You are on page 1of 6

Dream Dance Edition 2

Dark Inclinations Expansion BookForward:


This supplementary book is meant for use alongside the Dream Dance Edition 2 core book. This
book's intention is to cover the rules that were removed in the transition to edition 2.

Alternate Shrine Templates


In the original draft of Dream Dance (Called Yume Kagura at the time) There were three shrine
templates, Coexistenceist, Annihilationist and Dark. The normal Shrine Hunter group template refers to
a Coexistenceist Shrine, these other shrines were left out of the core book due to being restrictive as to
the races usable by the party.

Annihilationist Shrine
You have dedicated yourself a vengeful or intolerant Kami with an agenda to destroy all Youkai,
good and evil alike. Exceptions being made only for the sake of maintaining alliances with other Kami.
Annihilationist shrines use the same Divine Influence pro and Old Grudges con as Coexistenceist
shrines.
Alternate Pro: Divine Intolerance: An Annihilationist Shrine group may not include Hanyou or
Youkai. All damage delt to a Hanyou or Youkai by a member of one such shrine is increased by one,
and all damage taken from Hanyou or Youkai is reduced by one.

Alternate Con: Feared: You are known to be part of an intolerant and brutally murderous
group, those who do not share your annihilationist views are predisposed to dislike you, and the braver
Hanyou and Youkai may seek you out to try and end your life.

Dark Shrine
You have dedicated your life to a greater Youkai, some form of dark master. You attract the ire
of annihilationists and, depending on your dark master, even freelancers, guild hunters and
Coexistenceists may attempt to destroy your shrine.
Pros: Dark Influence: Dark Shrine Hunters receive power and guidence from their master,
granting all Humans, Hanshin and Shikigami 1 point of Youki at the start of each session, this Youki
may be spent to increase damage or boost Kekkai. Most Dark Shrine Hunter groups are made up of
Humans, Youkai and Hanyou, however, Shikigami are common as well, A few contain hidden or
corrupted Hanshin. The shrine's master is an npc.
Dark Power: All members of a Dark Shrine may spend 1 Youki or 2sp to invoke the power of
their dark master, applying a +1 to any test. If that test seems like something your dark master would be
good it, you apply a +2 instead.

Cons: Hated: Most who know of the nature of your shrine hate you. Maybe the dark master you
follow is known to be incredibly evil, or maybe it's just a mater of not understanding the goals of a well
intentioned greater Youkai. Whatever the case, those who learn of the nature of your shrine may seek to
avoid or kill you.
Unholy: Dark Shrine Hunters come up as being tainted by a greater Youkai when gazed upon
with Astral Sight, a state that many believe to be a sign of possession or greatly evil influences.

Yougu
There are those who walk alone, even amongst their peers, leading a sort of cursed half
existence. Some allow this fact to make them into outcasts, where others rise up and become known as
heroes regardless. Regardless of the nature of the individual, they are a weilder of Yougu, unholy
artifacts containing the souls of long dead Youkai. Weilders of Yougu come up Tainted when gazed
upon with Astral Sight. Youkai and Kami may not wield Yougu.
Yougu Types:
There are three main types of Yougu. Corruption-Type, who aim to take control of their owners,
Enslaved-Type, who have been forced into a state of subservience and Coexistance-Type, who have
made peace with their inanimate nature and share a deep bond with their owners. Each of these three
types have their own advantages and disadvantages for the owner as they attempt to weild the Yougu's
power.

A majority of Yougu are weaponry, however, Yougu armor also exists, and a select few are other
objects. Often, a Yougu will not apear to be a weapon or a piece of armor at first glance, like a cloak
with golden trim who's edges can become razor sharp at a moment's notice, or that can harden like
diamond at the first sign of a blow.

Type Effects:
Corruption-Type: Pros: Total Base YP is increased by 10% and the effect of all Yougu Abilities
is increased by 1 (where applicable)
Cons:The wielder's Ego is reduced by half and the wielder may not willingly part with the
Yougu.
Enslaved-Type: Pros: You do not come up tainted, as well, you or an ally may spend any
number of Shinki to multiply the damage dealt or defense gained from your Yougu by that amount until
the end of the current round.
Cons: Your SP multiplier is reduced to 2x and you must spend 1sp to harness your Yougu for
one round or 5 to harness it for a full battle.
Coexistence-Type: Pros: For each special pact you take your total base YP is increased by 5%.
Your Yougu starts each session with 1 Youki, which may be substituted for the sp costs of any number
of abilities for 1 round.
Cons: Total base YP are reduced by 10% (this detriment is applied after all increases), if the
Yougu is ever brought more than (base YP after reduction) meters away from you, you imediately gain
1tp, and then another each hour until you are near enough. When you are reunited with your Yougu you
lose 1tp gained through this con.

