing Blow 1, BS Infliction: Berserk
A low-ranking soldier of hell. A demon that A werewolf that has transformed into an
has transformed into an aberrant and is treated as aberrant. It indiscriminately destroys everything
a slave by higher-ranking mythics. around it and infects those it attacks with its
destructive impulse.

Ghoul Jorogumo
Type: Vampire LV: 3 Type: Spirit LV: 3
Phy: 8/4 Tec: 3/1 Emo: 8/4 Phy: 5/2 Tec: 5/2 Emo: 8/4
Ble: 2/1 Soc: 3/1 Ble: 5/2 Soc: 6/3
Melee: 5 Shooting: 5 Melee: 5 Shooting: 6
Evasion: 4 A.Speed: 11 Evasion: 4 A.Speed: 12
FP: 26 Armor: 3 Guard: 5 FP: 28 Armor: 4 Guard: 3
Attack: Fang of Darkness (Melee) Attack: Dream Spider Thread (Shooting)
Target: Single Range: Inside Target: Single Range: Scene
Hit: 5 DMG: [Emotion] 14+1D6 Hit: 6 DMG: [Emotion] 10+2D6
Art: Targeting, Weak Point: Bless, Attribute Art: Area Attack, Weak Point: Emotion,
Resistance: Physical, Support Ability 1, BS Attack: Piercing Strike 2, Approach Difficulty, BS Attack:
Bind Confusion
A vampire whose bloodthirst has completely A aberrant dream-eater that lures in the
run wild. It attacks everything as prey. opposite sex with illusions and spider webs to
devour them.

239
Demon Blades Brain Eater Gossip
Type: Human LV: 4 Type: Visitor LV: 4 Type: Conceptual LV: 4
Phy: 9/4 Tec: 3/1 Emo: 8/4 Phy: 5/2 Tec: 9/4 Emo: 6/3 Phy: 6/3 Tec: 4/2 Emo: 9/4
Ble: 3/1 Soc: 3/1 Ble: 4/2 Soc: 4/2 Ble: 3/1 Soc: 9/4
Melee: 7 Shooting: 6 Melee: 6 Shooting: 6 Melee: 6 Shooting: 7
Evasion: 5 A.Speed: 7 Evasion: 5 A.Speed: 12 Evasion: 6 A.Speed: 15
FP: 34 Armor: 7 Guard: 7 FP: 38 Armor: 5 Guard: 6 FP: 42 Armor: 2 Guard: 4
Attack: Blade of the Evil Sword (Melee) Attack: Corrosive Terminal (Melee) Attack: Unsettling Presence (Shooting)
Target: Single Range: Inside Target: Single Range: Inside Target: Area Range: Outside
Hit: 7 DMG: [Physical] 12+2D6 Hit: 6 DMG: [Technique] 8+2D6 Hit: 7 DMG: [Social] 15+1D6
Art: Disaster Attack: Emotion 2, Power Charge, Art: Range Attack: Social, Targeting, Seal, BS Art: Melee Attack: Emotion 2, Flight, Weak
Targeting 1, Support Ability 2, Defense Role, Attack: Bind, BS Infliction: Daze Point: Social, Interference 2, Inevitable Strike 1,
Crushing Blow 3, BS Attack: Berserk A parasite that has started to prey on human BS Attack: Confusion
An aberrant curse blades. Seeks to manifest a brains to quickly obtain information. Beings materialized from macabre rumors,
world of carnage around it. such as serial killers or cursed tales.

Bakeneko Man-eating Flower Distorted Beauty


Type: Subhuman LV: 5 Type: Spirit LV: 5 Type: Holy/Hell LV: 5
Phy: 9/4 Tec: 5/2 Emo: 8/4 Phy: 5/2 Tec: 3/1 Emo: 9/4 Phy: 6/3 Tec: 3/1 Emo: 9/4
Ble: 4/2 Soc: 5/2 Ble: 7/3 Soc: 4/2 Ble: 9/4 Soc: 4/2
Melee: 8 Shooting: 6 Melee: 9 Shooting: 8 Melee: 7 Shooting: 7
Evasion: 6 A.Speed: 16 Evasion: 5 A.Speed: 8 Evasion: 6 A.Speed: 14
FP: 52 Armor: 5 Guard: 3 FP: 46 Armor: 4 Guard: 6 FP: 52 Armor: 6 Guard: 4
Attack: Cat's Torment (Melee) Attack: Entanglement (Melee) Attack: Distortion (Shooting)
Target: Single Range: Inside Target: Area Range: Inside Target: Single Range: Outside
Hit: 8 DMG: [Physical] 11+2D6 Hit: 9 DMG: [Physical] 8+2D6 Hit: 7 DMG: [Emotion] 16+2D6
Art: Targeting, Interference 2, Crushing Blow 2, Art: Disaster Attack: Emotion 1, Healing Ability, Art: Melee Attack: Bless 2, Flight, Targeting,
Counter: Melee, BS Attack: Control Seal, BS Attack: Bind Weak Point: Bless, Piercing Strike 2, BS Attack:
A aberrant cat that takes pleasure in A beautiful flower that devours humans it Control
tormenting humans like mice before killing them. captures. A maiden of the forest transformed Angels with repulsive appearances that drive
into a grotesque form. people to suicide.

Zombie Slaughter Machine Executioner


Type: Hell/Conceptual LV: 6 (Clade) Type: Machine LV: 6 Type: Visitor LV: 6
Phy: 10/5 Tec: 4/2 Emo: 6/3 Phy: 9/4 Tec: 10/5 Emo: 3/1 Phy: 9/4 Tec: 9/4 Emo: 4/2
Ble: 4/2 Soc: 6/3 Ble: 4/2 Soc: 6/3 Ble: 4/2 Soc: 6/3
Melee: 10 Shooting: 7 Melee: 9 Shooting: 10 Melee: 10 Shooting: 10
Evasion: 5 A.Speed: 13 Evasion: 7 A.Speed: 12 Evasion: 7 A.Speed: 14
FP: 48 Armor: 7 Guard: 2 FP: 67 Armor: 9 Guard: 4 FP: 55 Armor: 8 Guard: 9
Attack: Wraith's Strike (Melee) Attack: Brass Arm (Melee) Attack: Laser Blade (Melee)
Target: Single Range: Inside Target: Single Range: Inside Target: Single Range: Inside
Hit: 10 DMG: [Physical] 12+3D6 Hit: 10 DMG: [Physical] 16+2D6 Hit: 10 DMG: [Technique] 10+2D6
Art: Power Charge, Attribute Resistance: Art: Disaster Attack: Technique 2, Group Art: Range Attack: Technique 2, Interference 2,
Physical, Attribute Resistance: Technique, Weak Command, Leadership 2, Support Ability 2, Power Charge, Targeting, Attribute Resistance:
Point: Emotion, Defense Role CounterShooting, Self-Destruction Technique, Defense Role
A writhing corpse. A powerful aberrant born An automaton whose soul mechanism has An aberrant enforcer who slaughters under
from the power of the void. gone berserk due to its grotesque transformation. their twisted justice.

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Asura Poison Lizard


Type: Subhuman LV: 7 Type: Spirit/Holy/Giant LV: 7
Phy: 12/6 Tec: 6/3 Emo: 9/4 Phy: 13/6 Tec: 3/1 Emo: 6/3
Ble: 5/2 Soc: 4/2 Ble: 6/3 Soc: 3/1
Melee: 11 Shooting: 7 Melee: 12 Shooting: 11
Evasion: 7 A.Speed: 15 Evasion: 8 A.Speed: 11
FP: 76 Armor: 6 Guard: 6 FP: 88 Armor: 8 Guard: 4
Attack: Asura's Claw (Melee) Attack: Poison Fog (Shooting)
Target: Single Range: Inside Target: Area Range: Outside
Hit: 11 DMG: [Physical] 18+2D6 Hit: 11 DMG: [Emotion] 10+2D6
Art: Area Attack, Power Charge, Targeting, Art: Melee Attack: Physical 3, Power Charge,
High-Speed Combat, Defense Role, Crushing Weak Point: Bless, Seal, Approach Difficulty, BS
Blow 3, Counter: Melee Attack: Poison 5
An aberrant demon. Just like the malevolent A deformed greedy dragon.
spirits in legends, it kills, devours, and steals.

Twisted Laughter Kaiju


Type: Hell/Conceptual LV: 7 Type: Spirit/Giant LV: 8
Phy: 7/3 Tec: 8/4 Emo: 13/6 Phy: 16/8 Tec: 3/1 Emo: 10/5
Ble: 3/1 Soc: 12/6 Ble: 4/2 Soc: 5/2
Melee: 11 Shooting: 13 Melee: 15 Shooting: 14
Evasion: 10 A.Speed: 18 Evasion: 6 A.Speed: 9
FP: 78 Armor: 6 Guard: 7 FP: 172 Armor: 14 Guard: 2
Attack: Mockery of Existence (Shooting) Attack: Behemoth's Strike (Melee)
Target: Single Range: Scene Target: Area Range: Inside
Hit: 13 DMG: [Emotion] 15+2D6 Hit: 15 DMG: [Physical] 22+3D6
Art: Targeting, Area Attack, Weak Point: Art: Disaster Attack: Emotion 3, Area Attack,
Physical, Interference 3, BS Attack: Control, BS Flight, Power Charge, Targeting, High-Speed
InflictionBerserk Combat
An aberrant hell jester. Erases everything with A gigantic anomaly. Extremely dangerous as it
its mockery. involuntarily draws human attention.

Object X Curse God


Type: Subhuman/Giant LV: 8 Type: Spirit/Holy LV: 8
Phy: 12/6 Tec: 12/6 Emo: 6/3 Phy: 7/3 Tec: 6/3 Emo: 14/7
Ble: 4/2 Soc: 4/2 Ble: 14/7 Soc: 9/4
Melee: 12 Shooting: 9 Melee: 14 Shooting: 13
Evasion: 6 A.Speed: 13 Evasion: 10 A.Speed: 21
FP: 126 Armor: 10 Guard: 8 FP: 105 Armor: 8 Guard: 8
Attack: False Arm (Melee) Attack: Divine Majesty (Shooting)
Target: Single Range: Outside Target: Area Range: Scene
Hit: 12 DMG: [Physical] 16+3D6 Hit: 13 DMG: [Bless] 25+2D6
Art: Melee Attack: Physical, Area Attack, Weak Art: Flight, Group Command, Leadership 3,
Point: Technique, Attribute Resistance: Social, Weak Point: Social, Inevitable Strike 2, Disaster
Self-Destruction, BS Attack: Bind Attack: Bless, BS Infliction: Pressure
A man-made monster or proliferating entity. An aberrant deity who has been forgotten by
A giant slime. its worshipper.

241
Type: Dominator The Fool Brainiac
Type: Hell/Conceptual LV: 9 Type: Visitor/Giant LV: 9
Here, we list dominator enemies. Phy: 6/3 Tec: 10/5 Emo: 16/8 Phy: 14/7 Tec: 16/8 Emo: 12/6
They are mythics that have managed
Ble: 5/2 Soc: 16/8 Ble: 8/4 Soc: 8/4
to consume the Abyss with their
powerful Ego, gaining immense Melee: 12 Shooting: 14 Melee: 14 Shooting: 13
strength without become aberrants. Evasion: 10 A.Speed: 18 Evasion: 7 A.Speed: 12
Many of them scheme various FP: 148 Armor: 12 Guard: 8 FP: 175 Armor: 10 Guard: 11
plots to satisfy their insatiable Ego Attack: Legion of Malice (Shooting) Attack: Infinite Tentacles (Melee)
or to expand their own dominion Target: Area Range: Outside Target: Area Range: Scene
by targeting other dominions or Hit: 14 DMG: [Social] 24+2D6 Hit: 14 DMG: [Physical] 20+2D6
the power of the "Feathers." They Art: Melee Attack: Emotion 4, Group Art: Melee Attack: Technique 4, Disaster Attack:
can become the greatest and most Command, Leadership 4, Weak Point: Social, Emotion 4, Power Charge, Targeting, Group
powerful enemy for the PCs and High-Speed Combat, Support Ability 4, Command, Leadership 3, Healing Ability, Weak
possess overwhelming force, so Interference 4, Inevitable Strike 4, Approach Point: Emotion, Weak Point: Social, Attribute
caution is advised when introducing Difficulty, Counter: Shooting, Self-Destruction, Resistance: Physical, Attribute Resistance:
BS Attack: Control, BS InflictionConfusion, BS Technique, Defense Role, Crushing Blow 4,
them as adversaries in a scenario. Infliction: Daze, BS Infliction: Berserk, World Piercing Strike 4, BS Attack: Bind, BS Attack:
Law: Collapse 2, World Law: Unchanging, Confusion, World Law: Divine Speed 2, World
World Law: Transcendence 1, World Law: Law: Collapse 2, World Law: Unchanging,
Exclusion 2 World Law: Despair 2
A hell jester that plays malicious pranks on The ultimate form of a parasite whose
entire worlds or nations. It is often said that very ego, the desire to acquire information, has
among past dictators and tyrants, fools frequently materialized. It lurks in a dominion cooled to
mixed in. absolute zero, sending its parasitic underlings
to various worlds to continuously gather
information.

High-ranking Angel Demon Lord Dark Lord


Type: Holy LV: 9 Type: Hell LV: 10 Type: Vampire LV: 10
Phy: 8/4 Tec: 9/4 Emo: 14/7 Phy: 20/10 Tec: 10/5 Emo: 21/10 Phy: 14/7 Tec: 16/8 Emo: 12/6
Ble: 18/9 Soc: 14/7 Ble: 8/4 Soc: 20/10 Ble: 9/4 Soc: 24/12
Melee: 13 Shooting: 13 Melee: 16 Shooting: 15 Melee: 14 Shooting: 16
Evasion: 9 A.Speed: 16 Evasion: 11 A.Speed: 20 Evasion: 13 A.Speed: 23
FP: 152 Armor: 14 Guard: 12 FP: 186 Armor: 13 Guard: 9 FP: 162 Armor: 11 Guard: 6
Attack: Sword of Judgment (Melee) Attack: Light of Destruction (Shooting) Attack: Absolute Dignity (Shooting)
Target: Single Range: Inside Target: Area Range: Outside Target: Area Range: Scene
Hit: 13 DMG: [Bless] 28+2D6 Hit: 15 DMG: [Emotion] 34+3D6 Hit: 16 DMG: [Social] 32+3D6
Art: Range Attack: Bless 4, Disaster Attack: Art: Melee Attack: Physical 4, Disaster Attack: Art: Melee Attack: Physical 5, Disaster Attack:
Social 4, Area Attack, Flight, Targeting, Power Emotion 5, Area Attack, Flight, Group Emotion 5, Targeting, Power Charge, Group
Charge, Group Command, Leadership 4, High- Command, Leadership 5, High-Speed Combat, Command, Leadership 6, High-Speed Combat,
Speed Combat, Support Ability 4, Seal, Counter: Weak Point: Bless, Attribute Resistance: Emotion, Weak Point: Bless, Attribute Resistance: Physical,
Melee, BS Attack: Pressure, BS AttackConfusion, Defense Role, Crushing Blow 5, Piercing Strike 5, High-Speed Combat, Support Ability 5,
BS Infliction: Daze, World Law: Divine Speed Counter: Melee, Counter: Shooting, BS Attack: Interference 5, Piercing Strike 5, Inevitable Strike
1, World Law: Unchanging, World Law: Berserk, BS Attack: Poison 4, BS Infliction: 5, BS Attack: Daze, BS Attack: Bind, BS Infliction:
Transcendence 2, World Law: Summoning 1 Pressure, BS InflictionDaze, World Law: Divine Control, World Law: Divine Speed 2, World
Angels that have come to oversee an entire Speed 1, World Law: Collapse 2, World Law: Law: Unchanging, World Law: Transcendence
dominion. Like Demon Lords, they possess Unchanging, World Law: Transcendence 2, 2, World Law: Exclusion 2, World Law: Despair
various values and are engaged in a silent struggle World Law: Summoning 1, World Law: Despair 2, World Law: Immortality 1
every day on how to guide the heaven without 2 A vampire that has transcended other
God. A demon that has expanded its own ego to vampires. No longer holding even a shred of
become the king of a demon realm, continuously human heart, it reigns in darkness as an absolute
fighting to become the supreme ruler of all monarch. It is said to have grown tired of
demon realms. humans and now preys on vampires as well.

