Beast Bind Trinity
Beast Bind Trinity
3
5
7
THE WORLD OF DEMI-HUMANS
“I didn’t want to lie.
Yet, all I wanted to protect.
Your smile.”
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 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~”
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.”
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)
“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.”
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.”
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
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.”
22
UCTION
INTROD
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
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
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
sell you this translation.
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.”
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
(*) 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
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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
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WORLD CHANGES AND THE “FEATHERS”
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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
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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.
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.”
ANOTHER WORLD
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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.
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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.
Guardian
Past Earth
Curent Earth
41
DEMI-HUMAN CITY, IKEBUKURO
“The night spreads as I command.”
Demon, Mephistopheles
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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
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IKEBUKURO MAP GUIDE
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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.
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PERSONALITIES
“I like how chaos thrives in this city.”
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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
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
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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.
“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”
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
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
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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
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
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
54
SE CTION
WORLD
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.
56
SE CTION
WORLD
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.
58
SE CTION
WORLD
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.
60
SE CTION
WORLD
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.
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.”
64
SECTION
PLAYER
65
QUICK START
“Ultimately, things can become easier
by doing faster and quicker. That’s why
I love speed.”
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
67
“This
power is
meant to
protect
people!”
Bio Ar m o r
Sample Character Initial
Name Bio Armor Humanity 52
Style Attacker
Primary Secondary
Blood (Root) Estranger (Proliferator) Estranger (Proliferator)
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!”
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.
Style Attacker
Primary Secondary
Blood (Root) Vampire (Dracul) Vampire (Dracul)
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.”
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)
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)
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)
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.”
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)
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?”
Style Supporter
Primary Secondary
Blood (Root) Spirit (Ghost) Hermit (Magician)
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.”
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)
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.”
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)
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.”
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)
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”
88
SECTION
PLAYER
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)
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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
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93
CONSTRUCTION
“How to live and how to die. Both humans
and mythics, that alone is freedom.”
WHAT IS CONSTRUCTION?
8 Items (P99)
→ Personal Data (P88)
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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.
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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
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ITEMS
99
BLOOD DATA
“Let me be the one to write, no - to
remember, who you really are.”
100
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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.
1Name
2Type
4Timing 3Level
6Target
5Ability
8Cost
7Range
9Effect
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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.
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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.
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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.
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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?
110
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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.
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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.
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115
VAMPIRES
“We are a race beyond humans. Just as
humans farm pigs, we farm humans.”
Nikage-tei Yoshiie
116
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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.
118
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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.
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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
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.
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.
124
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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.
126
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127
SPIRIT
“Oh, we meet again. How cold of
you. This is already the third time
we’ve met in this dream.”
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.
130
SECTION
PLAYER
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.
132
SECTION
PLAYER
133
CELESTIAL
“Unfortunately, I no longer fight for God”
“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
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.
136
SECTION
PLAYER
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.
138
SECTION
PLAYER
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.
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
“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
140
SECTION
PLAYER
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.
142
SECTION
PLAYER
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
144
SECTION
PLAYER
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.”
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.
146
SECTION
PLAYER
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.
148
SECTION
PLAYER
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.
150
SECTION
PLAYER
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
“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
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.
154
SECTION
PLAYER
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.
156
SECTION
PLAYER
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
158
SECTION
PLAYER
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.
160
SECTION
PLAYER
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.
162
SECTION
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163
LEGEND
“Why? It’s hard to say. This is just
what I am. It’s no different than you
being human.”
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
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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.
166
SECTION
PLAYER
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.
168
SECTION
PLAYER
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.
170
SECTION
PLAYER
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?
172
SECTION
PLAYER
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.
174
SECTION
PLAYER
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.
176
SECTION
PLAYER
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.
178
SECTION
PLAYER
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.
180
SECTION
PLAYER
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.
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
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
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.
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.”
(*) 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.
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CTION
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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
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HUMANITY
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
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SPIRITUAL ANCHOR
193
GAME PROGRESSION
“There is a reason behind rules.
First, you need to understand them.”
After-Play
194
CTION
RULE SE
PRE-PLAY
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
196
CTION
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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
198
CTION
RULE SE
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
200
CTION
RULE SE
201
CHARACTER DEVELOPMENT
CHARACTER REBUILD
202
CTION
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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?"
FLOW OF COMBAT
FLOW OF A SCENE
If none want to continue the combat, proceed to the next step
Initiative Step
Initiative Step
Initiative Step
Combat Start
Action Step
Battle End
first in the Round
Setup Step
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).
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CTION
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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
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
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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.
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.
Attack Completion
Attack Declaration
Defense Step
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CTION
RULE SE
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.
212
CTION
RULE SE
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
214
CTION
RULE SE
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:
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217
GAMEMASTER RULES
"Control is about setting the rules and making decisions.
I decide what is right. Therefore, I am infallible."
Count Dracula
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
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
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.
220
A S T E R SECTION
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SESSION PROGRESSION
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.
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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
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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227
ENEMIES
"Hey, how do you see us?
Have you ever thought about what
you might become tomorrow?"
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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
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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.
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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.
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235
Enemy Data
"Uh, what was this called again?
Ah yes, Obliteration. Right."
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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.
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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.
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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.
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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."
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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
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247
OPENING PHASE
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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
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(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
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Vlad Knight, aiming to cause chaos with a bond)..." You head towards the
among humans and mythics by warehouse.
committing slaughters in Ikebukuro.
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
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ENEMY DATA
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
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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.
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[Paradise of Desire]
PREPLAY
258
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OPENING PHASE
260
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MIDDLE PHASE
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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
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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.
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CLIMAX PHASE
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ENEMY DATA
267
ENDING PHASE
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Scene Player: PC5 End the scene after PC5 responds. event flags are not included in the
Overview: experience points calculation.
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.
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
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
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
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
275