Kamigakari Homebrew Anon's
Kamigakari Homebrew Anon's
Kamigakari Homebrew Anon's
Preface:
This is a resource meant to answer some really common questions a lot of people tend to ask. This
will be updated as more suggestions are made. More categories will also be added as needed.
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ToC:
General Questions [FAQG]
Term Clarification Questions [FAQT]
Mechanical Questions [FAQM]
Style-Specific Questions [FAQS]
GM Advice Questions [FAQA]
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Q: What is Kamigakari?
A: Kamigakari is best described as "Anime as hell: The system". Its identity is entirely based
around high power shenanigans, though its not bound theme-wise to any one type of anime, or even
anime at all. From magical girl, to mystery, to kamen rider, to the most overpowered shounen BS, It
excels in letting you do that. It does have a generally Modern setting, but otherwise there's no real
restrictions on theme.
Q: Whats unique to this system, that would make me want to play it over another SRS system?
A: This will vary from person to person, but the spirit pool, spirit crest, influence, and damage
systems are all somewhat unique to kamigakari. There is also the fact that classes don't "Level" like
in many other systems, but are taken individually and simply give you a pool of talents to choose
from based on your overall level. Its a very high power system, and deals well in over the top
shenanigans as a result. The lore it has built in is also quite good, and very versatile, so making
most kinds of games would be rather easy.
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Q: What is a Scene?
A: A scene is an important out of combat happening. For example, talking to an important NPC, or
investigating a place when you arrive. There's not really hard rules to split scenes, but generally
speaking the scene will change when you leave an area, or start an entirely separate conversation.
Multiple scenes can't happen at once, so switching from what one group is doing to what another is
doing, then back would count as switching scene's twice, much like in anime or other shows.
Q: What is Overflow?
A: Overflow is a unique Spirit die gained through special means. It Counts as any number for the
purposes of using a talent or Influencing. These Do not carry over from combat to combat or scene
to scene.
Q: What is Influencing?
A: Influencing is the act of replacing a rolls dice with one of the dice in your spirit pool. There are
two restrictions to influence. One is that one of the original dice from the roll must remain
unaltered, and the other is that you cannot influence into a crit or crit fail. Crits and fail's only
happen on natural all 6's and natural all 1's.
Q: What is a check?
A: If you rolled something, that’s pretty much a check. Everything from stat checks to accuracy
checks, whatever you roll, its a check. Damage does not count as a check as its a derived number
rather than something you roll.
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Q: What is HP Damage?
A: There are two answers to this question. The first is that its the total amount of damage dealt after
all modifiers are added on or subtracted, respectively. In other words, the total attack reduced by
any talents or effects the defender attempts to use. The other answer is that some effects cause
damage directly to HP, bypassing most types of reduction. One example of this is the
Form:Hammer weapon "Guards" special ability that does 2 HP damage. This damage is outright
damage, and is not mitigated by anything. Unless something specifically reduces direct to HP
damage, said damage will go through completely, regardless of other forms of damage reduction.
Q: The "Halve Y" and "Null Y" effects say when you "Take an attack action". Does this mean when
i attack, or am attacked?
A: When you are attacked by something else. The wording is confusing, but means "When you take
an attack to the chest" rather than "When you take an action to attack".
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Dragon Carrier
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Q: Do talents like Crystal Divider, Crystal Enhance, or Crystal evolution from the fifth expansion
reduce Direct HP damage? They seem to be wholly untyped.
A: Unfortunately not. While they are untyped, something has to specifically limit HP damage in and
of itself to work on direct to HP damage. They do however reduce any other kind of damage.
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Dark Hunter
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Q: Does shadow breach count as a move action?
A: Revised: Yes it does! Apparently, Shadow breach uniquely is affected by talents that affect
combat moves, which is out of the norm for the rest of the system. Source: Rikizou, Via Kamigakari
Anon
Q: Dark shadow arts seems a little strong. Does it actually work with any prep talent?
A: Yep. Any talent with [Timing:Prep]. Dark hunter or not.
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Digital Sorcerer
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Q: Can Zohar method be used even if the other person can't afford to use the ability normally?
A: Yes. Yes it can. Even if they don't have the dice for it, they can use the talent in question if you
use zohar method.