242
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Warning
Do not read unless you are the GM
The following content includes the scenario details. If you
are a player, this content is equal to the spoiler of a movie or
story you are about to watch. If you are not going to be the GM,
please do not read this content under any circumstances.

On the Internet
If you have played this scenario as a GM or a player, be careful
about discussing its details with those who have not participated
in your game to avoid spoilers.
Please be especially cautious when handling this information
on the Internet or other public forums.

243
How to Read the Scenario
"Every story has its rules.
Ignore them, and you'll never earn applause."

"Eternal Master" Masaka Seicho

How to Read the Scenario

This section explains how to read


the sample scenarios in this book. GMs
Character Creation
should use this as a guide before the This section contains notes on
session begins. PC creation. It included both Quick
Start and Construction, and the
recommended sample characters and
Scenario Data roots for each. In some cases, specific
This part details the intended number backgrounds or covers may be assigned
of players and the estimated playtime to PCs by the GM.
for which the scenario is designed.
Bonds Between PCs
Scenario Background This part describes how bonds
This section provides an overview between PCs are formed in the scenario.
of the scenario’s flow, background, and
ending. Reading this will help grasp the
whole picture of the scenario.
Scene Descriptions
Scenarios in "BBT" are described
Scenario Preview scene by scene. Each scene is structured
as follows:
This section includes a preview of
the scenario. Refer to P221 for details
on the current preview.
Scene Title
The GM should read this preview The title of the scene. There is no
aloud during character creation and need to inform players of the scene
at the start of the main play. This can titles.
help set the players' expectations for
the session. Scene Player
The main character PC for that
scene, described by number, such as
PC2. If multiple PCs are specified, the
GM can choose one at their discretion.
For Master Scenes, it is noted as a
Master Scene.

244
ON
O SECTI
SCENARI

Overview involve NPCs that appear in the


scenario, personalities featured in the
This section provides explanations book, or other PCs.
intended for the GM about the scene.
It describes the purpose of the scene, ③ Recommended Sample Characters
its flow, any events that occur, and Names of sample characters
possible combats. recommended for use if opting for
GM should be carefful not to read Quick Start.
this aloud.
④ Recommended Blood/Roots
Description The recommended Blood or Roots
This part contains the specific if the character is being created with
descriptions and directions for the Construction methods.
scene. The GM should read this part
aloud, although it may be desirable to ⑤ Cover
adjust the details based on the PCs' The recommended cover for that
backgrounds and circumstances. PC.

⑥ Background
Dialogue This section includes backgrounds,
This section includes the lines for situations, and explanations given to
NPCs that appear in the scene. The the characters being created. Before
speaker's name follows a "▼" symbol. distributing the handouts, it would be
Like the descriptions, the content and good for the GM to read each aloud.
language may need to be adjusted
based on the PCs' backgrounds and
responses.
It is not always necessary to read all
dialogue aloud, but some lines explain
important scenario elements. The GM
should read through the scenario and
familiarize themselves with these.
HOW TO READ SCENARIO HANDOUT
Outcome
This part outlines how the scene
ends, including any special steps or
transitions to other scenes. 1 PC Number
3 Recommended 4 Recommended
Sample Characters Blood/Root
Scenario Handouts
The scenario includes handouts to
be distributed to each player. Before
character creation, read each handout
aloud and distribute one to each player.
Understand Scenario Handouts
The following explains each item
found in the scenario handouts:

① PC Number
A sequential number conveniently
assigned to each PC, corresponding
with those in the scenario text. In cases 2 Bonds 5 Cover 5 Cover
where there are fewer players, prioritize
the PCs with lower numbers.

② Bonds
The bonds given to PCs in the
scenario are written here. These may

245
PREPLAY

Scenario Data PC1, as his prey due to his vampiric


urges, Impaler plans to kidnap her
Players: 3~5 people to satisfy his desires, and this could
Playtime: 3~5 hours provide a clue about Impaler, or the
Red Dead gang, to the PCs to track
Scenario Background them down.
Among the color gangs of The scenario concludes with PCs
Ikebukuro, one particularly brutal and entering the "Red Horror House" and
cruel group stands out, "Red Dead." defeating Impaler.
They are a lawless gang of vampires
who openly commit murder and assault
against civilians.
Preview
Naturally, organizations including Tragedies unfold every night in
the police and the Persona Network Ikebukuro. The brutal and ruthless color
gang "Red Dead," with the power of
oppose them, but the leader of Red mythics, ignores both human laws and
Dead, "Impaler," is a powerful vampire, mythics decrees, time and time again
a "Blood Child" of the famous Count committing massacres.
Dracula, and a Dominator who Blood drips through the night of
(*) Red Horror House possesses his own Dominion. By Ikebukuro, spreading ripples. And the
A Sealed Dominion. It is a derelict
warehouse in Ikebukuro that has
escaping into his Dominion, "Red demi-humans, willingly or not, get
been transformed into a Dominion, Horror House (*)," Impaler can evade caught up in it...
with the unique ability to open its his pursuers and carry out heinous act. Beast Bind Trinity
entrance anywhere in Ikebukuro, [Red Dead Night]
allowing only Impaler and members Impaler sets his sights on an ordinary
The thirst burns the heart, while
of Red Dead to enter or leave. This high school girl, Nanami Mizuno. human bonds unite it.
allows Red Dead to evade various
organizations' pursuit and wreak Considering Nanami, a classmate of
havoc.

246
ON
O SECTI
SCENARI

Character Creation to use the following sample characters


for Quick Start:
Construction
If the players are familiar with
After reading the preview, distribute the rules and own the rulebook,
handouts to each player. It's up to the PC1: Bio Armor (P68)
they can create characters using
Construction.
GM whether they choose which player PC2: Phantom Rider (P82) In this case, let each PC take
to give the handouts to, or if the players PC3 King of Ikebukuro (P78) the recommended Blood from
the handout, and the GM should
decide among themselves. If there are PC4: Oni Officer (P84) explain the settings associated with
fewer players, prioritize the handouts PC5: Bloody Princess (P70) the handout.
with lower numbers..
Handouts Recommended Covers
The handouts contain pre- These covers are recommended for
information that differs for each PC each PCs:
and the relationship given to the PC by (*) High School Student
the scenario. PC1: High School Student (*) Set as attending a high school
in Ikebukuro, typically Private
After reading the preview, the PC2: Ikebukuro's Courier (*) Tsukikage High School (P45).
GM should read the contents of the PC3: Leader of a Ikebukuro's Gang (*) Ikebukuro's Courier
scenario handouts below and distribute PC4: Officer of the Spirit Division PC2 can participate in the
them to each player. Then, it's good PC5: No specific recommendation scenario as a friend of Kurosawa,
not necessarily as a courier. If the
to have the players create their PCs GM does not mind adjusting or
according to the handouts. Bonds Between PCs changing descriptions, they may
allow participation with any cover.
After creating characters, have
Quick Start players introduce their PCs. Then,
If the players are playing "BBT" determine the bonds between PCs. The
for the first time or do not have the order of forming bonds is as follows:
rulebook, it's recommended to create
characters using Quick Start. PC1 → PC2 → PC3 → PC4 → PC5 → PC1
For this scenario, it is recommended

Scenario Handouts Handout for PC1


Consult with players during character creation about the
following settings for each PC: Bond: Nanami Mizuno - Emotion: Compassion
Quick Start: Bio Armor - Construction: Not specified
PC1: High School Student. Classmate of Nanami Mizuno. Cover: High School Student
You are a demi-human fighting to protect people from monsters while
PC2: Courier. Friend of Kurosawa. living your daily life as a high school student. One day, you come across
PC3: Leader of a gang in Ikebukuro. your classmate, Nanami Mizuno, being attacked by a gang and expose
PC4: Detective of the Police Agency's Spirit Division. your mythic power form to save her. Yet, Mizuno did not fear you.
PC5: Acquaintance of Warren Lake. But this was just the beginning of the incident.

Handout for PC2 Handout for PC3


Bond: Kurosawa - Emotion: Friendship Bond: Gang Members - Emotion: Family
Quick Start: Phantom Rider - Construction: No specification Quick Start: King of Ikebukuro - Construction: Lord
Cover: Courier Cover: Ikebukuro's Gang
You are a demi-human who has lived in Ikebukuro for a long time. Your friend, a You are the leader of a color gang in Ikebukuro.
human detective, Kurosawa, was a good man who had a long friendship with you.. Your gang members, who can be considered your family, were at-
However, Kurosawa was killed by a gang of mythics. His last request was to tacked by the "Red Dead" gang. "Red Dead" is a gang of mythics...
avenge his daughter's death. It's a unusual ob, but it's a friend's request. You must who disregard both human rules and mythics laws.
deliver the "true death" to them. As a king, you must settle this matter.

Handout for PC4 Handout for PC5


Bond: Ryosuke Nagasawa - Emotion: Trust Bond: Warren "Glutton" Lake - Emotion: Rival
Quick Start: Oni Officer - Construction: No specification Quick Start: Bloody Princess - Construction: Dracul
Cover: Officer of the Spirit Division Cover: Not specified
You are a detective in the Police Agency's Spirit Division, who protects citizens from You are a vampire with strong blood. You are not part of the Persona
mythics. Your mission this time is a series of serial murders in Ikebukuro committed Network, but even Warren Lake, the head of the Japanese branch,
by a group of mythics. It seems the perpetrators are a gang... but the pursuit unnaturally respects your strength. Lake has made a request to you: he wants you to
fails, and despite your effort every night, they always slip out of your hands.. crush one of your kind in Ikebukuro, "Impaler." It's pleasing to see the
You must find out their motive and bring justice to these lawbreakers! arrogant Lake bow his head... You might as well accept this request.

247
OPENING PHASE

In the Opening Phase, only the scene


player is generally allowed to appear.
Scene 2: Time for the Hunt
Remember to vary the portrayal Scene Player: PC4
finely according to the PCs' bonds, Overview:
egos, and backgrounds. This is the scene where PC4 receives
orders from Ryosuke Nagasawa.
Scene 1: Kurosawa
A man in his late forties, a Known
Scene 1: The Bearer of Death Description:
Man. He works as a private detective Scene Player: PC2 The Police Agency's Document
with some knowledge about the
Nightside and demi-humans. He has Overview: Compilation Office... a drab office
an ex-wife and a daughter. This is the scene where PC2 receives lined with shelves of documents that
His full name is Kengo Kurosawa.
His daughter's name is Kanako. No a request from Kurosawa. could be considered relics of the
need to explain unless asked. Kurosawa (*) had his daughter killed previous century.
Scene 1: A Pool of Blood by Red Dead and attempted to take The afternoon air is lethargic, and
After being badly wounded in revenge on them alone but was killed. someone just yawns as loud as possible.
battle with Red Dead, Kurosawa PC2 is called by Kurosawa, stands by However, this peaceful afternoon is
used his last strength to escape to
this alley to meet PC2. The path he him at his last moment, and receives interrupted when the door is abruptly
took is marked with his blood. the request for revenge. opened. The person who opened the
Following these bloodstains will
Description: door, Ryosuke Nagasawa, the chief of
not lead to Red Dead. They have
already escaped to their Dominion. the "Spirit Division," scans the office
Ikebukuro — Deep into the night. with sharp eyes and then looks towards
Scene 1: Lies Still You had received an email from an old you.
PC2 can decide how to deal with friend, the detective Hitoze Kurosawa,
Kurosawa's body. If there is no
specific request, Kurosawa will be and came to a deserted alley. Under the Dialogue: Ryosuke Nagasawa
treated as a victim of a random streetlight, Kurosawa is sitting with his "PC4, come here."
murder by the regular police.
legs stretched out. Beneath him is a "There's been a murder in Ikebukuro,
Most of Kurosawa's wounds were
inflicted using bare hands or fangs, dark pool... no, a pool of blood. (*) believed to be committed by a color gang
and a large amount of blood was You realized that his life was fading — over 30 dead already. They don't seem
drained from the wounds. to see the different between rival gang and
away.
Scene 2: Division 1 civilians."
Refers not to the National Dialogue: Kurosawa "Division 1 (*) has taken on the case, but
Police Agency but to the Tokyo "Hey... 'PC2', sorry for calling you out to a they haven't found any leads, and the dozens
Metropolitan Police Department's place like this."
First Investigative Division, which of gang members vanished into thin air. And
handles serious crimes such as "This blood, huh... I got into a fight with it seems the blood was drained from the
murder. some youngsters, and look what happened." bodies — from bite marks on the neck."
"Did I ever tell you I had a daughter? My "It's our job now."
ex-wife took her, she's a middle schooler "The gang's name is 'Red Dead'. A color
by now. Don't know who she takes after, gang with red as their theme. However,
but she liked going out, pretending to be even when they were spotted as a group,
grown-up in Ikebukuro at night... and then, the pursuit hardly yield any result, and not
she was killed. By a gang wearing red..." a single low-ranking member has been
"Tried to take revenge, and look what captured. It's believed they're either hiding
happened." something or have a means of escape."
"Listen, PC2. Those guys... they're not "Don't be reckless. Our job isn't to kill. It's
human, probably. Such strength... (drops a to resolve the incident — alright, go."
handgun) bullets don't even work on them."
(coughs up blood) "I don't have any right Outcome:
to ask you this, but I don't know anyone End the scene when PC4 accepts the
else who could take them on... I never did mission.
anything fatherly for her... Please, at least, Give PC4 the [SA: Solve the Red
avenge my daughter..." Dead Case].
Outcome:
Kurosawa spills blood with a gurgle Scene 3: Vendetta
as his last action and then lies still (*) Scene Player: PC3
with his eyes wide open. End the scene Overview:
if PC2 accepts Kurosawa's request. This scene involves PC3 receiving a
Give PC2 the [SA: Avenge Kurosawa]. SOS about their gang being attacked by
Red Dead gang.

