Professional Documents
Culture Documents
0
Author: Martenz05
Table of Contents
Chapter 1: Core Mechanics and Character Creation............................................................................ 2
Features............................................................................................................................................4
Attributes......................................................................................................................................... 4
Standard Attributes......................................................................................................................5
Yoki Attributes............................................................................................................................ 6
Hit Points, Stamina Points and Yoki Points................................................................................ 6
Increasing Attributes................................................................................................................... 8
Traits................................................................................................................................................ 8
Abilities............................................................................................................................................8
Reading Ability Descriptions......................................................................................................8
Base Ability Costs.....................................................................................................................10
Pushing Abilities....................................................................................................................... 10
Attack Abilities......................................................................................................................... 10
Defense Abilities....................................................................................................................... 11
Yoki Abilities.............................................................................................................................12
Combat Techniques...................................................................................................................13
Advanced Abilities....................................................................................................................13
Obsolete Abilities......................................................................................................................14
Skills.............................................................................................................................................. 14
2: Combat Rules................................................................................................................................. 16
Combat Basics............................................................................................................................... 16
Actions...........................................................................................................................................16
Terrain and Engagement Status..................................................................................................... 17
Rounds and Turns, Team Acting Order..........................................................................................18
Lost Limbs.....................................................................................................................................18
Status Effects................................................................................................................................. 19
Holding Back.................................................................................................................................20
Universal Abilities......................................................................................................................... 20
Skill Abilities................................................................................................................................. 21
3: Abilities.......................................................................................................................................... 24
Starting Abilities............................................................................................................................ 24
Attack Abilities.............................................................................................................................. 25
Defense Abilities............................................................................................................................27
Yoki Abilities................................................................................................................................. 30
Yoki Manipulation Abilities...........................................................................................................32
4: NPC Profiles...................................................................................................................................34
Yoma..............................................................................................................................................34
Humans..........................................................................................................................................38
X: Unsorted Rules.............................................................................................................................. 40
Specialization.................................................................................................................................40
Special Items..................................................................................................................................41
Heroic Determination.................................................................................................................... 41
Awakening and Half-Awakening...................................................................................................42
Example Combat Maps..................................................................................................................44
Chapter 1: Core Mechanics and Character Creation
The basic rule is that you roll a pool of d10 dice, then compare the results to an opposing dice pool
or apply your damage roll to enemy HP. There is an element of luck, of course, since any d10 dice
explode on a natural 10, unless it's expressly noted otherwise. That is, every time a 10 is rolled,
another 1d10 die is added to a roll.
When fractions come up in certain skill or stat calculation, any fractions, no matter how small, are
always rounded up to the nearest whole number.
For a more enjoyable game experience, it is recommended that some or all non-player enemies do
not receive the benefit of explosive dice. Abilities and stock Yoma profiles are balanced around the
assumption that dice only explode for player characters, "boss" enemies and NPCs significant
enough to the plot to be named.
Of course, you are not allowed to just roll d10 dice randomly. A character has abilities, which allow
them to make specific attacks, dealing specific amounts of damage.
Below is an example character sheet for a new Claymore, followed by explanations for each part.
Incidentally, this example is also the standard starting baseline on which a new Claymore character
would be built on.
Features
The very first row of the sheet includes a character's core features, such as their name and the
number of their rank and their warrior symbol. Relevant to the rules are the Character Type
(Claymore) and Yoki Type (Offensive or Defensive). The other fields do not affect the rules in any
way.
Attributes
Attributes are the baseline for your character's abilities.
Character Points are the primary measure of raw strength, as well as skill and experience. Spent CP
are locked to abilities and attributes, reflecing the sum of their ability. Unspent CP reflect as-yet
untapped potential and unfocused experience, and can freely be spent to increase attributes or gain
new abilities.
Characters are created through this point-buy system. There are no level-ups, you are simply
awarded more Character Points that can be spent directly on new abilities or increased attributes.
The amount of starting character points is determined by the Game Master (GM). A "standard"
Claymore character has 510 Character Points spent on default training and attributes, and also has
90 CP available to be spent, to allow for initial choices in ability and stat progression.
During character creation, a player may choose to have up to 100 CP worth of Standard or Yoki
attributes granted by the Claymore baseline refunded to unspent CP. Useful if, for instance, a player
wants to create a character with 1 YOC representing their abysmal ability to keep their Yoki in
check. Having spent character points refunded after Character Creation is only allowed through the
Obsolete Ability mechanic, or through extensive in-character retraining.
Character points can be spent at any time. If you have unspent points, you can even spend them in
the middle of combat. This is how the system models inventing new techniques in the middle of
combat and finding hidden reserves of strength.
At the GM's discretion, a character may also be awarded Attribute increases directly as a result of
role-playing or using consistently using specific combat techniques. Or offered a choice between a
specific attribute increase or a (reduced) amount of freely-spendable CP.
Standard Attributes
The first three rows (in both columns) list the 'standard' attributes of your character, available to all
living creatures, not only Yoma and Claymores. For comparison, 5 is the human average in all those
stats. Being Claymores, your characters have gone through considerable training and begin above
that at 10 for all physical attributes, representing roughly twice the strength, speed and resilience of
an average human. In general, attributes determine a character's maximum possible dice pool for
attack, damage and skill rolls.
Strength (STR)
Strength is used for damage and parrying. Every 10 points of Strength grants you a +1d10 bonus to
all damage lines on abilities with the Claymore or Weapon keywords.
Dexterity (DEX)
Dexterity is perhaps the most important stat for a Claymore. It is used for attacks and evasion.
Every 10 points of Dexterity grants you an additional Standard Action.
Toughness (TGH)
Toughness determines your HP (Health Points) and SP (Stamina Points). Every point of TGH grant
10 points of maximum HP and SP. Those two stats are described below.
Intellect (INT)
Many skills use Intellect for their dice pools. Additionally, every 10 points of INT grant a +1d10 to
any attacks with the Weapon or Claymore keywords.
Charisma (CHA)
Charisma is used for social interaction skills. Every 10 points of Charisma grants +1d10 to the
amount of Yoki regenerated by the Active Yoki Regeneration ability.
Willpower (WIL)
Willpower is used to resist Awakening, Yoki Manipulation and regular fear effects. For every 10
points of WIL, you passively regenerate 2 SP at the start of a round.
Yoki Attributes
In addition to standard attributes, there are three attributes specific to Claymores and Yoma, referred
to collectively as the Yoki attributes:
-Yoki Sense allows a character to sense Yoki. Yoki sense is described in more detail in its' own
section. With a high YOS, it's possible to gain significant combat bonuses against enemies with high
YOP. Only Claymores and Awakened Beings possess Yoki Sense, ordinary Yoma do not have
access to this stat.
-Yoki Power determines the potency of your Yoma Power. Having a higher YOP also makes you
easier to detect via Yoki Sense. The YP cost of all yoki powers is divided by the character's YOP
score.
-A character's ability to control and manipulate Yoki. First and foremost, this determines your Yoki
regeneration. It is also used to hide your Yoki from awakened beings and other claymores. At higher
levels, it can also be used to manipulate with your opponents' Yoki, paralyzing or even controlling
them.