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Legion
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Q: When using Target Acquisition with Focused Assault, does the penalty to Active Checks stack
for each Weapon Attack?
A: No. The penalties do not stack. In other words, if the penalty for the first and second Weapon
Attacks is -2, then they each take -2 to their individual Active Check.
Q: A question continuing from the above. Target Acquisition says to decide how much you increase
the number of Targets by before the Attack Action itself, but if you do that, then reduce the number
of targets with Focused Fire afterwards, is it possible to increase Damage Calculation that way?
A: Yes. That is possible.
Q: Another question continuing from above. Assuming the above question's answer is a "yes," if
you use Focused Assault after increasing the number of targets with Target Acquisition, then reduce
the number of Targets with Focused Fire... since the number of Targets gained from Target
Acquisition is reduced, does that also lower the penalty?
A: No. Even if you use Focused Fire in this manner, the penalty from Target Acquisition does not
reduce in any way. For clarity, we'll provide an example. First, we declare Target Acquisition with
[Start]. Then, once it's our turn, we declare Focused Assault. While deciding the number of Targets
to increase by, we decide to go with +3# (so this earns a -3 penalty to Active Checks). Then, if we
use Focused Fire to reduce the number of Targets by 3, we'll be making our first Weapon Attack
against [Target: 1#] with -3 to the Active Check, and +9 to Damage Calculation. On the second
attack, because the effects of Target Acquisition and Focused Fire persist until the end of the round,
we again make the attack with -3 to the Active Check, and +9 to the Damage Calculation of the
Weapon Attack.
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However, if they have no reasonable capability to do something, by all means call them out on it.
No one wants to be a spoil sport, but there is a thin line of suspension of disbelief. An arc slayer
can't cure cancer by killing it with his weapons, as an example. Not by itself, at least.
Q:
A:
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Homebrew Anons Guide to Mononoke Creation
ToC:
Class And LV [HMCC]
Descriptors [HMCD]
Stats [HMCS]
Special note on level 6 mononoke [HMC1!]
Secondary stats and HP [HMCH]
Weapon attacks [HMCW]
Abilities and talents [HMCA]
Special note on [Shift: Taken out] [HMC2!]
Other Talents [HMCO]
Materials [HMCM]
Template [HMCT]
Afterword [HMCAf]
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Descriptors [HMCD]:
Descriptors are the top half of the mononoke's abilities. Size, wits, senses, and the like. They
vary in importance, and some vary depending on group comp. Make sure you understand them
when making a mononoke.
Size is easily the most important. It has a direct mechanical impact on how a Mononoke works.
It determines weapon attack damage dice, amount of times a round it can declare engagements,
among other things.
If a Mononoke's size is 0 it can breakaway as it pleases.
Human sized creatures have a size of 2. Things half the size have 1, double the size have 3, and
above that it gets sketchy.
The main book describes this in more detail.
Wits has no direct mechanical impact on the game. It's more a descriptor for how they act than
what their actions do. Assign this as is fitting for the Mononoke in question.
Senses can be really important, or not at all as it depends entirely on player team comp.
If your players have a method of sneaking past Mononoke with regular senses, use heat and magic
senses to trip them up.
Otherwise, this becomes wholly unimportant.
Speech can be important if you want a mononoke your players can have a dialogue with.
Simple yes or no.
If it isn't necessary or it doesn't make sense for the mononoke to talk, put No.
No direct mechanical influences on the game.
Reaction, like wits, has no direct mechanical influence on the game. It determines if the
mononoke attacks on sight or not. Hostile if yes, mercurial if you want some leeway, neutral or
friendly otherwise. Once again more how they act than what they actually do.
ID is pretty important. If your party wants to identify something, this is the DC they need to
beat.
This can lead to them taking advantage of things like weaknesses, so this stat should not be taken
lightly.
Determine it by how common something is in your campaign. The more common, the lower the ID.
The rarer, the higher.
If a person is known, but their abilities and skills are not, give it a middling number. easy ID's are
usually below 10, 10 is around the median, and 11+ can be considered a high DC for this.
Movement Is simply the modes by which a Mononoke can move. Walk, flight, or swim.
Choose whichever ones are fitting for the Mononoke in question.
