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Credits and Dedications

The authors of this Savage Setting do not own Soul Eater manga, anime, or Savage Worlds, which belong to Square Enix, Studio BO ES and !unimation, and "innacle Entertainment, res#ectivel$% These trademar&s belong to their res#ective owners% 'i&ewise, much of the art in this boo& is either from the (nime or fan art, neither of which the authors la$ claim to and the rights remain with the res#ective creators% Therefore, this #ortable document file is to onl$ be distributed for free% This game is a labor of love to Soul Eater and role #la$ing games in general and dedication li&e that doesn)t require monetar$ com#ensation% Technolog$ wise, *)d li&e to than& the free word #rocessor 'ibreoffice and the websites +am,ar%com for %odt to %#df conversion and "dfesca#e%com for ma&ing the fillable %#df character sheet% S#ecial credit given to Chris, m$ #la$testers, -tg-)s Soul Eater threads, and Savage Worlds for ma&ing one of m$ favorite role#la$ing s$stems ever%

Table of Contents
The Savage World of Soul Eater...........................................5 Savage Worlds: Summarized................................................5 Starting Out...........................................................................6
Character Creation. ( ste# b$ ste# #rocess/%%%%%%%%%%%%%%%%%%%0 1a&a (lbarn/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2 Soul Eater Evans/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2 (ttributes/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3 S&ills/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%45 Climbing (Strength):......................................................... ! "riving (#gilit$):.............................................................. ! %ighting (#gilit$):........................................................... ! &ealing (Smarts):.............................................................. 'ntimidation (S(irit or Strength):...................................... 'nvestigation (Smarts):...................................................... )no*ledge (Smarts):........................................................ +o,-(i,-ing (#gilit$):...................................................... .oti,e (Smarts):................................................................ / 0ersuasion (S(irit):........................................................... /

..........................................................................................24 The 8la,- 8lood (5adness Edges)..................................6! 9ni:ue Edges:..................................................................6/

Combat:...............................................................................62

"isguise:............................................................... /
1e(air (Smarts):................................................................ / 1iding (#gilit$):.............................................................. / Shooting (#gilit$):............................................................ / Stealth (#gilit$):............................................................... 2 Street*ise (S(irit):............................................................ 2 Survival (Smarts):............................................................. 2 Taunt (Smarts):................................................................. 2 Tra,-ing (Smarts):............................................................ 2 6indrances/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%47 (dvances/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%43 3eneral Edges:................................................................../! 0rofessional Edges:.........................................................../2 Combat Edges:................................................................./5 3eneral Soul Eater Edges................................................./4 5eister Edges...................................................................2 S(e,ial #tta,-:..................................................................2/

The Wavelength Connection/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%87 "ace/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%88 "arr$/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%88 Toughness/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%88 *nitiative/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%88 1ovement/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%89 (ction/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%89 #im:..................................................................................65 #tta,-:..............................................................................65 "efend:.............................................................................65 "ra*:................................................................................65 %ull "efense:....................................................................66 5aneuver:.........................................................................66 S-ill:.................................................................................66 )(ce) the Dice/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%80 The Wild Die/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%80 (rmor :Death Wea#on Onl$;/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%8< Wounds/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%8< Soa-ing:............................................................................6;

Situational 1ules.................................................................6<

Effe,ts:.................................................................22 "ra*ba,-s:..........................................................26
Sam(le S(e,ial #tta,-s:..................................................26 "emon Wea(on Edges......................................................25 Wea(on Traits and S(e,ial Edges.....................................25 S(e,ialt$ Wea(on 7ualities:.............................................26 "eath S,$the and "eath 5eister Edges............................24

(nime 1ovement/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%82 (voiding their (ttac&s/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%82 Called Shots/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%83 Disarming/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%83 Driving/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%83 Duel Death Wea#on Wielding/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%95 !irearms/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%95 =anging >#/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%95 =ra##ling/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%95 "ushing/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%94 ?a#id (ttac&/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%94 Shooting/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%94 Snea& (ttac& :Or )The Dro#);/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%94 Tri##ing/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%9@ Wild (ttac&/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%9@

5adness..............................................................................52

"isorders..........................................................................56

0la$ing and 1unning Soul Eater.........................................55

The Savage World of Soul Eater

*n the world of Soul Eater, Shinigami wages an eternal war with the forces of magic and madness% The magic em#lo$ed b$ the witches can la$ waste to entire regions, and their more subtle machinations and inventions are even more dangerous% The forces of madness alread$ exist in the hearts of ever$ man, Aust getting read$ to release the human mind from ever$thing holding it bac&% Over eight hundred $ears ago, the first Demon Wea#ons a##eared, and 'ord Death used them to form an elite team dedicated to sto##ing the witches and forces of madness% ow, in the modern times, 'ord Death has o#ened a vocational school called the Demon Wea#on 1eister (cadem$, a school dedicated to training Demon Wea#ons and their users, 1eisters% 6owever, Death)s old enemies are Aust as clever as ever, and are alwa$s develo#ing new tric&s to use against him% 1ost games of the Savage World of Soul Eater will focus on the $oung students at the DW1( as the$ ta&e assignments from Death, worr$ about homewor& and exams, and ex#erience all the Ao$s of anime high school% During all this, the characters might become involved in a witch)s scheme or have to fight the encroaching madness% (gainst some of the smartest enemies in the world, the$ will have to be equall$ clever%

Savage Worlds: Summarized


The conce#t of Savage Worlds can be summari,ed with a few sim#le guidelines% Bour character)s ex#erience in a s&ill is determined b$ the si,e of the dice the$ roll for that s&ill% Static bonuses added to the roll are rare and highl$ sought after% 1ost rolls sim#l$ require the character to roll against a difficult$ number of 8, but bonuses and #enalties can ma&e this harder to attain% "la$er characters and s#ecial nonC#la$er characters gain a bonus dice called a Wild Die the$ can use to re#lace certain rolls, giving them a higher chance of success% These s#ecial characters also get Bennies :43@5)s slang for benefits; which allows them to reroll bad rolls, activate s#ecial #owers, and ma&e themselves more #owerful% So remember, high dice and lots of bonuses and bennies are what $ou want to ideall$ have%

Starting Out

This is where $our character begins% Bour character will either be a Demon Wea#on or 1eister% Consider $our )class) now, as it #la$s a crucial role in creation% When character creation is done, $ou can reCarrange how $ou made $our character if $ou reali,e $ou do not want certain traits an$ more, etc%

Character Creation; A step by step process:


Character creation is the first #art of an$ role#la$ing game% Bou design $our character based on rules and in com#arison to the other #la$ers% But Savage World)s character creation is eas$ as hell% This following guide is a ver$ brief ex#lanation of the various ste#s, with the following section being more dedicated to each% To hel#, we)ll also stat u# a beginning 1a&a (lbarn and Soul Eater Evans, a 1eister and Demon Wea#on team from the series% Before $ou get into the mechanics of character creation, $ou have to consider the character $ou want to #la$% ( character is more than a bundle of stats written down on a character sheet% ( character is $our contribution to the setting #ut forward b$ the =ame 1aster, something $ou should be #roud of and feel a connection to% Consider what $our character li&es and disli&es, what &ind of goals the$ have, and how the$ #lan to achieve those goals% Thin& about how

the$ act around others, how the$ s#end their free time, and how the$ a##roach #roblems% When $ou get into the crunch of character creation, these will hel# $ou decide what &inds of s&ills, hindrances, and edges to ta&e% With the #ersonalit$ of $our character #ic&ed out, focus on their #h$sical descri#tion% ( #icture can hel# $ou visuali,e% Thin& about factors li&e age, s&in tone, e$e and hair color, height, and weight% These are Aust to hel# $ou thin& and visuali,e $our character% With these down, it)s time to consider $our last big decision before $ou design $our character% Will $ou be a warrior 1eister or a #owerful Demon Wea#onD ( 1eister is both a warrior and a conductor of sorts, guiding the demonic #ower of the Demon Wea#on% 1eisters tend to be ver$ hard$ and #h$sicall$ strong% 1eisters also learn the s#ecial attac&s% 6owever, their actual fighting st$les var$ widel$% Some go for straightCu# combat, others tr$ to ma&e u# for their lac& of Strength with snea& attac& damage% Others use combat maneuvers to wea&en and destabili,e their foes% On the other hand, Demon Wea#ons are the wea#on of choice for their 1eister% The$ are humans who become wea#ons of all &inds% Some Demon Wea#ons are strong and brutish, imbuing their 1eister with great Strength and #rotection% Others are more clever and use tric&s against their foes to both ma&e u# for their lac& of Strength or combat s&ill but to also hel# allies% With a general character idea settled on, $our first tas& is to #ic& $our attributes%

(ttributes are a measure of $our character)s stats, such as intelligence :Smarts;, raw Strength :Strength;, and will#ower :S#irit;% (ll of the attributes are im#ortant in their own wa$s, de#ending on how $our character is #la$ed% (fter attributes are selected, s&ills are assigned% Bou get 49 s&ill #oints and assign them to s&ills that would match $our #ro#osed character% Bou can #ic& from an$ of the s&ills on the list% !or a 1eister, combat s&ills are crucial, but Demon Wea#ons can be more general, ma&ing them good for investigations, #ersuasion, or &nowledge rolls% Of course, the 1eister can also be s&illed at this% Some 1eisters might not even be s&illed in a standCu# fight% 6indrances are selected now% =aining hindrances ma&e characters more fun to role#la$ and even give $ou bonus advances :ex#lained next;% Bou can gain two advances through hindrances% ( maAor one grants an advance and two minor grant an advance together% Of course, one doesn)t need to ta&e two advances worth of hindrances% The$ could Aust ta&e one advance)s worth or none% ow, to ex#lain advances% (t character creation, $ou have one advance, #lus the ones $ou might have gotten from hindrances% (n advance can im#rove $our character, giving them better attributes, increasing s&ills, or gaining Edges% Bou ma$ onl$ boost one attribute b$ one die at character creation% (fter that, $ou gain an (dvance b$ gaining 9 Ex#erience, which is awarded at the end of a session based on

#rogress made% Edges can reall$ hel# out $our character% The$ basicall$ ta&e the rules set out b$ Savage Worlds and lets $ou brea& them, such as giving bonuses on rolls, giving new abilities or techniques, new wa$s to manifest abilities, etc% Edges shouldn)t be loo&ed over in terms of using advances% (t character creation :and ever$ time the$ gain ran&; a 1eister gains a free S#ecial (ttac&% >se the rules in the s#ecial attac& section to ma&e one% Tier 4 is recommended but the character could even choose tier @ if the$ and their wea#on #artner could reach it% Similarl$, a Demon Wea#on gets their first wea#on trait which hel#s define their wea#on% There are basic traits that an$ wea#on can get, and also advanced traits the$ can get later% >nless the wea#on is "ol$mor#hic, the$ are stuc& with the traits the$ choose unless allowed to change in the stor$% (t ever$ ran&, the$ gain another, and can also bu$ Edges to unloc& more traits if smart enough%

character% The first two s#ea& for themselves, but Small im#oses a C4 #enalt$ on ToughnessH Our Toughness was alread$ 8, now it)s 7% She)ll have to rel$ on Soul to hel# her out% So to give 1a&a some combative abilities, we)ll have to wor& on that with our 7 advances% We can use one for raising an attribute% We)ll increase her Eigor to d0, and trust in Soul Eater to #rovide more #rotection and Strength% With her other two advances, we)ll #urchase (ntiCdemon Wavelength and =rigori Soul% !inall$, she)ll get the tier 4 s#ecial attac& Witch 6unter, which would use a line effect, but require a #enalt$, li&e tiring her% 1a&a is done being stated u#%

Soul Eater Evans:


Soul Eater is a sc$the Demon Wea#on% 6is statline would be more Strength based% 6e wouldn)t bother raising (gilit$ or Smarts, he focuses on S#irit, Strength, and Eigor% 6is attributes would be (gilit$ d8, Smarts d8, S#irit d0, Strength d2, Eigor d2% 6is s&ills can actuall$ be quite diverse% 6e would have !ighting d0 because he seems to fight a bit% 6e would also have Driving d0, enough to qualif$ him for the Eehicle Edge% 6e might ta&e *ntimidate for d2 since it would give him something useful in a fight% Soul)s a craft$ &id, and might ta&e 'oc&#ic&ing d0 and Streetwise d0 for his last 9 #oints% Soul has quite a few hindrances li&e Delinquent, Eow :1aAor, #rotect his 1eister;, and (rrogant, which gives him two advances and an additional s&ill #oint from the minor hindrance that can)t add u# to whole advance% 6e uses that #oint to give himself Fnowledge :S#iritolog$; d8% 6ow, he #ic&s his advances% 6e u#grades S#irit to be on equal terms as 1a&a with one advance% 6e also ta&es Eehicle to give himself a mo#ed that seats @ and can go fast% 6e holds his last advance for now%

Maka Albarn:
ow, let)s stat 1a&a (lbarn, a novice ran& Sc$themeister% 6er statCline would #robabl$ be something li&e (gilit$ d0, Smarts d2, S#irit d2, Strength d8, and Eigor d8% She)s quic& and her intelligence is one of her defining features% She is also ver$ li&el$ #ossessing high S#iritual energ$ because of her (ntiCdemon Wavelength and =rigori Soul% !or s&ills, she definitel$ has !ighting d2, the highest #ossible for her, and costing 8 s&ill #oints% Fnowledge :S#iritolog$; d45 for 9 #oints is also li&el$, since 1a&a is a (G student% >sing her wits in combat, 1a&a would have Taunt d45, since she can ma&e her foes sli# u#% With one #oint left, she)d get *nvestigation for boo& research% The drawbac&s Cautions :1inor;, 'o$al :1inor;, and Small :1aAor; fit 1a&a)s

ow, he chooses his trait% 6e selects Tri# so that 1a&a can use him cleverl$ and ta&e foes out with swift movements% 6is stats are

ta&en care of% ow, let)s loo& at the various as#ects of character creation in more detail%

Attributes:
The first defining characteristic of $our character is 9 attributes% Agility measures $our character)s enough% dexterit$ and nimbleness% (gilit$ governs Spirit is one of the most im#ortant stats the combat s&ills !ighting and Shooting, in Soul Eater% S#irit forms the basis of and is required for a number of Edges that Wavelength, which determines how well focus on s#eed and agile characters% *t connected $ou are with $our #artner% (t should be noted that characters with higher tiers of Wavelength Connection, both exce#tionall$ high attac& rolls can Wea#on and 1eister gain bonuses that #otentiall$ deal extra damage% Stealth :an a##l$ to nearl$ ever$thing, which can offCset (gilit$ s&ill; can also deal high amounts of the characters not having high attributes bonus damage% >nder the right conditions, elsewhere% S#irit is also the basis for an (gilit$ focused character can match a resisting !ear and *nsanit$% S#irit is also a Strength focused character% Demon large #art of the damage from Wavelength Wea#on characters might consider (gilit$ a 1enace and will also su##lement the dum# stat, but highl$ agile Demon damage of lone Death Sc$thes% Wea#ons can access s#ecial wea#on traits Strength is considered to be the most li&e ?ate of !ire or the incredibl$ #owerful im#ortant stat in a lot of games, and for a (rea affecting wea#on trait% !inall$, certain lot of characters% *n Soul Eater, Strength attac&s and effects, li&e an ex#losion, can determines the damage for ('' wea#ons% be avoided with an (gilit$ roll% Whether the$ are swung, shot, or thrown, Smarts might be considered a )dum# the 1eister)s Strength and the wea#on)s stat) for a fighting warrior, but in Soul Eater Strength are rolled together and added for the Smarts attribute has a number of damage% Outside that, Strength has less of effects% 6igh Smarts allows both 1eisters a role% Certain Edges might require high and Demon Wea#ons to #urchase Edges Strength and certain s&ills have Strength as that give them boosts to Wavelength earlier a base% than most, and these bonuses remain Vigor is the last attribute and is also valuable even into higher ran&s :and allow incredibl$ im#ortant% This is how hard it is to for more damage from Wavelength (ssault hurt $our character% 6igh Eigor means the$ for 1eisters and Death Sc$thes;% ( wea#on can ta&e more damage before receiving with high Smarts can gain more Wea#on wounds% Eigor doesn)t cover man$ s&ills but Traits than normall$ allowed and #urchase man$ Edges require high Eigor, es#eciall$ s#ecial Wea#on Traits with unique and ones that turn $ou into a tan&% Soul Eater useful abilities, li&e reflecting magic or lac&s armor, but Demon Wea#ons with high #roducing #oison% !inall$, man$ research Eigor #rovide their 1eister)s with #rotection s&ills are based on Smarts and the various as well% Some s#ecial Wea#on Traits that Fnowledge s&ills can #rovide a large bonus even deal more damage require high Eigor, to the situation at hand if the user rolls high such as the 6eav$ and "rotective wea#on

traits% Bour character currentl$ has 4d8 in all of these attributes% Bou have 9 #oints to s#end, a #oint can increase an attribute b$

4 dice% So a #la$er could s#end @ #oints to increase Strength from 4d8 to 4d2% Bou can)t advance a dice #ast 4d4@ at an$ #oint% Bou can also increase these stats later on%

Skills:
ext are s&ill #oints% (t character creation, $ou have 49 to s#end% S&ills are governed b$ an attribute and the$ can onl$ be raised u# to that #oint, and be$ond that #oint the$ cost double, and $ou can onl$ go one dice level over $our limit% *f $ou are untrained in a s&ill, $ou are considered to roll a 4d8C@, which means that success isn)t even #ossible unless there are conditional modifiers #resent, such as heav$ shadows for a stealth character, or having a height advantage for a fighting character% The first ran& in a s&ill is 4d8% So, if $our Strength was 4d2, $ou could get Climb 4d2 for 7 #oints :4d8C I4d0CI4d2;% S&ills are ca##ed at the dice that governs them%