A character with 0 or less HP is incapacitated. An incapacitated character can take no actions while
combat is ongoing, though passive abilities can still be activated and sustained if they require no
actions. A named character can suffer negative HP up to ten times their maximum HP without
dying. Remaining in negative HP for longer than twenty rounds is fatal.
If a character is still incapacitated when combat ends, they can take Move and Free actions that
don't have the Movement keyword. If they are at risk of dying (that is, their active regeneration
abilities will not regenerate them back to positive HP before 20 turns are up), then the counting of
rounds continues after combat ends.
Stamina points, similarly to HP, represent your character's stamina. A character's base SP is five
times TGH. Using Attack and Defense abilities generally drains SP. SP cannot be reduced to
negative numbers. Being reduced to low or zero SP in combat means your character is unable to
activate abilities with an SP cost.
Combat stances and other abilities with the Active Mode type, such as Basic Evasion Stance, reserve
their activation cost of SP, reducing the maximum size of the SP pool for as long as the mode
remains active.
YP stands for Yoki Points, and they are used to activate Yoki abilities. It is, in many ways, different
from HP and SP. First, its' maximum value is always 100. It cannot be bought with character
creation points.
YP regenerates naturally, rather than requiring actions or abilities. Passive Yoki regeneration is one-
half of your YOC attribute, rounded down. It is also possible to actively supress yoki as a standard
action. By making an opposed check between a character's YOC and YOP stats, a charcter can
regenerate an additional amount of of YP, equal to their full YOC. For at total of 1.5 times their
YOC with passive and active Yoki regeneration.
Yoki Abilities with a duration tie down the YP they use while active. For example: A character
activates Increased Strength I. Her YP drops to 98/100. As long as Increased Strength is active, she
cannot regenerate her YP past 98.
As a character's YP decreases, a character suffers the side-effects of unleashing too much Yoma
power. Each step listed here also affects Yoki Sense actions. These effects are described in detail
under Yoki Sense and Manipulation
At 90/100, their eyes turn golden as the first warning that they're using their Yoki.
At 70, their faces distort into a grimace and bluged veins become visible.
At 50, passive Yoki regeneration will also require a YOC vs YOP roll, but it will remain a passive,
automatic ability, taking no action from the character. An YP of 50 also gives the character a battle
aura, visible by Yoma, Claymores and Awakened Beings.
At 20, the character is on the verge of awakening. Automatic Yoki regeneration stops. See
Awakening and Half-Awakening, under .
If combat ends while a character is below 50 YP, but above 20, then their YP stabilizes and is
restored to 100 after eight hours of rest, provided all their active Yoki abilities are ended for that
duration. This happens even if the character has a large gap between their YOP and YOC score.
Essentially this means high-YOP character's don't have to worry as much about the 50 YP threshold,
since it's simply assumed that the YOP roll on their YP regeneration is eventually botched (that is,
the roll results in all 1s), allowing them to regenerate YP after combat without having to make
hundreds of YOP vs YOC rolls.
Leadership Dice (LDR)
Leadership dice are a temporary buff granted by an ally's Leadership skill. A character can spend
LDR points to add +1d10 to any Attack, Defense or Damage roll. Any existing LDR points are lost
when combat ends, or when a new Leadership roll grants (or fails to grant) new LDR points.
Increasing Attributes
Standard Attributes cost 10 Character Points to increase by one, up to 50. After reaching 50, the cost
becomes 25.
Yoki attributes cost 25 Character Points to increase by one, up to 25. After reaching 25, the cost
becomes 50.
It's also possible to spend CP to directly increase maximum HP and SP. Increasing your maximum
SP by 10 costs 25 character points.
Traits
Currently, traits are a feature implemented in a very limited fasion. The only trait that exists in the
rules is Half-Awakened, for warriors that have recovered their humanity from the verge of
awakening. Traits grant unique or near-unique access to special rules and often alter how certain
game mechanics apply to those characters. They may also represent story achievements and in-
character loyalties.
A trait has a value of 250 CP for purposes of being reflected as Spent CP. However, traits should be
awarded by the GM for exceptional gameplay- or story-achievements, rather than being deliberately
bought by the player on their own initiative.
Abilities
Abilities are the most defining part of a character's capabilities in combat, be they human,
Claymore, Yoma or Awakened. Buying abilities is the primary way of increasing a character's
combat prowess.
SP and YP cost show the amount of those points subtracted from the character's pool when they
activate the ability.
Ability Type shows the type of the ability, affecting primarly how many CP points any given ability
costs. See more under Base Ability Costs section, below.
Action Type shows which type of action must be used to activate the ability.
Ability Keywords are used to determine how various powers can interact with each other. Of
particular note are the Weapon and Claymore keywords. The former means the ability requires a
weapon of some kind to be used. The latter specifically requires the use of the Claymores' signature
weapon, as less indestructible weapons would break apart from the tremendous kinetic forces
involved, or fall short of the size and weight required for utilizing the technique.
Attack: An Attack line determines the default to-hit dice pool of an attack ability. Additional
modifiers may apply. All Attack Abilities have an Attack line. It's possible for an ability to have
more than one attack line. This line will be explained in further detail in the Combat Rules chapter.
Secondary Attack: Typically limited to Offensive Yoki techniques. This line will be explained in
further detail in the Combat Rules chapter.
Damage: A Damage line determines the damage dice pool of an attack ability. Additional modifiers
may apply. All attack abilities have a Damage line. Damage Lines are always preceded by an Attack
line.
Evasion: A line unique to Evasion defenses. Explained further in the Combat Rules chapter.
Parry: A line unique to Parry defenses. Explained further in the Combat Rules chapter.
Soak: A line unique to Soak defenses. Explained further in the Combat Rules chapter.
Bypass: A line unique to Soak defenses. Explained further in the Combat Rules chapter.
Restriction: A Restriction line limits which targets the ability may be used on, or how bonus
actions gained from abilities may be used.
Buff: A Buff line applies a bonus of some kind. Most commonly found on Defensive Yoki and
Defensive Technique abilities.
Debuff: A Debuff line applies a penalty on an opponent. Most commonly found on Offense Yoki
and Offense Technique abilities. May also be used for abilities that impose a drawback on the
character.
Duration: A Duration line determines the duration of an ability. All abilities have a duration line.
A duration of Instant means that the ability resolves immediately after declaration. The ability uses
up YP/SP, but doesn't prevent YP/SP regeneration.
A duration of Indefinite means that the power only ends if ended by the End Ability action (see
Combat Rules). While the ability remains active, it reserves the YP/SP that was originally spent on
its' actiation.
Special: A Special line applies miscellanelous effects on other lines of the same power, or on the
overall result of the ability.
Comment: As the name suggests, Comment lines are comments that clarify the rules of an ability.
They have no inherent impact on the mechanics of a power. They are usually added after there is
confusion about the rules of a specific power. Comment lines of pre-made abilities in Chapter 3
may be omitted on the character sheet.
All lines of an ability are processed step-by-step in the order they are presented in the description.
Special and Restriction lines apply during all steps.
Buff abilities with an Indefinite duration (such as Regeneration) cannot be pushed, but can be
activated multiple times for cumulative effect.