248
ON
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SCENARI

Description 1: also a punk who disregards the laws of the Scene 3: Run Away
Ikebukuro — Night. hunting ground and ravages our blood bags. Attempting to chase after the Red
After receiving an urgent call from He's good at sneaking away... A fitting prey Dead members are useless. The
way they escaped is unnatural as
a member, you rush to a small park. for you, I'd wager." if once you turn a corner, they are
At the entrance of the park, you see (If asked why PC5 is being asked) gone. The fleeing gang members are
characterized by wearing items such
figures tussling — you can tell they are "…Hmph. Because the cleaner sent from as shirts and bandanas that are the
mythics, and particularly bad ones at the Network was also attacked by them. color of blood.
that. There's also the matter with the Vlad Scene 3: Gang Members
The mythics seem to leap at you for Knights (*). We can't afford to reduce our It's advisable to adjust based on
a moment but, sensing your strength, numbers any further." PC3's background and the gang's
background.
they turn tail and run away. (*) "For a reward, I'll give you as much money
or blood bags as you want. A stray like you Scene 3: King
Dialogue: 2 Red Dead Goon must be in need of both." How gang members call
"Hyahaha! A new blood bag!" (If PC requests a plea)
PC3. Depending on the PC3's
background, it could be changed
"Gugegoge~!" "Grr... (grits his teeth and whispers please), to Leader, Queen, Boss, Mr./Ms.
"Hey, stop, idiot. That one looks like trouble. Please, I'm begging you...! (a suppressed
PC3, etc.
Plus, it's almost time up." (runs away) mutter) Remember this..." Scene 3: Injured
Description 2: Outcome: This shows that the other gang
members cannot be relied upon as
Inside the park, your gang members End the scene when PC5 accepts the a fighting force. It would be good to
have gathered... some of them are request.
adjust according to the background
of PC3's gang team. If PC3 is the
groaning, their clothes soaked in blood. Give PC5 the [SA: Crush Impaler]. only demi-human or mythic, this
Dialogue 2: Gang Members (*) line may not be necessary.
Scene 4: "Impaler"
"King! (*) It's hurt!"
"They suddenly attacked us... they were so
Scene 5: The Bonds Between Two World Warren Lake provides PC5 with
Scene Player: PC1 a photo (or a mental image) of
strong. They're not normal." Impaler's appearance. He also
"It was definitely the 'Red Dead' gang, Overview: informs that Impaler attacks both
humans and mythics indiscriminately,
~pyon. They're crazy, attack anyone they The scene where PC1 rescues commands followers, and engages in
see, gang or not, ~pyon." Nanami Mizuno from Red Dead. gang-like activities.
"There are rumors of mass murder... It's It starts with PC1 and Red Dead Scene 4: Vlad Knights
bad. If the King hadn't come, we'd probably confronting each other. (*) Warren Lake is in a state of
be dead too... It's super bad." Description 1: conflict with the Vlad Knights and
is struggling. Believing that "Shadow
"All the members who can fight are injured
Night — Ikebukuro. England" backs the Vlad Knights,
(*) now. What do we do, King?" Lake anticipates a fierce battle in
Guided by a scream captured by your Ikebukuro in the near future and has
"Let's get back at them, King!"
supernatural hearing as a demi-human, decided that the Persona Network
Outcome: you arrive in a complex alley. can no longer afford to deploy more
combatants.
The scene ends when PC3 decides to At the end of the alley, there's a
seek revenge or investigate. Scene 5: Confronting each other
girl lying on the ground, seemingly It's okay to depict events leading
Give PC3 the [SA: Annihilate Red unconscious without any visible up to this scene. Adjust according to
Dead]. injuries. PC's setting, such as coming across
the situation on the way home or
In front of you, there are several patrol, or hearing a scream from
Scene 4: Masquerade gang members. one's room.
But upon closer inspection, their
Scene Player: PC5 eyes glow red, and filthy sharp fangs
Overview: are visible at their mouths — they try
This scene involves PC3 receiving a to hide their identity with deep red
SOS about their gang being attacked by caps and bandanas, but they are clearly
Red Dead gang. mythics.
Description: Dialogue: Red Dead
Late at night. Ikebukuro's night glows "What's up?"
like a city that never sleeps, with neon "Hey, don't interrupt our meal, you mortal
lights shining like jewels. The Sunshine scum!"
60 building, the tallest in Ikebukuro at "Go on, get lost, or we'll mess you up!"
240 meters, overlooks these sparkling "Ngfuh, what are you on about, little boy?
lights. You and Warren “Glutton” Lake Get too cocky and...(PC1 reveals its mythic
are standing on its rooftop. form) we'll eat you up~!" (lunges at PC1)
Dialogue: Warren Lake (Seeing PC1's form) "Gah, a demi-human!"
"――It's been a while, PC5." "Yikes, he's strong! Run!!" (they flee)
"I have a request for you... I want someone Overview 2:
to be dead." Move to Description 2 after PC1
"His name is 'Impaler' (*). A new blood, but shoo away the Red Dead members.

249
Scene 5: Shoo away Description 2: Description:
Since Red Dead goons here Using your mythic form (*) and A little away from the alley where
are Extras, they can normally be
defeated by simply roleplay. This powers, you shoo away (*) Red Dead PC1 and Nanami are, there's a mixed-
scene assumes PC1 transforms goons. use building. On its rooftop, a man
into it "Mythic" form. There is
no need to pay a cost for this And then, the girl who should have stands alone.
Transformation. been unconscious is now awake and A vampire, revealing it twisted fangs.
If desired, the GM can conduct a
battle to explain the rules, using the
looking at you... Dialogue: Vampire (Impaler)
Street Gang data on p.236. Dialogue: Nanami Mizuno "Fascinating... She's quite the fine woman.
Scene 5: Mythic form "PC1...? Is that you, PC1?" (*) Too good for some fake wack (*) guy."
It's assumed that PC1 will "What is that...?" "Always the same, blood bags are like fries;
transform in front of Mizuno. Even "No, I'm not scared. Because it's you, PC1." eat too many, and you get heartburn!"
if not, Mizuno still realizes PC1 is
a Mythic through PC1's gestures or
sensing PC1's supernatural aura.
"That look, well, it's a bit strange" (smiles Outcome:
slightly) "But, yeah, it's odd, but kinda cool, After saying that, the man licks his
Scene 5: Is that you, PC1? maybe... Just a little bit!" blood-soaked hand. An abnormally
Mizuno, who appeared to be "PC1 — thank you for saving me." long tongue licks from the fingers to
unconscious, was actually aware
and witnessed PC1's fight and Outcome: the palm, to the wrist... up the arm.
transformation. Adjust how Mizuno Nanami shows a smile of genuine The man's arm, no, his entire body is
addresses PC1 based on the PC's
background, such as using -san, gratitude, despite her surprise. The covered in blood.
or calling them by name without
honorifics.
scene ends. The rooftop where the man stands.
Give PC1 the [SA: Protect Nanami]. Below, on the mixed-use building,
Scene 6: Wack blood flows out (*) of every window
Wack, slang for "odd," "silly,"
implying "lame" or "incompetent"
here, seems to refer to the demi-
Scene 6: Omen like a leak, and there's no sign of life...
from inside the building. A bloody
human. Scene Player: Master Scene scent carries in the wind, and the man
Scene 6: Blood flows out Overview: has vanished from the rooftop before
The residents of this mixed-use The scene where Impaler takes an anyone notices.
building have all been killed by
Impaler. If this isn't clear, please interest in Nanami. PCs cannot Enter. Scene ends.
add this detail.

MIDDLE PHASE

Scene 7: The Vanishing Trail down."


"It's as if he vanished into the air (*) or
Scene Player: PC4 burrowed into the ground..."
Overview: Outcome:
This is the scene where PC4 conducts The scene ends when PC4 has
an investigation. understood the situation and leaves.
PC2 automatically appears, and other
PCs can also appear. It might be good
to encourage PCs like PC3 and PC5 to Scene 8: The Rumors
join for a rendezvous. (*) Scene Player: PC1
Scene 7: Rendezvous
Set the time in the morning. Description: Overview:
Therefore, PC1 and student In Ikebukuro, at a corner of a This is the scene where PC1 talks
characters would be in school with Nanami Mizuno at school.
attending classes. It's not prohibited complex alley, there's a mixed-use
for them to appear, but it might be
good to mention this.
building. Its entrance is sealed off with Description:
Since PC2 will become a scene
"No Entry" tape, and several local Inside PC1's classroom. The chime
player much later, this scene is set to police officers are standing by. signaling the start of lunch break (*)
automatically include them. Last night, all residents of this rings, and everyone buzzes with a sense
Scene 7: Badge mixed-use building were found dead. of release.
The Spirit Division is provided
with appropriate badges for their
Dialogue: Police Officer Nanami Mizuno approaches your
operations. In this case, a badge "Hey, this area is off-limits..." (saw PC4's seat.
identifying them as detectives from
the Tokyo Metropolitan Police
badge (*)) "My apologies!" Dialogue: Nanami Mizuno
Department's First Investigative "There weren't many people living here "PC1, do you want to eat lunch together?"
Division would be appropriate. at night... but we've confirmed 12 victims. (If PC1 has a lunchbox (*)) "Ah... you
Scene 7: Vanished into the air There were also reports of seeing a man in brought your own... No, it's nothing!"
This represents the use of red clothing, resembling a gang member, (If PC1 does not have a lunchbox) "If
Impaler's Dominion power for but we haven't been able to track him
escape. you'd like, please have some of this!"

250
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"Thank you for saving me yesterday."


"Hey, what exactly is PC1's power?"
Scene 10: Red Dead Invitation Scene 8: Lunch Break
It could also be a normal break
(If explained) "I see... so that's what it is. Scene Player: PC3 time or after school. Adjust the
Thank you for telling me." Overview: dialogue accordingly.

(If not explained) "Okay, I understand. I This is the scene where PC3 tracking Scene 8: Lunchbox
A homemade lunchbox by
won't ask anymore. But I believe in you, the movement of Red Dead, leading Nanami. It includes tamagoyaki,
PC1." to a battle. Red Dead targets PC1 (*), which is a bit burnt and misshapen,
Outcome: making PC1 automatically Enter the sausages, fried chicken, chikuzenni,
blanched greens, and cherry
The chime signaling the end of the Scene. tomatoes. The tamagoyaki is the
lunch break rings. The scene ends. The data for Red Dead members will only dish she made by herself; she
had her mother's help with the other
be 4 Renfields (p.239), divided into two dishes.
separate Engage Zone, with all PCs
Scene 9: The Mystery placed separate from them.
No need to explain further unless
PC shows concern.
Scene Player: PC5 (or PC2) Description: Scene 9: Mephistopheles
Overview: Night. You receive a message from a
Refer to p.50. The scene assumes
a conversation on the streets of
This is the scene where PC5 gathers gang member (*) about the movements Ikebukuro.
Mephistopheles himself does
information on Red Dead's elusive of Red Dead goons. When you rush to not yet feel a significant sense
behavior. The description features the back alley you were informed about of crisis regarding Red Dead but
Mephistopheles (*), but depending on does express displeasure at their
via SNS, you see gang members in red indiscriminate killing of civilians.
the bonds and personal backgrounds shirts surrounding PC1.
of PC5, introducing another NPC Scene 9: Investigate a bit more
Dialogue: Gang Member = More detailed information will
might be appropriate. "King! We found them!" be obtained through information
Description: Dialogue: Impaler
gathering in later scenes. This can
be explained to the players.
Upon hearing the name Red Dead, (To PC1) "You look pretty mediocre up It might be a good idea to
Mephistopheles dramatically grimaced. frame the narrative of the
close. Well, let's see what you're made of." information gathering as coming
Dialogue: Nanami Mizuno "Your friends, huh... (to his subordinates) from a communication with
Mephistopheles.
"Red Dead! Those defiant fools!" Take them out." (Uses Authority: Return
"Do whatever they please, disregarding both Gate to Exit) Scene 10: Target PC1
Impaler has set his sights on
human and Nightside rules. An outrageous Dialogue: Red Dead Goon Nanami Mizuno and thus considers
affair indeed." (To PC3 and other PCs) "Try to mess with eliminating PC1, who is with her, as
"However, it seems that both human part of his plans. He's indifferent
us? What an audience!" about whether PC1 lives or dies;
authorities, your fellow gangsters, and the (To Impaler) "Leave it to us, Boss!" it's merely a test of strength, and he
folks from the Persona Network were after "We'll gut you like we did that detective old
doesn't care if his members die in
the process.
them as well." man! Hyahaha!" The attack on PC1 is assumed to
"They say that even in dead ends alleys or (When defeated) "Gah, too... too strong!" happen in a back alley of Ikebukuro,
even in the middle of broad street, they can but this can be modified based on
suddenly vanish..."
Outcome: PC1's settings and actions.

"While it's not something strange, but for The scene ends after the battle. Scene 10: Gang Member
The member only informs about
newcomers, they are smart. Strong desires, the sighting via phone and does not
egos... Dominator, perhaps. If they are appear at this location.
using a Sealed Dominion to escape, that
would be troublesome."
"Hmm, I've been curious about this as well.
It appears we may need to investigate a bit Nanami Mizuno
more." (*)
Outcome: Unknown Man (Becomes Known Man
End the scene after gathering from Middle School onward)
information. A student of Private Tsukikage High School
(subject to change according to PC1). She has
a calm and laid-back personality, and although
she is perceived as quiet by those around her,
she is actually curious and has a strong mental
strenght.
She is a member of the library committee.
Reading is her hobby. Besides books, she
enjoys all kinds of information and new
knowledge, including the internet, television,
and movies. She has a good memory and
excellent grades but is not good at sports.

251
Scene 11: Pedestrians Scene 11: Nanami's Feelings Dialogue: Nanami and Impaler
Passing Unknown Man, Extras. "What? Who are you!?"
They're not color gang but look Scene Player: PC1
"I'm the leader of Red Dead, a.k.a. Impaler!"
rowdy youths. Even if the PCs used
"Arena Expansion" in the previous Overview: "...Impale... what?"
scene, the transition to this scene This scene takes place immediately "I like you, girl! Just like you said, those
implies they were witnessed during
a moment of vulnerability after the after the battle in Scene 10. All PCs in blood bags who disrespect our kind
battle ended. the previous scene automatically Enter (Mythic), they deserve to die."
Scene 11: Scramble Away Scene 11. After Description 1, all PCs "I didn't mean... like that..."
Being witnessed by the pedestrians must make a Corruption check with 10 "No mistake. You're not like those blood
doesn't pose much of a problem.
Their words won't be taken
difficulty. bags. You belong 'on this side.'"
seriously, and after a while, they Description: "Me... with PC1 and...?"
themselves will believe what they "Come with me, sis! (*) I'll make you the
saw was just a drama shooting or "Hi-, mo, monster!!"
something similar. A sudden shout. At the entrance of greatest bride!"
If a PC uses an Art to manipulate the alley, several pedestrians (*) stand "Bride, as in yours? No, I don't want that!"
the memories of the pedestrians,
it automatically succeeds without dumbfounded. Outcome:
needing a check.
Dialogue: Pedestrians Impaler easily overpowers Nanami's
Scene 12: PCs cannot Enter "It's a monster!" resistance, smirking wickedly.
Even if PC1 or other PCs insist
that they are returning home with "It saw us, it's going to eat us!" The next moment, the lights return to
Nanami or watching over Nanami's Dialogue: Nanami Mizuno normal... and no one is there anymore
house, Impaler can still appears
"That's not true! PC1 isn't like those (Impaler uses Authority: Return Gate).
in Nanami's room (located in
Ikebukuro), due to the ability of the monsters, don't say bad things about PC1!" Scene ends.
Dominion "Red Horror House,"
"Because of PC1, you all are safe, don't say
preventing PCs from appearing.
Scene 12: a.k.a. Impaler!
such awful things." Info Gathering
a.k.a. is read as "A-K-A," short for Description 2: After Scene 12 ends, the scene to
"also known as," indicating an alias The pedestrians scramble away (*) in investigate this incident begins. Decide
or another name.
panic. on the Scene Player, set the location
Scene 12: Sis Nanami, with a puffed-up angry face, appropriately, and create the scene.
Short for sister. A term of
endearment for a female friend. glares at their backs before turning The info that can be investigated in
around. this scenario are as follows:
Info Gathering Scene Success in investigating "Red Horror
A scene focused on conversations Dialogue: Nanami Mizuno
between PCs and information "I'm sorry for speaking out of turn." House" allows everyone to move to
gathering. For crucial information
(Why she's here) "It's not like that! I wasn't Scene 13.
like "Red Horror House," it might
be good to convey it through NPCs,
perhaps through contact from
following PC1, I was just... a bit concerned
and happened to be here." Nanami Mizuno
Mephistopheles.
(About the other PCs) "Friends of PC1? 13 or higher: Has been missing (*)
Info Gathering: Other No, I'm not scared... if they're friends of since last night.
It's fine for PCs to investigate
other information if they wish. The PC1." 15 or higher: Red Dead seemed to be
timing to move to Scene 13 is when "I'll be going home then. It's okay, I'll make interested in Nanami. Several people
the PCs head to the abandoned
warehouse. sure to take a route with lots of people!" have been shown her picture, asked
(Exits) (*) if they know this woman.
Info Gathering: Missing
Outcome:
Red Dead
If PC1 goes to school, they'll find
out Nanami is absent. This info can After Nanami Exits and the PCs
be given without a check, such as by
contacting Nanami's home. finish their conversation, the scene 14 or higher: All gang members
Info Gathering: Asked
ends. are Mythics. Most are disfigured
Students from Tsukikage High Renfields, which are what becomes
School and teens hanging out in
Ikebukuro. Impaler took the photo
Scene 12: Red Hand - The Sign of Doom of those bitten by their leader,
with his phone and distributed it Scene Player: Master Scene Impaler.
among Red Dead goons to search
Overview:
for her.
During this, they also inquired
about PC1, leading to the attack in The scene where Nanami Mizuno Impaler
Scene 10. is abducted by Impaler. PCs cannot 9 or below: [Accident] Attack by a
Enter. (*) Red Dead goon. Rêcive Physical:
Description: 15+2D6 damage.
Night... 10 or higher: A vampire. A Dominator
While Nanami is reading in her room, who uses the Dominion "Red
suddenly, all the lights go out. As she Horror House" to escape, making
turns around in panic, she finds herself him a slippery target.
face to face with a mythic—Impaler. 15 or higher: A "Blood Child" of
Count Dracula and a member of

252
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SCENARI

Vlad Knight, aiming to cause chaos with a bond)..." You head towards the
among humans and mythics by warehouse.
committing slaughters in Ikebukuro.