Climbing (Strength :
=ames are rarel$ run in flat terrain% (fleet eggs might exist in all sorts of out of the wa$ locations such as mountainto#s, trees, old ruins, etc% !urthermore, climbing can be used in combat to get above an o##onent and gain a G4 advantage on attac& rolls from that height :assuming it wor&s out #h$sicall$, a character standing on a roof swinging a sword is no threat to the gu$s below;% Climbing is both an action and uses $our move for the turn% ?oll climb% *f successful, $ou move u# a number of )squares) :or $ards; equal to half of $our Strength die :so Strength d2 means $ou move u# 8 $ards;% *f $ou succeed with a ?aise, $ou move u# $our full Strength% But if $ou fail, $ou don)t move at all that turn% (nd if $ou critical fail, $ou fall%

"ighting (Agility :
!or 1eisters, both ranged warriors and melee combatants, this s&ill is highl$ useful% !ighting affects the character)s "arr$, which is how hard the$ are to hit in melee% *t also lets them hit foes, com#aring their roll to the target)s "arr$% ?olling a ?aise on the target deals an extra 4d0 damage% !ighting is also used for a number of combat maneuvers such as "ush, =ra##le, Tri##ing, and Disarming%

!riving (Agility :
ot terribl$ im#ortant in Soul Eater, but an o#tion for certain characters% With driving, $our goal is to roll a 8, but difficult$ of the maneuver being #erformed might im#ose a large #enalt$% See Driving in Situational ?ules for more information%

#ealing (Smarts :
1eisters will regularl$ ta&e on wounds that normal men and women would faint at% This s&ill can treat hour old wounds and #otentiall$ remove them faster than natural healing would require% This is a good s&ill for smart Demon Wea#ons to ta&e and use after a battle% The user rolls 6ealing, ta&ing a #enalt$ equal to how man$ wounds the subAect has :and an$ #enalties the$ have, li&e their own wounds;% Success removes one wound, a ?aise would remove two, and a double ?aise removes 7H Bou)ll need the 6ealer Edge to #ull that off% (n$wa$%%%failure does nothing exce#t waste 45 minutes, but critical failure :rolling a 4 or a number reduced to 4; deals a wound on the subAect% Once a wound has been attem#ted to be healed, it can not be attem#ted again% Onl$ natural healing can hel#%

outside of combat% *t o#erates exactl$ li&e "ersuasion, exce#t that the im#roved friendliness onl$ lasts until after $ou leave% (fter that, the target)s attitude shifts to a degree worse than it was before, and $ou might be in trouble%%%

$nvestigation (Smarts :
(fleet eggs are rarel$ o#erating in the o#en and the affairs of witches and immortals are alwa$s stee#ed in m$ster$% *nvestigation focuses on boo&Cbased research and internet surfing% *nformation gathered this wa$ is usuall$ factCchec&ed, but might be outdated% *t)s still ver$ useful% ( ?aise on *nvestigation might #rovide a bonus later on% !ailure might #roduce ver$ wrong information%

%no&ledge (Smarts :
There are a variet$ of fields that Fnowledge can cover% ( success determines something useful is gained% ( ?aise would reveal information so crucial that it grants a G4 on the user)s next action related to it :such as fighting against a Witch;% ( double ?aise grants a G@ bonus% Fnowledge can also be s#eciali,ed% *nstead of the general Fnowledge :Science;, $ou can o#t for Fnowledge :"h$sics;% This grants a G4 to all rolls% This s&ill covers what $ou &now, *nvestigation and Streetwise cover learning something new% T$#es of Fnowledge and s#ecialties include Science :Biolog$, Chemistr$, "h$sics;, S#iritolog$ :(fleets and 1onsters, DW1( and 1eisters, Witcholog$;, Current Events :"o# Culture, "olitics;, and 6istor$ :Cons#irac$ Theories, S#ecific ation)s 6istor$;% These are Aust a few exam#les, consult $our =1 for others%

$ntimidation (Spirit or Strength :


*n combat, *ntimidation can be used as a Test of Wills against a target :the user)s *ntimidate vs% the target)s S#irit #lus modifiers against !ear;% Success means that $our next action against that target gains a G@ bonus% ( ?aise ma&es them Sha&en too% ( double ?aise means the action isn)t s#ent and there is no increased #enalt$ to $our next action this turn% ?emember, normall$ intimidate is an action, so $our next action this turn would be C@ or even C8% 6owever if $ou end $our turn, the bonus remains to $our next action during the next turn which has no #enalt$% *ntimidation is useful even

10

'o()pi()ing (Agility :
1uch li&e climb, man$ characters will find their wa$ bloc&ed b$ loc&ed doors and containers% 'oc&#ic&ing ta&es a minute% ( success means the loc& is o#ened% ( ?aise means the time was reduced to a turn instead% !ailure means that nothing ha##ens :unless an alarm might be triggered;, and a critical failure means that the loc&#ic&ing tools are lost :and that the alarm will certainl$ be sounded;% *t is assumed a character will alwa$s have their loc&#ic&ing tools unless the$ are bro&en, ta&en :such as being arrested;, or other unfortunate situations occur% Without loc&#ic&s, loc&s cannot be #ic&ed% 1a&eshift loc&#ic&s :if even available; im#ose a C@ #enalt$% Com#lex loc&s might im#ose a #enalt$ from C4 to C7 or worse%

!anatic;% Certain situations, li&e the targets being thugs tr$ing to mug $ou, can im#ose #enalties or even #revent the attem#t entirel$% Charisma modifies the result%
Disguise:

*oti(e (Smarts :
otice can s#ot clues at a crime scene or an assassin snea&ing u# on $ouH Characters are t$#icall$ #assivel$ noticing% 6alf of their otice is the difficult$ used to snea& u# on them% 6owever, if the$ s#end the action to each turn, the$ can become activel$ noticing and roll for it% *n situations li&e combat, the waste of an action ma$ seem insane%%%luc&il$ both Wea#ons and 1eisters can use otice, and some Wea#ons ta&e over all noticing duties%

Bou can disguise $ourself b$ rolling either #ersuasion :but not being allowed a Charisma bonus;, and can #otentiall$ gain a bonus to this roll with related s&ill chec&s, such as Common Fnowledge about the individual, Fnowledge :(cting; or Craft :1a&eC>#;% ?ecord the number from #ersuasion% (n$ character who has reason to attem#t to see through $our disguise must roll otice against $our set value% ( disguise lasts 4d0 hours, after which time it suffers a C4 #enalt$ #er hour until gone% Setting u# a disguise ta&es 4d45x45 minutes% =etting a ?aise does not effect the disguise be$ond ma&ing it harder to otice%

,epair (Smarts /
?e#air bro&en machines% The standard to beat is 8, with #enalties based on the device)s com#lexit$ :but a Fnowledge roll or having a manual hand$ could hel# lower or negate these #enalties;% (s a general rule, a re#air ta&es 49 minutes #er #oint of T , but for each #oint that the roll beats the T , the T counts as 4 less for how long the re#air ta&es%

,iding (Agility /
?ide an animal and maintain control in difficult situations% Similar to Driving, exce#t that animals are more mobile, much li&e a #la$er character% The standard T is 8, but environmental factors li&e dangerous creatures nearb$ or terrain might im#ose #enalties%

+ersuasion (Spirit :
(n incredibl$ useful s&ill for turning enemies into friends% ( success increases attitude b$ one categor$ :6ostile >nfriendl$ - eutral - !riendl$ - 6el#ful -

11

Shooting (Agility /
When $ou shoot at someone, their "arr$ is meaningless, li&e in *ndiana Jones% The$ have a set )"arr$) of 8% 6owever, there are all sorts of #enalties associated with $our shooting roll, such as $our target having cover, #oor lighting, and distance% Edges can also im#ose a #enalt$% Ex#lained to a further extent later%

Survival (Smarts /
1eisters and Demon Wea#ons go to extreme locales to hunt down Witches and (fleet eggs% ?olling a 8 with Survival means $ou can #rovide food, water, and shelter for $ou and $our #artner for 4 da$% ( ?aise increases that number to 9 #eo#le total :or enough for the two for two da$s;%

Taunt (Smarts /
Taunt wor&s the same as *ntimidate when used in combat, but instead of $ou getting G@ on a roll, the$ get C@ on their next action% This can hel# in situations outside of combat% =etting a ?aise still causes them to be Sha&en :and their S#irit roll to remove the Sha&en condition is at #enalt$;%

Stealth (Agility /
This measures $our abilit$ to be stealth$% !urther ex#lanation later on, in )The Dro#) in Situational ?ules%

Street&ise (Spirit /
This is similar to *nvestigation, exce#t now $our sources of information are informants on the street% ?olling well grants the same bonuses%%%as does rolling #oorl$ grant the same #enalties% !ailures indicate that individuals are actuall$ l$ing to $ou for #ersonal gain% *nformation will be the most recent available, but it might not alwa$s be accurate than&s to other #eo#le s#reading misinformation% ?olling well with Streetwise means $our informants will do their best to hel# $ou and ma$ ti# $ou off to )uncertain) info%

Tra()ing (Smarts /
When Witches and (fleet eggs run and hide, $ou can root them out% This isn)t the same as actuall$ hiding :which is otice vs% Stealth; but Trac&ing is useful when $ou show u# to a scene late, li&e when the (fleet have alread$ leveled a town% There is a G@ modifier to $our roll #er five targets% Easil$ molded terrain li&e snow :G8;, mud :G@;, or dust :G4; can also hel# $ou trac&% 6owever, there are man$ more #enalties to trac&ing% ?ain reduces $our roll b$ 8%

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Hindrances:
ow it)s time to #ic& out 6indrances% 6indrances are quir&s $our character has that ma&es them fun to role#la$ and also gives $ou some more bonuses to boot% ( maAor hindrance grants an (dvance, and two minor hindrances grant an (dvance too% Bou aren)t required to ta&e an$ hindrances if $ou want to be boring, but $ou)re allowed to get onl$ u# to two advances from total 6indrances% *f $ou were to gain more than @ Edges from man$ hindrances, the$ onl$ a##l$ to extra s&ill #oints% Anemi( (-inor / Bour character gets exhausted easil$ during strenuous activit$% ormal combat doesn)t require !atigue tests unless it goes on for a while and the =1 demands them% atural ha,ards li&e bli,,ards or extreme heat do require !atigue tests :see Savage World)s Deluxe Boo& for details;% The$ are also more susce#tible to disease and #oison% Subtract @ from $our Eigor rolls when rolling against !atigue% Arrogant (-a.or : Bour character is a giant #ric&% The$ alwa$s have to be number one and let ever$one &now it% This means ma&ing tacticall$ #oor choices, li&e disarming $our foe Aust to give them bac& their sword% The$ also do not concern themselves with minions unless those the$ are throwing themselves at $our character% /ad Eyes (-inor0-a.or : Bour character)s e$esight is #oor and $ou require glasses to see at $our best% Without them, $ou ta&e a C@ on otice or attac&s against an$thing more than 9 squares awa$% *f $ou are wounded, there is a 95K the glasses fl$ off% (s a maAor hindrance, there are no glasses available and $ou alwa$s have the #enalties% /ad 'u() (-a.or : Bour character is Aust #lain unluc&$ and starts ever$ session with one less benn$% !or characters who suffer unfortunate events, $ou want the Jinxed hindrance% /ig -outh (-inor0-a.or Bour character is loud, which can get quite bad% (s a minor hindrance, $our character occasionall$ lets sli# crucial information, such as at a bar, or alerts guards% But as a maAor hindrance, $ou cannot use stealth unless $ou s#end a benn$% *f $ou do this, $ou can use stealth for the remainder of the scene% /lind (-a.or : Either from birth or some terrible accident, $our character cannot see at all% Bou ta&e a C0 #enalt$ on an$thing that requires vision :thin& about it, that)s a lot;% Bou also #otentiall$ ta&e a C@ Charisma #enalt$ with #eo#le who find $our character)s disabilit$ disturbing to loo& at% Since this is an incredibl$ bad hindrance, $ou gain @ advances for selecting it instead of the usual 4 for a maAor hindrance% /loodthirsty (-a.or :

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Bour character is out for blood and will alwa$s &ill unless the$ have a direct su#ervisor forcing them to be less brutal% *f their murderous habits are ever discovered, $our character would suffer C8 Charisma with most decent fol&% But the$ might get a bonus on *ntimidate%%% Cautious (-inor : Bour character li&es to ta&e things slowl$ and doesn)t move ahead full s#eed% Clueless (-a.or : Bour character ta&es a C@ #enalt$ on Common Fnowledge for not &ee#ing u# with the affairs of the world and the news% Code of #onor (-a.or : Bour character &nows that chivalr$ is nearl$ dead but the$ are tr$ing their damn best to &ee# it alive% Bour character has a set of codes and conducts the$ must alwa$s follow, to a T% The$ alwa$s must act with res#ect and this can #ut them at a disadvantage% Eer$ similar to the (rrogant hindrance% Bou ma$ either create $our own code of honor or select an existing one, both must be =1 a##roved and followed rigorousl$ for the hindrance to a##l$% Curious (-a.or : Bour character had undeniable urges of curiosit$ and must see them through, which ma$ or ma$ not be detrimental to ever$one else% Even in combat, if something new and interesting a##ears, the character must #ut effort into chec&ing it out and learning about it% !elin1uent (-inor : Bour character is a damn #un& and well &nown among the teaching staff at Shinbusen% With most facult$ and staff, the$

ta&es a C@ #enalt$ to Charisma, unless the individual is s$m#athetic to their cause% !elusional (-inor0-a.or : Bour character believes something that sim#l$ isn)t true :or secretl$ is true and that)s a #roblem in itself, and doesn)t hel# $our character;% 1inor delusions are basicall$ ones the character can &ee# to themselves and not disturb others with% But maAor ones affect the character)s life, li&e not going to hos#itals because a fear that the doctors are tr$ing to #oison them or that the$ can)t be &illed% These latter exam#les can severel$ and change the wa$ the character reacts and is #la$ed% !oubting Thomas (-inor : Bour character doesn)t believe in the su#ernatural and s#ends ever$ da$ of their wa&ing life tr$ing to ignore these strange events% *f the$)re ever forced to confront the fact the$)re wrong, the$ become uneas$ for a while until the$ can rationali,e the situation to themselves again% Enemy (-inor0-a.or : Bour character has an enem$ who either wants them dead or to ruin their life% ( minor enem$ can inconvenience $ou at most, but a maAor one can be a huge threat% Enemies include teachers, custodial staff, hated rivals, etc% #abit (-inor0-a.or : Bour character does something enough that it anno$s those around them% (t a minor level, the character has some gimmic& the$ do, li&e handing out autogra#hs ever$ chance the$ get, and #otentiall$ gives a C4 Charisma #enalt$% But at the maAor level it gets worse% Their habit is an addiction, li&e video games or drugs% The$ ma&e a !atigue roll ever$ da$ the$)re de#rived of it, and the$ would need to indulge in it for at least an hour%

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#ard of #earing (-inor0-a.or : Bour character is not good at hearing and incidentall$ $ells a lot% (s a minor hindrance, the character ta&es C@ to otice when listening, but as a maAor hindrance the$ are com#letel$ deaf and fail automaticall$% #eavy Sleeper (-inor : Bour character slee#s dee#l$, and ta&es a C8 #enalt$ to otice when aslee#% 'uc&il$, the$ can at least slee# in adverse conditions more easil$% #edonisti( (-inor : Bour character enAo$s the finer things in life and enAo$s them as much as #ossible, and ma$ not ta&e the current tas& at hand seriousl$ if there is nearb$ excess to indulge in% #eroi( (-a.or : Bour character is a hero through and through%%%even if the$ wish it weren)t so% 1a$be the$ Aust li&e the thrill of hel#ing those who can)t% 1a$be the$ have it as a #art of their Code of 6onor% 1a$be the$)re Aust a badass antiChero and the$ can)t stand #eo#le whining% The$ are alwa$s inclined to hel# #eo#le in need, no matter how dangerous the tas& is, and in the end as& for ver$ little in return% $lliterate (-inor : Bour character cannot read% The$ might &now some obvious things li&e sim#le math or what traffic signs mean but an$thing be$ond that is be$ond their means% 2in3ed (-inor : Bour character is Aust cursed with bad luc&% *t will tend to be minor things, li&e alwa$s hitting red lights, more #olice around in an area, forgetting $our umbrella when it rains% These setbac&s might become more threatening in dramatic situations%

'ame (-a.or : Bour character lost full use of their leg at one #oint% *t)s still there, and the$ can move on it, but the$ cannot move quic&l$% Their #ace dro#s b$ C@ and their running dice is now a d8% The$ can never ta&e Edges that increase their s#eed, unless the$ alread$ had them :such as gaining this hindrance after an accident from #ossible inAur$;% 'oyal (-inor : ( rare commodit$ these da$s, $our character is lo$al to his friends and won)t leave them in a bind or in trouble% *f their friends are caught in such a wa$, the$ will fret about until the$ either thin& of a solution or are forced to go, ho#efull$ to save them% Or else their failure will weigh heavil$ on their mind%%%

-adness4Sus(eptible (-a.or : The$ sa$ madness alread$ exists in all of us% !or some, it)s more li&el$ to stri&e than others% Bou have $our ?eason reduced b$ @% Edges li&e Courageous can offset this, but $ou)ll alwa$s be in the gri# of madness% Onl$ a fool would heavil$ use madness Edges with this hindrance%%%

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-ean (-inor : Bour character might loo& alright, but the$ have a tem#er and don)t li&e #eo#le% Bour character is nastier than most, and $our character suffers a C@ #enalt$ to Charisma with #eo#le who are offended b$ $our actions% *o Si3th4Sense (-a.or : S#irits and monsters are real, and some #eo#le have develo#ed wa$s to detect them and root them out% Bour character, however, cannot% Bou can never ta&e the Edge Soul "erce#tion and $our character)s otice s&ill against su#ernatural beings is reduced b$ C@% 6owever, ignorance is bliss and grants G4 on ?eason% Obese (-inor : Bour character enAo$s a good meal, but it might be more trouble than it)s worth% The$ gain G4 Toughness but lose C4 #ace, and their running die is reduced to d8% One Arm (-a.or : 'i&e blindness, $our character had a terrible accident or birth com#lication that lost an arm entirel$% The$ cannot do an$thing that absolutel$ requires two hands, li&e duel wielding, and on tas&s that are Aust easier with two hands :li&e using a com#uter; the$ ta&e a C8 #enalt$% One Eye (-a.or : Bour character is onl$ half blind% The$ aren)t as bad off though, but their missing or damaged e$e is disconcerting to those the$ come to, which results in a C4 Charisma #enalt$ unless the$ hide their disfigurement% The$ also ta&e a C@ #enalt$ on rolls that require de#th #erce#tion :such as fighting or driving;%