Dice pools are capped in terms of pushing. For instance, most attacks list 'Capped by STR' in their
damage line. What this means, is that the final dice pool of your base damage, STR damage bonus
and your push roll may not exceed your STR score. With an STR of 10, your damage with Basic
Slash is 3d10, +1d10 from having 10 STR, and up to +6d10 (6 SP) from pushing, to a final
maximum of 10d10 damage. This cap does not limit additional dice from buffs and natural 10s.
Additionally, pushing can only be applied lines which already have an actual dice pool. Buff and
Debuff lines with a static number cannot be pushed.
Attack Abilities
Attack abilities fall into two main categories: Melee and Ranged. Melee attacks can only hit targets
that are in the same area as the character. Melee Attacks are generally more accurate and deal more
damage than ranged attacks, but are more restricted in their choice of targets. Using a melee attack
also causes a character to become engaged with their target, the exact effects of this will be covered
under Combat Rules below. Ranged attacks, on the other hand, can frequently target multiple
opponents far apart. The most common restriction to ranged attacks is visibility.
Claymores generally use Melee Attack abilities. The only reasonably common Claymore ranged
attack is Sword Throw. Ranged attacks are therefore mostly the field of Yoma and Awakened
Beings. They will be detailed later on, as part of the NPC profiles.
Defense Abilities
Defense abilities fall into three categories. Parry, Evasion and Soak. Of these, Parry is the most
likely to succeed and Evasion is the most efficient against multiple attacks. Single-target attack
abilities are frequently harder to evade than abilities that can target multiple opponents. There are
ability lines for each type of defense.
Evade: Evasion is an activated mode that is rolled when the ability is first activated. The result of
the roll becomes the character's Evasion score. Any attack rolls that fail to beat the target's current
Evasion score miss. There are some abilities that force a character to reroll their evasion score.
Parry: The dice roll of a Parry line opposes the damage of an incoming attack. If the parry roll is
greater than the damage roll, the all damage is negated. If the parry roll is not greater than the
damage roll, then full damage is dealt. Parries are likely to succeed without pushing, but will
quickly deplete SP and actions. If a character successfully parries an incoming attack, then their
attacker must reroll their Evasion score. This is inherent to all Parry defenses and not listed on
individual abilities.
Soak: A Soak line is automatically rolled when an attack deals damage. It reduces incoming
damage from a single attack by the rolled amount, to a minimum of 0 damage. Effectively, it's
automatic damage reduction that requires high-damage attacks to overcome. Soak lines are always
paired with a Bypass line.
Bypass: A bypass line is a static number. If the attacker applies this penalty to their attack roll, then
the damage reduction from a Soak line is ignored. This, however, makes the attack much easier to
evade. In-character, applying the Bypass penalty on an attack represents an attempt to hit an
unarmored section of the opponent's body. Being a carefully-aimed strike, it is harder to excecute
depending on how small the gaps in the armor are.
To summarize the three types of defense: Evasion is a relatively cheap defense in terms of SP and
actions, but more easily overcome by enemies that have higher base attributes.
Parrying is very likely to succeed, even against enemies with higher stats, but will quickly run the
defender out of actions and SP, leaving them unable to counterattack.
Soak grants powerful, passive damage reduction that is both efficient in SP and actions; and likely
to succeed, but is generally the provice of awakened beings.
Yoki Abilities
Yoki abilities are abilities that utilize Yoki. Yoki Abilities are classed as Offensive and Defensive.
With either type, the typical Yoki power has one or more Buff lines. Offensive Yoki powers Buff
Damage and Attack, or their related stats (STR and DEX). Defensive Yoki powers Buff Evasion,
Parry or Toughness, restore HP/SP or add Move Actions or Reactions.
Note that the YP-cost of a "sample" yoki ability is divided by a character's YOP attribute on an
actual character sheet.
Combat Techniques
Technique abilities are similar to Offensive and Defensive yoki abilities, and follow the same CP
costs. They typically buff attack or defense abilities, except Combat Techniques rely purely on
martial skill, draining SP rather than YP. Much like Yoki powers, Combat Techniques reserve
reserve an amount of SP while active. Each combat technique is generally central to a unique
fighting style practiced by an individual Claymore. They are grouped with Offensive and Defensive
Yoki powers, but are typed as Offensive/Defensive Technique in their description to avoid
confusion.
Basic Windcutter [30 SP; Offensive Technique; Minor Action/Active Mode; Claymore]
Description: Drawing, swinging and sheating the Claymore with extreme speed, the warrior seems
to create a barrier of wind around her while simply holding the grip of her seathed blade.
Although powerful in its' own right, this ability is still merely a shadow of 'Windcutter' Flora's
mastery of this technique.
Special: Gain additional an additional Standard Action for every 10 points of DEX.
Restriction: The additional actions can only be used on Attack and Parry abilities with the
Claymore keyword.
Special: Requires DEX 30
Duration: Indefinite
Advanced Abilities
Advanced abilities are powerful abilities that combine very many lines. As a rule, an ability is
advanced if any one of the following is true:
The ability has 4 or more lines of a single type.
It has both an Attack and a Parry/Evasion/Soak line.
It simultaneously Buffs a friendly character while Debuffing a hostile one. (NOTE: An ability that
simultaneously buffs and debuffs a single target is not necessarily an Advanced ability. For instance,
a "tradeoff" ability that buffs your STR stat while also debuffing your DEX is not advanced.)
It has a Buff line that adds a random number of dice. (Normal buff adds +1d10 to next roll,
amounting to a single extra die in its' pool. Advanced buff adds +1d10 dice to next roll. Difference
highlighted.)
Sample Advanced Ability:
Miria's Phantom Step [5 SP, 250 YP; Advanced Evasion Defense; Reaction; Movement]
Description: Miria unleashes her Yoki and for a moment moves with speed so great, that she
leaves behind an after-image.
Evasion: 40d10; Cannot be Pushed
Buff: +3d10 dice to next Attack;
Buff: +3d10 dice to next Damage;
Duration: Until end of turn.
Special: Success negates all incoming attacks
Special: Success disengages the character from all opponents
Special: Allows the character to move as if they had just taken five consecutive move actions.
Obsolete Abilities
As a character progresses in power, certain abilities may become funcionally obsolete as they are
surpassed by new, superior abilities. To gain back some points from abilities that fall into disuse, a
player can opt to mark an ability as Obsolete. To mark an ability Obsolete, the character must be
able to activate it without any active buffs. Unlike spending CP on buying stats and new abilities, an
ability cannot be Obsoleted in the middle of combat for getting refund CP.
Marking an ability Obsolete reduces its' cost to 5 CP and refunds the remainder of its' original cost
as unspent CP. An Obsolete ability may no longer be activated in combat, but is still counted as a
fulfilled prerequisite for any other abilities that require it. Starting Abilities may be marked as
Obsolete, however a Claymore is required to have a Melee Attack, a Parry Defense and a
Regeneration ability, and cannot obsolete their only ability of one of these types.
Since an Obsolete ability cannot be used, there is no need to list the lines of an obsolete ability the
character sheet. The ability type should still be noted, to determine how much CP was refunded
from it.