The following info will revealed


Scene 14: Invitation to other Realm
upon obtaining all information about Scene Player: PC1
[Impaler], excluding accidents. Overview:
This scene involves entering the
Red Horror House Dominion and battling the Red Dead
goons inside.
10 or below: [Accident] Got into social The Red Dead's goons consist of 5
obstruction by the Vlad Knight. Renfields (p.239) plus any additional
Social Damage: 20+3D6. from Scene 13, and 1 Vampire (p.238),
15 or higher: A Sealed Dominion. It can all placed in separate Engage Zone.
open temporary entrances anywhere The PCs are placed together in one
in Ikebukuro, explaining Red Dead's Engage Zone.
slippery nature.
17 or higher: Seems to be based Description 1:
in an abandoned warehouse on Inside a warehouses. Its walls are
the outskirts of Ikebukuro city. crumbling, and the roof is torn, making
However, as a Sealed Dominion, it look virtually like a ruin. However, as
only Red Dead goons can enter. If you approach, the shadows inside the
someone inside has a bond with warehouse distort and rise, painting the
someone outside and wishes to meet, walls red.
it might be possible to enter. Before you know it, the abandoned
warehouse has transformed into
something resembling a haunted house,
Scene 13: Searching for Horror House adorned with red viscera. Scene 13: Bond with Nanami Mizuno
Scene Player: PC2 Description 2: Of course, this refers to a Bond
Overview: The interior of the Dominion is
that has not turned into an Ego.
While PCs other than PC1 can
This scene involves searching for truly a horror house. In the dim light, also obtain a Bond with Nanami, it
may be conditional on having met
the abandoned warehouse that serves red-black walls and pillars pulse. As you her during the scenario. Whether
as the entrance to the Dominion "Red proceed down the narrow corridors, or not PC1's Bond with Nanami
has converted into Ego will affect
Horror House" in the warehouse decapitated heads pop out from the developments in later scenes.
district. All PCs appear. darkness, laughing eerily.
To enter the Dominion, two And blocking your path, the Red
conditions must be met. Dead's goons stand in your way.
First, someone among the PCs must Dialogue: Red Dead's Goon
succeed in a difficulty 15 check using "Check it out! Didn't think you'd sniff us
either [Technique] or [Emotion] to find out all the way here, huh? This is a stick-up,
the warehouse. This can be attempted hands up!"
by any number of PCs and repeated, "Your life end here!"
but the number of Renfields increases (When defeated) "Is this our end...?"
by [number of attempts - 1]. Outcome:
The second condition is that there
must be a PC with a Bond (*) with If the battle ends, move to next
Nanami Mizuno. scene.
If both conditions are met, proceed
to Scene 14. Scene 15: Welcome to the Horror House
Description: Scene Player: PC5 (or PC1)
Night. Overview:
A district filled with warehouses, This scene depicts the interior of the
located away from the center Red Horror House. Additionally, during
of Ikebukuro. There are several this, if there are Arts or Equipment that
abandoned warehouses around. Where can recover lost FP from the previous
could the target location be? battle, players are allowed to use them.
Outcome: Description:
Somewhere in the distance, you As you walk through the Horror
thought you heard Nanami's voice. House, its interior becomes increasingly
"Help me... PC1 (or the name of a PC grotesque.

253
Medieval torture devices and bodies "So thirsty. So thirsty. So thirsty."
impaled on spikes line the path. "Why can I read these words even though
Between these, graffiti (or scribbles) there's no light? Why!?"
spray-painted as signs mark the way. "Someone, kill me, please."
As you move forward, the letters in the Outcome:
graffiti twist and eventually turn into After the graffiti become unreadable
strange, ominous patterns that merge and conversations among the PCs
with the veins floating on the walls. conclude, end the scene and move on
Dialogue: Graffiti to the climax phase.
"We Red Dead, the strongest!"
"Ripping it up today too. Respect the hip
hop!"

CLIMAX PHASE

Scene 16: The Demon's Bride Description 1:


Scene Player: Master Scene When you open the final door, an
intense smell of blood floods out.
Overview: In the vast room, members of Red
This scene depicts Nanami Mizuno, Dead lay bleeding on the ground, with
who is captive, and Impaler. PCs Impaler, covered in blood and smiling,
cannot appear. standing among them. Nanami, dressed
Description: in a white wedding gown and soaked in
In the deepest part of the Red blood, unconscious and restrained.
Horror House. Dialogue: Impaler
The room contains dozens of "Welcome to the Red Horror House!!"
Red Dead goons and Impaler with a "These useless fools, I decided to make
smirking face. There is also Nanami, good use of them."
dressed in a wedding gown. "Look... This is the power, given to me by
Dialogue: Nanami and Impaler the 'Count'... My true form!!"
"PC1...?" Description 2:
"Hmph, noticed, have you? Indeed, it seems As Impaler faces upwards and
that this guy PC1 has invaded my dominion, spreads his arms in ecstasy, the bodies
the Red Horror House. How tasteless of of the fallen members are drawn
him to disturb our wedding." towards him and absorbed. Impaler
"He will surely save me... I believe it." laughs maniacally in a grotesque form
"Fine, if you believe in PC1 that much... fused with countless human bodies.
first, I'll crush your hope."
Dialogue: Impaler
Outcome: "Hyahahahaha! Impaler in da house
Impaler raises his hand, and his tonight!"
subordinate, who had been standing "These trash are replaceable. Just kill all the
stiff, press knives to their own throats— blood bags wandering around with their
and pull. stupid faces and make them my minions!"
Nanami's scream and the spray of "Humans are just food. That's what noble
blood fill the room. Scene ends. mythics are. You half-breeds can neither
reach the heights nor resign yourselves
Scene 17: The Red Horror Show to being mere prey. To humans, you're
monsters; to us, you're traitors – demi-
Scene Player: PC1
humans!"
Overview: (To PC5) "Heh, a stray vampire dares to
The scene where the PCs confront oppose me, who carries the noble blood?"
Impaler. After the exchange, a battle (To PC4) "Kyahaha, Officer! What can
takes place. The initial setup places all mere police do? Laughable!"
PCs in one Engage Zone and Impaler (To PC3) "Hehe, if it isn't the annoying
in a separate, distant Engage Zone. 'King'. Perfect timing. I was thinking of
crushing you next!"
(To PC2) "A detective, eh? Ah, that

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ENEMY DATA

Impaler Dominion Arts Tactic


World Law: Unchanging
Data Timing: See effect
Use [World Law: Divine Speed]
during the first Round Initiative Step
Type: Vampire A.Check: Auto to attack as many PCs as possible with
Blood: Vampire Target: Self Range: None [Destroy Howl] which applies [BS
Root: Bloodline/Dracul Effect: Can be used anytime. Spen 5 [FP] Infliction: Poison 2] and [World Law:
[Phy]: 12/6 [Tec]: 8/4 [Emo]: 10/5 points to remove 1 BS. Despair].
[Ble]: 4/2 [Soc]: 8/5 In the next action, use [Bloody Claw]
[Melee]: 10 [Shooting]: 10 World Law: Divine Speed Lv2 combined with [Blood Feast] and
[Evasion]: 5 Timing: Initiative Step [Tyrant of Cruelty] to attack PCs close
[Action Speed]: 9 [FP]: 250 to you. If the PCs' is too far apart, use
A.Check: Auto [World Law: Collapse].
Armor: 4 Guard: 7 Target: Self Range: None [World Law: Transcendence] should
Effect: Immediately performs the be used as a substitute for attacks, and
Attack: Bloody Claw (Melee) Action Step. It can be used even if the [Lord of Chaos] should be actively
Target: Single Range: Inside Hit: 10 action has already been taken, and it will used for difficult-to-evade attacks.
Damage: [Phy] 22+1d6 not become acted. Can be use twice this
Attack with it long, twisted claw. scenario. PC Less Than 5
If there are four PCs, reduce 1 Lv
Attack: Destroy Howl (Shooting) World Law: Collapse Lv2 of [World Law: Divine Speed] and
Target: Area Range: Outside Hit: 10 Timing: See effect reduce [FP] by -50. If there are three
Damage: [Emo] 12+2d6 A.Check: Auto PCs, further reduce [World Law:
Shockwave attack. Target: Self Range: None Transcendence] and [World Law:
Effect: Used just before attack. Change Collapse] by -1 Lv each, and reduce
Arts to "Target: Scene" and "Range: Scene". [FP] by an additional -50.
Can be use twice this scenario..
BS Infliction: Poison 2
Timing: Minor Action
Background
A.Check: Auto World Law: Transcendence Lv2 The leader of color gang "Red
Target: Self Range: None Timing: After Check Dead" in Ikebukuro.
A.Check: Auto His true identity is a Dominator and
Effect: If you inflict even 1 point a vampire, a "child" of Count Dracula
of damage during Action Step, Target: Self Range: None
Effect: Increases the Success Value of who rules the "Shadow England," and
additionally inflict 2 poison. a member of the Vlad Knight Order.
own Check by +20. Can be use twice this As the vanguard of Shadow England's
Blood Feast scenario. plans to advance into Japan, he has
Timing: Minor Action been causing chaos among both
A.Check: Auto World Law: Despair Lv2 humans and mythics in Ikebukuro
Target: Self Range: None Timing: Before dmg rol through repeated slaughters.
A.Check: Auto This data represents his combat
Effect: During Action Step, change form, having absorbed numerous
the attack to "Target: Area". Target: Self Range: None
Effect: Adds +30 to damage, null all Renfields.
Tyrant of Cruelty Armor and Guard. Can be use twice this
Timing: Major Action scenario.
A.Check: [Melee] [Shooting]
Target: Single Range: Weapon World Law: Immortality
Effect: Performs a Melee/Shooting Timing: Always
attack. Damage +6. A.Check: Auto
Target: Self Range: None
Lord of Chaos Lv2 Effect: When [FP] becomes 0, revive
Timing: See effect with 22 [FP]. Next time when [FP]
A.Check: Auto reaches 0 again, immediately fell into
Target: Self Range: None True Death.
Effect: Used when Guard. Attacker
loses [Phy] 12+1D6 points of FP. Can
use 1 Round twice.

255
dreary old man. Hahaha! The taste of his puppet! I'm not the bad guy. Please, help
daughter's blood was so-so. Told him, and me, I don't wanna die. I want to live forever,
he cried with joy~" I don't wanna die!!"
(To PC1) "You're an eyesore. I'll kill you and Outcome:
make Nanami my bride!" As Impaler falls, the Dominion
(When defeated) "Impossible, me, I... Eek, slowly collapses. You manage to escape
help! Help me, I'm not a bad vampire. I was the crumbling Dominion with Nanami.
threatened by the 'Count', I was... I just a

Ending Phase

Scene 18: Broken Trust Scene 20: The Long Goodbye


Scene Player: PC1 Scene Player: PC2
Ending Phase
In the Ending Phase, scenes for
Overview: Overview:
each PC are depicted. The ending for PC1 if the Bond with The ending scene for PC2.
These are merely examples, and
it's fine to change them according
Nanami has turned into an Ego. Since Description:
to the backgrounds and wishes of this is right after the Climax Phase, Several days later——
the PCs. Notably, if the Bond with
Nanami held by PC1 has turned
it's fine for other PCs to Enter if PC1 You find yourself at the cemetery.
into an Ego, the ending will move wishes or permits. Kurosawa's grave still has the color of
to Scene 18; if the Bond remains, it
will move to Scene 19. Description: new stone.
Bond with Nanami
Upon returning from the Dominion, For a moment, you thought you
If there's any Love remaining that
Nanami flinches away from your touch, heard his voice.
can be used, inform PC1's player stepping back in fear. Dialogue: Kurosawa
before starting the Ending Scene
whether the Bond remains based Dialogue: Nanami Mizuno "Sorry for bothering you with such a
on this. "Th-thank you for saving me..." troublesome request"
Number of Dominion Arts "But, I'm sorry... I'm sorry, I was scared. "Thank you."
In this scenario, the enemy's
Dominion Arts consist of 8
Not just vampire, but of you, PC1, and Outcome:
arts plus 2 Calamity Class Arts
everyone else." It must be your imagination. Humans
(Authority: Spatial Expansion, "...I'm sorry. I didn't realize I was such a live is short. Yet, the familiar sound
Authority: Return Gate) for a total coward." lingers in the depths of your ears.
of 10 Arts.
Outcome:
Traumatized, Nanami apologizes
while crying, but she never tries to
Scene 21: Homie
make eye contact with you again. Scene Player: PC3
Overview:
Scene 19: The Bonds of Two The ending scene for PC3.
Scene Player: PC1 Description:
Overview: As usual, when you head to your
hangout spot, the gang members
The ending if PC1 retains the Bond swarm around you with excitement.
with Nanami.
Dialogue: Kurosawa
Description: "King's here! The King has arrived!"
Night in Ikebukuro—Upon "Hey, is it true that Red Dead's been wiped
returning from the Dominion, Nanami out? You know anything about it?"
embraces you. "King must've taken them down, ~pyon!"
Dialogue: Nanami Mizuno "Forget that, let's play some kickball!"
"Aren’t you scared, PC1? To fight against "At this time of night...?"
such terrifying being... Doesn’t it get to you? Outcome:
You're not always thanked for what you do." Some still have bandages on their
(After hearing the answer) "…I see. I will arms and faces, yet everyone is laughing
never forget that you, PC1, have protected cheerily.
me, have protected us all." This is your team. Where you belong.
"Thank you for saving me."
Outcome: Scene 22: The Hunting Dog's Rest
Nanami smiles and offers her hand
for a handshake. The light of dawn Scene Player: PC4
illuminates the girl's cheeks.