One 'eg (-a.or : Bour character onl$ has one wor&ing leg% This is o##osite of 'ame, which im#lies two legs but one bad one% Bour character has to ho# around or use a crutch, which wastes a good hand% The character ta&es C@ to "ace, has d8 running die, and ta&es C@ to an$ rolls that require mobilit$ and swimming% Outsider (-inor : Bour character is different than the natives of the area where the game ta&es #lace% This unsettles them and if the$ sus#ect $our character of being ver$ different, that im#oses a C@ #enalt$ on Charisma% Bour character is also treated worse for being so different% Over(onfident (-a.or : Bour character is ver$ certain of their abilities, more so than the$ should be% Bour character has a habit of biting off more than the$ can chew and even then still won)t give u#% +hobia (-inor0-a.or : Bour character is absolutel$ terrified of something and whenever this thing is around, ta&es either a C@ #enalt$ :for 1inor; or C8 :for 1aAor; on all rolls% Once the subAect is either dead or out of sight, the character is fine again% 5uir) (-inor : Bour character does something that can either be endearing or anno$ing, de#ending on who $ou as&% *t has no inC game #enalties but should be role#la$ed well%

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S(aredy Cat (-a.or : Bour character might live in a world where ghosts, ,ombies, and monsters are real, but that doesn)t mean the$ li&e itH The$ live in constant fear of these things ever$ da$% Bour character ta&es a C@ on S#irit rolls to combat !ear% This doesn)t a##l$ to S#irit rolls against *nsanit$%

Small (-a.or : Bour character is small and cute, but that doesn)t hel# much in a fight% Bour character has their Toughness score count for one less% This is great for Demon Wea#ons since their Toughness isn)t much of a factor% Stubborn (-inor : Bour character hates to be wrong or to not have ever$one agree with them% Whenever this ha##ens, the$)ll argue as much as #ossible and tr$ to rationali,e and Austif$ the situation to themselves% Symmetri(al (-a.or : Bour character is unhealthil$ obsessed with the #erfect s$mmetr$% 'ots of things can ruin the character)s finel$ &e#t image, such as water, strong wind, or ta&ing a wound in battle :95K chance;% When this ha##ens, the character must use their next #ossible turn to straighten themselves u#% *f the$ s#end a Benn$, the$ can avoid this% The$ will also refuse to attac& targets deemed )#erfectl$ s$mmetrical) unless something about the target changes :such as the$ ta&e a wound; or the character s#ends a Benn$% (gainst enemies that are

extremel$ as$mmetrical, the character gains a G@ on rolls, es#eciall$ fighting and shooting% Thin4S)inned (-a.or : Bour character can)t stand the sight of their own blood, and if the$ have an$ wounds, the$ ta&e a C4 #enalt$ on to# of all that, even if the$ onl$ have Aust 4 wound% 6gly (-inor : Bour character was smac&ed b$ the whole damn ugl$ tree% The$)ll never win a beaut$ #ageant, but if the$ &ee# their hideous mug covered and unseen b$ decent fol&, the$ won)t have to suffer a C@ #enalt$ to Charisma for their loo&s Vo& (-inor0-a.or : Bour character has made a #romise and the$)re damn sure the$)re going to &ee# it, no matter what% Whether it is minor and maAor determine what lengths the character will go to see it fulfilled, or how eas$ the tas& is% The vow must be an ongoing one, it cannot sim#l$ be fulfilled% "rotecting a character could be one, as could restoring something to its former glor$% Wanted (-inor0-a.or : Bour character is a bad man% Well, if it)s a minor hindrance, not so much% 1a$be the$ have some un#aid #ar&ing tic&ets somewhere% But a maAor hindrance would being wanted for murder or an embe,,lement scheme% Bour character might face enemies and social hurdles with this status, such as C@ Charisma #enalties for whom it ma$ concern, li&e law officials and exce#tionall$ outstanding citi,ens% 7oung (-a.or : Bour character is $ounger than 47, which is t$#icall$ the $oungest age for Soul Eater% Because of this extreme $oung age, $our character has onl$ 7 #oints to s#end on (ttributes and 45 S&ill #oints to s#end% This can be extremel$ detrimental to a character, so in addition to the extra advance this 6indrance gives, it also gives $our character a s#are Benn$ to use ever$ session%

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Advances:
Ever$ time $ou gain 9 ex#erience #oints, $ou gain an advance% Bou also get one advance from character creation and #otentiall$ more from hindrances :remember, two minor or one maAor count as an (dvance;% (n advance can be s#ent to ?aise an attribute :once #er ran&, character creation counts as novice ran&;, #urchase an Edge, remove a maAor or two minor hindrances, or #urchase two s&ill #oints% Bou have between 4 and 7 advances at character creation de#ending on how man$ hindrances $ou too&%

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Edges/

Edges are #owers and abilities used in combat or outside it to great effect% Some Edges are Aust new techniques the #la$er can use, others are Aust flat bonuses% What is in the #arenthesis are the Edge)s requirements% *f the$ require a s#ecific ran&, characters of higher ran&s are acce#table% *f an Edge builds off another Edge, it requires that Edge as a #rerequisite% These Edges are indented below the Edge the$ require to ta&e%

8eneral Edges:
=eneral Edges and "rofessional Edges are a great wa$ to hel# define what a character is li&e using the (dvances one gets at ovice ran&, es#eciall$ for 1eisters since the$ don)t start getting good combat Edges until the$ reach Seasoned% Alertness : ovice; Bour character is able to otice delicate changes around them% The$ gain G@ on all otice tests% Ambide3trous : ovice, (gilit$ d2; Bour character is exce#tionall$ s&illed with their off hand and ta&e no #enalties when using it% This means the$ don)t ta&e a C@ #enalt$ on attac&s or s&ill rolls% Ar(ane ,esistan(e : ovice, S#irit d2; Bour character)s bod$ is better develo#ed against magical assault% The$ receive a G@ bonus to Toughness or their saving dice when targeted b$ magical #owers% $mp9 Ar(ane ,esistan(e : ovice, (rcane ?esistance; The character)s bod$ is even better develo#ed and the bonus increases to G8% Attra(tive : ovice, Eigor d0; Bour character is above average in health and it shows on their marvelous bod$% With those who a##reciate #h$sical beaut$, $our character would gain G@ Charisma%

19

Very Attra(tive : ovice, (ttractive; Bour character)s even more beautiful and to the e$es, raising the bonus to G8%

/ra&ny : ovice, Strength d2; Bour character wor&s out ever$ da$, and it shows% The$ gain G4 Toughness and their Encumbrance increases to Strength dice multi#lied b$ 2% /ig and Strong :Seasoned, Strength d45, Brawn$; Bour character might as well live at the g$m now, but the$ are incredibl$ #owerful now% *n addition to their massive strength the$ alread$ #ossess, the$ deal an additional G4 damage in combat and G7 damage against obAects% Demon Wea#ons in their wea#on form don)t get this bonus% Charismati( : ovice, S#irit d2; 7our character has a forceful #ersonalit$ that allows them to swa$ others to their line of thin&ing% There are ver$ few situations where this Edge couldn)t be used, so the$ are almost guaranteed the G@ to Charisma in all situations% Common /ond : ovice, S#irit d2; Bou can give $our #artner :or #artners; $our Bennies% This is great for Demon Wea#ons since the$ onl$ reall$ need Bennies to reroll damage but their 1eisters need them for sta$ing alive% Combine this with 'uc& or =reat 'uc& for extra Benniesto save $our #artner)s ass% Conne(tions : ovice, "ersuasion d0, Streetwise d0; Bour character has friends in a s#ecific,

high #lace% ame an organi,ation :it must be s#ecific, li&e the >%S 1ilitar$, not Aust 1ilitar$, or Scotland Bard and not Aust the "olice;% Bour character somehow has ties to that organi,ation and someone inside of it, be the$ a friend, old war budd$, relative, or even a fan% Once #er session :#er times $ou)ve ta&en this edge; $ou ma$ attem#t to contact this contact for assistance% !irst, roll Streetwise to determine if $ou can even get into contact with them% !ailure wastes the session)s attem#t% *f the Streetwise test succeeds, $ou)ve made contact, but $ou must convince them to hel#% (s& what $ou need first, and $our amount of successes or raises determines what $ou get% ?oll "ersuasion% ( success will ma&e them reveal whatever the$ might &now, and won)t get them in trouble% ( ?aise will ma&e them dig a little dee#er, #otentiall$ going higher than their clearance might allow, then sharing that information with $ou% ( Double ?aise will either convince them to go into harm)s wa$ :such as being fired; to obtain crucial, classified information for $ou, Besides information, the$ can also send su##ort% Su##ort is either an ex#ert in the field that $our character needed hel# with, or a team of either 9 lowClevel warrior characters, or two 1eister-Demon Wea#on teams% 6owever, this requires for $our character to s#ecificall$ as& for this, then roll a Double ?aise% The$ will not send aid for an$thing less% Certain situations might add #enalties or even bonuses to either roll, at the =1)s discretion% Courageous : ovice, S#irit d0; Bour character adds G@ to their ?eason, and add G@ to rolls on the Disorder table% !anger Sense : ovice; 'i&e S#iderC1an)s s#idersense, $our character can sense im#ending danger% Before something bad might ha##en, the character ma$ test otice at a C@ #enalt$ and if the result is 8 or greater, the$

20

instantl$ become aware and ruin whatever sur#rise might have been coming% This could be an$thing from a s&ul&ing assassin :which means the character gets to roll otice against the fiend twice; or to a roc&slide about to be triggered, or against a foe about to draw a gun% This and (lertness are a great #air of Edges for a Demon Wea#on to get to #rotect their 1eister% "ast #ealer : ovice, Eigor d2; Bour character can recover from wounds faster than normal, some would even sa$ it)s inhuman% When rolling for Eigor when healing naturall$, add G@% "leet4"ooted : ovice, (gilit$ d0; Bour character is swift on his feet and can run la#s around the com#etition% The$ add G@ to their #ace and roll d2 for running die instead of d0% $mp9 "leet4"ooted :Seasoned, (gilit$ d2, !leetC!ooted; Bour character is even faster than before, nearl$ fl$ing around on the ground% The$ im#rove their #ace b$ another G@ and the$ now roll d45 when running% 'inguist : ovice, Smarts d0; 1ost characters start #la$ onl$ &nowing English and Ja#anese, but $our character gains a number of languages equal to their Smarts die :if it increases later, two bonus languages are gained;% The character can also roll Smarts at a C@ to understand an$ language the$)ve heard for a wee&% 'u() : ovice; Bour character is blessed with good luc& and receives an additional Benn$ ever$ session% 8reat 'u() : ovice, 'uc&; Bour character must have a #ersonal guardian angel% The$ get another Benn$ ever$ session% -ar) of a #ero :Seasoned, 'uc&, =reat 'uc&; Bour character was born under a heroic sign, and after #roving their worth have the o##ortunit$ to learn a technique normall$ reserved for onl$ the greats% Select an$ one

Edge $our character qualifies for exce#t for the ?an& requirement, and ta&e that Edge% "rerequisites are still required% +rofessional :6eroic, d4@ in an attribute; *ncrease the attribute to 4d4@G4% This influences whatever the (ttribute affects, such as wea#ons now dealing 4d4@G4 damage, or now being able to get s&ills be$ond d4@% Since the attribute is d4@G4, $ou could get the s&ill to be d4@G@% S&ill #oint costs still a##l$% E3pert :6eroic, "rofessional in an attribute; The bonus increases to 4d4@G@, the highest #ossible% S&ills cannot go to d4@G7% -aster :'egendar$, Ex#ert in an attribute; When $our character rolls for this attribute :such as a s&ill that uses it; the$ can roll a d45 for the Wild die instead of d0% 5ui() : ovice, (gilit$ d2; Bour character is as swift as the wind and is never a slow#o&e% When drawing for initiative, if $ou get a 9 or less, draw again until $ou get 0 or more% Spirited : ovice, S#irit d2; Bour character &nows how to reall$ call out the best in themselves when the going gets rough% When $ou s#end a Benn$ for a reroll, $ou add G@ to the new roll% Strong Willed : ovice, *ntimidation d0, Taunt d0; Bour character &nows how to bull$ others, which ma&es them more s&illed at resisting these #ett$ attac&s% The character gets G@ to intimidation and taunt, and also G@ on the S#irit and Smarts rolls to o##ose them% This is a great abilit$ for 1eisters and Demon Wea#ons because the costs are low :even a character with Smarts and S#irit d8 could ta&e it b$ s#ending enough s&ill #oints; and it gives a lot of bonuses% Tormentor :Eeteran, *ntimidation d2, Taunt d2, Strong Willed; Bour character)s torment of others has become routine% When $ou roll a Wild Die

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for intimidation or taunt, $ou roll a d2, to re#resent $our reliable results% Vehi(le : ovice, Driving d0; Bour character has some &ind of vehicle% *nstead of stating u# man$ vehicles, $ou instead get #oints for ever$ time $ou ta&e the Edge and can a##l$ them in different wa$s% Bou gain @ #oints ever$ time $ou ta&e the Edge% Some abilities cost a full Edge% Onl$ $ou ma$ use $our vehicle under most circumstances% The base vehicle has 7 (cceleration :(nd total #ace is 49, or 9 (ccelerations; and seats 4% *t offers no #rotection or cargo ca#acit$% *t has Toughness 45 and is an Extra% When it ta&es it)s second wound, the driver tests Drive li&e the$ would for Eigor% : #oint increases the (cceleration b$ 4% : #oint increases #assenger or cargo ca#acit$ b$ 4 :4 cargo ca#acit$ is enough;% : #oint grants the driver-#assengers G4 Toughness :such as being in a car;% : #oint decreases the #enalt$ for com#lex maneuvers% 1a$ be ta&en twice for a total of @ #oints of #enalties removed%

: #oint adds ram attac&% ( veteran Edge allows the vehicle to fl$% ( veteran Edge treats the vehicle as a Wild Card% ( seasoned Edge allows the vehicle to be stored effortlessl$ and can be summoned or stored as a free action% ?emember that some traits Aust can)t be a##lied to a vehicle% ( s&ateboard cannot trun& s#ace or additional #assengers% ( motorc$cle can)t #rovide #rotection to its user, unless it)s li&e a Judge Dredd bi&e% Be reasonable with $our vehicle% Exam#les/ Bic$cle :4 Edge;/ 8 (cceleration, 4 Seat, 6andling C4 Car :8 Edges;/ 9 (cceleration, 8 SeatsGTrun&, G4 Toughness, ?am attac& 1otorc$cle :7 Edges;/ 0 (cceleration, @ Seats, ?am (ttac&, 6andling C4% S&ateboard :4 Edge;/ 7 (cceleration, 4 Seat, 6andling C@ S#orts Car :8 Edges;/ < (cceleration, @ SeatsGTrun&, G4 Toughness, ?am (ttac&%

+rofessional Edges:
"rofessional Edges usuall$ offer #rett$ awesome benefits, and the #rerequisites for them ma&e them almost seem li&e a culmination of $our wor& and abilities% "rofessional Edges usuall$ toss around G@ bonuses to several s&ills or rolls li&e the$)re nothing% 6owever, these Edges re#resent a huge amount of time dedicated b$ $our character to master these crafts% (s such, Aust li&e attribute increases, characters ma$ onl$ ta&e one "rofessional Edge #er ran&% A(e : ovice, (gilit$ d2, Driving d2, Eehicle; dance% Whenever ma&ing an (gilit$ test Bour character is a master when it comes :such as avoiding an ex#losion, #erforming to driving or #iloting vehicles, des#ite their an (gilit$ tric&, dodging a tra#, etc;, $ou $oung age% Bou gain a G@ bonus to Driving gain a G@ bonus to the roll% Bour character rolls% (lso, $our character can s#end a also gains G4 "arr$ as long as the$ are not Benn$ to soa& damage done against their encumbered :which is a rarel$ used rule in vehicle, and if it is their vehicle granted b$ Soul Eater;% the Eehicle Edge, the$ gain G@ on the Soa& Assassin : ovice, (gilit$ d2, Climbing roll :which is a driving roll, so it ends u# d2, !ighting d0, Stealth d2; being Driving G8;% Bou)ve trained under the wa$s of the A(robat : ovice, (gilit$ d2, Strength d0; master assassin% Blend into the Bour character has been trained to be dar&ness%%%and when $ou get )the dro#) on highl$ acrobatic, t$#icall$ in a school or $our foe $ou deal an extra G@ damage% Bou class that focused on it li&e g$mnastics or can also roll a Double ?aise or higher

22

against a foe when using !ighting or Shooting% *nstead of onl$ rolling 4d0 damage for Aust rolling more than 8 than their "arr$, $ou roll 4d0 #er ?aise :so 7d0 if $our attac& beat their "arr$ b$ 4@;% -ar) of !eath :Seasoned, (ssassin; Bou can si,e u# an o##onent b$ rolling o##osed Smarts% Bou deal G4d8 damage for each success and ?aise on $our next attac& against them% 'a(erate :6eroic, !ighting d2, Stealth d45, (ssassin, 1ar& of Death; When $ou get )the dro#) on someone, the$ must test Eigor at C@ or ta&e another wound% /ounty #unter : ovice, Smarts d2, Streetwise d2, Survival d0, Trac&ing d0; Bour character is a trained hunter of men and stal&s those who tr$ to run from the law%%%or those the$)ve wronged% Bount$ hunters are as much of a badge of honor and fear as an$thing else, and the$ can )convince) #eo#le the$ meet to tell them where their #re$ lies% The$ gain G@ on Streetwise, Survival, and Trac&ing% Charlatan : ovice, S#irit d2, "ersuasion d2, otice d0; Bour character &nows most thieves steal b$ agilit$ and subterfuge, but that)s no fun% Bour character hel#s se#arate characters from their treasured belongings through force of #ersuasion alone% The$ can gain G@ on "ersuasion and otice% !uelist : ovice, (gilit$ d2, !ighting d2; Bour character &nows what to sa$ to ShinigamiCsama. not toda$% The$ were trained b$ a #rofessional duelist for oneConC one combat, which ma&es them ver$ good at fighting 1eisters% Bou gain G4 fighting, but cannot have an$ allies hel#ing, and

neither can the target% %een !efense :Eeteran, !ighting d45, Duelist; Bour oneConCone fighting im#roves% With onl$ one foe to focus on, $our wea#on becomes an extension of $our own arm, and can bloc& incoming blows with ease% Bou gain G@ "arr$ when fighting a single o##onent%
#ealer : ovice, S#irit d2;