Flying creatures can ignore declarations of engagement made against themselves.
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While most of them are approximately the same as their player counterparts, CHK is a special stat
for mononoke alone.
It determines their ability to do anything not covered by the other four stats.
These won't come up terribly often, unless your party likes using special attacks.
This is the approximate math for mononoke stats up to level 5. Above this there is too little data to
work with conclusively:
17 level 1 entries. Average stat total is 19.05. Max of 25, low of 14. Singular stat max of 7
16 level 2 entries. Average stat total is 21.56. Max of 26, low of 16. Singular stat max of 8
18 Level 3 entries. Average stat total of 22.61. Max of 28, low of 15. Singular stat max of 9
11 Level 4 entries. Average stat total of 23.36. Max of 28, low of 18. Singular stat max of 10
12 Level 5 entries. Average stat total of 31.75. Max of 41, low of 26. Singular stat max of 11
4 level 6 entries. Average stat total of 35.25. Max of 39, Low of 32. Singular stat max of 12
7 level 7 entries. Average stat total of 32.14. Max of 37, low of 27. Singular stat max of 13
Max Singular stats are Lv+6. Averages can be used to make a balanced Mononoke of that level.
The reason the average stat spread goes up at level 5 is likely because your players have gained
their high talents at this point.
Keep in mind that most Mononoke will have two really high stats, or one high stat, two middling,
and two low.
Generally, even high level Mononoke will have stats in the 5's or 6's.
Mononoke will usually only have 1 stat at the highest allowed amount for their level. Any higher
borders on overpowered.
Once you know a Mononoke's base [Combat stats] its [Fixed value] is determined by adding 7 to
the combat stats.
For the sake of creation, Choose one [Combat stat] to be the main statistic.
This is the one the Mononoke will most rely on.
For the most part, its mostly a choice between magic and physical, then offense and defense.
Mixing and matching is perfectly fine though.
[HMC1!] Level 6 Has a severe lack of data with 1/4 of it being an outlier. The actual Stat average
should be near or just below 32, but there are only 4 entries. As such, this data is somewhat
erroneous, and care should be taken with mononoke of this level
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Initiative is determined in largely the same way as for the player. EVA+5 is your base initiative.
The number in parenthesis is their combat move speed, and is determined in the same way as a
players, (INIT+5)/3.
Keep in mind, this number rounds up.
Unless otherwise noted by a talent, Base move speed is still 1 square, and Mononoke take all
penalties included in moving.
Armor/Barrier are very oddly used for Mononoke. Mononoke have extremely low armor and
barrier, especially in comparison to the players.
Generally, a Mononoke that is not supposed to be tanky will have between 0-5 armor and barrier.
A somewhat tanky one will have 6-10 of only one of them.
A particularly tanky Mononoke may have above 10 to armor or barrier, but not both.
Mononoke that are meant to be tanky will generally use a larger healthpool, halving talents, or
abilities that interrupt attacks to increase their chances of survival, rather than armor or barrier.
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Weapon attacks [HMCW]:
Here is an example of a basic weapon attack
>[Weapon Attack]: Physical Attack / Engaged / 1#
>- [Form: Sword] 2d6+16 physical damage to the target.
Determining physical or magical is the first thing you should do. This will be determined by the
highest damage stat between ACC and CNJ.
If you choose magical damage, after 1# also note if resist halves the damage or cancels the damage
of the attack like so
Determine The range it can be used from, and the amount of targets it can hit. Generally, this will be
either [Engaged/1#] Or [Xsq/1#] where X is the amount of squares away.
After this, determine the form. This is dependent on the weapon used, and can range from
unarmed to magic. Mostly the same as a player.
If the attack is magic, it will probably be [Form: Magic] as well.
This will also determine if you use engaged or range Xsq.
Next determine the damage. This is determined by size and the combat stat used to make the
attack.
Size will determine the amount of D6's rolled, while the combat stat will determine the modifier.
The modifier will be somewhere inbetween the [Combat stat] And its [Fixed Value]
This will be the baseline "Talent" by which you compare the others you make for a Mononoke.
Keep in mind that players will on average take more damage from magical attacks than physical,
because resist will generally halve damage rather than outright avoid it like evading it.