Sample Obsolete Ability:
Skills
Skills are generally used outside of combat. Skills have five levels of mastery, each costing 25
points. On a character sheet, the level of mastery is denoted by the numbers of stars (*) preceding
the skill name. The dice pool of a skill is equal to the attribute (CHA or INT) multiplied by the
character's Mastery Level. Skills are generally opposed by a GM-defined static dice pool or another
character's skill or base attribute.
All Claymores start with *Acting, *Geography and two more free starting skill picks. A Claymore
may choose to invest the starting skill picks to get up to ** mastery.
Sample Skills:
Perception (INT or DEX/4): Ability to detect things through the five mundane senses. Particularly
fast Claymores may opt use DEX/4 instead of INT, as they can, at will, experience time dilation on
account of their tremendous physical speed.
Acting (CHA) - Ability to act out various roles. For a Claymore, this is mainly to hide their identity
in cities like Rabona, which forbid entry to Claymores. Opposed by target Perception.
Gather Information (CHA) - Gathering information and gossip in towns and villages. Provides no
mechanical benefit, but can be used to gain information. Often useful on undercover missions, when
taking Yoma Supressants.
Interrogation (CHA) - Extracting information from an unwilling target through intimidation and
other forceful means. Opposed by target Resolve skill.
Intimidation (CHA) - Frightening opponents with speech, causing them to lose actions combat.
Opposed by target WIL, YOP or Resolve skill.
Intimidation (STR) - As Intimidation (CHA), except based on an intimidating physique, rather than
words.
Intimidation (YOP) - As Intimidation (CHA), except based on the monstrous physique or immense
Yoki Power of an Awakened Being. Exclusive to Yoma and Awakened Beings.
Geography (INT) - Knowledge of geography and navigation. Opposed by 10d10 when a character
is lost. Can also be used to increase travel speed.
History (INT) - Knowledge of the continent's history, research skills related to studing history.
Opposed by up to 100d10, based on obscurity of information.
Yoma Anatomy (INT) - Visual analysis of Yoma to locate physical weaknesses. Opposed by target
YOP. This skill does not use Yoki Sense in any way, and can even be used by regular humans.
Tactics (INT) - Can be used to gain bonuses to Attack and Damage against targets that are already
engaged with allies. Opposed by target INT or Tactics.
Leadership (Special) - Can be used to grant Attack and Defense bonuses to team members. Opposed
by 5d10 for each team member instructed (not including self). The dice pool is equal to
(INT+CHA)/2, rounded down. Cannot be picked as a starting skill.
A character that wants to use a skill without having any mastery levels in it can do so. In this
instance, they act as if they had a single * of mastery, but instead of rolling any dice they assume
that each dice roll resulted in a 4. See also Take 4, Take 10 and Take X section in the chapter X:
Unsorted Rules.
2: Combat Rules
Combat Basics
Combat is separated into rounds, each round taking approximately 10 seconds. In each round,
characters have a limited number of actions they can perform, determined by their base stats and
active buffs, debuffs and status effects.
The goal of combat is generally to defeat a number of enemies by killing them with Attack abilities,
while using Defense abilities to prefent the opposing side from killing player characters and NPC
allies. Offensive and Defensive techniques and yki powers can be used to enhance the strength of
attacks, or to bolster defenses and restore HP/SP pools.
Ordinary non-player characters reduced to 0 HP are incapacitated and die immediately if reduced
negative HP. Player characters, and named, plot-relevant characters are only incapacitated if their
HP is reduced to 0 or below.
In most circumstances, a character is defeated because they are no longer able to activate their
Defense abilities, on account of being out of either SP or actions. For this reason, the most
important principle for any character in combat is to buff their own DEX to ensure their enemy does
not have more than a 10-point DEX advantage, or to have superior numbers to the point that the
opponent cannot overwhelm a single ally without leaving themselves vulnerable.
Actions
All characters in combat, including normal humans, have at least 1 Standard Action, 1 Move Action
and 1 Reaction each round. Through abilities and high stats, it's also possible to gain additional
actions. For instance, all Claymores can spend YP to activate Claymore Alacrity, granting them
additional move actions. As mentioned before, every 10 points of Dexterity grants a character one
additional standard action. It is also possible to 'downgrade' Standard Actions to Move Actions and
Move Actions to Reactions, but not the other way around.
In effect, this means a basic Claymore warrior with no bonuses from abilities can:
Attacks generally use a Standard Action. Movement and support abilities use Move actions.
Defenses use Reactions.
There are also two types of actions that cannot be affected with abilities and attributes: Full Actions
and Minor Actions.
Full Actions consume all of a character's actions in that round (including Reactions and Minor
Actions), regardless of how many they have.
Minor Actions are actions that still require a character to be conscious to perform, but do not take
up significant time. A character has 10 Minor Actions every turn, or up to 30 Minor actions, if they
choose to spend their entire turn performing only Minor Actions. This limit is only truly relevant
when a character needs to rapidly boost their characteristics with Yoki. Standard, Move and
Reactions cannot be converted to Minor Actions.
Finally, there are abilities that have a Mode, in addition to their activation action. Unlike other
actions, Mode-based abilities take place without any additional action or effort from the character.
Passive Mode effects continue to work even when a character takes a full action or becomes
incapacitated. Active Mode effects require some amount of concentration from the character and
their duration automatically ends if the character takes a Full Action or becomes incapacitated.
Due to their superior speed and agility, walls and cliffs may count as areas along which the
Claymore can move. However, characters are generally not permitted to end their movement in
these "no stop" areas.
While this may sound complicated, it is easy to figure out once you see a battle map. See the
example in Chapter X: Unsorted Rules
Another important factor in combat is being engaged in melee. There are two ways to become
engaged. The first and more common way, is to attack or to be attacked with a melee attack.
Attacking automatically engages both sides with each other. The other way is the Engage action
described below under Universal Actions. Being engaged in melee has one drawback: As long as
you are engaged in melee, you can only make melee attacks against targets you are engaged with.
Moving out of the area allows all opponents engaged with you to follow you as a free action and
attack you as a reaction. It can also be beneficial. Melee attacks that can hit multiple targets
generally require you to be engaged with all of your targets before attacking.
The effects of engagement status also constitude a "fourth" defense method, besides the three types
of defense abilities. Becoming disengaged can invalidate incoming attacks in team combat
situations. For example, a Yoma is being engaged by Claymores A and B. The yoma focuses five
attacks on Claymore A. Claymore A uses a reaction ability that evades the first attack and allows her
to disengage from the Yoma. The remaining attacks from the Yoma automatically fail to hit, because
Claymore A is no longer engaged with Yoma, but Yoma is still engaged with Claymore B.
This mechanic would not work if Claymore A was facing the Yoma alone. Although Claymore A
becomes disengaged after the successful evade reaction, she remains a valid target for the remaining
four attacks, because Yoma is not engaged with anyone else after Claymore A disengaged.
First, at the start of each round, passive effects such as regeneration take place without any players
taking action.
Then, the attacking side (whoever makes the first move, or has surprise on their side) takes actions.
Defenders can only take reactions here.
After that, the defenders take their actions, allowing for quick counterattacks. The attacking side
can only take reactions.