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Overview: Description:
The ending scene for PC4. Late at night. Under the moonlight.
Description: On the rooftop of Sunshine 60.
The office of the Police Agency's Warren "Glutton" Lake looks at you
Decument Compilation Division, also and nods in satisfaction.
known as the "Spirit Division." At Dialogue: Ryosuke Nagasawa
first glance, it's a plain office where "Hmph, well done. My decision to rely on
members with the power of demi- you was correct."
humans, magicians, and exorcists are (When asked for gratitude) "Grr...(grits his
busily working or killing time. teeth) Thank you...! (a suppressed mutter)
Dialogue: Ryosuke Nagasawa Remember this..."
"Job well done." "PC5, join me. I could even prepare a seat
"Ikebukuro is always a powder keg. A blast among the elders for you."
could result in countless human casualties." (After hearing the answer) "Hmph. Do as
"We'll need your services moving forward." you wish."
Outcome: Outcome:
Nagasawa pats your shoulder in The moon hides, and a darkness
appreciation. deeper than the abyss envelopes the
streets of Ikebukuro. A darkness filled
with fear and despair.
Scene 23: And the Night Revives Yet amidst it, lights scatter like
Scene Player: PC5 jewels—the proof of life for humans,
Overview: mythics, and the demi-humans
The ending scene for PC5. struggling between them.

SCENARIO 1 [RED DEAD NIGHT] PLAY REPORT

About This Scenario PC1 during the Middle Phase, leading to


role-playing where PC1 desperately tried
Managing Humanity
This scenario is designed with the to hide it from her. The GM then played The pace of humanity reduction
assumption that it's being played by along, making it seem like Nanami was during the session can vary slightly due
those new to "BBT". pretending not to notice. This resulted in to dice outcomes and the tendencies
It's structured to provide an emphasizing the Bond with Nanami as of PC data.
experience and understanding of the invaluable, enhancing the session. In one test play, the PC with the
foundational elements of the world, lowest humanity hesitated to appear
such as Bonds and Egos, Known Man PC5 in a scene in the later Middle Phase.
and Unknown Man, Demi-humans PC5 is created as a powerful vampire The GM explained that there was still
and Mythics, and Dominions and that even Warren Lake, a prominent leeway considering the number of
Dominators, intentionally omitting figure of the Persona Network, respects. Bonds and the amount recoverable
the "Feather" element. If played The opening act emphasizes this by in the end. They emphasized that
consecutively with Scenario 2, playing showing Lake bowing his head to PC5, achieving SAs greatly influences
this first will help gradually understand and this portrayal should ideally be the amount of recovery, so it was
the game. adjusted or changed depending on the advisable to actively participate in the
session to achieve SAs.
Nanami Mizuno relationship between the PC and Lake.
In another test play, the player of PC5, Following these advices, the PC
Nanami Mizuno, the heroine of this an experienced player of the Beast Bind continued to appear in scenes with
scenario, is a Known Man character series and a fan of Lake, chose this reassurance, and the session ended
who accepts from the start that PC1 handout for that reason. Responding to without anyone falling into despair.
is a demi-human. She symbolizes the this, the GM changed the act to Lake
Bonds that the demi-human PCs have giving an order to exterminate Impaler to
with human society and the humanity his trusted PC5. This approach was well-
they must protect. Portraying her received by the player.
favorably and impressively encourages
the PCs to actively protect her and, by
extension, their own Bonds.
In a test play, a mutation occurred to

257
[Paradise of Desire]
PREPLAY

Scenario Data The scenario ends with defeating


Gaius and rescuing Narumi Akeha.
Players: 3~5 people
Playtime: 3~5 hours
Preview
(*) Candidate
The demon lords ruling the Hell
Scenario Background The Feather, a fragment of Earth's
In the demonic hierarchy, Gaius, a guardian, bestows immense power upon
Dominion are currently divided
those who wield it.
into three factions fighting among
themselves: the Fallen Faction,
candidate (*) to succeed the archdemon In the clutches of this power, Gaius, the
the Hell Faction, and the Pleasure Beelzebub, constantly seethes over his demon lord's son, has forged a sinister
Faction. Refer to P60 for details inability to outpace PC2, a rival who paradise where all Egos are affirmed,
on the nature and policies of each
faction. descended to Earth at the same time. and fiends prey upon humanity.
The demon lords (primarily from In his haste to prove himself, Proclaiming himself the new demon
the Fallen and Hell factions) send Gaius launches a raid on the Heaven lord, Gaius reaches out to a lone girl in
their children or subordinates
to Earth as their successors for Dominion led by Michael, where his relentless quest for greater might.
training. This is because if the he seizes a fragment known as the Can the demi-humans reclaim their
successor becomes a Dominator, lost world and the precious things taken
it signifies the expansion of the "Feather" (*), guarded by the Earth
from them?
Demon Realm, and simultaneously, Dominion's Guardian, Kaminiwa Miu. Beast Bind Trinity
the expansion of their own faction's
power. In this scenario, PC2 is Empowered by the "Feather," Gaius [Paradise of Desire]
assumed to be from the Hell envelops the Tokyo area into his own The thirst burns the heart, while
Faction, while Gaius is from the dominion and enforces a powerful seal,
Fallen Faction. human bonds unite it.
transforming the residents inside into
(*) "Feather"
A fragment of the wings lost by
the injured Miu Kamiwa. It has
slaves of "World of Greed," where all
Egos are run free. Furthermore, Gaius
Character Creation
the shape of a glowing feather and kidnaped Narumi Akeha, the bearer After reading the preview, distribute
grants the power of a Dominator
of another "Feather," in an attempt to the scenario handouts. The GM may
to whoever holds it. See P34 for
details. claim it for himself. decide which handout to give to whom,

258
ON
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SCENARI

or let the PCs choose. Prioritize those


with lower numbers when there are
Recommended Cover
fewer PCs. The recommended covers for PCs
are as follows:
PC1: High School Student
Handouts PC2: High School Student
The handouts contain specific PC3: Not specified
information for each PC and the fates PC4: Street Gang
tied to them within the scenario. PC5: Not specified
After reading the preview, the GM
should read aloud the content of the
scenario handouts and distribute them
Construction
to each player. Afterwards, it's advisable If PCs are familiar with the rules and
to create PCs based on these handouts. own the rulebook, characters may be
created using the Construction method.
Each PC should adopt the Roots
Quick Start recommended in the handout, and the
For PCs new to "BBT" or those who GM should explain the backgrounds
do not have the rulebook, character associated with the handout.
creation should be performed using the
Quick Start method.
The following sample characters are
Bonds Between PCs
recommended for Quick Start in this After creating characters, have
scenario: players introduce their PCs. Then,
determine the bonds between PCs. The
PC1: Bio Armor (P68) order of forming bonds is as follows:
PC2: Prince of Hell (P86)
PC3: Heavenly Messenger (P78) PC1 → PC2 → PC3 → PC4 → PC5 → PC1
PC4: King of Ikebukuro (P76)
PC5: Bloody Princess (P70)

Scenario Handouts Handout for PC1


Consult with players during character creation about the
following settings for each PC: Bond: Narumi Akeha - Emotion: Compassion
Quick Start: Bio Armor - Construction: No specification
PC1: High School Student. Classmate of Narumi Akeha. Cover: High School Student
You are a demi-human high school student who fights to protect people
PC2: Son of "Great Demon King" Vals Gravada. from monsters. One day, while you were out shopping in Ikebukuro
PC3: An angel serving Archangel Michael. with your classmate Hinoha Narumi, you were suddenly engulfed by
PC4: Leader of a gang in Ikebukuro. a dominion that unfolded in Ikebukuro. Not only that, but you also
PC5: A prominent figure in Ikebukuro's arena. witnessed Narumi being abducted by the dominator of that dominion.

Handout for PC2 Handout for PC3


Bond: "Noir Parade" Gaius - Emotion: Rival Bond: Archangel Michael - Emotion: Loyalty
Quick Start: Prince of Hell - Construction: Demon Quick Start: Heavenly Messenger - Construction: Celestial
Cover: High School Student Cover: Ikebukuro's Gang
You are a demon sent to Earth as the successor of one of the Four Great You are an angel acting on Earth under the orders of Archangel Michael.
Emperors of the Demon Realm, "Great Demon King" Vals Gravada. However, Your mission this time is to subdue the demon from the Hell Dominion,
you are not the only successor; another from a rival faction, "Noir Parade" "Noir Parade" Gaius, who is a son of Beelzebub of the FallenFaction.
Gaius, who landed on Earth at the same time, always confronts you as a rival. Gaius attacked the facility where the Heaven Dominion was storing the
This time, however, he was different, declaring, "I have become a Demon King." "Feather," slaughtering your brethren and stealing the "Feather."

Handout for PC4 Handout for PC5


Bond: Kinjo Tsura - Emotion: Comrade Bond: Mephistopheles - Emotion: Old Friend
Quick Start: King of Ikebukuro - Construction: Hermit Quick Start: Bloody Princess - Construction: Not specified
Cover: Color Gang Cover: Not specified
You are the leader of a color gang in Ikebukuro. One day, the You are a powerful mythic, ranked among the top in the arena
Ikebukuro where you live suddenly distorted, and countless demons organized by Mephistopheles. As you were displaying your power in the
appeared, attacking the people. While you were fighting to protect the arena today, the streets of Ikebukuro were engulfed and transformed by
people from the demons, another gang leader, Kinjo Tsura, approached someone's dominion. Watching this unfold, Mephistopheles stroked his
you and said, "We'll hold them here. You go crush the culprit." beard and grinned, announcing the start of a special match.

259
OPENING PHASE

In the opening phase, generally, only Dialogue: Michael


the scene player can appear. "Angel PC3, I bestow upon you a mission."
Do not forget to fine-tune the "The 'Feather,' which we, the Heaven
dramatization based on the PCs' Bonds, Dominion, oversee, has been stolen and
Egos, and background. many of our brethren have been slain. The
Note that in this scenario, only PC1 perpetrator has fled to Ikebukuro."
will receive an SA during the middle "You must defeat him, the 'Noir Parade'
phase. This should be communicated Gaius, and retrieve the 'Feather.' That is
in advance. your mission."
"It may seem cruel to ask you to confront
Scene 1: Crumble Gaius alone, who has killed many of our
Scene Player: PC1 brethren, but there is no one else to whom
Scene 1: The Other Classmates
Overview: we can entrust this task."
This scene involves PC1 getting "In fulfilling this mission, whoever you ally
However, Akeha Narumi, an with, it will not be considered a sin. The
Unknown Man, is unaware of this caught in the expansion of a dominion
fact and believes that her classmates while shopping with Narumi Akeha. love of the Lord is vast."
simply failed to show up. The reason
The classmates (*) who were supposed "PC3, may you have the Lord's blessing"
Akeha has not been consumed
by Gaius's dominion is due to the to join them have already been (Michael's figure disappears).
power of the "Feather." Holding the
"Feather," Hinoha unconsciously incorporated into Gaius's dominion. Outcome:
desires the continuation of her Description: As Michael's figure disappears, the
normal life, and this wish is granted surrounding space fluctuates, and a
by the "Feather's" power, protecting You had arranged to meet your
her from Gaius's World Rule. classmates for shopping in Ikebukuro strong force fills the area.
Scene 1: Nishi-Ikebukuro Park and arrived at the designated meeting Give PC3 the [SA: Thwart Gaius's
The largest park in Toshima Ward, spot, the fountain in front of Nishi- Conspiracy], and end the scene.
Nishi-Ikebukuro Park is one of the
Ikebukuro Park (*).
critical locations in Ikebukuro, with
multiple connections to different
dominions. For more details, see
However, the only classmate who Scene 3: The Two Successors
P45. showed up was Narumi Akeha. Scene Player: PC2
Dialogue: Nanami Mizuno Overview:
"…Oh, is it just PC1?" This scene involves Gaius appearing
(With a wry smile) "Everyone's so flaky, before PC2 and declaring war.
right? Don’t you think?" Gaius uses the "Authority: Spatial
(Whispering) "Well… I'm actually a bit Expansion" to transform Tokyo into
glad." his own dominion.
"What, nothing!" (Blushes)
Outcome: Description:
As you were strolling through the
"…Oh, is it raining? The weather forecast streets of Ikebukuro, you suddenly felt
said it was going to be sunny." a piercing gaze.
As you walk through the city with Looking towards the source, you saw
Akeha, the sky suddenly becomes a young man with hair as white as over-
overcast. End the scene. burned ash standing there.
"Noir Parade" Gaius. The successor
Scene 2: Orders from the Archangel of the "Fallen Faction" leader
Scene Player: PC3 Belzebub, who opposes his father,
Overview: he smirked mischievously and began
walking towards you.
This scene involves PC3 receiving
commands from Archangel Michael to Dialogue: Nanami Mizuno
retrieve the "Feather" and to destroy the "It's been a while, PC2. You haven't
Scene 2: Ikebukuro Nishi Church
An old church that serves as the dominion that Gaius has established. forgotten my face, have you?"
(If answered) "Typical of you. But you
Japanese branch of the Black Coat.
For more details, see P45. Description: won't be able to say such lines after today"
Scene 2: Archangel Michael At the Ikebukuro Nishi Church (*), (Image of the 'Feather' appears in Gaius's
The highest authority among in the chapel where people normally hand).
angels in the Earth Dominion. gather to offer their prayers, you stood "I have obtained this 'Feather' and with it,
Who dvocates for the return of the
"Feather" to its guardian. For more facing Archangel Michael (*). power far beyond your reach... like this!"
details, see P47.

260
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(uses 'Authority: Spatial Expansion').