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A good baseline is that a talent will always be around 1.5x to 2x stronger than its base weapon
attack, and is max once per round.
So an attack talent that just increases damage may add an extra D6 of damage, or an extra +6 to the
modifier. Straightforward.
Adding elements may cause extra damage if your players have weaknesses, but is otherwise
usually thematic. Element's can be safely stacked with weaker attack talents without danger of it
being to strong.
Talents that increase the number of targets generally will not raise the amount of damage, and
may even lower it.
If you increase the number of targets by 1 to 2#, then raising the baseline damage a bit is okay.
Any higher and its better to leave the damage as is.
If you go to Area, leave the damage as is. The damage here will be determined by how effectively
your party tanks or you make mononoke clump.
If you go up to combat zone, weaken the damage just a bit. It will hit all the members of a party,
and if its too strong this can potentially cripple them.
If you wish to use Shifts, keep the baseline damage about the same. The Shifts you inflict rob
people of actions and functionality, and can be very crippling if used right.
[HMC2!] A special note to make is that if you want a talent to use [Shift: Taken out] There needs
to be a limitation on it. Whether that’s making it 1/combat, Needing to inflict another shift like
[Shift: Immobile], Or just lowering the attack stat for that talent alone, there needs to be some
reason not to use it, or you will wipe your party in no time flat. This isn't fun for anyone. Use
Responsibly.
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Generally speaking, feel free to go nuts on these. Just keep Some basic rules in line.
Healing talents Need some form of limit to them. Whether thats just having a set amount healed per
round, or a usable 1 a round talent that takes up an attack timing, these cannot be too powerful. A
Mononoke is intended to be defeated, after all. For Per round healing, a Mononoke's Lv is around
the maximum you should give them. For an attack action, make it about half the strength of their
weapon attack.
For Mononoke Summoning, the more individual Units it summons, the weaker each one should be.
These units should almost always be weaker than the main Mononoke, and this should generally be
a 1/Combat thing unless its intended to swarm with large amounts of inconsequential Mononoke.
Movement type talents come in 3 types. Those that increase speed outright, those that ignore
engagements, and those that give new Movement modes. These can overlap. Be careful with ones
that ignore engagements, as these are akin to teleporting. Too many Mononoke or too strong of one
teleporting on a whim is not a good idea, so make sure to add a limit.
For Halving damage talents, generally speaking Mononoke will have only one of the two damage
types, and it will be a once per round talent. If you want it to last an entire round, make it so that it
eats up their attack action.
Talents that interrupt the players actions aren't uncommon. Generally, these are once per round
things. Basically the same as Halving talents. If you want it to be an entire round thing, make it eat
up an action, or have a long cooldown. Its on you to make sure your players can do something to
this monster.
Talents that are constant should be kept somewhat low key. They can include movement, increases
to checks or armor/barrier, and a host of other things, but a rule of thumb is that the longer the talent
lasts, the weaker it is or the harder it is to use.
Anything past this gets increasingly shady. You will need to play by ear, and maybe ask others for
their opinions.
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Materials [HMCM]
The Main book has a really good guide for rolling randomized materials, so i don't think a section is
needed on this. However, i will mention here that if you want a material to have a unique effect or
none at all, this is also an option. Most of what you could want a material to do though, there are
very conclusive tables to roll on for this.
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>HP:
>Initiative: ()
>Armor:
>Barrier:
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Afterword: [HMCAf]
This is the brunt of my advice and math on making mononoke. Most of this will seem common
sense, other parts maybe not. I sincerely hope this guide will help all the GM's out there that really
wanna make the game their own. If you find any typo's, have advice of your own, or anything else,
please tell me and I'll see what I can do about it. And don't feel embarrassed or shy about sharing
your homebrew creations. Anything you make is something everyone can use.
Character stat, Progression, and mechanic cheat-sheet.
Preface:
Not all information here will always be 100% correct. The books will always trump this handout
when there is a dispute over rules.