Finally, the attacking side can take actions again, if they have any actions left over from the first and
second phases. This allows the attacking party to attack after the other side has depleted their
actions with counterattacks. Just as often, this second Attacker phase remains unused, as the
attackers are out of actions after responding to counterattack made by the defenders. This phase is
typically skipped, unless there's some more sophisticated teamwork going on, like some attackers
that deliberate held themselves holding in reserve to attack in the second Attack phase.
Given the unnatural speed of Claymores and Yoma, it's always possible to let other allies act first
and still take your own actions in the same phase. This essentially means that a team can always
take actions in whatever order they collectively decide is the most beneficial. Note that talking in-
character is a Minor Action.
Lost Limbs
There is no formal rule that can force a character to lose a limb. Instead, characters may choose to
lose a limb, in order to dramatically reduce incoming damage. Limb-loss is therefore semi-
voluntary for the defending character: a last ditch defense to prevent incapacitation.
There are three categories of possible limb loss. In order of severity, these are Crippled, Severed and
Destroyed. Each of these conditions has an immediate combat effect and a CP cost to heal them. If
the character doesn't have enough CP to heal a lost limb, then they have to sacrifice STR when
healing lost arms and DEX when healing lost legs to gain the CP required.
Allowing a limb to be crippled reduces incoming damage by 25% (Minimum of 100 damage
prevented)
Each Crippled limb causes a character to lose a Standard Action until healed. To a minimum of
having no actions. All it takes to restore a crippled limb is regenerating to full HP. Healing a
Crippled limb costs 5 CP. If a character does not have 5 CP available when they are returned to full
HP, then a point of STR (for crippled arms) or a point of DEX (for crippled legs) is refunded, giving
them 10 (or more rarely, 25) unspent character points, of which 5 are immediately used to restore
crippled limbs.
Allowing a limb to be Severed reduces incoming damage by 50% (Minimum of 200 damage
prevented).
Each Severed limb reduces a character's STR (Severed Arm) or DEX (Severed Leg) by half, to a
minimum of one-quarter original value. Reattaching a severed limb requires an extended use of a
Regeneration ability and 5 CP. A Severed Limb can always be regenerated as if it were destroyed.
Allowing a limb to be destroyed reduces incoming damage by 90% (Minimum of 500 damage
prevented)
A Destroyed limb reduces a character's STR and DEX in the same manner as a Severed limb, but
the injury is much more difficult to heal.
Defensive type Claymores can regenerate recently destroyed limbs using a Regeneration ability and
20 CP. Defensive types can also regenerate limbs over 1d10 weeks even if they don't have a
regeneration ability that explicitly allows limb regeneration. Once a defensive type's limb
regeneration is complete, their stats are returned to their normal value.
Offensive Type Claymores can still regenerate recently lost limbs with 1d10 weeks of regeneration
and 20 CP, however, their STR and DEX loss is permanent. They can, however, restore their STR
and DEX back to their old level through normal character advancement.
Both offensive and defensive types can also attach foreign limbs from other Claymores. This counts
as having reattached a limb, even if it was originally destroyed. Stat increases/decreases for
attaching the limb of a Claymore significantly stronger or weaker than the character is entirely up to
GM judgment.
A Claymore with Regeneration Specialization does not spend CP when regenerating lost limbs.
Status Effects
Status effects are penalties that are imposed on characters as a result of certain actions. First, the
effects of the condition are explained. Then, following Recovery: the effects of the Status Recovery
action, as well as passive decreases, for that particular effect are described.
If a character is simultaneously afflicted by multiple status effects, then the player must specify
which status they are attempting to recover from before they make rolls.
Stunned (X) - The character has a -Xd10 penalty to Attack, Evasion and Parry rolls.
Recovery: On Status Recovery action, reduce X by 1. X is also passively reduced by 1 at the start of
every round.
Shaken (X) - The character loses any bonus actions gained from high DEX, and cannot push
abilities. X is equal to how much the attack or skill roll that inflicted the effect succeeded by. If X is
greater than 200, the character becomes Panicked (1) instead.
Recovery: Take Status Recovery action. Roll Resolve, opposed by X. On success, the character
overcomes the Shaken effect and immediately regains additional actions from DEX. On a failed
Resolve roll, reduce X by 25. If the character was forced to Take 4 on the Resolve test due to lack of
mastery, and fails to beat X, reduce X by 10.
Panicked (X) - The character is frozen with fear and cannot take any actions.
Recovery: As the character cannot take any actions while under this effect, the Status Recovery
action is not applicable. At the start of each round, X is reduced by 1. If a visible ally takes damage
from an attack, reduce X by 2. If the character takes damage from an attack, or if an ally is reduced
to zero or negative HP, reduce X by 5. If X is 0 or less, the character stops being Panicked and
becomes Shaken (200) instead.
Holding Back
In friendly sparring, it's often desirable to hold back. Especially when a stronger warrior is testing a
considerably weaker one. Any character can voluntarily reduce the dice pools of any Attack,
Damage and Defense lines in their abilities. Doing so does not give them any kind of SP or YP cost
reduction when activating the ability.
As a specific example: Stopping your blade just before it inflicts a wound means reducing a damage
dice pool to 0 dice, automatically dealing 0 damage on a successful hit.
Universal Abilities
The universal abilities listed here are available to be used by all characters without requiring them
to spent CP on buying them. They cost no SP or YP to activate. Some actions have the movement
keyword, which matters for certain abilities such as Claymore Alacrity.
Skill Abilities
Certain abilities are granted by having mastery in various skills.
If the target is at 90/100 YP, then their YOP penalty is equal to one-half their YOP score (round up).
If this penalty causes the dice pool to go into negative numbers, then the roll is worse than
unopposed. A negative dice pool is instead added to the opponent's dice pool.
This penalty is a double-edged sword, however. It also applies to your own YOS rolls if you're
trying to use Yoki Sense while unleashing your own Yoki.
3: Abilities
This Chapter lists a number of abilities created during playtesting of the system. This list is by no
means exhaustive. Both players and GMs are free to create additional abilities, though a GM should
probably approve player-created abilities on a case-by-case basis.
Starting Abilities
These are the six starting abilities granted to all Claymore characters.
Attack Abilities
Double Slash [SP 5; Melee Attack; Standard Action; Weapon]
Description: A pair of quick slashes
Attack: 5d10; Capped by DEX
Attack: 5d10; Capped by DEX
Damage: 3d10; Capped by STR
Duration: Instant
Special: Make two attacks with a single action
Special: Requires DEX 10
Comment: The individual attacks have no SP cost. Only activating the ability itself costs SP
Comment: Attack and Damage are pushed individually for each attack
Defense Abilities
Improved Parry I [3 SP; Parry Defense; Reaction; Claymore]
Description: The Claymore has grown more accustomed toputting strength behind her blade,
stopping more powerful strikes with her parry.
Parry: 7d10; Capped by STR
Duration: Instant
Special: +7d10 against Melee Attacks
Improved Parry II [4 SP; Parry Defense; Reaction; Claymore]
Description: The strength behind the Claymore's parry is now considerable, allowing her to stop
stop blows from any ordinary Yoma.