(As the space distorts and Ikebukuro is
Scene 5: The Roar of Evil
shrouded in twilight) "Welcome to my Scene Player: PC5
kingdom!" Overview:
"This is the power of a Dominator! A realm In the dominion "Ikebukuro's
you half-breeds can never reach!" Night," (*) set up as an arena, PC5
"Well, I won't tell you to kneel now. Soon and the observing Mephistopheles are
you will come to me on your own feet. To engulfed by Gaius's dominion.
kneel before me." Gaius uses "Authority: Seal" to
"Until then, enjoy this world that should be absorb and seal "Ikebukuro's Night."
'ours,' filled with Ego..." (Exits). Description:
Outcome: Your strike downs a bulky demon
As Gaius disappears, screams erupt onto the ground.
from various places. Mephistopheles, who was watching,
Give PC2 the [SA: Stop Gaius] and strokes his beard with a satisfied smile.
end the scene. "Indeed, Lord PC5. Finding a worthy
opponent for you has become increasingly
Scene 4: Hell Manifestation difficult."
Suddenly, the sky is shrouded in dark
Scene Player: PC4 clouds, and you feel as if something is
Overview: being rewritten.
The scene depicts Ikebukuro Dialogue: Mephistopheles
being engulfed by the dominion and (Looking up at the sky) "Oh... I did not
transformed into a paradise of Ego expect my dominion to be consumed."
ruled by Gaius. Amidst mythics and (As 'Authority: Seal' is used, the surrounding
people who gone berserk, PC4, leading scenery begins to collapse) "What! Someone
a color gang, is approached by another dares to steal this power and seal it! How
gang leader, Kinjo Tsuguru, to resolve convenient." (smirks)
the situation. "Let's commence a special match. A
Description: Dominator daring enough to challenge
Suddenly, the sky is closed off by dark Lord PC5... this promises to be an intriguing
clouds, and a dense aura of demons battle."
fills the air, causing some pedestrians "Of course, should you emerge victorious,
to reveal their mythics nature and start Lord PC5, I promise to offer all the rewards
attacking humans. within my power to bestow. Now, let us
Others, affected by the demonic watch this battle unfold."
presence, begin to gone berserk. That's Outcome:
when Kinjo's group "Ice Green" rushes While stroking his beard,
in. Nearby, Kinjo smashes a coffee Mephistopheles disappears.
shop sign over the head of a werewolf. Grant PC5 the [SA: Defeat the
Dialogue: Kinjo Tsuguru Dominator], and end the scene.
"PC4! You alright!?"
"I don't quite get it, but there are crazy folks
Scene 4: Not So Surprised
and monsters all over town!" Originally, Kinjo Tsuguru is an
"I plan to gather the people who are Unknown Man. However, in Gaius's
running away and hide them somewhere... dominion, all humans temporarily
become Known Men, accepting the
But, you don't seem too surprised to see existence of otherworldly monsters.
that monster (*)." Although confused at first sight of a
monster, they are not incapacitated.
"Well, fine. If you know something, tell me This is because Gaius desires not
later, or just handle it." chaos among humans but sadism
"This is our town, after all. It's only natural and control. Unnecessary panic
among humans is not desirable for
we'd want to protect it, right?" Gaius.
Outcome: Conversely, once Gaius's
dominion collapses, they will lose
Having said his piece, Kinjo leaves their memories regarding mythics
and revert to being Unknown Men.
the scene with the injured and civilians.
Give PC4 the [SA: Liberate Scene 5: "Ikebukuro's Night"
Ikebukuro's Streets] and end the scene. The dominion "Ikebukuro's
Night," partially merged with
Ikebukuro itself by the Dominator
Mephistopheles, contains an arena
where monsters battle. For more
details, see P41.

261
MIDDLE PHASE

Scene 6: A City Turned to Hell Outcome:


"Next time we meet, I might be consumed
Scene Player: PC5 (or PC3)
by my Ego. If that happens, we might end
Overview: up fighting."
This scene confronts the transformed With a casual wave, the werewolf
state of Ikebukuro under Gaius's man departs. End the scene.
World Rule, with all characters except
PC1 appearing automatically.
It is a scene where PCs convergence Scene 7: The Girl's Confusion
and information sharing. Scene Player: PC1
Description: Overview:
The cityscape of Ikebukuro has A scene of conversation with
drastically changed. Narumi Akeha, who is perplexed by
The town is distorted, with old maps the transformed Ikebukuro. No other
completely unreliable. In some areas, PCs appear in this scene.
buildings have merged into forms Akeha is confused by the changed
Scene 6: Inurou Akatsuki reminiscent of medieval castles. In the atmosphere of Ikebukuro and turns to
A werewolf active around
Ikebukuro. He loves combat and distance, Sunshine 60, transformed PC1, who seems calm, with questions
desires duels with strong opponents into a bizarre tower, is visible. and seeks comfort.
more than anything, dominated
by the blood Ego. Conversely, he
People either become prey to mythics Description:
dislikes killing weaker foes. Thus, or turn against each other. Amidst this Just as the sky clouds over suddenly,
although he has abandoned his
human form with the spread of
hellish landscape, a man with fur and you sense a strong demonic presence.
Gaius's dominion, he does not a tail, not yet consumed by his Ego, Simultaneously, the surrounding
indiscriminately attack people. approaches you. buildings and landscape begin to
Scene 6: World Rule Dialogue: Werewolf (Inurou Akatsuki)(*) distort.
The core of Gaius's World Rule
is "Unleash Ego" and "Obey me."
"It's rare to see those not yet swallowed by Dialogue: Narumi Akeha
The priority is the release of Ego; Ego in this world. Are you demi-human?" "What’s happening…?"
those who resist as a result can "Whoa, I'm not looking to fight. Being "Is this some kind of prank…? I’ve never
be forcibly silenced, according to
Gaius. The exclusion of demi- puppeteered into battling isn't my style." seen this place before…"
human is neither a specified World "However, don't think you can keep "Hey, PC1. You seem calm. Do you know
Rule nor something Gaius actively pretending to be human here forever.
orders; it is more about the demons something?"
trying to ingratiate themselves with
Gaius on their own initiative. These
'Unleashing Ego' seems to be the World Outcome:
Rule of this dominion."
World Rules are a result of Gaius's
"Perhaps giving up on sanity sooner rather
As the conversation winds down, or
dominion arts, "Authority: Law." as PC attempts to explain the situation,
than later might be wiser."
monsters appear before PC1 and
Akeha, ready to attack.
End the scene.
Narumi Akeha Scene 8: Assault
Scene Player: PC3
A high school girl who attends the Overview:
same school as PC1. She is lively, All PCs appear. After PC3 has
sociable, and leads her peers with entered Ikebukuro and has been
her brightness and initiative. swallowed by Gaius's World Rule, they
Although an Unknown man, she encounter PC1 (and Akeha) being
unknowingly harbors a "Feather" attacked by demons and mobs turned
within her. Her Ego, desiring servants. This is a continuation of
normalcy, partially neutralizes Scene 7 and leads into a battle.
Gaius's World Rules, making her The enemies are comprised of 4
a target for Gaius who schemes to Street Gangs (P236), 1 Evil Spirits
eliminate her and secure the Feather. (P239), and 1 Vampire (P238). Initial
placement is all PCs in one Enage Zone
and all enemies in another, separate
Zone.

262
ON
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SCENARI

Description: Scene 10: The Demon Lord's Assault


Suddenly, a girl's scream pierces Scene Player: PC2
through Ikebukuro.
Rushing to the source of the sound, Overview:
PC1 and a girl (Akeha) are found Gaius notices the "Feather"
surrounded by countless demons.t embodied within Akeha and abducts
Dialogue: Evil Spirits her.
All PCs appear. Gaius appears before
"Kill! Kill!"
the PCs, captures Akeha, then uses
(To the PCs who stand in their way) "What's
"Authority: Return Gate" to depart
this? Step aside. Don't interfere and we'll
with her.
deal with you later."
Dialogue: Mob Description:
"Aaaaaaaaah!"
"This worthless world, let's destroy it!"
Screaming, Akeha is grasped by an
Dialogue: Vampire arm that stretches out from the void.
"How refreshing. Such freedom to actively As space distorts, and a young boy
seek blood...how sweet it is." appears.
(Unleashing monstrous strength) "These "Hmph, I came because the presence of
creatures...no, demi-human! Ha, Lord Gaius another Feather, but I didn't expect to find
despises half-breeds. I shall bury you here!" such half-breeds like you here... Why do you
(Upon being defeated) "Im...impossible... not obey my World Law?"
too strong..." That was the name of this man—
Dialogue: Narumi Akeha Gaius, the "'Noir Parade'.
"Mon...monsters!?" Dialogue: Narumi Akeha
"Help me, PC1!" (Caught in Gaius's grip)
(If a PC transforms or mutates) "What is this? Help me, PC1!"
"What...This is a lie... Right?"
Dialogue: Gaius
Outcome: (While holding Akeha) "So that's it, girl. Scene 10: Interference
Once the battle ends, end the scene. You've been interfering(*) with my World In fact, the Ego mitigation
Law with your trivial Ego..." provided by Akeha's "Feather"
Scene 9: Human and Mythic "But well, it doesn't matter. I will assimilate
affects not only Akeha but also
those with strong wills or those
Scene Player: PC1 this girl's 'Feather' as well and eliminate all tightly bound to everyday life. This
is partly why PCs and Kinjo have
elements that dare to hinder the completion
Overview: of my world."
not been strongly affected.
In a way, this means that Gaius's
In the aftermath of continuous "Sorry, PC2. I am already above you!" World Law has been rewritten by
Akeha's influence. Realizing this,
abnormal events, Akeha confronts the (Uses 'Authority: Return Gate') Gaius moved to eliminate Akeha
PCs. All PCs appear. Outcome: and secure the "Feather" for further
Description: Gaius and Akeha disappear as if
power.

After the battle, as everyone catches dissolving into the void.


their breath, Akeha, who had been Grant PC1 the [SA: Rescue Narumi
trembling during the fight, slowly turns Akeha] and end the scene.
her gaze towards the group.
Dialogue: Narumi Akeha Info Gathering
"I know, I know this is reality. But I don't
want this... I want to return to the usual After the end of Scene 10, a scene
Ikebukuro..." starts where the PCs investigate the
(If there is a mutated PC) "And that person current incident. Designate a scene
too..." player and establish a location to create
(If PC1's Bond with Akeha become Ego) the scene.
"You're a monster too, aren't you, PC1? Stay At this stage, investigation can cover
away from me!" four topics: [Narumi Akeha], [Gaius],
(If PC1's Bond with Akeha still remain) [Dominion's World Law], and [Gaius's
"I'm sorry, I'm just no good, am I? Asking Dominion]. Info Gathering Checks
all this without even thanking you for can be performed multiple times, but
saving me." the total number of checks affects the
scenario; this should be communicated
Outcome: to the PCs in advance. The GM should
As the conversation winds down, an also keep track of the number of
arm stretches out from the void, grasps checks made. After Info Gathering
Akeha's arm, and lifts her away. End concludes, Scene 11 will occur.
the scene.

263
Narumi Akeha his will, both mythics and humans
actively hunt those outside of his
6 or less [Accident]: Waste of time. World Law.
Add +1 to the number of checks.
8 or more: A bright and lively high
school girl, classmate of PC1, Gaius's Dominion
popular among both boys and girls, 7 or less [Accident]: Attacked by
currently single. mythics turned minions of Gaius.
10 or more: An Unknown man, unaware Engage in combat with 1 Vampire
of the existence of nightside. (P238) and 2 Pack of Werewolves
12 or more: Holder of the "Feather", (P238).
kidnapped by Gaius who recognized 9 or more: Currently, Ikebukuro is
it power. If the "Feather" is forcibly a Sealed Dominion under Gaius's
Info Gathering: Adverse Effects removed, it might cause some World Law, which honors the active
The most likely impacts are on adverse effect (*) on her. release of Ego. Make even unknown
memory, personality, and mental
health. If the "Feather" is strongly
men understand the existence of
connected to the physical body,
there is also a risk of losing one's
Gaius mythics and see it as the norm.
12 or more: The scale of this Dominion
life. 8 or less [Accident]: Being watched is expanding with the increase of
Info Gathering: Resonance by the Fallen Faction, limiting your Gaius's power. The entire Tokyo area
Gaius recognized the existence of movements. -2 on the next Info is expected to be engulfed within a
the "Feather" harbored by Akeha
due to the resonance with his own
Gathering Check. day or two.
Feather. He plans to strengthen this 11 or more: One of the heirs of the 14 or more: Gaius uses Sunshine
resonance over time to extract the demon lord Belzebub from the 60 as his castle, whose grandeur
"Feather" from her.
Fallen faction, sent to Earth at can be seen from anywhere in the
Info Gathering: Sealed Dominion the same time as PC2, whom he Dominion, yet mysteriously it cannot
Dominions are broadly classified
into two types: open and sealed.
considers a rival. be entered.
Open dominions are those that 13 or more: Arrogant and believes
make contact or partially integrate in the absolute rule of the demon The Info about [Distortion's
with other dominions (including
Earth), allowing for transit between world. Sees humans only as tools Point] becomes checkable once all
them. Sealed dominions, on the and despises demi-human for their information about [Gaius's Dominion]
other hand, stand as independent
worlds and reject the entry of partial humanity. is acquired.
outsiders. Refer to P39 for more 15 or more: Feels overshadowed by
details. PC2, obtained information about
Gaius's dominion has eroded
Ikebukuro within the Earth the "Feather" guarded by the Distortion's Point
dominion but has sealed off Heaven Dominion during a time of 7 or less [Accident]: Stumble into an
external interference. As such, it is
classified as a sealed dominion, and desperation, massacred the angels, unknown location. Add +2 to the
entry or exit is not possible without and stole the "Feather" to transform number of checks.
defeating Gaius.
the area around Ikebukuro into his 10 or more: The interior of this
Info Gathering: Sunshine 60 Dominion. Dominion is warped, significantly
Interestingly, one of the Persona
Network bases exists in Sunshine
17 or more: Uses the resonance (*) of altered from the former geography
60. However, this base is currently the "Feather" to search for other of Ikebukuro.
in disarray due to the expansion holders to strip and claim as his own, 15 or more: There a specific
of Gaius's dominion and is barely
functional. Particularly, lower- which requires considerable time. [Distortion's Point]. Passing through
ranked vampires are gleefully this distortion is the only way to head
rushing out to attack humans.
Dominion's World Law towards the depths where Sunshine
60 (*) is located.
9 or less [Accident]: Influenced by the
Dominion's World Law. Convert one
Bond to Ego immediately.
12 or more: In Gaius's Dominion, Ego
is going wild. It becomes natural
for both humans and mythics to act
crazy under its influence.
14 or more: However, those with strong
wills or protected by some powerful
force are less affected by this World
Law and can act relatively sanely.
16 or more: Gaius is not fond of those
who retain their sanity. Influenced by

264
ON
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SCENARI

Scene 11: The Infinite Maw where the PCs search for the distortion
point leading to the deepest layer. All
Scene Player: PC5 PCs appear.
Overview: In this layer, the influence of
In the underground city of Gaius's World Law, "Unleash Ego," is
Ikebukuro Station, a scene where PCs strongest, compelling even the demi-
navigate through a chaos of Demon human among the PCs to unleash their
Blades, Onis, and blood-crazed humans Egos and act as they please.
continuing their fight. All PCs appear. Characters must make an Emotion Scene 11: Combat
This will start a combat (*). check with a difficulty 14. If even one The enemies here are depicted as
All PCs are positioned in one Engage succeeds, they can pinpoint the location fighting each other, meaning they
only attack characters within the
Zone, and 1 Summoned Mythic (P238) of the [Distortion's Point] and move same engage. Therefore, as long as
and 4 Renfields (P239) are positioned forward. This check can be repeated the PCs remain in their initial Zone,
they will not be targeted.
in separate Zone each. indefinitely, but the total number of
One of the Engage Zone of the checks affects the branching of events,
enemies serves as the [Distortion's so the GM should write down the
Point] leading to the next layer. The number of checks. If the Success value
GM decides which Engage Zone of the check is 10 or less, Humanity
serves as the [Distortion's Point]. decreases by 2D6.
When all PCs enter the Engage Description:
Zone GM chosen, combat end, and the In South Ikebukuro, Zoshigaya
scene ends. Inform the PCs of this at Cemetery is enveloped in a sinister
the start of combat. Additionally, the silence.
number of Rounds taken to conclude Vampires burying their fangs into the
the combat affects the branching of necks of people.
events, so the GM should write down Forest maidens growing trees and
the number of Rounds. creating forests using unconscious
When any PC enters an Engage people as nurseries.
Zone, it will be revealed whether that Such scenes of mythics literally
engage contains the point. devouring humans while driven by their
If the information about the Egos were everywhere.
[Distortion's Point] has been gathered And something within you, watching
in the Info Gathering phase, which this, speaks to your mind.
Engage Zone serves as the point will Release your Ego.
be disclosed at the start of the combat.
Dialogue: Tempting Voice
"Release it..."
Description: "Abandon your Bonds..."
Cursed Blades and Onis controlled "Act as you wish..."
by the Ego of slaughter and combat, Outcome:
along with some humans are fighting
under the World Law. The underground Shaking off the impulse and jumping
city of Ikebukuro had turned into a into the distortion in front of Jizodo
battlefield for their bloody clashes. temple near the south, the PCs move
to Sunshine 60 where Gaius is located.
Dialogue: Blood-crazed Residents End the scene.
"Kill! Kill! Kill!"
"More blood! More power! Stronger, ever
stronger!"
Outcome:
Navigating through the storm of
Scene 11: Owl Statue
combat, you finally reach the distortion Known affectionately as
point at the owl statue (*) in front of "Ikefukurou," this owl statue is
Ikebukuro Station East Exit. one of the iconic meeting spots in
Ikebukuro.
End the scene.