Stat [QRGS]
Basic Combat Rules [QRGC]
Timings [QRGI]
Talent Costs [QRGA]
Targeting rules [QRGT]
Damage and Defense [QRGD]
Negative Shifts [QRGN]
Positive Shifts [QRGO]
Shift: Hidden [QRGH]
Progression [QRGP]
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Stat [QRGS]
Base stats are determined by race, and a choice between martial, arcane, or utility. Only one of these
can be chosen. This doesn't need to be the stat type of your main Style, but there are few reasons for
it not to be. At level 1, you also get 1 point to put into any one stat.
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Basic combat rules [QRGC]
Unless modified by a talent or debuff, all rolls are 2d6+mod.
Physical attacks use Accuracy, Magical use Conjure, regardless of the range of the attack. Certain
attacks use the Special stat.
Engagements allow an adjacent unit to stop another. To get out of one, you have to disengage. A
creature can declare engagement a number of times up to its size (PC's All have a size of 2). An
engagement is any contiguous group of creatures with at least 1 side touching and at least one
opposed character. Some talents ignore engagements. Some talents and shifts ignore engagements
and declarations of engagement. In this scenario, they are not stopped and do not get targeted by
area attacks, unless the character in question initiates it themselves.
!!!In the case of area attacks, it wouldn't be unfair to rule that if there was no opposed force in the
group, you could still count it as an engagement for the purpose of the attack. This is up to the GM
at the time though.!!!
Unique talents can be used whenever they apply, so long as the cost can be paid and they don't
double up on the same talent. The same talent cannot be used at the same time as itself. There is a
global rule for unique talents that they can only be used once a round, unless stated otherwise. (PDF
Page 240 under the Unique header)
Spirit Dice are rolled at the start of each session, and exhausted die are re-rolled each scene or each
round in combat.
Overflow is a dice type gained in extremely specific scenario's. It counts as any singular numbered
dice. Once expended, you do not reroll it like exhausted dice. Its gone.
Install simply means that a character is in this space. Not moving through, Either appearing in or
stopping in that space.
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Timings [QRGI]
Start= Start of a round
Prep= once per round. Always consumed before an attack timing. Even doing nothing consumes
this timing
Attack= once per round. More can be gained through various means.
Unique= See Basic rules
Defense= Gained any time an opposing force makes an attack action. Can be used immediately.
End= End of a round. Spirit die are rerolled after this timing and before the next Start timing
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Talent costs [QRGA]
#= A flat number
E= An even number
O= An odd number
Steps= numbers in sequence (1-2, 2-3, etc)
Doubles= 2 of the same number
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Targeting [QRGT]
Target User- Targets Self. Usually a buff.
Target X#- Attack any enemy in range, up to #
Target Area- Targets an engagement
Target Combat Zone- Hits every enemy currently in play
Target Item- Hits a weapon, protector, or accessory
Target Other- Anything not covered above. Rare, and depends on the GM
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The only times this isn't true is on a crit (In which its 10xRank), or on a crit fail (In which its
outright 0)
Physical Damage is outright evaded on a successful evasion check. Magic is usually only halved on
a successful Resist check.
HP damage in the case of weapons or items (like Guards) that cause it directly is added on after all
effects that reduce damage.
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<Darkness>
Characters with [Shift: Darkness] take a -2 penalty to all [Active Checks], and [Halve] the
[Speed] of all [Move Actions].
● [Remove] : When a character is taking their turn, spend 1x [Timing: Attack]. Otherwise,
use a Talent or something else with an effect of [Remove: Darkness].
● [Combat End] : Instant.
<Poison>
Characters that inflict [Shift: Poison] apply the [Result] of their [Attack Action] as a [Rating].
Characters with [Shift: Poison], after [Timing: End], lose {HP} equal to the [Rating].
● [Remove] : When a character is taking their turn, spend 1x [Timing: Prep] and succeed
at a [Fortitude] maneuver with [Difficulty: Rating]. Otherwise, use a Talent or [Item] with
an effect of [Remove: Poison].
● [Combat End] : Instant.
<Pain>
Characters with [Shift: Pain], when making any [Roll], always change the lowest die in their
[Roll] to a “1”. This “1” cannot be [Influenced]. If an NPC has [Shift: Pain], they take a -2
penalty to all [Checks].
● [Remove] : When a character is taking their turn, spend 1x [Timing: Attack]. Otherwise,
use a Talent or [Item] with an effect of [Remove: Pain].
● [Combat End] : Instant.