Bour character seems to have some magical abilit$ when it comes to healing that the$ can wor& to the same efficienc$ as a staffed medical team% Bour character gets G@ on 6ealing rolls%
$nvestigator : ovice, Smarts d2, *nvestigation d2, Streetwise d2;

Bour character is a sleuth among sleuths and no m$ster$ can sta$ loc&ed for long% The$ might have received formal training or the$ Aust read too man$ comic boo&s% Bour character gets G@ on *nvestigation and Streetwise s&ill chec&s% -(8yver : ovice, Smarts d0, ?e#air d0, otice d0; Bour character watched too man$ shows from the 25s and is obsessed with 1c=$ver% Bour character never ta&es #enalties for not having the right tools for a Aob :such as loc&#ic&ing; and, if the$ roll both re#air and otice and both succeed, might be able to scra# together a better tool for the Aob from the area around them% The =1 has final sa$, but as long as it)s not too com#lex and es#eciall$ if the character &nows what the$)re tal&ing about, it should be allowed% S(holar : ovice, d2 in two Fnowledges; Bour character studies hard all the time to &now the most the$ can% The$)ve found all sorts of strange bits of information in their boo&s, and an$ of that could come to be useful in an$ situation% The$ receive a G@ in two &nowledge s&ills that are d2 or

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greater%
Shado& Arts : ovice, (gilit$ d2, Smarts d2;

Bour character has trained in the arts of the oldCschool ninAa, and can nearl$ extend the shadows around them to conceal their dar& movements% (s long as the character is fighting in an area with Dar&ness :a C@ or greater #enalt$ due to visibilit$; the$ get G@ on their Tric&s% *in.a Stri)e :Seasoned, Shadow (rts; Bour character can s#end a Benn$ on a foe the$ tric&ed to get the Dro# on that foe too% (lso, if the$ ta&e out an$ character unnoticed, the$ can use an$ remaining movement the$ have to hide the bod$% Thief : ovice, (gilit$ d2, Climbing d2, 'oc&#ic&ing d0, Stealth d2; Bour character might not be an actual )thief) but the$ are used to delinquent activities and #erform them regularl$% The$ gain G@ on Climbing, 'oc&#ic&ing, and Stealth in urban environments% Shado& :Seasoned, Climbing d45,

'oc&#ic&ing d2, Stealth d45, Thief; Bour training in the shadows doing illicit crimes has become second nature to $ou, and something $ou)re less li&el$ to fail at% Bour wild dice for Climbing, 'oc&#ic&ing, and Stealth in urban environments is increased to d2% Vigilante : ovice, S#irit d2, *ntimidation d2, Stealth d2; Bour character has read too much Batman and other su#erhero comics and wants to be Aust li&e them% Bour character might be an$where from dar& and brooding to almost cheerfull$ #s$chotic, but whatever their demeanor is, the$ gain G@ on *ntimidation and Stealth% Woodsman : ovice, S#irit d0, Survival d2, Trac&ing d2; Bour character s#ent a lot of time in nature when the$ were $ounger, and the$ feel comfortable in the great outdoors% The$ gains G@ Trac&ing, Survival, and Stealth in natural environments%

Combat Edges:
Combat Edges are available to both 1eisters and Demon Wea#ons, however 1eisters will usuall$ get more use out of them, with other Edges being more beneficial to Demon Wea#ons% 6owever, Demon Wea#ons might find themselves in the occasional fight without their 1eister%%% /lind "ighting :Seasoned :or ovice if and get G4 on "arr$ and their !ull Defense% Blind;, !ighting d2, $mproved /lo() :Eeteran, otice d2; Bloc&, !ighting d2; Bour character was ( few more hits on the head born in the dar&ness%%% have #roven to $our character raised in it% When the that their defenses need character is ever #ractice% The$ gain another afflicted b$ a #enalt$ on G4 to "arr$, for G@ total% !ighting or Shooting Cleave :Seasoned, :within 4@L; against a Strength d2; foe, the$ ma$ roll the Bour character doesn)t sto# dice twice and ta&e the swinging when the$ hit their su#erior result% foe% When $ou successfull$ /lo() :Seasoned, inca#acitate a foe in combat nd !ighting d0; :Deal their @ or 8th wound and the$ fail a Bour character has ta&en enough hits to Eigor chec&; $ou ma$ continue $our attac& &now the$ don)t li&e that and fight bac&% and stri&e another foe within melee range% The$ have learned to &ee# their guard u# 8reat Cleave :Eeteran, Strength d45,

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Cleave; Bour character is even more wellCversed at slicing and swinging% *f $our attac& inca#acitates a target, $ou ma$ roll the attac& again against a new target in reach% -erry Carnage :Eeteran, (gilit$ d2, Cleave, =reat Cleave; Bour character)s delightful murderous intent is well &nownH *f $ou made $our first attac& before moving and successfull$ either cleave but are either out of targets or don)t want to attac& one of the available targets, $ou can move to a new target or grou# and continue the cleave with them% Combat ,efle3es :Seasoned; Bour character has fought in some #rett$ mean streets and &nows his wa$ around a noCholdsCbarred slugfest% The$ gains a G@ to recover the Sha&en condition :which means the$ have a better chance of rolling a ?aise and regaining all lost actions; and foes get no bonus for ganging u#% Counteratta() :Seasoned, !ighting d2; Bour character is alwa$s read$ for a foe to overCextend themselves and stri&e% When a foe misses $our character in combat, $ou ma$ ma&e an immediate counter attac& with a C@ #enalt$ to fighting% $mproved Counteratta() :Eeteran, Counterattac&; Even more s&illed at the art of waiting for $our foe to overCstretch themselves, $ou ta&e no #enalt$ now as $ou #unish them for their overconfidence% !irty "ighter : ovice, Smarts d0; 1ost #eo#le thin& the$)re using tric&s correctl$ in combat, but the$)re amateurs% Bour character is a #ro and when the$ #la$ a tric& on their target :either an (gilit$ tric& or Smarts tric&; the$ gain a G@ bonus% *t hel#s it be easier to Sha&en a foe%

5uite !irty "ighter :Eeteran, Smarts d2, Dirt$ !ighter; Bour character is even more of a master of dirt$ fighting now% During their turn, the$ can use a Tric& without ta&ing an action% So use it right before an attac& to reall$ throw off a foe%
!odge :Seasoned,(gilit$ d2;

Bour character is nimble on their feet and are good at dodging the most accurate of shooters% ?anged attac&s ta&e a C4 #enalt$ against them, including other #enalties such as dar&ness, cover, and distance% $mproved !odge :Eeteran, Dodge; (s $our character moves with the force of a windstorm, and against them for ranged attac&s becomes C@% Evasion :6eroic, (gilit$ d4@, Dodge, *m#roved Dodge; The #innacle of agilit$, whenever attac&ed :and aware of the attac&;, the character can roll 4d45 and on a 3 or 5, the$ are not hit% E3tra(tion : ovice, (gilit$ d2; Bour character &nows that retreating is reall$ Aust advancing in the o##osite direction% ormall$ foes get a free attac& at a fleeing character, but the first foe $ou disengage from does not get this attac&% $mproved E3tra(tion : ovice, Extraction; Bour character now cannot be hit as the$ move around%%%which can be useful for more things than Aust running awa$% Bou could run to a target behind all of his minions%%% Onslaught :Eeteran, Extraction, *m#roved Extraction; Bour character can move so fast and with such #recision that he can tear his wa$ through a #ath of enemies without being attac&ed% ?oll running, #ic& $our course, and ma&e a !ighting roll at C@ against each enem$ along that #ath :or C4 if $ou have the

25

Stead$ 6ands Edge;% Bou can also Aust &ee# running #ast one enem$, but $ou must at least move one full square out of reach before running bac&, in a circular #attern% "ast Stri)e :Seasoned, (gilit$ d2, !ighting d2; Bour character is an ex#ert at lunging forward and attac&ing before quic&l$ retreating% *f character moves at least @ squares before attac&, the$ can attac& then finish their move elsewhere% Target gets no attac& against $our character, others do as normal% (ttac& can made Wild, ?a#id, etc% "avored "oe :Seasoned, Smarts d0, Fnowledge :S#iritolog$; d0 or :!avored !oe s#ecificall$; d8G4; Bour character has s#eciall$ trained against certain foes of Shinbusen% (gainst a select grou# of enemies :(fleet eggs and monsters, witches, 1eisters;, gain G4 "arr$ and deal G4d2 damage on a ?aise :or 4d45 if $ou alread$ had 4d2;% 1a$ be ta&en multi#le times for different enemies% "irst Stri)e : ovice, (gilit$ d2; Bour character is swiftl$ able to res#ond to foes that move to attac& them% The$ ma$ ma&e a fighting roll against one foe who come into melee range each turn% The attac& has a C@ #enalt$% $mproved "irst Stri)e :6eroic; Bour character has learned a lot through their career and is read$ to ta&e on all challengers% The$ ma$ ma&e a !irst Stri&e against ever$ foe that moves adAacent% "renzy :Seasoned, !ighting d45; Bour character can now ma&e a second attac& with onl$ a C@ #enalt$% This is not considered another action, it ha##ens when $ou attac& during $our turn% *f $ou wield two wea#ons, onl$ one gets the extra attac&% $mproved "renzy :6eroic, !ren,$;

Bour character is even more s&illed at the bonus attac& and doesn)t ta&e a #enalt$% 8iant %iller :Eeteran; Some (fleets or minions of the Witches get reall$ big% (nd $our character isn)t afraid, the$ willingl$ go after them and fight them% When fighting a foe who is larger than $ou, $our character deals G4d0 damage and can roll both damage twice, ta&ing the better result% %iller $nstin(t :6eroic; Bour character hates to lose and alwa$s manages to Edge out the near com#etitors% The$ win tied o##osed rolls, and ma$ reroll o##osed s&ill die if it comes u# a M4L -ar)sman :Seasoned; Bour character is a crac& shot% 1ost characters have to s#end a whole turn lining u# a shot to hit a foe, but $our character can get this same bonus as long as the$ don)t moveH Sim#l$ not moving grants the user G@ on Shooting rolls% Onl$ a##lies to first attac& with !ull (uto% -artial Artist : ovice, !ighting d0,Eigor d0; Bour character either trained under a true martial artist or watched a lot of martial arts movies% Whichever is the case, the$ are never considered unarmed, and deal an additional Gd8 to unarmed damage rolls% This wor&s with Wavelength 1enace% /ra&ler : ovice, Strength d2, Eigor d2, 1artial (rtist; Bour character is brutall$ tough, going more for raw strength instead of the finesse of the t$#ical martial artist% Bou add G@ to $our >narmed damage% /rutal :Seasoned, 1artial (rtist, Brawler; Bour character)s &nuc&les are constantl$ bruised from the beatings the$ give out% The$ can roll 4d2 for their Wild Die for unarmed attac&s and if the$ score a ?aise add 4d2 damage instead of the usual 4d0%

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8rab and #old : ovice, 1artial (rtist; Bour character hates to let their foe get awa$ and gets G4 on gra##le related rolls% E3tension of 7our Arm :Eeteran, Strength d45, 1artial (rtist, =rab and 6old; Bour character)s wea#on is an extension of their ver$ arm, and when the$ get a ?aise in their strength chec& when maintaining their gra##le, $our character can use a oneChanded Demon Wea#on on the target instead of an >narmed attac&% $mproved -artial Artist :Eeteran, !ighting d45, 1artial (rtist; Bour character can focus their inner chi and use it to &now exactl$ where to stri&e their foe for the most accurac$% *f user doesn)t move, removes @ #oints of #enalt$ from called shot with >narmed attac&% $nner "o(us :6eroic, !ighting d4@, 1artial (rtist, *m#roved 1artial (rtist; *f the user doesn)t move this turn, the$ get to remove a total of 8 #oints of #enalt$ from an unarmed called shot% -artial Arts -aster :6eroic, !ighting d4@, 1artial (rtist, *m#roved 1artial (rtist; Bour character is reall$ an ex#ert of the martial arts% 1a$be the$ finall$ trained under a real martial artist% The$ get G@ to unarmed damage rolls and ma$ ta&e this Edge u# to five times% *erves of Steel : ovice, Eigor d2; Bour character is able to roll with the #unches% The$ ignore 4 #oint of wound #enalties :so if the$ had 4 wound, the$ would ta&e no #enalt$;% This also a##lies to other characters 6ealing them% $mproved *erves of Steel : ovice, erves of Steel; Bour character is even tougher than before and now ignores two wounds) worth of #enalties% Steady #ands : ovice, (gilit$ d2; Bour character is used to going fast and doesn)t let that extra s#eed bother them% The$ ignore the unstable #latform #enalt$ and the running #enalt$% Su()er +un(h :Seasoned, (gilit$ d45,

!irst Stri&e, !ren,$; Bour character &nows how to launch a suc&er #unch against a target% When the character ma&es a successful Test of Wills :*ntimidation, Taunt; the$ get a free >narmed :or Wavelength 1enace; attac& against the foe%
Superior !efense :Eeteran, (gilit$ d2, Bloc&;

Bour character has bloc&ed enough to &now that sometimes the$ have to reall$ focus on defense% When using the Defend maneuver, his "arr$ is increased b$ G@ :instead of G4;% *f using the !ull Defense maneuver, add G@ to his !ighting roll to determine the "arr$ score :so G8 total, not including Bloc& or *m#roved Bloc&;%

S&eep : ovice, Strength d2, !ighting d2; Some characters li&e to surround themselves with foes and Aust go insane on them, hac&ing and slicing% Bour character can attac& ever$ foe within reach once, but the fighting roll is at a C@ #enalt$% $mproved S&eep :Eeteran, Swee#; Bour character has learned how to im#rove their swee#ing attac& and now there is no #enalt$% Ta)e the #it :Seasoned, Eigor d2; Bour character is Aust a number one badass and ha##il$ ta&es nearl$ fatal wounds Aust to recover from them% The character gets G@ on soa& rolls which hel#s offset the huge #enalties from wounds% True #ero :6eroic, Eigor d4@, Ta&e the 6it; Bour character is even more willing to get hurt and able to stand right bac& u#% >#on becoming inca#acitated :8G wounds; gets free Soa& roll% The$ can still soa& normall$ after this roll%

27

Trademar) Weapon : ovice, !ighting or Shooting d2; Bour character #refers to onl$ fight with their #artner than&s to the strong bond between them% The$ gain G4 !ighting or shooting with #articular Demon Wea#on% ote, a Demon Wea#on can ta&e this feat and select themselves when the$ become Death Sc$thes% $mproved Trademar) Weapon :Eeteran, Trademar& Wea#on; The bond has had a chance to grow even dee#er, and the Demon Wea#on, no matter what form it ma$ have, is li&e an extension of their own arm% Bour character gets G@ on !ighting or Shooting now% T&o4"isted : ovice, (gilit$ d2; Bour character feels most comfortable with a blade in each hand% The character ma$ attac& with a wea#on in each hand without multiCaction #enalt$, but still have their offChand #enalt$% !uel Stri)e :Seasoned, (gilit$ d45, TwoC

!isted; Bour character swings both wea#ons as if the$ were one% ?oll fighting once, and add G4 on to# of other bonuses% *f it hits, roll for both wea#on)s damage des#eratel$% Damage from a ?aise is onl$ a##lied once% !uel -astery :6eroic, TwoC!isted, Duel Stri&e; Bour character)s stri&es are as much about location as the$ are about damage% When $ou get bonus damage from a ?aise with fighting, roll (gilit$ instead of Strength for damage too% ;&eih<nder :Seasoned, Strength d45; Bour character can wield wea#ons with one strong hand that most common men struggle with using both hands% ormall$ twoChanded wea#ons require two hands, but $our character treats twoChanded as oneChanded% The$ can duelCwield as well, holding a twoChander in both hands%

8eneral Soul Eater Edges


These Edges are s#ecific to the Soul Eater universe% The$ are available to both 1eisters and Demon Wea#ons% Anti4!emon Wavelength : ovice, S#irit d2; The 1adness Wavelength is one of the greatest threats in the Soul Eater universe, because ver$ few beings can stand against the madness that exists in one)s heart% 6owever, ver$ rare individuals can counter this madness, and are said to be in #ossession of the (ntiC Demon wavelength% 7our character gets G4 on ?eason :but not if the$ willingl$ acce#t the Sanit$ damage;% The$ can test S#irit at C@ to remove *nsanit$ from a target% This ta&es 45 minutes and the target can roll their S#irit and gain bac& the result as Sanit$% *f the character rolls a ?aise, the target can roll twice% ( character can be affected b$ this once a da$, and $ou cannot affect $ourself% Bour character also deals G4 damage against evil creatures :witches, monsters;% 8rigor Soul : ovice, S#irit d2, Character Creation; Out of ever$ 95 million #eo#le born, one ma$ #ossess a soul reminiscent of an angel inside of them% This rarit$ is re#resented b$ the character needing such a high S#irit dice at character creation, but exce#tions could be made for a character to )discover) this soul t$#e later :=1)s discretion;%