Parry: 10d10; Capped by STR
Duration: Instant
Special: +10d10 to Parry against Melee Attacks
Special: Requires Improved Parry I OR STR 20
Chaos Stance I [10 SP; Advanced Evasion Defense; Reaction/Active Mode; Movement]
Description: A complex and highly unpredictable evasion stance that often leaves an enemy open
to counterattack
Evasion: 13d10; Capped by DEX
Duration: Indefinite.
Special: You can only have one Evasion Defense active at a time.
Special: Requires Efficiency Stance II and Mobility Stance II and DEX 20
Special: If an attack misses because of this ability, then the enemy must reroll their evasion score
(if any) as if the attack had been parried.
Yoki Abilities
Note that YP costs of Yoki abilities are divided by a character's YOP score when taken by a
character. Unless the base YP cost of an ability is 0, the minimum YP cost of an ability is 1.
Yoma
Weak Yoma
Weak Yoma N/A Yoma Other
Spent CP: 295 Unspent CP: 0 Description: Yoma of this calibre are starved and weak, and
STR 5 INT 3 likely only encountered as a feral creature in its' monstrous
form.
DEX 5 CHA 3 However, what these creatures lack in strength, they
TGH 5 WIL 5 usually make up in numbers, as they are typically
encountered in larger hives, where stronger yoma are
competing them into starvation.
YOS - HP 25/25
YOP 5 SP 25/25 Note: The baseline stats assume the Yoma is in human form.
Do not forget to apply the buffs of the Transformation
YOC 1 YP 100/100 ability.
Abilities
Combat Techniques
Yoma Claw Slash [1 SP; Melee Attack; Standard Action; Yoma Form]
Description: The Yoma attacks an opponent with its' sharp claws
Attack: 5d10; Capped by DEX
Damage: 3d10; capped by STR
Duration: Instant
Yoma Bite Attack [3 SP; Melee Attack; Standard Action; Yoma Form]
The Yoma bites into their opponent, eating them while they still struggle
Attack: 3d10; Capped by DEX
Damage: 5d10; Capped by STR
Special: Restores 1d10 HP if it deals damage.
Unarmed Yoma Parry I [5 SP; Parry Defense; Reaction]
Description: Using their bare limbs, the yoma blocks an incoming attack
Parry: 5d10
Duration: Instant
Special: Take 1d10 damage even if parry succeeds
Basic Evasion Stance [10 SP; Evasion Defense; Reaction/Active Mode]
Description: The character enters a basic evasive stance, attempting to avoid incoming blows.
Evade: 5d10; Capped by DEX
Duration: Indefinite.
Special: You can only have one Evasion Defense active at a time.
Yoki Abilities
Increase Strength I [2 YP; Offense Yoki; Minor Action]
Description: The Yoma's biceps and forearms visibly thicken as they channel yoki into their arms.
Buff: +1 to STR
Duration: Indefinite
Increase Speed I [5 YP; Offense Yoki; Minor Action]
Description: The veins of the yoma pulse and twitch they increase their speed.
Buff: +1 to DEX
Duration: Indefinite
Yoma Transformation [30 YP; Offense Yoki; Full Action]
Description: The Yoma transforms into its' true form to feed or to fight.
Buff: Increase STR by 5
Buff: Increase DEX by 5
Duration: Indefinite, until Human Transformation is used
Special: Cannot be activated multiple times
Human Transformation [0 YP; Defense Yoki; Extended Action]
Description: The Yoma returns to human form after having transformed.
Duration: Indefinite, until Yoma Transformation is used
Special: Yoma turns into human form, with all the implied effects.
Special: Cannot be activated multiple times
Special: A Yoma must eat human guts to take this action.
Skills
**Acting (6); Human Form Only
*Intimidation (5); Yoma Form Only
Regular Yoma
Regular Yoma N/A Yoma Other
Spent CP: 405 Unspent CP: 0 Description: This creature is the average yoma, able to use
STR 10 INT 5 their intuitive cunning and transformation abilities to hide
among the humans it hunts.
DEX 10 CHA 5
TGH 10 WIL 5 Note: The baseline stats assume the Yoma is in human form.
Do not forget to apply the buffs of the Transformation
ability.
YOS - HP 50/50
YOP 10 SP 50/50
YOC 1 YP 100/100
Abilities
Combat Techniques
Yoma Claw Slash [1 SP; Melee Attack; Standard Action; Yoma Form]
Description: The Yoma attacks an opponent with its' sharp claws
Attack: 5d10; Capped by DEX
Damage: 3d10; capped by STR
Duration: Instant
Yoma Bite Attack [3 SP; Melee Attack; Standard Action; Yoma Form]
The Yoma bites their opponent, eating them while they still struggle
Attack: 3d10; Capped by DEX
Damage: 5d10; Capped by STR
Special: Restores 1d10 HP if it deals damage.
Unarmed Yoma Parry I [5 SP; Parry Defense; Reaction]
Description: Using their bare limbs, the yoma blocks an incoming attack
Parry: 5d10
Duration: Instant
Special: Take 1d10 damage even if parry succeeds
Claw-Stretch Attack I [2 YP; Ranged Attack; Standard Action; Yoma Form]
Description: The Yoma rapidly extends several claws and uses them to attack at range.
Attack: 5d10; Capped by YOP
Damage: 2d10; Capped by YOP
Duration: Instant
Restriction: Maximum range is into adjacent areas.
Restriction: Requires line of sight to target
Basic Evasion Stance [10 SP; Evasion Defense; Reaction/Active Mode]
Description: The character enters a basic evasive stance, attempting to avoid incoming blows.
Evade: 5d10; Capped by DEX
Duration: Indefinite.
Special: You can only have one Evasion Defense active at a time.
Yoki Abilities
Increase Strength I [2 YP; Offense Yoki; Minor Action]
Description: The Yoma's biceps and forearms visibly thicken as they channel yoki into their arms.
Buff: +1 to STR
Duration: Indefinite
Increase Speed I [5 YP; Offense Yoki; Minor Action]
Description: The veins of the yoma pulse and twitch they increase their speed.
Buff: +1 to DEX
Duration: Indefinite
Yoma Transformation [30 YP; Offense Yoki; Full Action]
Description: The Yoma transforms into its' true form to feed or to fight.
Buff: Increase STR by 5
Buff: Increase DEX by 5
Buff: Increase TGH by 5 (HP and SP buff)
Duration: Indefinite, until Human Transformation is used
Special: Cannot be activated multiple times
Human Transformation [0 YP; Defense Yoki; Extended Action]
Description: The Yoma returns to human form after having transformed.
Duration: Indefinite, until Yoma Transformation is used
Special: Yoma turns into human form, with all the implied effects.
Special: Cannot be activated multiple times
Special: A Yoma must eat human guts to take this action.
Skills
**Acting (10); Human Form Only
*Intimidation (10); Yoma Form Only
Powerful Yoma
Powerful Yoma N/A Yoma Other
Spent CP: 795 Unspent CP: 0 Description: An exceptionally powerful Yoma specimen,
STR 10 INT 7 these creatures are at the upper limit of unnatural power
that their human form can mask.
DEX 10 CHA 5
TGH 10 WIL 7 Note: The baseline stats assume the Yoma is in human form.