Scene 12: The Voice of Desire Scene 12: Zoshigaya Cemetery


Scene Player: PC4 Refer to P44. A municipal
Overview: cemetery located in South
Ikebukuro, Tokyo. It is famous for
Zoshigaya Cemetery (*), a scene housing the graves of many notable
figures and for its ancient zelkova
trees.

265
CLIMAX PHASE

Scene 13: The Borrowed Demon King Dialogue: Gaius


(After speaking with Akeha) "Now... let's
Scene Player: PC1
hear your answer. Will you kneel before me,
Overview: or not?"
On the top floor of Sunshine 60, (To PC1) "Your goal is this girl, right? Kneel
once an observation deck, now a before me, and after I've taken the Feather,
throne room, where the PCs confront I might spare you the scraps."
the dominator demon king Gaius. All (To PC2) "Look, PC2! I am now far
characters appear. stronger than you! Your existence is mere
If the total of checks from pebbles before my power!"
information gathering and Dominion (To PC3) "Detestable hound of the heavens!
Scene 13: Gaining Further Strength infiltrate, along with the combat I will signal to the heavens with your blood.
Increase the levels of "World Law:
Transcendence" and "World Law:
rounds, exceeds 13, Gaius will have Like your kin, you should writhe in a sea
Despair" by +1 each. absorbed power from Akeha, gaining of blood."
further strength (*), and combat will (To PC4) "Interesting, a 'pure human.''
commence. What do you say? If you serve me, I might
The enemy forces consist of Gaius, 1 even give you this city."
Ikurou Akira using the data from Asura (To PC5) "Don't you desire more power?
on P241, 4 Evil Spirit (P239), and 1 Become my apostle, and I can grant you
Vampire (P238). All PCs are grouped even greater strength."
in one Engage Zone, with all enemies (After hearing the PCs' responses) "...You
in separate Engage Zone each. refuse my grace! Very well, then witness the
Description: power of 'Demon King' Gaius!"
After entering Sunshine 60, no (When defeated) "Impossible... I am the
one obstructed your path to the top Demon King... supposed to be a being
floor. Surprisingly easily, you reach the beyond mere demons..."
location of the former observation Dialogue: Werewolf (Inurou Akatsuki)
deck, now a throne room. "Still clinging to your human antics?"
The room, with walls that still offer "Don't take it badly. I, too, am a mythic and
a panoramic view of the city, centers cannot resist this thirst."
around a throne where Gaius sits, "My desire calls for slaughter and battle.
flanked by numerous mythics. Beside With a soul of a Asura, I, Ikurou Akira of
him stands the Werewolf who had the werewolf clan, shall fight till the end of
warned you earlier. time!"
Behind Gaius, Akeha is tied up as (When defeated) "Ha, so this is the power
if crucified, about to have the shining of a demi-human... delightful."
"Feather" plucked from her chest. Outcome:
As she groans in pain, seeing PC1 As Gaius falls, the dominion, now
makes her briefly smile before she leaderless, collapses, and Ikebukuro
screams, "No... run away, PC1...!" returns to its former state.
Dialogue: Gaius and Akeha End the scene.
"Such weak Ego, yet, you've come this far,
girl. But it's all for naught. Just surrender
the 'Feather' to me."
"No...! You'll do worse, won't you? For the
people in the city, for PC1...! I won't give it
to you...!"
(If the total of Checks and Rounds is
under 13) "Well, then, we'll deal with that
later. First, let's welcome our guests. Once
I crushed them, your spirits will surely
break."
(If the total is over 13) "Too late now!"
(The 'Feather' emerges from Akeha's chest,
causing her to scream in agony)

266
ON
O SECTI
SCENARI

ENEMY DATA

"Noir Parade" Gaius Dominion Arts PC Less Than 5


World Law: Unchanging
Data Timing: See effect
With 4 PCs, -1 to Lv of [World
Law: Transcendence], -40 FP, -1 Evil
Type: Hell A.Check: Auto Spirits. With 3 PCs, further -1 to Lv
Blood: Demon Target: Self Range: None of [World Law: Divine Speed], -50 FP,
Root: Demon Lords Heirs/Majin Effect: Can be used anytime. Spen 5 [FP] -2 Evil Spirits.
[Phy]: 8/4 [Tec]: 9/4 [Emo]: 14/7 points to remove 1 BS.
[Ble]: 10/5 [Soc]: 12/6 Background
[Melee]: 9 [Shooting]: 11 World Law: Divine Speed Lv2
[Evasion]: 5 Son of Belzebub, one of the leader
Timing: Initiative Step of the "Fallen Faction". He is a newly
[Action Speed]: 12 [FP]: 240 A.Check: Auto dispatched successor candidate to
Armor: 7 Guard: 4 Target: Self Range: None Earth by Belzebub, characterized by
Effect: Immediately performs the high pride and a tendency to look
Attack: Dark Wave (Shooting) Action Step. It can be used even if the down on all beings other than himself.
Target: Single Range: Scene Hit: 11 action has already been taken, and it will He views PC2, a candidate from the
Damage: [Emo] 18+2d6 not become acted. Can be use twice this "Hell Faction" dispatched to Earth at
Attack with waves of energy from the the same time, as his rival, aiming to
scenario. dominate PC2 and make him kneel,
demon realm.
which is his ultimate goal.
World Law: Collapse Lv2 Inheriting his father's power, he can
Arts Timing: See effect freely control countless carnivorous
Ego Stirring A.Check: Auto flies. His nickname, "Noir Parade,"
Timing: Setup Step Target: Self Range: None comes from the sight of a mass of
A.Check: Auto Effect: Used just before attack. Change flies flying together, reminiscent of a
Target: Single Range: Scene to "Target: Scene" and "Range: Scene". funeral procession.
Effect: Forces the target to Can be use twice this scenario..
immediately perform their Action
Step. Cannot target self, and the World Law: Transcendence Lv2
enemy will become Acted after that
Action Step. Timing: After Check
An original Art that increases the A.Check: Auto
Ego of those under your control and Target: Self Range: None
makes them attack the enemy. Effect: Increases the Success Value of
own Check by +20. Can be use twice this
Bringer of Calamities scenario.
Timing: Major Action
A.Check: 14 World Law: Despair Lv2
Target: Area Range: Scene
Effect: Performs a Special Attack that Timing: Before dmg roll
inflicts [Emotion] 14+3D6 damage A.Check: Auto
to the target. The target must use Target: Self Range: None
Emotion to Dodge. If it deals even Effect: Adds +30 to damage, null all
1 point of damage, it additionally Armor and Guard. Can be use twice this
inflicts Confusion. scenario.
An Art that summons countless
carnivorous flies and attacks them.
Tactic
Release Your Ego
Timing: Major Action Setup Step: Use [Ego Stirring] to make
A.Check: 8 Inurou Akatsuki attack the PCs.
Target: Area Range: Scene In the first Roud's Initiative Step, use
Effect: Shooting attack [Social] [World Law: Divine Speed] and [Release
18+2D6 damage. When calculate Your Ego] to attack as many PCs as
damage, reduce Humanity by 1D6 possible.
points. Can be used one per Round. In subsequent actions, alternate
An original art that abnormally between [Bringer of Calamities] and
amplifies the ego hidden in the target's [Release Your Ego] to continue attacking
heart. multiple PCs. If the PCs is in separate
Engage Zone, use [World Law: Collapse].
Twister of Fate Priority Use: [Twister of Fate] and
Timing: After Check [World Law: Transcendence] should be
A.Check: Auto primarily used to ensure attacks hit their
Target: Single Range: Scene target.
Effect: Allows you to reroll 1 die for Evil Spirits should stay near Gaius
that Check, chosen by you. Can be and take damage for him through their
used up to 3 times per scenario. "Defender" role.

267
ENDING PHASE

Scene 14: A World in Transition Dialogue: Catherina Judith


"I've come to express my gratitude and
Scene Player: PC1
apologies concerning the recent incident."
Overview: "The truth is, the whole affair was the
This scene involves a conversation unilateral action of my younger brother (*)
between PC1 and Narumi Akeha in Gaius, who was able to get his hand on the
Ikebukuro. It is assumed that Akeha 'Feather,' and it was an unexpected situation
was saved without Gaius seizing the even for us, the 'Fallen Faction.'"
"Feather" from her. If Gaius had taken "I am here to express our thanks on behalf
the "Feather," the story should be of the Fallen Faction for quickly resolving
appropriately adjusted (*). the matter and dealing with that foolish
Scene 14: Appropriately Adjusted Notably, due to the influence of the brother."
Visiting her in the hospital could
be considered if she had been
"Feather," she has become a Known "I hope we can continue to be in close
injured and is still recovering. Man and retains memories of the event. association. Though our views differ, we
She might act awkwardly around
others due to her experiences. This Description: both live in the same demon world."
should be taken into account in the You were called by Akeha to meet (smiling coyly) "…Ah, perhaps the notion
portrayal. If the Bond between PC1 of you and me, united and ruling the future
and Akeha has turned into Ego, she at one of Ikebukuro’s typical hangout
may refuse to meet with PC1 or spots, the entrance to Ikebukuro West of the demon world together, might be
choose to disappear from his life Gate Park. rather charming."
by moving away from Ikebukuro or
transferring schools. After waiting a few minutes, she Outcome:
Scene 14: Package appears exactly on time, waving her End the scene after PC2 responds.
Homemade cookies. The taste is hand.
decent, but their shape is somewhat
imperfect.
"Did you wait long, PC1-kun?"
Dialogue: Narumi Akeha
Scene 16: Heavenly Schemes
(Handing over a package (*) to PC1) "Ah, Scene Player: PC3
this is a thank you for the other day... I Overview:
remember everything." This scene involves PC3 being
"So, there’s this 'Feather' inside me, and commended by Michael.
someone was after it, right? …Is it okay if I Description:
say 'let's keep in touch'?" At Ikebukuro Church , in the chapel,
Outcome: you are facing an apparition of Michael.
The scene ends after PC1 responds Michael speaks in a calm tone,
to Akeha, wrapping up the session. conveying the end of the turmoil.
"Well done, I confirm the completion of
Scene 15: Catherina Judith Scene 15: Bewitching Evil your mission."
Daughter of Belzebub, a demon
lord of the FallenFaction, and Scene Player: PC2
Dialogue: Michael
(looking distantly) "…Ikebukuro is quite
leader of the conservation group
Noah Crusaders. See P49 for details. Overview: chaotic, isn't it?"
Scene 15: Younger Brother After the incident, Catherina Judith "Perhaps we should indeed gather the
Although typically a humble (*) visits PC2. 'Feathers'… This world is too fraught with
expression, Catherina literally This scene assumes that PC2 and threats."
considers him a fool. She feels no Catherina have never met before. If
sentiment regarding Gaius’s demise; "In any case, PC3. It seems you will continue
rather, she is somewhat relieved. there is any prior acquaintance or Bond to protect this world in secrecy."
Catherina does not share any bonds
with Gaius.
between them, adjust the description Outcome:
and dialogue accordingly.
End the scene after PC3 responds to
Description: Michael.
Things have settled down, and you're
relaxing at home when suddenly the
intercom rings. Scene 17: Back to Normality
Curious, you go to check and find Scene Player: PC4
a beautiful, unfamiliar young woman Overview:
standing at the door. A conversation with Kinjo Tsuguru,
"Hello, PC2-san. My name is Catherina who retains vague memories of the
Judith." incident.

268
ON
O SECTI
SCENARI

Description: Description: Scene 18: Information Manipulation


After the incident, Ikebukuro was After the battle, you face With the collapse of Gaius's
Dominion, the Unknown Men have
restored by someone's intervention. Mephistopheles, who is smiling lost their memories of the event
Those who were Unknown Men have enjoyably again at "Ikebukuro by and returned to their normal lives.
However, the subtle adjustments
lost their memories of the event. Night." made to their memories and the
However, the young man in front of "Well done, Lord PC5. I thoroughly enjoyed restoration of the transformed
you, looking over Ikebukuro, murmurs. watching your recent battle." and destroyed cityscape were
orchestrated by Mephistopheles,
Dialogue: Michael Dialogue: Michael who wishes to maintain some
stability to keep "Ikebukuro Night"
"…I had a nightmare that I was attacked by "Since the 'Feathers' appeared, such functioning. While he cannot
monsters the other day. I know it was just a incidents have been increasing. Surely, there resurrect the dead, the official
story is that there was a major fire
dream, but it felt strangely real." will be more blood-pumping battles to or gas explosion, and the casualties
"Some of my guys have been missing since come." from this incident are dealt with as
then. Maybe that’s why I’m having such "Well, think of it as a viewing fee, the victims of these events.
dreams." information manipulation (*) and the Scene 18: Hydra
"…What’s really going on in Ikebukuro, I restoration of the city are no big deal" A gigantic monster fused from
numerous dragons and venomous
wonder?" (smirks while stroking his beard). lizards. An Extra.
Outcome: "Now, what would you like as a reward? Ah,
Dominion Arts EXPs
End the scene after PC4 responds. I have also prepared your next opponent. In this scenario, a total of 9
Come forth, Hydra!" (A gigantic dragon Dominion Arts are involved, thus
with numerous heads appears) adding +9 experience points.
Scene 18: The Ultimate Champion Outcome:
Note that any
Dominion Arts added due to
additional

Scene Player: PC5 End the scene after PC5 responds. event flags are not included in the
Overview: experience points calculation.

A scene where PC5 converses


with Mephistopheles in the restored
"Ikebukuro Night."

SCENARIO 2 [PARADISE OF DESIRE] PLAY REPORT

About This Scenario this.


There were also developments where
Roleplay and Ego
This scenario unfolds within PC2 desired to possess the "Feather" The scenario, set in a dominion
Ikebukuro, which has turned into a for themselves. The GM highlighted where embracing one’s Ego is
Sealed Dominion due to the power of that becoming a dominator through the affirmed, poses self-confrontation
"Feathers." power of the "Feather" is not impossible with one's Ego as one of its themes.
It focuses on explaining what but equates to they lost the control of In test plays, PCs continued to resist
Dominions and Dominators are, the PC, steering PC2 away from relying their Egos, committing to role-play as
along with the effects of "Feathers," a on the "Feather" by contrasting with demi-humans, while others did not
new element in "BBT." This scenario characters like Gaius, suggesting that deny pursuing their Egos but rather
delves deeper into the game's lore. living without the "Feather's" power is condemned Gaius's dominion for
In one test play, involving both "cooler." imposing it on others as the wrong
experienced and new PCs of the approach. These responses not
Beast Bind series, various reactions PC4 only enhanced the session but also
were elicited, enhancing the session's When played as a sample character, succeeded in actively acquiring Sin
dynamism. PC4, along with their gang members, through Ego role-play.