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Summoning the angelic wings requires the character having extreme control over their soul wavelength% This means the character themselves must have rolled an 2 and achieved Tier @ wavelength connection% The wings manifest on the character)s o##osite :So a =rigori soul Demon Wea#on has them a##ear on their 1eister; but the effect is the same% The$ acquire fl$ing #ace 45 :G@d45 ?unning; with #erfect maneuverabilit$% (t Tier 7 Wavelength, the wings gain an offensive and defensive features% The feathers #rovide G@ Toughness to the 1eister, or the bonus can be lost that round to fire the feathers :?o! 7 shooting attac&, uses onl$ =rigori Soul)s S#irit wavelength roll as damage, Aust li&e wavelength assault;% $nsanity ,esistant :Seasoned; 'i&e calloused hands, a mind touched b$ insanit$ strengthens and multi#lies S#irit b$ 9 for Sanit$ #oints instead% Soul +er(eption : ovice, Smarts d0, S#irit d0; "h$sicall$ reveals a soul in a #erson% Bou can read someone)s soul with an o##osed wavelength chec&% The maAor ones to &now are that witches are #ur#le souls and (fleet eggs are red souls% 1eisters and Demon Wea#ons can be man$ different colors% Success also reveals the highest number the target can reach for wavelength% ( character ma$ hide their soul t$#e b$ rolling wavelength against #otential s#ies% This lets them show their soul as whatever the$ li&e $mproved Soul +er(eption :Seasoned, S#irit d2, Soul "erce#tion; (t first, Soul Sight could onl$ reveal a soul)s color and how #owerful that soul could become% ow $our character can use Soul Sight to learn one thing of their choice about their target, an$ statistic the$ li&e, such as exact Toughness, or the highest the$ can roll on !ighting% The$ are still onl$ given the highest numbers for dice rolls, not the exact roll and modifiers% !or ever$

?aise the$ get, the =1 reveals one more bit of information% Soul /lo() :6eroic, S#irit d45, Soul "erce#tion, *m#roved Soul "erce#tion; Bour character can destabili,e the target)s Wavelength connection% *f the user uses their whole turn for this one action :and can)t contribute to a combined attac&, although the other #artner has their actions as normal; the$ can roll an o##osed S#irit roll against a target 1eister and Demon Wea#on team within 4@L% *f the$ succeed, the targets must immediatel$ roll Wavelength Connection, but without an$ bonuses from Wavelength !ocus, high ?an& :but &ee# the #enalties;, and with a C@ #enalt$ for ever$ ?aise $our character scored in the o##osed roll% *n the case of duelCwielding Demon Wea#ons, all three are affected% Wavelength "o(us :Seasoned, Smarts d0, Fnowledge :S#iritolog$; d0; Bour character can focus their wavelength to connect with their Wea#on% When $ou roll S#irit for $our Wavelength Connection, $ou get G4% Wavelength "o(us $$ :6eroic, Smarts d2, Fnowledge :S#iritolog$; d2; !ocusing the wavelength is secondhand, and $ou get another G4% -agi( *ullifying :Seasoned, Fnowledge :S#iritolog$; d0 or :Witcholog$; d8G4; Bour attac&s carr$ traces of antiCmagic with them% When $ou attac& a character with #ower #oints :either a Wea#on)s attac& or a 1eister)s wavelength assault, but not if the 1eister has this Edge but uses a Wea#on;, the target loses a #ower #oint automaticall$, or two on a ?aise% Death Sc$thes that gain #ower #oints are targeted too, es#eciall$ if their 1eister doesn)t have #ower #oints% -agi( /lan) :6eroic, Fnowledge :Witcholog$; d0G4, 1agic ullif$ing; Bour attac& has gotten even more #owerful, now automaticall$ draining awa$ two #ower #oints on an attac&, or four on a ?aise%

29

-eister Edges
These edges dis#la$ a 1eister)s su#erior control of their #artners, and are for 1eister)s onl$% Adaptable :Seasoned, Smarts d0, Fnowledge :S#iritolog$; d0; Wavelength measuring is as much a science as it is S#iritual ex#loration% Ta&ing this Edge negates the #enalt$ that a 1eister has for using a Demon Wea#on the$ are unfamiliar with% This does not modif$ the ran&Cbased #enalt$ for low ran& 1eisters and Demon Wea#ons% Wavelength /ully :Eeteran, *ntimidate d2, (da#table; Bour character)s wavelength is so strong and brutal that when the$ disarm an o##onent)s Wea#on, the Wea#on)s wavelength is overcome and the$ cannot resist% When disarming $ou eliminate the hostile C@ #enalt$ to Wavelength% Wavelength Counter :Eeteran, S#irit d2, (da#table; When hit with a Wavelengh 1enace, $our character ta&es onl$ half damage from the wavelength #ortion, round down% So if the damage was 8 from Strength, 9 from Wavelength, and @ from 1artial (rts, the damage would be 2 instead of 44% This also a##lies to Wavelength Blast, and can reduce quite a bit of damage% Wavelength Absorb :S#irit d45, (da#table, Wavelength Counter; Bour character can ta&e the damage $ou countered from a Wavelength attac& and store it to add to $our own Wavelength attac&% Bou can hold damage u# to $our S#irit die% Bou ma$ onl$ hold one attac&)s damage at a time, but can dismiss a currentl$ held attac& for a more #owerful one% 6olding a charge of Wavelength (ssault does not interfere with $our Wavelength Counter abilit$% Wavelength !efle(t :S#irit d45, (da#table, Wavelength Counter; *nstead of ada#ting $our soul to $our o##onent)s Wavelength to mitigate it, $ou deflect their attac&% When $our o##onent ma&es an$ &ind of Wavelength attac& against $ou and hits, $ou can s#end an action to ma&e a Wavelength Connection roll against their !ighting total% *f $ou roll higher, $ou deflect their attac& awa$ entirel$% *f $ou roll a ?aise, $ou deflect their attac& bac& at them or a target of $our choice% Whether $ou succeed or fail, $ou begin $our next turn having alread$ ta&en one action, thus receiving a C@ #enalt$% !uel !emon Weapon Wielder :Seasoned, Smarts d0, S#irit d0; 1ost 1eisters are content with wielding Aust one Demon Wea#on, but there are some 1eisters who can wield two se#arate Demon Wea#ons at once, either b$ having two or disarming one and ta&ing it% 1eisters with this Edge reduce the #enalt$ the$ and their Demon Wea#ons ta&e on Wavelength from duelCwielding b$ 4, to C4 total% Wavelength -ena(e : ovice, S#irit d0; The 1eister ma$ add their Wavelength roll as damage to an unarmed attac&% Wavelength !isruptiveness :Eeteran, Smarts d2, Wavelength 1enace; *n addition to damage, target team of Wavelength 1enace must reroll Connection at C@ or C8 on a ?aise with !ighting% The target team does not get their Wavelength !ocus or ran& bonus% Wavelength /last :Eeteran, Smarts d2, Wavelength 1enace; Bou ma$ now ma&e $our Wavelength 1enace as a ranged attac& with range of @5)% Bou onl$ roll Wavelength for this, no Strength or 1artial (rts can be added% Wavelength /last $$ :6eroic, Wavelength 1enace, Wavelength Blast; Bou ma$ roll $our Wavelength 1enace damage twice now, adding the results together for total damage from $our Wavelength Blast%

30

Spe(ial Atta():
(ll 1eisters train themselves for s#ecial combat techniques that are made in conAunction with the 1eister)s normal attac& or acts as a buff as the 1eister acts% S#ecial techniques cost the user levels in their Wavelength Connection tier% *f a 1eister and Demon Wea#on #air was at a Tier @ connection, and the 1eister used a Tier @ s#ecial technique, the$ would be reduced to Tier 5 connection% *f the 1eister onl$ used a Tier 4 move, the$ would onl$ be dro##ed to Tier 4% *t should be noted that the Tier level is onl$ lost after the roll for damage, so an$ bonuses the 1eister and Demon Wea#on #air receive for having a high Tier level are a##lied to the following rolls% When a 1eister declares a s#ecial technique, the first thing the$ do is test S#irit% This is a free roll, so the 1eister doesn)t ta&e further #enalties to #revious rolls% This means that if the s#ecial technique is the first action of the 1eister)s turn, the following attac& roll wouldn)t ta&e a #enalt$% 6owever, if the 1eister acted before the S#ecial (ttac&, such as testing Wavelength Connection or #erforming a s&ill, both the S#irit roll and !ighting or Shooting roll would be at a C@ #enalt$% 1an$ s#ecial technique traits get more #owerful if the user rolls a ?aise on their S#irit test when declaring the s#ecial technique% (ssuming the S#irit test succeeds, the s#ecial attac& is read$% The 1eister rolls !ighting, Shooting, or #erforms the related action, li&e movement% >nless the s#ecial technique modifies the these rolls in some wa$, the normal rules a##l$ :including the dice acing, critical damage, etc;% When the attac& hits, then the 1eister and Demon Wea#on roll for damage, then modif$ the result based on the s#ecial technique% This could include reC rolling damage, doubling damage, or a##l$ing that damage in a number of different wa$s, such as a line effect% When a 1eister develo#s a s#ecial technique, the$ select a s#ecific wea#on or form of attac& that uses it% !or most 1eisters, this means their Demon Wea#on #artner, but some 1eisters use Wavelength 1enace attac&s frequentl$, or have a #ol$mor#hosis wea#on with multi#le forms% The s#ecial technique onl$ wor&s with the &e$ed wea#on% When creating a s#ecial technique, determine the technique)s tier% This determines the amount of #oints the #la$er has to s#end% Tier 4 techniques have @ #oints to s#end, Tier @ have 8, and Tier 7 have 0% Bonus #oints can be acquired b$ a##l$ing drawbac&s to the s#ecial technique% *f a technique carries over multi#le turns, such as a duration effect technique or charging u# a #owerful s#ecial technique, a S#irit test must be made each turn% This is a free test, so it might as well be done first before the 1eister incurs an$ more #enalties% 6owever, each turn after the first incurs a cumulative C4 #enalt$% These #enalties do not #ass on to an$ other actions%

31

Effects:
Debilitating Bour character)s attac& uses other methods to Sha&en a target, #otentiall$ #unishing a target deficient in that attribute% *nstead of rolling S#irit for the Sha&en condition, the target rolls Strength, Smarts, or Eigor% The s#ecial attac&)s a##earance matches this% This costs @ #oints% Double Damage Bour character)s s#ecial attac& is so over#owering that the final damage result is doubled% This costs 0 #oints% 'ine Effect Bour character)s attac& shoots out in a line to hit multi#le targets% (ll targets within the line ta&e the effect of the attac&, and don)t gain bonuses to "arr$ from other targets #roviding a )cover) bonus% ?olling a ?aise doubles the length or width, $our choice% This costs @ #oints for a 4x9 square line, 8 #oints for a 7x45 square line, and 0 #oints for a 9x45 or 7x49 square line% S#eeding Bour character ado#ts a stance where their s#eed doubles% This a##lies right before the move, so their "ace, their ?un s#eed :"ace #lus the ?unning die;, and Aum#ing is doubled% This costs @ #oints and is a duration effect% Stance Bour character channels their bleeding off #ower from their Wavelength Connection into s#ecific #ursuits% When this abilit$ is activated, the$ enter a stance% The$ can reC arrange their Wavelength Connection Tier bonus as the$ see fit, #utting u# to double the bonus normal into a s&ill% ormall$, the bonus is s#read equall$ among "arr$, Toughness, (ttac&ing rolls, and Damage ?olls, but could be changed to onl$ give a bonus to (ttac& and Damage, or to (ttac& and "arr$% *t can also be added to s#ecific s&ills or "ace% Consult the =1% When selected, the s#ecific change is noted :?educe "arr$ for (ttac& bonus, for exam#le;% This costs 8 #oints and is a duration effect% Tearing Bour character)s attac& is alwa$s guaranteed to do massive damage% When rolling for damage, roll twice and ta&e the best result% Should $our character have similar effects li&e this :such as from the Death 1eister Edge; sim#l$ add one damage dice #er effect, and onl$ ta&e one% This a##lies to both the 1eister)s Strength die and the Demon Wea#on)s Strength Die :or #otentiall$ the 1eister)s 1artial (rts and Wavelength Connection dice for a Wavelength 1enace s#ecial attac&;% This costs 8 #oints% Traumati,ing Bour character)s attac& is so detrimental that the target can)t recover easil$% The$ must roll twice for Sha&en, and ta&e the lower result% The$ ma$ s#end a Benn$, but this onl$ removes the lower roll% The$ would have to s#end two Bennies to #erfectl$ unC Sha&en themselves% This onl$ lasts one turn, if the target is still Sha&en b$ this effect during their second turn, it becomes a regular Sha&en condition% *f $ou roll a ?aise, the target cannot s#end a Benn$, and is li&el$ screwed% This costs 8 #oints, and for an additional @ #oints, it becomes 7 dice, ta&ing the lowest, and similarl$ requiring another Benn$ to end the effect% >nbalancing Bour character)s attac& can &noc& the target off their feet% *f the$ are at least Sha&en, the$ must test (gilit$% *f $ou rolled a ?aise on the S#irit chec&, there is a C4 #enalt$ to (gilit$% This costs 8 #oints, and for ever$ @ #oints added, there is a further C4 #enalt$ to the (gilit$ roll :so at 0 #oints, the normal roll is C4 and on a ?aise it is C@;% Wavelength Barrier Bour character creates a giant barrier in front of them% (ttac&s from enemies must deal more damage than the average

32

damage of the wea#on used :such as a Demon Wea#on or Wavelength 1enace;, and even if the$ b$#ass the shield, the$ are reduced b$ that amount% The wea#on being used can)t attac& while this s#ecial attac& is being used :other attac&s, li&e other Demon Wea#ons or Wavelength 1enace, can be used;% Bour character is immobile while this s#ecial attac& is in effect% The barrier is as tall as a third of $our S#irit die, rounded down, and as wide as half of it% *f $our s#irit die is at least a d2, $ou can surround $ourself with the barrier% This costs 8 #oints and is a duration effect% !or 2 #oints, the character can be mobile, and use the shield to ma&e =ra##le rolls, rolling Wavelength Connection instead of Strength, and

affecting an$ targets that are within the Barrier)s area when used% >sing it this wa$ forfeits the defensive as#ect% Wavelength Shield Bour character summons a #air of shields on their forearm, that gives them double their Wavelength Connection Tier bonus to "arr$ and Toughness :although the Toughness bonus can be negated with called shots to the legs or head, the chest is considered #rotected;% While in effect, the attac& that arm uses ta&es a C@ #enalt$% ?olling a ?aise decreases the #enalt$ b$ 4% This costs @ #oints and is a duration effect, and for ever$ additional @ #oints, reduces the #enalt$ b$ 4 more, or grants G4 "arr$ and Toughness%

Drawbacks:
Charging Bour character does not have the neccesar$ #ower to attac& instantl$ with the attac&, and must charge it u# before unleashing it% Bou gain 4 #oint bac& #er turn of charging% This turns the attac& into a duration attac&, meaning it must be rolled for each turn or lost% Bour character can move while charging, but not attac&% Des#erate Bour character releases so much energ$ in such a short time that the$ can)t #ossibl$ control it all% When the$ attac&, the$ suffer a C8 #enalt$ on their attac&ing roll, and get no bonuses from their #revious Wavelength Connection Tier% Bou gain @ #oints bac&% 'ifeCforce Draining Sample Spe(ial Atta()s:
!eath Cannon :Tier @, Charging, >nbalancing, Tearing;/ Death the Fid)s technique is so #owerful that it must be charged for @ full turns, the Death Cannon rolls twice and ta&es the highest damage, and can &noc& the target over :(gilit$ test, C4 on a ?aise% E3perimental E(toplasm :Tier @, Wavelength Barrier;/ Stein)s #ersonal technique, he can create a marshmallowCli&e blob around him that absorbs incoming attac&s% *t wra#s com#letel$ around him and a bit above him% Speed Star :Tier 4, S#eeding, Dagger;/ Blac& Star)s movement loo&s li&e a blur as their movement is doubled% 1ust roll S#irit each turn, at cumulative C4 #enalties% Wit(h #unter :Tier 4, 'ine Effect, Sc$the;/ The head of 1a&a)s sc$the glows before releasing energ$ in the swing, creating a line of energ$% On a raise, the 4x9 line is doubled in either width or length%

Bour character threatens #ersonal inAur$ to themselves b$ drawing u#on their own lifeforce to fuel their #ower% When activating the s#ecial attac&, the$ test Eigor at C4 :and don)t get the bonus from having a high Wavelength Connection tier;% The s#ecial attac& wor&s regardless of success or failure, but the$ ta&e a wound if the$ fail% Bou gain bac& @ #oints, #lus @ #oints for an$ further C@ modifiers added :8 #oints returned tests Eigor at a C7 #enalt$;% Tiring Bour character gets a lot ta&en out of them after launching the s#ecial attac&% The$ ta&e a C@ to !ighting or Shooting rolls for 4d8G4 turns following the s#ecial attac&%

33

!emon Weapon Edges


The following Edges are for Demon Wea#ons% Since most Combat Edges described above are useless for Demon Wea#ons, these Edges can instead give them a combat advantage% Advan(ed !emon Weapon Traits 1eister)s turn :this is the Demon Wea#on)s :Seasoned, see text; action, not the 1eister)s;% These different There are basic wea#on traits, but $our forms are different assemblies of the character has access to more advanced wea#on traits available to the Demon wea#on traits% Each one has their own Wea#on% The$ must follow a theme, even #ersonal #rerequisites% loosel$ :such as Ja#anese wea#ons, Weapon Trait * : ovice, Smarts d0; 1obster wea#ons, Fnight wea#ons, WW@ Bour character)s high intelligence allows (llied-(xis wea#ons, or even 1egaman them to add another wea#on trait to their wea#ons;% Ever$ ran&, $ou get a new form list% So a seasoned Demon Wea#on usuall$ for free% Bou also a##l$ how $ou want $our onl$ has @ wea#on traits, but a wea#on with new traits to be a##lied to $our wea#on this Edge has 7% >nless the$ have forms ever$ ran&% B$ s#ending a Benn$, "ol$mor#hosis, the decisions are $ou ma$ assume a form $ou don)t have but #ermanent u#on choosing the Edge, fits $our theme, letting $ou assign traits as although the$ can be changed at the =1)s $ou #lease% This onl$ lasts for the scene or discretion% until $ou shift forms% Weapon Trait $$ :Eeteran, Smarts d2, Superior Armor :Seasoned; Wea#on Trait; *nstead of onl$ granting a quarter of $our The wea#on adds another Trait to their character)s Eigor as armor for their 1eister, list, for two added to their ?an& total% $our character can grant their 1eister half +olymorphosis : ovice, Smarts d2, of their Eigor as armor to im#rove S#irit d0; Toughness% "ol$mor#hosis is an edge unli&e an$ Wavelength "ield :Eeteran, Eigor d2, other% !irst, it costs two advances% Su#erior (rmor; 6owever, there are man$ benefits% >#on Bour character focuses all of their ta&ing this edge, a wea#on gains @ new strength into #roviding their 1eister with N)s )forms%) 6owever, onl$ one form is the their Eigor as a Toughness bonus, but at #rimar$ form, the others get a number of the cost of the wea#on not being able to wea#on traits equal to half of the total attac&% The 1eister can still #erform available, rounded u#% *t can switch among Wavelength 1enace attac&s% these forms as an action during the