Do not forget to apply the buffs of the Transformation
ability.
YOS - HP 50/50
YOP 20 SP 50/50
YOC 1 YP 100/100
Abilities
Combat Techniques
Yoma Claw Slash [1 SP; Melee Attack; Standard Action; Yoma Form]
Description: The Yoma attacks an opponent with its' sharp claws
Attack: 5d10; Capped by DEX
Damage: 3d10; capped by STR
Duration: Instant
Yoma Bite Attack [3 SP; Melee Attack; Standard Action; Yoma Form]
The Yoma bites their opponent, eating them while they still struggle
Attack: 3d10; Capped by DEX
Damage: 5d10; Capped by STR
Special: Restores 1d10 HP if it deals damage.
Unarmed Yoma Parry II [3 SP; Parry Defense; Reaction]
Description: Using their bare limbs, the yoma blocks an incoming attack
Parry: 7d10
Duration: Instant
Special: Take 1d10 damage even if parry succeeds
Comment: The soak defense below does apply against the damage of the Special line.
Claw-Stretch Attack II [1 YP; Ranged Attack; Standard Action; Yoma Form]
Description: The Yoma rapidly extends several claws and uses them to attack at range.
Attack: 5d10; Capped by YOP
Attack: 5d10; Capped by YOP
Damage: 2d10; Capped by YOP
Duration: Instant
Restriction: Maximum range is into adjacent areas.
Restriction: Requires line of sight to target
Distant Slash [2 YP; Ranged Attack; Standard Action; Yoma Form]
Description: Stretching its' entire arm, the Yoma rakes a target with all of its' claws from a
considerable distance.
-Attack: 7d10; Capped by YOP
-Damage: 5d10; Capped by STR
-Duration: Instant
-Restriction: Maximum range is into adjacent areas.
-Restriction: Requires line of sight to target
Basic Evasion Stance [10 SP; Evasion Defense; Reaction/Active Mode]
Description: The character enters a basic evasive stance, attempting to avoid incoming blows.
Evade: 5d10; Capped by DEX
Duration: Indefinite.
Special: You can only have one Evasion Defense active at a time.
Yoki Abilities
Increase Strength I [2 YP; Offense Yoki; Minor Action]
Description: The Yoma's biceps and forearms visibly thicken as they channel yoki into their arms.
Buff: +1 to STR
Duration: Indefinite
Increase Speed I [2 YP; Offense Yoki; Minor Action]
Description: The veins of the yoma pulse and twitch as it increases its' overall speed.
Buff: +1 to DEX
Duration: Indefinite
Greater Yoma Transformation [30 YP; Offense Yoki; Full Action]
Description: The Yoma transforms into its' true form to feed or to fight.
Buff: Increase STR by 20
Buff: Increase DEX by 20
Buff: Increase TGH by 20 (HP and SP buff)
Duration: Indefinite, until Human Transformation is used
Special: Activate Yoma Resilience as part of this action.
Special: Cannot be activated multiple times
Human Transformation [0 YP; Defense Yoki; Extended Action]
Description: The Yoma returns to human form after having transformed.
Duration: Indefinite, until Yoma Transformation is used
Special: Yoma turns into human form, with all the implied effects.
Special: Cannot be activated multiple times
Special: A Yoma must eat human guts to take this action.
Yoma Resilience [0 YP; Soak Defense; Passive Mode;]
Description: The Yoma's monstrous anatomy allows it to shrug off minor injuries.
Soak: 2d10; Cannot be Pushed
Bypass: 60
Duration: Indefinite, until Human Transformation is used
Special: Can only be activated as part of Yoma Transformation
Yoma Regeneration I [0 YP; Defense Yoki; Passive Mode]
Description: The Yoma's unnatural body slowly regenerates even in the heat of battle.
Buff: +1 HP/Round; Cannot be pushed
Duration: Indefinite, Always Active
Special: Allows reattaching a lost limb over 10d10 minutes
Special: Allows regeneration a lost limb over 1d10 weeks
Comment: The yoma must remain in Yoma form for the duration of regenerating/attaching a limb.
Skills
**Acting (10); Human Form Only
*Intimidation (20); Yoma Form Only
*Tactics (7); Yoma Form Only
Humans
These two statblocks show the meager capabilities humans have in combat.
Unarmed Civilian
Unarmed Civilian N/A Human Other
Spent CP: 20 Unspent CP: 0 Description: An exceptionally powerful Yoma specimen,
STR 5 INT 5 these creatures are at the upper limit of unnatural power
that their human form can mask.
DEX 5 CHA 5
TGH 5 WIL 5 Note: The baseline stats assume the Yoma is in human form.
Do not forget to apply the buffs of the Transformation
ability.
YOS - HP 25/25
YOP - SP 25/25
YOC - YP N/A
Abilities
Combat Techniques
Human Punch [2 SP; Melee Attack; Standard Action]
Description: The human takes a crude fist-swing at their enemy
Attack: 3d10; Capped by DEX
Damage: 1
Duration: Instant
Human Dodge [2 SP; Evasion Defense; Reaction]
Description: The human attempts to dive away from an incoming attack
Evade: 3d10; Capped by DEX
Duration: Until next attack
Skills
No relevant skills.
Human Soldier
Human Soldier N/A Human Other
Spent CP: * Unspent CP: 0 Description: An exceptionally powerful Yoma specimen,
STR 6 INT 5 these creatures are at the upper limit of unnatural power
that their human form can mask.
DEX 7 (-3) CHA 5
TGH 6 WIL 5 Note: The baseline stats assume the Yoma is in human form.
Do not forget to apply the buffs of the Transformation
ability.
YOS - HP 30/30
YOP - SP 30/35
(5 Reserved)
YOC - YP N/A
Abilities
Combat Techniques
Armored Punch [2 SP; Melee Attack; Standard Action]
Description: A mailed fist hits harder than bare flesh
Attack: 4d10; Capped by DEX
Damage: 1d10; Capped by STR
Duration: Instant
Sword Attack [2 SP; Melee Attack; Standard Action; Weapon]
Description: A good sword-arm is just barely nimble enough to hit a Yoma.
Attack: 4d10; Capped by DEX
Damage: 2d10; Capped by STR
Duration: Instant
Spear Attack [2 SP; Melee Attack; Standard Action; Weapon]
Description: The trusty spear could inflict serious injury even against Yoma, if only it was nimble
enough to hit reliably.
Attack: 2d10; Capped by DEX
Damage: 5d10; Capped by STR
Duration: Instant
Human Evasion Stance [5 SP; Evasion Defense; Reaction/Active Mode]
Description: A soldier's training allows for a bit of dodging, even in armor.
Evade: 3d10; Capped by DEX
Duration: Indefinite
Plate Armor [5 SP; Soak Defense; Extended Action/Passive Mode; Armor]
A suit of plated armor offers some protection against claw and blade, at the expense of speed.
Soak: 1d10
Bypass: 35
Debuff: -3 DEX
Special: Removing and putting on heavy armor is an extended action. It is generally assumed that
humans put on armor before entering combat.
Skills
No relevant skills.