Yougu Points: To create a Yougu, you must first determine your base YP (Yougu Points). By
reducing one or more of your assigned stats, you may obtain 5YP per point, no stat may be reduced
below 1 by this cost. Experience points may be converted to YP at a rate of 1YP per XP spent This
amount is then modified by any special pacts you take and your Yougu type to make your Base YP. You
may pay these costs between sessions to gain additional YP.

Special Pacts: By choice, by the power of a Youkai or by the influence of the Yougu itself, a
pact must be made to link a wielder and a Yougu's souls. Most pacts are of a rather mundane nature,
but, some make unusual pacts to bring out the Yougu's true power.

Pact of Transformation: Gain 10YP.


In order to activate the abilities of your Yougu you are forced to take on a monsterous form,
appearing as a Youkai.

Pact Of Devotion: Gain 10YP


You may only wield your Yougu's power while you are carrying no other weapons and wearing
nothing other than normal clothes.

Pact of Unity: Increase total base YP by 20%


Your bond with the Yougu is so strong that you literally can not weild other weapons or wear
anything other than your Yougu. Clothing bursts into flames on contact with your skin and you receive
a -1 modifer to using all non-Yougu items.

Pact of Devouring: Gain 10YP per level, up to 50YP


Whenever you attack (with a weapon Yougu) or have damage reduced (by an armor Yougu) you
must spend a number of sp equal to the number of levels your pact of devouring has.

Pact of Revenge: Gain 10YP if you chose a race or 5YP if you chose a subset
Select a race or subset (IE: Kami, Rain Gods, Youkai, Flying Youkai, Animal-like Shikigami)
Whenever you can attack a target that falls under that race or subset, you must attack them or take a -1
penalty on your next accuracy roll and your next damage roll. This applies even if the Yougu is not
used to attack.

Yougu Abilities:
Passive Abilities: Passive abilities are always on as long as you have access to your Yougu and
its abilities.
All Weapons:
Sinister Power: Cost: 2YP, cumulative, max 6 levels. (eg: level three would cost 12YP, 2 for
level 1, 4 for level 2 and 6 for level 3)
Add Sinister Power level to any and all damage rolls made with the Yougu
Skilled Power: Cost: 2YP, cumulative, max 6 levels.
Add Skilled Power level to any and all accuracy rolls made using the Yougu.
All Armor:
Sinister Power: Cost: 3YP, cumulative, max 6 levels
Increase armor defense by 1 per level.

Active Abilities: Active Abilities need to be activated manually, on a case by case basis, they
stack with passive abilities and eachother.

Melee Weapons:
Power to Slice Away: Cost: 5YP
Expend 5HP or SP when you are targeted by a spell or Jutsu attack to resist the spell or attack
using Weapon Arts instead of any other skill.
Power of Nature: Cost: 10 YP
Pick an element, as if you were making an Onmyojutsu attack, the range of your melee attacks
becomes 10 meters, however, each attack costs you 2hp or sp.
Byakko's Power: Cost: 2YP cumulative, maximum of 10 ranks.
Each time you hit a target with your Yougu, you regain (upgrade level/2)HP and SP

Ranged Weapons:
Power to Shoot Down: Cost: 5YP
Expend 5HP or SP when you are targeted by a spell or Jutsu attack to resist the spell or attack
using Shooting instead of any other skill.
Suzaku's Power: Cost: 3YP cumulative
When you make a ranged attack, you may spend up to (upgrade level)HP or SP to attack up to
(sp spent) additional targets.

Armor:
Power of the Gale: Cost: 1YP, cumulative
You may spend 2HP or SP to increase your movement range by (upgrade level) for 1 round.
Power of Steel: Cost: 1YP, cumulative, up to 6 ranks.
You may spend 2HP or SP to reduce all jutsu damage taken by (upgrade level) for one round.
Genbu's Power: Cost: 2YP, cumulative, up to 4 ranks
You may spend your reserve action to regain 1d6hp per upgrade level once per battle.

Spending leftover YP:


Any YP left over after creating or upgrading your Yougu may be spent in place of SP to preform
Jutsu attacks or activate skills.

You might also like