Weapon Traits and Spe(ial Edges


( Demon Wea#on can ta&e the form of an$ wea#on ever% *t would be im#ossible to #ut down stats for ever$ single wea#on% *nstead, Demon Wea#ons get traits in their wea#on form that grant bonuses to describe their wea#ons% Traits can be ta&en multi#le times if the total number of wea#on traits the Demon Wea#on #ossesses #ermits it% When a Demon Wea#on reaches seasoned, it can ta&e the same trait twice% (t heroic, the$ can now ta&e it three times% Exam#les of traits include/ !efensive/ The wea#on is designed for #rotection, whether that)s because it)s a broadCblades sword, or a shield, or a rifle with a frontC

34

mounted shield on it% Each ran& grants G4 "arr$% "le3ible/ This wea#on has a long, movable length to it, li&e a whi# or a weighted chain% When tr$ing to ta&e a foe)s wea#on or held items, each ran& grants G4 on disarming% %no()ba()/ The wea#on has a massive, heav$ head, li&e a warhammer or a club, or #erha#s than&s to some &inetic force% When using the wea#on as a #art of an o##osed #ush chec&, each ran& gives G4 on to $our roll% ,anged/ The wea#on becomes a raged wea#on with 45L range% *t now uses the shooting s&ill instead of the fighting s&ill% ( thrown wea#on is still a ranged wea#on and it automaticall$ returns at the end of the attac& so it can be used for multi#le ones% !lexible, &noc&bac&, reach, stealth$, and tri# are not allowed for the wea#on% ?anged ** doubles the range to @5L, but the wea#on must also ado#t a twoChanded si,e% ?anged *** tri#les the range to 75L and the wea#on must now be set u#, ta&ing 4 full turn% *f the 1eister has Eigor d45 the$ don)t have to set u# the wea#on% ,ea(h/ 1an$ wea#ons feature long shafts that let users hit their foe before their foe can

even reach them% The wea#on can reach one square further than normal #er ran&% S&ift :A((urate for ranged wea#ons;/ This wea#on is designed for s#eed and can stri&e before the enem$ can get a chance to react% ?a#iers, most swords, or accurate ranged wea#ons li&e bows or sni#er rifles, would grant their 1eister G4 on fighting or shooting #er ran&% Sharp :#igh Caliber for ranged wea#ons;/ This wea#on has a larger surface that deals more damage% ( broad axe or a sc$the would deal extra damage, as do higher caliber bullets or larger arrowheads on ranged wea#ons% Each ran& grants G4 on the Demon Wea#on)s damage roll% Stealthy/ This wea#on is small and agile% *f the 1eister has a chance to si,e u# his o##onent, this wea#on can deal extra damage% ( light dagger or s$ringe could qualif$ for this and the Demon Wea#on adds G@ damage #er ran&, but onl$ if the 1eister got the dro# on the target% The wea#on is also silent% Trip/ The design of the wea#on gives it an Edge ideal for hoo&ing around vulnerable limbs and #ulling down% The 1eister gains a bonus of G4 #er ran& to tri# maneuvers if this wea#on was used in the attem#t%

Spe(ialty Weapon 5ualities:


The following wea#on qualities must be bought b$ the Demon Wea#on as Edges% Even after being #urchased b$ an advance, $our character must still s#end wea#on traits to a##l$ them to their wea#on form% The$ are exce#tionall$ #owerful and require the Demon Wea#on to meet additional requirements to ta&e them% Area :Seasoned, (gilit$ d2; The wea#on causes an ex#losion on contact, li&e a roc&et launcher, or a wea#on ma&ing a sonic boom on contact% Ever$one within @ square of the target ta&es damage if the$ fail an (gilit$ test% Even if the$ succeed, the$ must use their move action from their next turn to move outside the blast radius% *f the$ fail, the$ still move outside the area of effect and are #rone% =etting u# costs them their move action unless the$ s#end the turn doing nothing but moving% *f the fighting-shooting roll succeeds, the target does not get this save% The effect is the same with them being forced awa$%

35

'evel @ of this #ower increases the (gilit$ #enalt$ b$ C4 and increases the radius b$ 4, to 7% (t 'evel 7, the (gilit$ #enalt$ increases to C@ and the radius becomes 8% !ouble4Ended :Seasoned, Eigor d2; The wea#on #roduces a second head with the same traits as the first head :for exam#le, it could be a doubleCended sword, but not a sword on one side and an axe on the other;% The user can attac& with both ends, however the second attac& receives the C@ multiCaction #enalt$, and the offChand receives a further C@ #enalt$% This trait counts for two trait #oints% This trait costs @ trait #oints% There is no level @ or 7% ?anged wea#ons cannot ta&e this trait% Elemental :Seasoned, Smarts d2; The wea#on deals an extra two #oints of Elemental damage, and all of the damage becomes Elemental% Some enemies might be immune to this t$#e of damage :#otentiall$ ma&ing $our whole attac& worthless;% The wea#on can also no longer "arr$, treating the 1eister as unarmed% (t level @, this bonus damage increases to G7, and at level 7, increases to G8% #eavy :Seasoned, Eigor d0; The wea#on is exce#tionall$ big and requires @ hands to use and the user gets G4 &noc&bac&, G4 tri#, and G4 against disarms% (t level @, these bonuses increase to G@% (t level 7, the$ become G7% ?anged wea#ons cannot ta&e this trait% 'ine :Seasoned, (gili$ d0; The wea#on, instead of ma&ing a fighting or shooting roll, sim#l$ creates a 9 square line effect% The 1eister rolls his dice as usual and the victims roll (gilit$, treating the result as the value for the 1eister to beat% *f

the$ succeed, the target ma$ ste# outside of the effect area% Those still within ta&e damage as normal% (t level @, the effect o#ens u# into a cone, with the far end stretching one square in both directions% (t level 7, it stretches out another one for a base of 9 at the end of the cone% -ounted :Eeteran, Eigor d0; The wea#on mounts itself to the 1eister)s bod$ :li&e a shoulder mounted canon or sword tail;% *t cannot be disarmed% The 1eister ma$ attac& with it as normal, and it leaves their hands o#en for mani#ulating obAects or Wavelength 1enace attac&s% Can be combined with Double Ended trait for two mounted wea#ons% There is no level @ or 7 of this trait% +oison :Seasoned, Smarts d2; The wea#on coats itself in a #oison% *f the target is wounded b$ the attac&, the struc& target must test Eigor or ta&e a wound :or be Sha&en if the$ aren)t wounded $et;% This is in addition to the wea#on)s normal damage% 'evel @ of this #ower causes the target to test Eigor at C4 and level 7 would force them to test at C@% Onl$ nonCmodern and #h$sical wea#ons can ta&e this trait% +rote(tive :Seasoned, Eigor d0; The wea#on ta&es on a shieldCli&e form, although nothing sa$s the shield can)t have s#i&es or other attac& forms on it :li&e Tesla coils that fire electricit$ using Elemental **;% *f #assivel$ used, the shield grants an additional G@ "arr$ and Toughness against attac&s from one side of the 1eister)s bod$% *f activel$ used :forgoing wea#on attac&s that round;, it affects all attac&s% (t level @, these bonuses increase to 7-0% (t level 7, the$ become 8-2% ?anged wea#ons cannot ta&e this trait% The wea#on has to be a shield to have this trait% Other

36

forms are highl$ unli&el$% Consult the =1%


+uppet Shado& :Eeteran, Smarts d2;

The 1eister of the wea#on can summon and direct a shadow to do their bidding% The shadow is humanoid, moves with the meister, has the wea#on)s fighting s&ill and deals the wea#on)s Wavelength Connection in damage% The shadows act with the Wea#on)s actions :but having multi#le shadows attac& is Aust one action, with a C@ to !ighting #er shadow used;% Shadows can grant gangCu# bonuses% The 1eister must also test Eigor ever$ round the abilit$ is active with a C@ #enalt$ or ta&e a level of !atigue% (t level @, the 1eister can summon @ shades, but at a C8 #enalt$ to Eigor now, or Aust the one and have onl$ a C4 #enalt$% (t level 7, the$ can summon 7 shades with a C0 #enalt$ to Eigor, or have no #enalt$ to use one% (n$ evil wea#on can have this wea#on trait% ,ate of "ire :Seasoned, (gilit$ d2; ( com#lex abilit$ that wor&s onl$ on ranged Demon Wea#ons :or Demon Wea#ons in their ranged form;% Ta&ing this allows the 1eister to ma&e 7 attac&s with this wea#on in a turn% 6owever, all attac&s ta&e a C@ Shooting "enalt$% Other combat Edges li&e !irst Stri&e, !ren,$, and Counterattac& do not a##l$ when ?ate of

!ire is used% ( rate of fire selector is built in, so single shot :at no #enalt$; is also available% There is no level @ or 7% 1elee wea#ons can)t ta&e this trait% ,efle(tive :Seasoned, Smarts d2; *f the character holds their action until an enem$ casts a s#ell at them :or the$ can hold their move too and move between the caster and their target;, the$ can ma&e a fighting test :with usual modifiers; o##osing whatever the caster rolled% *f the$ win with a ?aise, the s#ell is reflected bac& at the caster as if the caster was the target% *f the$ Aust win, the s#ell is Aust reflected awa$% !ailure means that the s#ell hits the character instead% (t level @, the$ get G4 fighting on the roll% (t level 7 this becomes G@% Onl$ metal wea#ons can ta&e this trait% Smo&escreen :Seasoned, Smarts d0; When the wea#on stri&es, the square it hits fills with smo&e, such as from a smo&e bomb% The square is filled with smo&e, obscuring sight into or #ast it, ma&ing conditions in that square dar&% The smo&e remains for 4d8 rounds% (t level @, this #ower automaticall$ gains the (rea trait, at level 4% (t level 7, it gets the (rea trait at level @% This wea#on cannot deal damage%

Exam#le Wea#on Configurations/ ( seasoned mobster who turns into a Tomm$ =un/ ?anged ** ( novice and smart :Wea#on Trait; squire who becomes his &night)s longsword/ Shar# *, Swift * ( veteran #ol$mor#hic :has (rea, Element, 'ine, Wea#on Trait; soldier that can become a handgun :6igh Caliber *, ?anged *;, an assault rifle O :(ccurate **, ?anged **;, a combat &nife :Stealth$ **;, a grenade :Element *, ?anged *;, P a flamethrower :Element *, 'ine *;

37

!eath S(ythe and !eath -eister Edges


When the Demon Wea#on and 1eister acquire 33 souls and the 4 Witch soul, the$ become incredibl$ #owerful and both receive these free Edges% 6owever, both Edges are unique to the characters who acquired it% !irst, each character is granted an attribute increase chosen b$ the =1% Second, a Death Sc$the gets the equivalent of Wavelength 1enace :but the$ can)t ta&e further Edges related to it; and can fight li&e a 1eister can :adding Strength and wavelengh, and martial arts;% *t should be noted that this free Death Sc$the abilit$ is balanced b$ 1eisters getting one more benefit below% !inall$, the$ can now roll S#irit to im#rove their wavelength tiers without their #artner% Their result is half of what the$ roll, ma&ing an individual reaching an$ higher than tier 4 and those s#ecial attac&s nearl$ im#ossible outside of s#ending bennies% The Death Sc$the and Death 1eister also get unique abilities determined b$ the =1 based on their observed fighting st$les u# until that #oint :for 1eister;, and the witch soul consumed :for Demon Wea#on;%

1eister Benefits/ :"ic& 7;


?oll attac& or damage twice and ta&e better result% =ain G@ on one of the following/ Taunt, Tri#, "ush, =ra##le, etc =ain @ bonus bennies #er session for a #articular tas& :?erolling taunts, intimidation, tric&s, etc; G@ Toughness

Demon Wea#on Benefits/ :"ic& @;


=ain a number of #ower #oints equal to their Smarts and S#irit dice combined and a single #ower based on the defeated witch% The wea#on rolls their Smarts to activate the s#ell% The #ower must be of the witch)s ran& or lower% So a heroic ran& witch could give a heroic ran& s#ell, or a veteran s#ell with a G4 bonus to Smarts, or a seasoned s#ell with G@ to Smarts% ?oll damage twice and ta&e better result% =ain G@ on one of the following/ Taunt, *ntimidate, Tric&s, etc =ain @ bonus bennies #er session for a #articular tas& :?erolling taunts, intimidation, tric&s, etc; =ain a free (dvanced Wea#on Trait, even if the$ didn)t qualif$ for it, and it fits the Witch)s theme% =ain an additional Wea#on Trait to a##l$ to $our wea#on, li&e ta&ing the Edge of the same name%

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The /la() /lood (-adness Edges


The Blac& Blood is a substance made from melting down Demon Wea#ons in their wea#on form, and then inAecting them into a #erson who serves as the wea#on)s 1eister% 1an$ witches and scientists have studied this substance and ex#erimented with it since Demon Wea#ons were first made 255 $ears ago% When a character is either inca#acitated b$ a Blac& Blood wea#on or has Blac& Blood delivered into them in another wa$ :inAection, #ills, etc;, the Blac& Blood becomes #resent in their bodies, and the$ receive the following edge for free% /la() /lood : ovice, *nfected b$ Blac& Blood; (s a free action, a character ma$ tr$ to activate the Blac& Blood in their bodies% This manifests as either blac& clothing growing on their bodies, the veins becoming visible and blac& under their s&in, or #erha#s having no outward sign :besides the character)s li&el$ im#ending insanit$% The character chooses a number from 4 to 7% This number is called the Blac& Blood modifier and determines the stat boost the Blac& Blood gives, but also how much insanit$ the character looses each turn% ( 1eister activating their Blac& Blood gains their bonus to their !ighting rolls, their melee Damage rolls, and their Toughness% ( Demon Wea#on onl$ gains this bonus to their Damage and Toughness :ironicall$, which li&el$ onl$ matters if the$)re fighting another Blac& Blood wea#on;% 6owever, at the end of ever$ turn the$ ta&e Sanit$ damage equal to their Blac& Blood modifier in d0)s% Because this madness is freel$ invited, an$ edges the character #ossesses that reduce *nsanit$ do not reduce this *nsanit$ :unless the =1 rules otherwise;% Certain Blac& Blood edges increase the *nsanit$ dice b$ ste#s :d0 to d2, d2 to d45, and d45 to d4@;% The dice can not be higher than d4@% The Blac& Blood lasts until the fight is over, the character is &noc&ed out, or until the character ends it manuall$% The character can end it if the$ ta&e a turn of doing nothing and tests S#irit at the same #enalt$% Bou can s#end a Benn$ to end the effect without wasting the turn%

Blac& Blood Edges


6aving the Blac& Blood also lets $ou ta&e a number of edges, #aid for with (dvances as normal% The Blac& Blood must be active for these edges to wor&% (ctivating these #owers is a !ree (ction, deactivating requires an action% There are no rules for this, but gaining these edges assumes the character is devouring innocent human souls, although it is #ossible for them to be acquired from other methods :such as training or s#ecial Blac& Blood treatments; at the =1)s discretion% /la() !ragon :Eeteran, Blac& Blood; "art of the Blac& Blood manifests as wings on the character)s bac&, giving them flight% The$ get a !l$ing s#eed equal to "ace multi#lied b$ their Blac& Blood modifier% 6owever, the *nsanit$ die increases b$ a ste#% This can be used b$ either the 1eister or Demon Wea#on, the effect ends u# being the same regardless% Deactivating the Blac& Dragon ta&es a S#irit roll, with no bonuses or #enalties from the Blac& Blood, and is ta&en as an action as normal% /la() Carapa(e :Eeteran, Blac& Blood;

39

The Blac& Blood flows out over the character)s s&in and becomes a shifting, blac& mass of viscous oo,e% Their bonus to their Toughness doubles and the$ no longer suffer the effects of being Sha&en :but the$ still have the Sha&en condition, and must be )Sha&en) before the$ can ta&e wounds;, however, their *nsanit$ dice increases b$ a ste#% 'i&e the Blac& Dragon, a S#irit roll is sufficient to end the effect, and also li&e the Blac& Dragon, this wor&s for both 1eister and Demon Wea#on, in the later case, the armor still a##ears over the 1eister, but the Wea#on can get the bonus Toughness too% /loody *eedle :Seasoned, Blac& Blood; When $ou have the Blac& Blood active and ta&e a Wound :even if $ou s#end a Benn$ immediatel$ afterward and soa& it;, that square becomes coated in Blac& Blood% This gives the character a new attac& inde#endent of their other attac&s, such as an unarmed attac& or attac& with their Demon Wea#on% The attac& is that the character can animate their blood in these squares and attac& nearb$ foes% The range of the attac& is a number of squares equal to the Blac& Blood bonus number% The character can attac& with all of their blood s#latters b$ rolling !ighting% Each s#ear deals damage equal to the attac&er)s strength including modifiers :such as from the Blac& Blood;, and all damage is cumulative and determined once the !ighting rolls are resolved% >sing this attac& means the *nsanit$ die is increased b$ a ste# for that turn% ( Demon Wea#on could use this #ower too, although it)s more difficult for them to #ull off unless the$ inflict their own wounds% 6owever, a series of free attac&s where the onl$ downside is $our

reduced damage is a great tradeCoff% -adness of $nsanity :Seasoned, Blac& Blood, 1ust have 1adness of *nsanit$; The classic madness% While most madnesses focus on a #ursuit :order, #ower, &nowledge; or a strong emotion :rage;, insanit$ is Aust that. the loss of selfC control% The most dangerous &ind of madness, the character can focus the clarit$ of their madness towards s#ecific #ursuits% The character lets their madness com#letel$ gri# them, and their *nsanit$ damage that turn goes u# a ste#% !ind the character)s starting Sanit$ and their current Sanit$, and ta&e the difference% Divide this b$ 45, round u#% The$ can add this bonus to an$ one roll that turn% (ctivating this #ower is a !ree action% -adness of Order :Seasoned, Blac& Blood, 1ust have the 1adness of Order; Characters obsessed with rules and neatness suffer from the 1adness of Order% The obsessions var$, but the$ will alwa$s be inclined to see #erfection in things behaving as the$ should be% The character can ma&e a shout to bend others to their will% >sing this abilit$ increases the amount of insanit$ the$ ta&e at the end of the turn b$ a ste#% Select a target within 45 squares% The character and them roll o##osed S#irit rolls% *f the$ succeed, nothing ha##ens, and the action is wasted% *f the character succeeds, the target is Sha&en and must roll twice next turn, ta&ing the worst result :s#ending a Benn$ removes one of these rolls, letting them roll as normal;% *f the$ remained Sha&en, on the following turn the$ can roll as normal% *f the$ succeed b$ 8 or more, the$ control the target for a number of turns