PC2 and PC3 within the transformed dominion.


In one test play, PC4, whose subordinates
PC2, originating from the demon were not clearly defined as Known or
realm, and PC3, from the celestial Unknown Men, expressed concern about
realm, are not in an active hostile their adaptation to the environment and
relationship but share a reluctant sought confirmation from the GM. The
alliance in this scenario. GM reassured the player that as long as
In all test plays, the GM emphasized PC4 was in good condition, the gang,
the dangers of Gaius and the being demi-humans, would be fine, both
"Feathers," facilitating a cooperative from a setting perspective and data-wise,
stance between the two. Some GMs ensuring that the gang members wouldn’t
encouraged a friendly relationship find themselves at a disadvantage
through PC Bonds to further support unexpectedly.

269
Beast Bind Trinity
Reference 2 Kamen Rider Series Fate/EXTRA
Movies & Games Creator: Shotaro Ishinomori Creator: Kinoko Nasu
This page introduces books Producer: Toei Producer: Marvelous Entertainment
that can serve as references A long-running series. Whether Set in Tsukumihara Academy, an
for imagery in playing “BBT.” from the Showa or Heisei, each ordinary high school that turns
Also, refer to P62 for books and series features beings neither out to be a quantum computer
manga. human nor monster, weaving tales on the Moon staging a Holy Grail
of conflict, sorrow, bonds, and War for the ultimate power, the
love. Notable examples include "Holy Grail." The protagonist,
"555," which thoroughly explores lacking even their own memories,
about demi-human; "Kiva," dives into the battle for the Grail
featuring a protagonist who is with a trusted Servant. This latest
a half vampire/successor to a installment in the legendary "Fate"
demon lord; "Ryuki," revolving series portrays stories of various
around a sort of "Feather" battle; egos and bonds.
"Decade," which crosses various
dominions; and "W," known for its
city adventure elements.

Touhou Project Ultraman Mebius World of Darkness


Creator: ZUN Producer: Tsuburaya Productions, Creators: Mark Rein-Hagen and others
Producer: Team Shanghai Alice Bandai Visual Producer: Shinkigensha
Set in Gensokyo, a secluded After 25 years without kaiju or Set in a darker version of our
realm home to forgotten spirits alien invasion, Earth suddenly world, the "World of Darkness"
and a few humans, where the faces the mysterious space monster is a place where vampires,
boundaries between fantasy and Dinozaur. As defense teams are werewolves, sorcerers, ghosts,
reality blur. Residents, including decimated, the rookie Ultraman fairies, immortals, demons, and
the shrine maiden Reimu Hakurei, Mebius from the Nebula M78, monster hunters exist behind
solve the region's incident or the Land of Light, courageously the veneer of everyday life. This
indulge in carefree banquets. This confronts the threat. Known as a provocative and voracious setting
globally popular indie shooting culmination of the early Ultraman debuted in a legendary gothic-
game features a melange of worlds series, Mebius bonds with humans, punk TRPG that influenced not
in the dominion of Gensokyo, strives to understand them, and just RPGs but gothic culture itself.
attracting various people. at times struggles with human
egos, epitomizing the Beast Bind
concept.

Blade Runner Battles Without Watchmen


Honor and Humanity
Director: Ridley Scott Director: Kinji Fukasaku Director: Zack Snyder
Producer: Warner Home Video Producer: Toei Producer: Paramount
Set in a polluted future city in 2019, Set in post-war Hiroshima, this In an America where all heroes
humanity uses indistinguishable film noir masterpiece transformed are outlawed, a man named
replicants for space colonization. the landscape of yakuza movies. It Comedian dies, and the lone
The protagonist, Deckard, a portrays men all embroiled in their vigilante Rorschach pursues a serial
"Blade Runner," is tasked with egos, struggling in a society where hero killer. Based on an American
eliminating rogue replicants, their battles are arguably more comic by Alan Moore, the film
exploring the themes of "What beastly than any monster movie questions what it means to be a
is human?" and "What is self ?" could depict. hero, exploring heroes grappling
through dramas involving humans with their egos and bonds within
and non-humans. their demonic forms.

270
271
Ego Table - 1D6 ROC
Cursed Blade Esper Summoner
Ego Ego Ego
1 Want to slash someone 1 Want to be human 1 Want a rare card
2 Want to show my power 2 Want to be a hero 2 Want to spend time quietly
3 Want to start a fight 3 Superiority over ordinary people 3 Want to hide my true identity
4 Don't want to kill people 4 Inferiority to ordinary people 4 Want to make friends
5 Want to meet a worthy rival 5 Want to be admired 5 Want to save the world
6 Want to destroy 6 Want to enhance my own power 6 Want to show off

Bloodline Dhampir Dracul


Ego Ego Ego
1 Want to drink blood 1 Want to drink blood 1 Want to drink blood
2 Want to become human again 2 Longing for humanity 2 Want to dominate humans
3 Want to understand vampires 3 Want to understand vampires 3 Fear of death
4 Afraid of crosses 4 Hate vampires 4 Hatred for the young
5 Want to protect beautiful things 5 Want to avenge "father" 5 Want to face true death
6 Want to love someone 6 Want to fill the loneliness 6 Want to be free

Parasite Enforcer Proliferator


Ego Ego Ego
1 Want to know the truth 1 Want to enjoy the Earth 1 Want to fight a strong enemy
2 Want to satisfy my curiosity 2 Want to execute justice 2 I'm hungry
3 Want to understand Earthlings 3 Want to search for evil 3 Want power
4 Want to access the internet 4 Want to help the weak 4 Want to protect someone
5 Want information 5 Longing for Earthlings 5 Want to know the meaning of my birth
6 Want to show off 6 Want to preach 6 Want to test my limits

Angel Dragon Deity


Ego Ego Ego
1 Want to do something good 1 The arrogance of the old rulers 1 Want to be worshiped
2 Want to return to heaven 2 Want to control the world 2 Want to protect nature
3 Want to follow someone 3 Want wealth 3 Hatred towards humans
4 Longing for humans 4 Want to fly freely in the sky 4 Love towards humans
5 Want warmth 5 Curiosity about humans 5 Want followers
6 Want to save someone 6 Don't want to be bothered 6 Want offerings

Fairy Dream Eater Ghost


Ego Ego Ego
1 Want to eat something delicious 1 Want to drink life force 1 Want to be revived
2 Don't want to be found by humans 2 Want to experience true love 2 Want to return to family
3 Want to play pranks 3 Seek beautiful things 3 Want to be hugged
4 Want to observe humans 4 Want to corrupt 4 Want to take care of others
5 Want to do something fun 5 Want to defile the innocent 5 Want to reach nirvana
6 Want to interfere with humans 6 Want to protect the pure 6 Want to resolve unfinished business

272
Demon Lords Heirs Majin Hell Jester
Ego Ego Ego
1 Want to be acknowledged 1 Protect the summoner 1 Want to tease someone
2 Pride in noble blood 2 Can't tell lies 2 Want to rebel against the strong
3 Want power 3 Want to slack off at work 3 Want to fool around
4 Rebellion against the demon world 4 Want freedom 4 Want to stand out
5 Inferiority complex towards parents 5 Want a contract 5 Want to break something
6 Interest in the human world 6 Want a soul 6 Want to rebel against fate

Werewolf Children of Bastet Oni


Ego Ego Ego
1 Coexistence with humans 1 Want to bask in the sun 1 Want to protect Japan
2 Hunting instinct 2 Want to sleep soundly 2 Want to live with nature
3 Want to stay in beast form 3 Want to live happily every day 3 Want to coexist with humans
4 Hatred towards humans 4 Affection for humans 4 Want to use the power of Oni
5 Protect nature 5 Act before thinking 5 Yearning for the city
6 Live with pride 6 Want to be pampered 6 Want to fight to my heart's content

Magician Lord Black Coat


Ego Ego Ego
1 Want the truth 1 Want to protect subordinates 1 Faith in God
2 Want to protect the daily life 2 Want to become a hero 2 Suspicion towards angels
3 Train oneself 3 Want to fight for someone 3 Hatred towards demons
4 Curiosity towards mythics 4 Want to use military tactics 4 Want to preach
5 Want knowledge 5 Want to meet a worthy rival 5 Want to destroy enemies
6 Hate fighting 6 Hate boredom 6 Want to condemn

Automaton Cyborg Man-Made Monster


Ego Ego Ego
1 I am a doll 1 Self-doubt 1 Don't want to die
2 I am human 2 Carry out the mission 2 Want to rebel against the creator
3 Protect the master 3 Lost memories 3 Memory of sin
4 Don't want to be abandoned 4 Want memories 4 Want a reason for existence
5 Want to be needed 5 Superhuman pride 5 Longing for humans
6 Want to become human 6 Want to be free 6 Want to know who I am

Fairy Tale Urban Legend Legendary Heroes


Ego Ego Ego
1 Want to protect humans 1 Want to stand out 1 Want to know myself
2 Want to tell my own story 2 Want to make the legend eternal 2 Want to live as a hero
3 Want to destroy the original story 3 Want to prove my existence 3 Want to clear past regrets
4 Want to follow the story as it is 4 Want to understand humans 4 Want to find a new life
5 Want to be needed 5 Want to be needed 5 Want to return to the original era
6 Want to become a memory 6 Don't want to disappear 6 Curious about the modern world

273
Mutation Table - 1D6 ROC
Cursed Blade Esper Summoner
Mutation Mutation Mutation
1 Part of the body turns into a blade 1 Hair stands on end 1 Makes strange noises when moving
2 Entire body hardens 2 Aura appears glowing 2 Stands in strange postures
3 Eyes take on a metallic sheen 3 Floats a few centimeters off the ground 3 Part of the guardian is always visible
4 Arms turn into weapons 4 Entire body glows golden 4 Wears an eerie atmosphere
5 Blades grow from the shadow 5 Clothes tear off 5 Appearance becomes similar to the guardian
6 Markings appear on the body 6 Space distorts 6 Eyes turn rainbow-colored

Bloodline Dhampir Dracul


Mutation Mutation Mutation
1 Skin becomes pale 1 Shadow turns crimson 1 Clearly appears as a deceased
2 Fangs become impossible to hide 2 Body temperature drops rapidly 2 Hands turn into those of a beast
3 Eyes stain the color of blood 3 Surrounding plants wither 3 Surroundings become dark
4 No reflection in mirrors 4 Blood mist surrounds the area 4 Fangs and claws are exposed
5 Small animals and children become frightened 5 Stigmata appear all over the body 5 Flocks of bats arrive
6 Aura of a graveyard clings 6 Eyes glow bright red 6 Visions of a gigantic castle appear

Parasite Enforcer Proliferator


Mutation Mutation Mutation
1 Tentacles become impossible to hide 1 Cannot speak without striking a pose 1 Crystals become exposed
2 Extra eyes appear 2 Body temperature becomes extremely high 2 Limbs harden
3 Extra hands appear 3 Bracelets and belts are exposed 3 Part of the body turns into a weapon
4 Extra mouths appear 4 Inadvertently speaks in alien languages 4 Hair turns into antennae
5 Body becomes soft-bodied 5 Part of the body glows metallic 5 Assimilates surrounding objects
6 Neck and limbs elongate 6 Part of the body blinks 6 Gravitational anomalies occur

Angel Dragon Deity


Mutation Mutation Mutation
1 Constant light shines from above 1 Dragon horns grow 1 Emits a pleasant scent
2 Small wings grow 2 Scales grow on the body 2 Hair turns blue or green
3 Feathers flutter when moving 3 Eyes become like those of a snake 3 Flowers bloom profusely around
4 Halo appears 4 Shadow takes the form of a dragon 4 Surrounding nature rejuvenates
5 Strange music resonates 5 Tongue splits in two 5 Radiates a halo
6 Giant wings grow 6 Breath mingles with flames 6 Extras worship

Fairy Dream Eater Ghost


Mutation Mutation Mutation
1 Body become smaller 1 Chest becomes exposed 1 Wandering spirits appear
2 Ears become pointed 2 Thighs and groin are emphasized 2 A lukewarm wind blows
3 Translucent feathers grow 3 Bat wings grow 3 Body occasionally becomes translucent
4 Clothes become fantastical 4 A sweet, melting scent wafts around 4 Legs occasionally become invisible
5 Body become as light as feathers 5 Eyes sparkle like a kaleidoscope 5 Smells like incense
6 Shadows of fairies surround 6 Body shape becomes unnaturally sexual 6 Body temperature feels cold

274
Demon Lords Heirs Majin Hell Jester
Mutation Mutation Mutation
1 Eyes turn golden 1 A tail grows 1 Clown outfit.
2 Patterns appear on the skin 2 Physique improves 2 Face gets painted white
3 Pitch-black wings grow on the back 3 Feels anxious without a summoner 3 Always laughing
4 Shadows of monsters linger around 4 Eyes turn into spirals 4 Moves by doing flips and handstands
5 Ears become larger/pointed 5 Hands and feet turn into talons 5 Hands and fingers become elongated
6 Emits a cold aura 6 Sulfurous smoke clings 6 Face is covered by a mask

Werewolf Children of Bastet Oni


Mutation Mutation Mutation
1 Smell like a beast 1 A tail grows 1 Mouth splits to the ears
2 Canines become sharply protruded 2 Cat ears grow 2 Entire body turns red or blue
3 Body hair and beard become thicker 3 Nails elongate 3 Short horns grow
4 Hands and feet transformed 4 Speech ends with "nya" 4 Patterns appear all over the body
5 Muscles swell 5 Paw pads grow on hands and feet 5 Eyes shine like a full moon
6 Involuntarily growls or howls 6 Pupils become like a cat's 6 Become taller

Magician Lord Black Coat


Mutation Mutation Mutation
1 Magic circles appear 1 Emits the aura of an warlord 1 Pages of a holy book flutter around
2 Surrounding dairy products spoil 2 Subordinates become bloodthirsty 2 Eyes become bloodshot
3 Body glows with magical energy 3 Speech becomes theatrical 3 Part of the body becomes a holy relic
4 Hair defies gravity 4 Cloaked in an illusion of flames 4 Stigmata appear on the body
5 Dogs and cats bark or hiss 5 Smell of gunpowder lingers 5 Scriptures appear all over the body
6 Constant windstorms blow 6 People inexplicably gather around 6 Can't hide weapons

Automaton Cyborg Man-Made Monster


Mutation Mutation Mutation
1 Weapons are exposed 1 Stricken with severe headaches 1 Speech becomes faltering
2 Movements become mechanical 2 Part of the body turns metallic 2 Part of the body disintegrates
3 Speech becomes mechanical 3 Eyes and hands turn into machinery 3 Blood turns blue or green
4 Sounds of creaking 4 Connects to machines with cables 4 Eyes lose their sparkle
5 Rivets and seams appear on the skin 5 Stops blinking 5 Veins and muscles swell
6 Abnormal heat discharge 6 Movements become doll-like 6 Rapid aging

Fairy Tale Urban Legend Legendary Heroes


Mutation Mutation Mutation
1 Clothing become more cartoonist 1 Surrounding people feel uneasy 1 Speech becomes archaic
2 Actions become theatrical 2 Surroundings mysteriously darken 2 Clothing matches that of legends
3 Sound effects can be heard 3 Footsteps become louder 3 Demeanor becomes old-fashioned
4 Background music can be heard 4 Clothing become more creepy 4 No longer hides weapons
5 Floats lightly in the air 5 Dark clouds loom overhead 5 Cloaked in visions of the past
6 Spotlight shines on 6 Attracts attention 6 Every word spoken moves those around

275

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