<Paralysis>
Characters with [Shift: Paralysis], when they take their turn, automatically spend one each of
[Timing: Prep] and [Timing: Attack]. In other words, if a character has 2x [Timing: Attacks],
when they become the [Actor], they may only perform 1x [Timing: Attack].
● [Remove] : Spend 1x [Timing: End]. Otherwise, use a Talent or [Item] with an effect of
[Remove: Paralysis].
● [Combat End] : 10 minutes (1 scene).
<Immobile>
Usually Gained through having Negative Initiative
Characters with [Shift: Immobile], from the moment they are inflicted with the condition, are
unable to gain any [Timings] other than [Timing: Unique], and become unable to act.
Note that a character that has become [Immobile] due to the {Initiative} modifiers of [Items],
even if they use Talents or [Items] with an effect of [Remove: Immobile], unless their
{Initiative} rises to 1 or higher, will not be able to gain the [Remove] effect.
● [Remove] : Use a Talent or [Item] with an effect of [Remove: Immobile]. Otherwise,
spend 1x [Timing: Unique] to change [Equipment] and raise {Initiative} to 1 or more.
● [Combat End] : Instant, or until {Initiative} rises to 1 or more. While [Out of Combat],
when the influence of [Distortions] makes a character have {Stats} of 0, they gain [Shift:
Immobile]. In that case, by performing a [Rest] during the next [Scene] (declare being
[Backstage]), the character can [Remove] that condition.
<Downed>
Characters with [Shift: Downed] cannot spend any [Timings] other than [Unique], are unable to
make any kind of [Check], cannot use any Talents or [Items], and cannot benefit from
[Recovery] effects.
● [Remove] : Use a Talent or [Item] with an effect of [Remove: Downed].
● [Combat End] : 10 minutes (1 scene).
<Taken Out>
The effects of [Taken Out] are the same as [Downed].
● [Remove] : Use some kind of effect that has an effect of [Remove: Taken Out].
● [Combat End] : 10 minutes (1 scene).
<Dead>
Characters that become [Shift: Dead], in addition to the conditions of [Downed], cannot perform
[Timing: Unique], and on [Session End], the character will no longer be able to participate in
[Sessions].
● [Remove] : Use some kind of effect that has an effect of [Remove: Dead]. However, if 10
minutes (1 scene) has passed since [Combat End], then the condition cannot be
[Removed] through any means.
● [Combat End] : Cannot be removed.
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<Assault>
[Assault] is when a character attacks an unaware hostile [Target].
Characters with [Shift: Assault] gain a +2 modifier to the [Result] of their first [Active Check]
that round, and gain a +5 modifier at [Damage Calculation].
● [Remove] : The first [Damage Calculation] of that round ends.
<Flight>
[Flight] is a condition where a character is flying or floating through the air.
Characters with [Shift: Flight], if they receive declarations of [Engagement] from characters that
do not have [Shift: Flight], can ignore this. In other words, characters with [Shift: Flight], unless
they themselves declare it, never have to enter an [Engagement]. Also, they ignore penalties
from “Hazardous Footing” and gain a +1 modifier to [Active Checks].
● [Remove] : Be on the receiving end of a [Range: Charge X Sq.] [Attack Action].
Otherwise, become [Shift: Fallen]. A character that [Removes] [Flight] due to [Shift:
Fallen] takes [Falling Damage: 20].
If the effect of a Talent that grants [Flight] persists, then if 1x [Prep] is spent, [Flight]
may be regained.
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Progression [QRGP]
Talent and ability progression for characters is as follows.
1st level: 2 Racial, 2 normal talents (Nothing with a mark). Get All [※] talents from taken style's.
2nd level: 1 normal talent (Nothing with a mark)
3rd level: 1 Normal talent. Can get [●] Talents from here on. Can get [◎] Talents if they are from
main style.
4th level: 1 Normal talent.
5th level: 1 Normal talent. Can be used to get a High Talent. Also get one free Racial talent that you
meet the prerequisites for
6-9th level: as 4th
10th: as 5th. Can get 10+ High Talents
11-14th: as 4th
15th: as 10th. Can get 15+ High Talents (Expansion only)
16-19th: as 4th
20th: As 15th. Can get Level 20 High talents