40

equal to the difference between the S#irit rolls minus 7% (lternativel$, the character can affect all targets within 45 squares, but ta&es a C@ #enalt$, and rolls once% -adness of +o&er :Seasoned, Blac& Blood, 1ust have 1adness of "ower; There are man$ reasons to see& #ower, but the most dangerous is #urel$ for the sa&e of #ower% This is exce#tionall$ dangerous as the user will never be satisfied, and eventuall$ consumed b$ their madness unless the$ are &illed first% The character gets double the bonus to !ighting and melee Damage while this is in effect, but their *nsanit$ damage increases b$ @ ste#s% This abilit$ can onl$ be ended when the Blac& Blood effect ends, and it also cancels the character)s o#tion to s#end a Benn$ to automaticall$ end the effect% -adness of ,age :Seasoned, Blac& Blood, 1ust have 1adness of ?age; This madness isn)t so much about the user becoming enraged, even if the$ a##ear so, the$)re usuall$ in control of their emotions% *nstead, the$ can use their madness to increase the rage in others, either ma&ing them focus on attac&ing them or becoming so angr$ the$ can)t even act% The character focuses on a nearb$ target and gri#s their 1adness Wavelength and forces their #ent u# anger out% >sing this abilit$ increases the amount of insanit$ the$ ta&e at the end of the turn b$ a ste#%

Select a target within 45 squares% The character and them roll o##osed S#irit rolls% *f the$ succeed, nothing ha##ens, and the action is wasted% *f the character succeeds, the target is fren,ied, eschewing tactics and defensive actions in order to attac& or move to attac&, and ta&es a C@ #enalt$ to "arr$% *f the character beats the target b$ 8 or more, the target is fren,ied for a number of turns equal to the difference between their rolls minus 7%% -adness of Wisdom :Seasoned, Blac& Blood, 1ust have 1adness of Wisdom; (To be announ(ed= potentially monster summoning

S(ream ,esonan(e :Seasoned, Demon Wea#on, Blac& Blood; This is an (dvanced Wea#on Trait, exce#t that Demon Wea#on must be using the Blac& Blood% *f the target #arries, causing $ou to miss, $ou can attac& their Demon Wea#on :or instantl$ destro$ a mundane wea#on, =1)s discretion;, dealing damage normall$ and having it be resisted b$ the target Demon Wea#on)s toughness% There is no other level @ or 7%

41

6ni1ue Edges:
There are some characters with traits that Aust def$ normal character rules% 6ow would one stat Sid the +ombie, as there is no Edge for being undead% *n situations li&e this, the best idea is to ta&e Edges that alread$ exist, but at the cost of instantl$ giving them 6indrances% !or exam#le, sa$ Sid)s ,ombie nature gives him G4 Toughness and allows him to ignore 4 #oint of #enalties from wounds% This is the equivalent of two edges, so he must ta&e two hindrances% =iven Sid)s unforgiving #ersonalit$, #erha#s his ,ombification gave him the 6indrance 6abit :1aAor, must consume raw meat; and Bloodthirst$ :1aAor;% These two 1aAor 6indrances would ma&e u# for his two free edges% >nique Edges are onl$ given out with =1)s #ermission, usuall$ t$ing into the stor$line, and are not to be #ursued b$ #la$ers%

42

Combat:

he !avelength Connection:
When combat begins, most of the time Demon Wea#ons will immediatel$ assume their wea#on form and Aum# into their 1eister)s hands% When this ha##ens, the two must roll Wavelength Connection :( S#irit test modified b$ the Wavelength modifier;, together, or suffer the consequences% *n the beginning, the S#irit roll is made at a C@ #enalt$ when the$ are ovice% >#on reaching Seasoned, the #enalt$ is onl$ C4% When the$ get to Eeteran, the #enalt$ is eliminated% (t 6eroic and 'egendar$, the$ get a bonus equal to G4 and G@, res#ectivel$% So, basicall$, the bonus to wavelength is equal to C7Gran&% Controlling one)s own wavelength is Aust half of the battle% The #air must be wavelength com#atible as well% *ncom#atible characters both ta&e a C@ on their Wavelength Connection rolls% Sim#l$, an$ 1eister or Demon Wea#on ma$ select one other character as their #rimar$ #artner% 6owever, after a set amount of time determined b$ the =1, close friends can also s$nch u# with onl$ a C4 #enalt$ instead% This #enalt$ can be com#letel$ negated with the edge (da#table%

43

The Edge Wavelength !ocus can also increase increase Wavelength Connection% ?olling a 4 :natural or modified; means that the connection fails% The connection succeeds either can fail and deal a level of fatigue to both members, or succeed but deal a wound to each character each turn% ( Benn$ cannot be used to reroll or adAust the roll% ?olling a @ or 7 means the connection succeeds but onl$ at the wea&est level% This is a Tier 5 Wavelength connection% The 1eister and Demon Wea#on cannot #erform an$ s#ecial attac&s at this level% ?olling a 8 means the 1eister and Demon Wea#on have reached a tier 4 connection% The$ can now #erform a tier 4 s#ecial attac&, and gain a G4 bonus on all attac& and damage rolls, "arr$, and Toughness% ?olling an 2 unloc&s the tier @ connection% (t this level, both the 1eister and Demon Wea#on gain G@ instead of G4% The$ can also #erform tier @ s#ecial attac&% ?olling a 4@ unloc&s tier 7 connection% Both the 1eister and Demon Wea#on get G7 to to the values and can #erform a tier 7 s#ecial attac&% The #air uses the lowest roll between the characters, so the$ succeed and fail together% *f one rolls a critical failure, both do% Since it)s unli&el$ that the 1eister and Demon Wea#on will get the level of wavelength the$ desire on their first turn, the$ can reroll ever$ turn, but it costs an action% *f the$ test wavelength an$ time besides during the first action, it ta&es the multiCaction #enalt$% ( 1eister and Demon Wea#on can also both s#end a Benn$ to increase their tier b$ 4 level% Both must s#end a Benn$, although characters with Common Bond could share Bennies for this #ur#ose%

"ace:
(ll characters have a standard "ace of 0, so the$ can move 0 squares an$ turn where the$ use their 1ove action% Characters can also run, where the$ roll 4d0 and add that to their "ace% The$ ta&e a C4 #enalt$ on an$ following actions in that turn as the$ move ra#idl$, but the$ can cancel this #enalt$ with the Stead$ 6and edge%

"arry:
(s described in the !ighting s&ill, "arr$ is how hard $our character is to stri&e, and is equal to $our !ighting dice divided b$ @, then having @ added%

oughness:
Toughness is similar to "arr$, in that it is decided b$ Eigor)s dice divided b$ @, then with @ added% Toughness determines how man$ #oints of damage $our character can ta&e before becoming Sha&en or ta&ing Wounds%

#nitiative:
1eisters and enemies draw (ction cards% The one who draws the highest goes first% The Demon

44

Wea#on acts on the same action as their 1eister% O#tionall$, (gilit$ rolls can be used without cards%

Move$ent:
*n addition to $our character)s actions, $ou ma$ move u# to $our "ace in one turn without #enalt$% Bour character can also o#t to run, where the$ roll a bonus dice and gain that much additional "ace, but the$ ta&e a C4 #enalt$ on all following actions that round% Other forms of movement include/ Cra&ling/ "ace is reduced to @, counts as being #rone% Crou(hing/ "ace is halved :even after running, the total is halved;, but ranged attac&s ta&e C4 #enalt$ against the character, and cover that normall$ #rovided a C4 #enalt$ to ranged attac&s now #rovides C@% !iffi(ult 8round/ ?ough foliage, loose sand, or thic& snow doubles the movement cost, usuall$ to @ "ace #er square% +rone/ Character ma$ fall #rone at no cost, or get u# b$ sacrificing @ "ace% 2ump/ ( character can either long Aum# @ squares or high Aum# 4 square% ( Strength or (gilit$ test increases these b$ 4, G4 #er ?aise%

Action:
Select $our first action and com#lete it% Bou can also ta&e a second action at a C@ #enalt$% *f $ou ta&e a third action, it ta&es a C8 #enalt$% (n$ more actions will li&el$ not ha##en% The next #enalt$ would be C2% "ossible actions include/

Aim:
*f a character s#ends their whole turn lining u# a shot on a #articular foe, and does not move or #erform an$ actions, the$ gain G@ Shooting against them%

Atta():
The 1eister rolls fighting or shooting, either o##osed b$ the o##onent)s "arr$ or shooting #enalties% *f the attac& is successful, both the 1eister and their Demon Wea#on roll their Strengths and the added result is the damage which o##oses the target)s Toughness% ( ?aise on the attac& roll adds G4d0 damage% There are additional t$#es of attac&s, see the Situational ?ules section%

!efend:
The 1eister can go into a defensive mode that gives them G4 "arr$ and enemies ta&e C4 on ranged attac&s against them% This counts as an action, so following actions have a multiCaction #enalt$%

!ra&:
*f the 1eister has their wea#on holstered or hidden, the$ have to draw it out% This is an action :so an$ subsequent attac&s that round would have a C@ #enalt$ to the attac& roll;% Tric&$ situations might call for an (gilit$ test to succeed in read$ing the wea#on%

45

"ull !efense:
The 1eister can com#letel$ forgo their attac& for this turn% The$ roll !ighting and add G@ :#lus an$ bonuses from Bloc& or *m#roved Bloc&;% *f this number is greater than their normal "arr$ :which it would be if it is higher than half the total dice;, the$ use that for their "arr$ this round% *f the 1eister #erforms this action, their turn is over, and the$ can)t even move, but their Demon Wea#on can still #erform a s&ill, such as *ntimidate :but the$ receive a multiCaction #enalt$;%

-aneuver:
*n #lace of an attac&, a 1eister can #erform a combat maneuver against an enem$% This could involve tri##ing, disarming, #ushing, or gra##ling% (ll of which require a successful fighting against the foe)s "arr$% (fter that, it)s an o##osed Strength chec& :exce#t tri##ing or #ushing, where the defender can use (gilit$;%

S)ill:
There are a number of wa$s that s&ills can be used in combat% ( s&ill t$#icall$ involves rolling against 8 if it)s something $our character is #erforming, or an o##osed roll against a foe if it involves a foe and the$ resist% ?olling Fnowledge can quic&l$ remind the 1eister or Demon Wea#on of an enemies) wea&ness% ?aises can give bonuses as determined b$ the =1% >sing *ntimidation :o##osed b$ S#irit; or Taunt :o##osed b$ S#irit; gives $ou a G@ on $our next action against that target, and #otentiall$ Sha&ens them on a ?aise% 6igh attribute characters might be better off with tric&s using (gilit$ :o##osed b$ the foe)s (gilit$;, or Smarts :o##osed b$ Smarts; which can give a foe a C@ to "arr$ or even Sha&en them on a ?aise% This hel#s allies too since this C@ "arr$ remains until the foe)s action% Stealth can be used to disa##ear into the shadows% =etting )The Dro#) on a foe grants G8 on !ighting and G8 melee damage, and with the =1)s discretion certain ranged attac&s qualif$ for this too% Just remember that if an$ of these actions are #erformed first, following actions :such as attac&ing; will ta&e a C@ #enalt$ :and in the case of the debuffs on enemies, remember the #enalt$ lasts a round so $ou can wait a turnH;% Combat isn)t a race, ta&e $our turns slowl$ and &ee# $our guard u#%

%Ace% the Dice:


The act of scoring an )ace) is the equivalent in Savage Worlds of rolling a critical hit in most games% When rolling a dice for a Trait test :which basicall$ covers ever$thing from raw attributes to s&ills to tests o##osed to rolls;, if $ou roll the highest #ossible value, $ou ma$ roll the dice again and add the results together% This result ma$ ace too, and it can continue until $ou roll something other than the highest face value% Static modifiers are added last%

he !ild Die:
The main heroes of Soul Eater are not $our runCofCthe mill Demon Wea#ons and 1eisters% The$ are s#ecial and some could sa$ Aust head and shoulders above the rest% Once #er turn, the$ ma$ roll a d0 along with the normal dice for that action% This d0 gains whatever modifiers the #rimar$

46

dice had% (fter both are rolled, the #la$er ma$ select the result the$ #refer% The wild die ma$ be used to hel# assure that an action succeeds, such as a warrior rolling !ighting, or to hel# give a chance at success that the normal dice would not allow for, li&e that same warrior tr$ing to fl$ a #lane% S#ecial Edges can increase the die t$#e of the wild dice%

Ar$or &De$on !eapon 'nly(:


(rmor does not reall$ see much use in the Soul Eater universe% *nstead, a Demon Wea#on im#arts some measure of its #h$sical #rowess u#on it)s wielder% Once wavelength connection has been established, the Demon Wea#on grants their 1eister a bonus to Toughness equal to a quarter of their Eigor dice, rounded down% Eigor d8 and d0 Q G4, Eigor d2 and d45 Q G@, Eigor d4@ Q G7 When $ou are hit b$ an attac&, $ou ta&e a number of #oints of damage% !rom this number, subtract $our Toughness% !or ever$ 8 #oints remaining, $ou)ll either become Sha&en or ta&e a wound% ote this is different than usual Savage Worlds% Bou cannot ta&e wounds until $ou are Sha&en% The Sha&en condition occurs when $ou ta&e damage and are not alread$ Sha&en% Once Sha&en, $ou can be damaged, and on $our turn $ou must roll S#irit to remove the Sha&en effect% The onl$ action $ou can ta&e if Sha&en is to test S#irit on $our turn to see if $ou lose the Sha&en condition% *f $ou get a ?aise, $ou ma$ still act that turn after rolling to remove Sha&en% *f $ou fail, $ou have wasted the round and remain Sha&en% Excess damage after becoming Sha&en, or Aust an$ damage from subsequent attac&s, deal wounds% Each wound $ou carr$ #enali,es $ou for a cumulative C4 #enalt$ on ever$ roll $ou ma&e% Bou can have u# to 7 wounds :minor characters onl$ get 4;% (fter that, $ou are &illed unless $ou successfull$ test Eigor%

Wounds/

Soa)ing:
Whenever $ou ta&e wounds, $ou ma$ s#end a Benn$ to test Eigor in order to )soa&) the wounds% "enalties from #revious wounds a##l$, but not from the new ones since $ou technicall$ have not suffered them $et% Bou recover a wound for ever$ success and ?aise $ou get, but the$ onl$ a##l$ to that attac&)s wounds, not #revious wounds%

47

Situational ,ules

The #revious section teaches the basics of combat, which involves beating $our foe to the #oint where the$ can)t hurt $ou an$more, but onl$ hints at some of the more artistic wa$s $ou can bring about this bludgeoning% The Savage Worlds s$stem contains man$ s#ecial attac&s and maneuvers that clever 1eisters will have to learn how to use in order to &ee# one ste# ahead of their enemies%

Ani$e Move$ent:
(n o#tional rule to fit in with the a##arent #h$sics of the medium, the characters would recive double their base "ace, although their running dice is unchanged% The$ would also be able to Aum# twice as far and high as normal%

Avoiding their Attacks:


When faced b$ a Blac& Blood wea#on with the Scream ?esonance, a 1eister has to choose between their own safet$, or the safet$ of their wea#on% *nstead of "arr$ing :which damages their wea#on;, the$ can avoid% Whenever attac&ed, the$ roll their (gilit$ dice and treat it as their "arr$ score% Their wea#on is not targeted at all% T$#icall$, this is hardl$ a lasting solution%

48

Called Shots:
*n combat, $ou are assumed to be stri&ing $our enem$)s center mass% 6owever, there are times when $ou would want to stri&e other #arts of the bod$% This could be because the foe is wearing armor and the armor doesn)t cover certain #arts :Demon Wea#on (rmor covers all #arts;% Or the enem$ might have a certain wea& s#ot $ou could stri&e for massive damage, immediatel$ ending the fight with a little luc&% Called shots to the arms and legs are at a C@ #enalt$% The$ are large and onl$ slightl$ smaller than the center bod$% Shots to the arms #la$ a &e$ role in disarming% Shots to the legs can hinder a foe)s movement :a good rule of thumb is halving "ace until wounds are removed;% Smaller targets on the bod$ im#art a larger #enalt$% ( shot to the head is a C8 #enalt$ on the attac& roll, but gives G8 damage, a worth$ tradeCoff% !inall$ is the most extreme target on the foe)s bod$% This is generall$ not available, but can be discovered with a Fnowledge chec& :and #ossible ?aises on that roll might reduce the extreme #enalt$;% The character ta&es C2 on their attac& roll, but gain a huge benefit, such as treating the target as having 5 Toughness% Exam#les are the visor on a &night)s armor, or a crac& in the scales of an ancient dragon% Sta&ing a vam#ire through the heart would be a C2 #enalt$ and success would sla$ the target outright%