X: Unsorted Rules
Taking 4, Taking X and Taking 10
The terms Taking 4 or Taking X refer to assuming a result on dice rolls without making any actual
dice rolls.
The most common case, Taking 4, usually happens if a character is forced to make an opposed skill
test with a skill they have no mastery in. If that happens, they Take 4, meaning they assume they
count how many dice they had, and assume they rolled a 4 on every single die.
Specializations may also allow Taking X on certaion types of rolls, where X is a specific number.
The mechanic is the same: you assume you rolled X on every single die.
Taking 10, however, is a special case. It generally only applies to skill rolls, where a character
repeatedly attempts an action until they receive a perfect result. They assume they rolled a 10 on
every single die, though no additional dice are added to the pool from the explosive dice rule when
Taking 10. Depending on the activity, Taking 10 requires 20 to 50 times as much time as rolling
once. Taking 10 is only allowed if there is no negative result from a failure. For instance, a character
can take 10 to search a room and find a loose floorboard. However, they would not be able to Take
10 to disarm the trap attached to the floorboard.
If there are time constraints unknown to the players, then the GM may either disallow Taking 10, or
allow it and have the player characters interrupted in the middle of their Taking 10 on an skill.
Specialization
Specializations represent extreme specialization in a specific aspect of Claymore abilities. A
Specialization costs 250 points and a Claymore can only take one Specialization. Claymores with a
Specialization are typically considered peerless in their specialty. Claymores with a Specialization
typically have single-digit status or prove themselves to be worthy of it shortly after achieving their
specialization.
Example Specializations:
Regeneration Specialization
Effect: Any Buff lines that restore the character's HP have their dice explode on rolls of 9 and 10,
rather than only on rolls of 10.
Effect: Restoring lost and severed limbs does not cost CP.
Requirement: Regeneration V or Defensive Type and Half-Awakened.
Examples: Deneve
Parry Specialization
Effect: Any Parry lines have their dice explode on rolls of 9 and 10, rather than only on rolls of 10.
Normal:
Requirement: Superior Parry IV
Special Items
Yoki Supressant Pill
Reduces YOS to 0, but provides a +30d10 bonus to when opposing Detect Yoki or Decypher Yoki
abilities. Opposing Detect Yoki becomes automatic and no longer requires actively supressing Yoki.
Returns eye color to natural.
Claymore
Allows using abilities with the Weapon and Claymore keywords.
Other Weapons
Allows using abilities with the Weapon keyword as common sense dictates.
Training Claymore
A Training Claymore with the same size, weight and balance as a regular claymore, but dulled to
prevent lethal injury. Never sends a target past -10 HP, unless they are already at -10 HP or below.
Allows using abilities with the Weapon and Claymore keywords.
Heroic Determination
Heroic Determination is what sets player characters apart as particularly heroic individuals,
regardless of how humble their beginnings might be. Player characters typically begin play with at
least 1 Heroic Determination point, though the GM may set a higher value. They can buy additional
Heroic Determination for 50 CP a point. By spending one Heroic Determination point, a character
can perform one of the following of extraordinary feats:
Add 20 dice to all defensive of a chosen type, until the end of this round.
Add 20 dice to all attack rolls, until the end of this round.
Automatically succeed on a single opposed roll.
Take 10 on any single roll.
Add +10 to all attributes until the end of the next round
Add +10 to a single stat until the end of combat.
Immediately restore HP, SP and YP to full (or up to the reserved limit)
Until the end of combat, use a power that they do not meet the stat prerequisites for. (Note: The
ability must still be bought with CP)
Heroic Determination points are a valuable expendable resource for a player. Once a Heroic
Determination Point is spent, it is lost, along with the CP spent on it. The intended use for this is to
level the playing field between player characters and opponents with significantly higher stats.
Another potentially important use is boosting the manual yoki regeneration roll when resisting
awakening.
Spending Heroic Determination is not an action and can be declared at any time, but a character
may not spend more than one Heroic Det. point in a single round.
Succeeding on two or more Resolve vs YOP rolls in a round prevents additional YP loss.
Succeeding on only one Res/YOP roll causes them to lose 1 YP. Failing all Res/YOP rolls in a
single round immediately reduces their YP to 0, causing the character to awaken. A Claymore that
lacks the Resolve skill take 4 with Resolve, or make a YOCd10 roll instead of a Resolve roll.
Once a character has succeeded two Resolve vs YOP rolls in a single round, they can attempt Active
Yoki Regeneration following the usual rules of the ability. Successfully coming back from past the
20 YP threshold causes the character to become half-awakened. A rare occurrence, since it takes a
relatively high YOC or the use of Heroic Determination Points. A character uses HERO points to
restore full YP in the middle of a near-awakening does not gain benefits of Half-Awakening. A
character that boosts YOC (or WIL) with HERO, or uses HERO to auto-succeed on one or more
rolls, does gain the benefits provided they do succeed at coming back from the threshold.
Typically, a Claymore continues to make Resolve vs YOP rolls, while failing or not attempting
active regeneration, sends out a black card and waits to be killed by a comrade. Alternatively, they
can choose fail their Resolve vs YOP rolls and awaken. For player characters, this is a game over
unless the GM allows otherwise.
Half-Awakening
A character that successfully comes back from beyond the 20 YP threshold without awakening
becomes half-awakened. The benefits of being half awakened:
YOC score is immediately doubled (minimum +15 YOC). Increase CP spent accordingly.
Immediately gain 250 unused CP.
Gain Half-Awakened trait (250 CP). Represents the special qualities of a Half-Awakened Claymore
listed below.
Passive YP regeneration works up to the 20 YP threshold and never requires a YOP vs YOC roll. It
still stops working if the character drops to 20 YP or below.
The YOP of a half-awakened character is doubled (min +15) for purposes of power YP-cost
calculations only. To the Detect Yoki and Decypher Yoki abilities the half-awakened character's
yoki will still register at the original value. The YOP penalties to those skills are also based off the
unmodified value.
In total, a Claymore gains around 1000 CP* from the experience of half-awakening, most likely
putting their combat prowess far higher than their current number would suggest, unless they have
already attained single-digit status.
*: Breakdown: 375 or more from YOC increase; 250 free CP; 250 from gaining Half-Awakened
trait
Awakening
The benefits of a full awakening are similar to a half awakening, though greater in magnitude.
Active YP generation always works and never requires any kind of roll, but no longer benefits from
the CHA bonus to amount regenerated.
Awakened beings must eat human guts to keep up their strength. An awakened takes a -1 penalty to
their YOP score for every week they don't eat, to a minimum of an effective 15 YOP.
Example Combat Maps
Rubble and snow cover the street and alleyways, making movement difficult, which is reflected in how it takes 3 move actions to exit either of the
alleyway areas. The depilated rooftops likewise require caution to traverse (2 move to exit).
The red-bordered zones are walls, along which a fast Claymore could run. The red border denotes that characters may not stay there at the end of the
round.
As before, the rubble and snow-strews streed is difficult to move through.
The Green connectors represent open doors and in general, unobstructed passage from one area to another.
The Blue connectors represent close doors, that require an additional Move action to open.
The Red connectors represent walls and floors which are fragile enough to be destroyed by an Attack, permanently opening up a new connector.