Disar$ing:
*f $our wea#on features flexible #arts :such as a chain or whi#; or $ou want to use $our bare hands, $ou can tr$ to #ull a wea#on out of a foe)s hands% Bou must first grab the wea#on, which is a !ighting roll at a C@ #enalt$ due to it being a called shot% Bou would need a free hand or a wea#on that grants a Disarm bonus% *f successful, $ou and the foe ma&e o##osed Strength chec&s :having a wea#on might grant bonuses on the chec&;% Success means that $ou have their wea#on in hand% Bou can toss it awa$ as a free action, or use it $ourself% *f the wea#on was a Demon Wea#on, this is a little more difficult% Bou need to roll equal to whatever level $ou)re currentl$ at :so @ for Tier 5, 8 for Tier 4, etc;, but at a C8 #enalt$ :C@ from an unfamilar wavelength, and C@ from a hostile wavelength, since the Demon Wea#on #robabl$ doesn)t li&e $ou% 6owever, these #enalties can be removed with (da#table and Wavelength Bull$, res#ectivel$;% With the wea#on in hand, $ou ma$ now use it to attac&, but this is a new action% *f $ou succeed on a ?aise or the foe rolls a 4, $ou can ma&e a free attac& with the wea#on% !ailure means nothing ha##ens, besides wasting $our action% But if $ou critical fail :either $ou roll a 4 or the foe gets a ?aise; the$ can disarm $ou and attac& $ou, following the same rules%

Driving:
Eehicles are used because of their #rotection, greater s#eed than most humans, and because it doesn)t tire out the user% Eehicles have a statline of (cceleration, 6andling, "rotection, Crew-"assengers-Cargo, and otes% (cceleration determines s#eed% ( vehicle can increase s#eed b$ one acceleration or slow down b$ two accelerations each turn% The to# s#eed is acceleration multi#lied b$ 9% 6andling reduces the #enalties of difficult maneuvers, minimum of 5% This re#resents su#erior control of the car, be it turning or wheel traction% "rotection determines how much bonus Toughness the vehicle #rovides the crew and #assengers, li&e a car, but not a motorc$cle% Crew, #assengers, and cargo are Aust what the vehicle can carr$, be it #eo#le or stuff :which can be interchangeable;% !inal notes are Aust what other gimmic&s the vehicle has, li&e if it can fl$ or be

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miniaturi,ed% Eehicles might be faster than humans, but are not as agile% The$ cannot turn on a dime% *f a vehicle wants to turn right, it must turn 89o first, move 4-9 of its movement, then ma$ ma&e the second 89 o turn and continue on the wa$% There are also s#ecial maneuvers that can be #erformed that require driving s&ills% The number in #arenthesis determine the #enalt$ that is im#osed due to the tric&)s com#lexit$% 6andling can eliminate some #oints from it% The goal is to roll 8, des#ite #ossible #enalties% 6ard Bra&e :5;/ Decelerate b$ 7 categories of acceleration instead of @% 1aneuver :C4 to C8;/ (void an obstacle in front of $ou and it)s difficult$ varies% !ailure might result in lost control or crash de#ending on what the obstacle was% ?am :O##osed;/ 6it the target vehicle in a ram, hitting a nonCvehicle targets "arr$ instead% Tight Turn :5;/ Turn 35o without having to s#end movement on a wide turn% One of the big advantages to driving a vehicle is attac&ing from it% When $ou #erform a melee attac& from a moving vehicle :such as using a sword from on to# of a motorc$cle; $ou add a number of d0)s to $our damage equal to $our s#eed-45 rounded down% Bou also ta&e a C@ #enalt$ for unstable #latform and C4 #enalt$ equal to the number of bonus damage dice on $our attac& roll to re#resent com#lexit$ when moving so fast, but this can be reduced b$ Edges% ?amming and collisions deal a d0 of damage #er s#eed-9% ( head on collision adds both #artici#ant)s s#eeds% Seatbelts half the damage received%

Duel De$on !eapon !ielding:


Some 1eisters are not satisfied with using onl$ one Demon Wea#on% Some use two, one in each hands% This is more advanced than Aust a twoCheaded Demon Wea#on% *t)s two com#letel$ se#arate Demon Wea#ons, two se#arate souls% This interference between the three souls im#oses a C@ #enalt$ on wavelength to all three #artici#ants% Edges can reduce these #enalties% The Edges for duelCwielding wea#ons will also be crucial%

)irear$s:
(n o#tional rule for more realistic games, smallCarms fire against a 1eister with their Demon Wea#on deals half damage before even reducing it b$ Toughness, ma&ing it highl$ unli&el$ that the$)ll hurt even the scrawniest 1eister% Wea#ons with the 6eav$ Wea#ons tag affect them normall$, as do firearms that are reall$ Demon Wea#ons, or wea#ons with s#eciali,ed ammo%

*anging +p:
Some foes are incredibl$ hard to ta&e on oneConCone, which is wh$ $our character can bring their friends to the fight% When more than one character attac& the same enem$ in melee combat, those characters get G4 !ighting #er all$ :but not including themselves;% With enough allies, getting the bonus damage from high !ighting rolls is eas$% Certain Edges can negate this bonus%

*rappling:
Sometimes $ou Aust need to get down and dirt$ with $our o##onent% =ra##ling can #revent 1eisters from reaching their Demon Wea#ons, or &ee# them from using large Wea#ons% ( gra##led witch cannot easil$ use magic% (nd fl$ing characters can not fl$ with the added weight% !irst, $our character has to be able to touch their intended target% The$ ma&e a !ighting roll with a C@ #enalt$ as a Called Shot against the target)s "arr$, success means the$ have begun the gra##le,

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and a ?aise means the target is Sha&en, too% ( character dominant in a gra##le can move at half their #ace :dragging their victim with them;, or ma&e an >narmed attac& :which includes Wavelength 1enace;% The$ must roll Strength against the target)s Strength or (gilit$ to maintain the gra##le each subsequent turn to maintain dominant, but once the$ do this, the$ ma$ move or attac&% The character who is held in the gra##le can onl$ act when the character gra##ling them, and that is when the dominant gra##ler tests their Strength against the held character)s Strength or (gilit$% 6owever, should the held character roll higher, the$ brea& free but cannot ta&e action besides movement% Success with a ?aise lets them both brea& free and ta&e their action, or instantl$ become the dominant gra##ler%

"ushing:
*f $ou have an adAacent o##onent, $ou can ma&e a fighting roll o##osed b$ their "arr$ and then a Strength roll o##osed b$ their Strength or (gilit$ :their choice;% This is not a called shot because $ou)re targeting their whole bod$% *f $ou beat them, the$ get moved bac& 4 square, and move bac& another for ever$ @ #oints $ou beat them :so moved bac& 7 squares if $ou rolled more than 9;% !ailure indicates nothing besides a wasted action% ( critical failure :the$ get a ?aise or $ou roll a 4; and $ou fall #rone%

,apid Attack:
*f $our character is fighting a lot of wea& enemies, or Aust one reall$ tough one and $our onl$ ho#e of hitting them is )acing) the dice, this is $our best bet% Bou ta&e a C8 #enalt$ to all fighting or shooting rolls, but ma$ ma&e three attac&s% *f $ou use $our wild die for this action, onl$ one of the rolls gets the die% ( wea#on with full auto can attac& six times but the #enalt$ for that is C0 :C8 GC@ from full auto;% This is a ris&$ move that ma$ end u# wasting $our turn or catching $ou a brea&% ( free !ighting attac& from Counterstri&e or !irst Stri&e can be made ra#id but not an attac& from !ren,$% >se wisel$%

Shooting:
*f a target is within $our wea#on)s range, there is no #enalt$% *f the$ are within double the range :but obviousl$ not within normal range; there is a C@ #enalt$% !inall$, if the target is within tri#le range, there is a C8 #enalt$% ( target)s cover also hel#s% 'ight cover :such as a low wall while standing; reduces the shooting roll b$ C4% Better cover, li&e being #rone behind a low wall, im#oses a C@ #enalt$% !inall$, ver$ good cover li&e firing from a window with onl$ shoulders or heads are ex#osed, the$ im#ose a C8 #enalt$% ( target might #ossess the Dodge Edges that im#ose another C4 and C@ #enalt$ on ranged attac&s%

Sneak Attack &'r % he Drop%(:


( character can use stealth to snea& u# on a creature using otice% *f a character isn)t activel$ noticing, the$ Aust use half their otice as a static target% ( snea&ing character moving at their normal #ace, or crawl on their hands and &nees for G@ stealth, or run for C@ stealth% Dim lighting grants G4 stealth, and dar&ness grants G@ stealth% Com#lete and total blac&ness grants G8% 'i&ewise, light, medium, and heav$ cover grants G4, G@, and G8 stealth% ow, assuming $ou get u# behind the target and within attac&ing range, the snea& attac& has G8 on the shooting or fighting roll and G8 on damage rolls :basicall$, a guaranteed ?aise;%

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ripping:
Bou ma&e a fighting roll against $our foe and then a Strength test o##osed b$ the target)s Strength or (gilit$% *f $ou succeed on a ?aise, the character is &noc&ed on their bac& and Sha&en :or wounded if alread$ Sha&en;, and would have to get a ?aise on their S#irit test to even get u# next turn% *f Aust successful, the$ are &noc&ed on their bac& and can use their move to get u# next turn and still act, or get u# and move their #ace% *f $ou fail, nothing ha##ens, besides wasting $our action% *f $ou critical fail, $ou fall #rone% ( #rone character has onl$ "arr$ 8 and a ranged target #enalt$ of C4%

!ild Attack:
This s#ecial attac& reduces the attac&er)s "arr$ b$ C@ but grants a G@ bonus damage on attac&s for that turn% Be careful, as that G@ damage might be good against one foe, but all foes enAo$ that C@ #enalt$ to $our "arr$%

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-adness

The first thing to &now about madness in the Soul Eater universe is that it is far more than a sim#le condition of the mind% *t)s an infection and s#reads from individuals with a madness wavelength, and it infects those around them li&e a virus% Soon, the$)re infected too and s#reading it, until madness covers the earth li&e a contagion% Ever$ character gets a score called their Sanit$% This is a number equal to their S#irit die O 8% This number is how much Sanit$ damage the$ can ta&e before going insane% 6owever, Aust losing an$ amount can lead to disorders and hindrances that might never leave their characters in #eace% 1adness is re#resented b$ a number of dice being rolled, with the total being the Sanit$ damage, and is o##osed b$ ?eason, which is a static number calculated li&e Toughness but using S#irit% The character reduces their Sanit$ b$ the remaining Sanit$ damage after ?eason is factored in%

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Certain #laces see#ed in madness might develo# their own madness wavelength and infect those around them% *n these locations, the afflicted characters would have to roll in a re#eating timeframe based on the level of madness :an$where from da$s to hours to rounds; against a dice also based on intensit$% (nimals and wildlife in madnessCinfected areas are incredibl$ dangerous and #rone to violent assault% *t would seem to def$ reason but it is believed that even the earth itself in a madnessC infected area wor&s against those who tread there, ma&ing #aths end, cliff sides crumble, and even swallow u# those not careful% The wea&est amount of Sanit$ damage a #lace can deal is @d0, which could be the site of an ancient act of madness% "laces currentl$ involved in rituals with madness creatures or such a lair might be @d2 Sanit$ damage% (n incredibl$ dangerous #lace such as one inhabited b$ a (fleet, or #erha#s no longer on our #lane of existence, would be @d45% Some madness beings have attac&s that deal Sanit$ damage, and the most #owerful beings exude madness auras% These figures would be featured in their statistics, but would be similar to the amounts of damage #laces give% So an (fleet)s aura would deal @d45 damage a round to nearb$ creatures% !inall$, madness Edges can cause a character to ta&e madness damage% Even worse, since this madness is invited, #rotective feats ma$ not a##l$% Ever$ time $our sanit$ dro#s b$ a third of the total sanit$, the$ will gain a hindrance related to their failing mental stabilit$% ?oll on the following chart for the hindrance the$ gain% (dd an$ bonuses the$ have against insanit$, but subtract an$ #enalties such as from wounds and fatigue%

!isorders
(4> or less -urderous ,age/ Character will attac& its nearb$ allies or thrash about in the room if alone% (4? to ? #eart Atta()/ The hero is so overCwhelmed with fear that his heart stutters% 6e becomes *nca#acitated and must ma&e a Eigor roll at R@% *f successful, he)s Sha&en and can)t attem#t to recover for 4d8 rounds% *f he fails, he dies in @d0 rounds% ( 6ealing roll at R8 saves the victim)s life, but he remains *nca#acitated% (>4@ *ight Terrors/ The heroSs slee# is so disturbed b$ nightmares that time s#ent aslee# never counts toward recovering !atigue levels% >nconscious characters recover normall$% (A4B The -ar) of "ear/ The hero is unnerved and also suffers some cosmetic #h$sical alterationTa white strea& forms in the hero)s hair, his e$es twitch constantl$, or some other minor #h$sical alteration% This reduces his Charisma b$ 4% (C4:D -a.or #indran(e/ The hero gains a 1aAor 6indrance li&e a #hobia or delusion% (::4:> -inor #indran(e/ The character gains the 1inor 6indrance% (:@4:B +ani()ed/ The hero immediatel$ moves his full "ace #lus running die awa$ from the danger and is unnerved when the movement ends% (:C4:E 6nfazed/ The character is unfa,ed% (?DF Adrenaline Surge/ The hero)s UfightU res#onse ta&es over% 6e adds G@ to all trait and damage rolls on his next action%

54

(t 5 sanit$, the character must test S#irit% ( success will leave the character with no lasting effects be$ond the hindrances the$)ve gained and losing consciousness for 4d0 hours, and returns to 4 #oint of Sanit$ when the$ wa&e u#% !ailure means the character is lost to madness and might be out for a while as their friends tr$ to restore their sanit$, which usuall$ becomes an adventure in itself% To recover Sanit$, a character must s#end a wee& in a calm environment, enAo$ing #leasant activities li&e bas&etball or #la$ing games% Stuff li&e regular school activities won)t affect this, uness there is a huge exam coming u#% Ever$ wee&, the$ ma$ roll their S#irit dice and return that man$ #oints to their Sanit$% ( character with Fnowledge :"s$cholog$; :which is a s#eciali,ed science &nowledge and gives G4 on the roll; can hel#, giving a G4 bonus for each success and raise% This character ma$ onl$ hel# the one character, the idea being that the$)re giving them a lot of oneConCone counseling% Other relationshi#s, such as romances, can grant bonuses to Sanit$ restored, at the =1)s Discretion%

55

+laying and ,unning Soul Eater


*n the Savage World of Soul Eater, #la$ers are students in the Demon Wea#on 1eister (cadem$% "la$ers can decide who the$ want to be teamed with or can be assigned b$ the =1, although this method isn)t ver$ fun% Then the characters are made and the game can begin% (t the Demon Wea#on 1eister (cadem$, the characters will ta&e classes, in both the usual school fare :histor$, science, math; but will also include more "%E classes that focus on martial combat% There would also be classes on S#iritualit$ and combating monstrous foes and witches% The first goal of a Demon Wea#on and 1eister team is to acquire 33 corru#ted human souls and finish with 4 witch soul% (t this #oint, the Demon Wea#on will get a free Edge called Demon Wea#on and the 1eister will get a free Edge called Death 1eister% either of the two have to be 'egendar$ ran& to get these Edges, but the$)ll li&el$ be Eeteran at least since most witches are ver$ #owerful% *t should also be noted that the Demon Wea#on and Death 1eister Edges are customi,ed to each character but can follow guidelines% (ssignments to &ill corru#t human are #osted on on a large bulletin board% This is reall$ onl$ one ste# above having the characters meet in a tavern to go on an adventure, but this allows the =1 to grant the #la$ers additional information on their target via dossiers% The$ could even #otentiall$ add mission com#lications li&e #rotecting a #ac&age or s#ecific individual, or onl$ using certain t$#es of attac&s% One recommended wa$ of using this #lot device is to have several )main) assignments% These assignments would be com#lex, requiring research, investigation, information gathering, and strategic a##roach% *t is #ossible whole sessions might be s#ent Aust #re#aring for the assignment% Chances are, these assignments would reward man$ corru#t souls% Besides these main assignments, there would be a do,en or so )sim#le) assignments% The$ would involve one or two corru#ted souls and involve little research or #lanning% (s the game #rogresses, these sim#le assignments will li&el$ be ta&en care of b$ other students, but the main ones are a different matter% 1ain assignments should be ta&en care of quic&l$% *f avoided for too long, terrible things could ha##en% The corru#t souls could become more #owerful, other 1eister-Demon Wea#on teams might tr$ to sto# them and fail :or even succeedH;, and assignments might even mix as alliances between corru#t souls are formed% One of the most dangerous t$#es of assignments would be when the DW1( discovers a witch% Witches can be insanel$ #owerful and dangerous threats% (nd &illing a witch and devouring her soul is the ultimate goal of a 1eister and Demon Wea#on% (fter the characters become Deathmeisters and Death Sc$thes, the$ are awarded the title of @ Star 1eisters and Demon Wea#ons% 'ord Death will #ersonall$ contact them for missions and grant them much more res#onsibilit$% This involves hunting more Witches and #ossibl$ (fleet eggs nearl$ reaching the stage where the$ would become true (fleet% *t should also be noted that characters in Soul Eater travel all over the world to do battle with corru#ted humanoids, (fleet, and Witches% While the Demon Wea#on 1iester (cadem$ is based in Death Cit$, evada, >S(, their travels might ta&e them to fight "haraohs in Eg$#t, strange cults in *ndia, or even to other #arts of the >S, including the haunted shores of ew England% The enemies in Soul Eater have unique and s#ecial abilities% Witches, b$ virtue of having their (rcane Bac&ground edge, have an abilit$ called Soul "rotect that lets them hide their Witch soul, but the$ cannot use their magic% *f the$ release this ward, the$ can cast s#ells instantl$, but resetting it requires a S#ellcasting roll at C8, and not casting s#ells while tr$ing to reset the ward% *mmortals have the abilit$ *mmortal with a tier number% The$ can onl$ be hurt b$ s#ecial attac&s of that tier or higher%

56

ext time/
Soul Eater)s Bi,arre (dventures

The crossover $ou didn)t as& forC But $our getting it%

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