Demon Slayer TTRPG System Overview
Demon Slayer TTRPG System Overview
System Notice! Discord server is now live. The link is down below
(page 109).
Introduction:
The System is still in development and will continue to see improvements in both grammar,
functions and gameplay. This system is non-profit and takes information from the official
Demon Slayer Anime/Manga and [Link] This system was not
created to replace any other systems (such as the TTRPG classic: D&D). It actually takes a
lot of inspiration from those systems and will feature some mechanics that can be found in
them. (Shoutout to: Breathe & Live 1934. Another TTRPG for Demon Slayer, for being the
inspiration for some of this system’s mechanics. Be sure to check out their Stream: Breathe
& Live on Twitch). The primary reason was to create a system to better fit the theme of the
setting and incorporate the many Breath Styles that are found in the Demon Slayer universe.
The system itself and the base story setting contains no spoilers of the manga, anime or
ending of the official series. The plot and all characters used in it are different from the main
story.
Dice: The system mostly uses d10s and the Arc-system in combat, (except for a few
exceptions) and a d20 when interacting with the overworld and playing as your character.
While the d20 requirements to pass a certain scenario will almost always vary, with the DC
(Difficulty Class) determining which number or higher you need to roll in order to succeed the
check. The d10s will always succeed on results of 6 or higher and fail on results of 5 or
lower, (this does not apply to d10s rolled during a damage roll or Decisive and Despairing
Moments). A Crit can occur when someone rolls a natural 20 on a d20 or a 10 on a d10.
Usually a Crit means you get twice the amount of successes on that d10 die, but in
overworld interactions, a natural 20 can create a new opportunity or tip the situation to be
more in your favor. When making a Check however, if you roll a Crit, your result on that
Check is doubled. Keep in mind though that Crits never lets you perform feats that are
beyond your ability. In less common situations other types of dice might be needed. To
quickly recognise which dice you need to use, keep in mind that Throws are always
performed with d10s, while Checks are always rolled with d20s.
Base Stats:
Water: Description: “Water Breathing is a Breathing Style that mimics water, specifically the
flow, flexibility and adaptability of the liquid and replicates it with the user's movements,
techniques and abilities. Most, if not all, known techniques involve the user bending their
body, arm and weapon in a fluid motion to match the movements of rushing or flowing water.
Users also visualize themselves seemingly creating and manipulating water when
unleashing its techniques”. Gameplay: The Style revolves around defense, with a lack of
penalty to the user's movement (such as ignoring Attacks of Opportunity) and the freedom
of switching between Forms without getting additional stacks of Exhaustion. The style
rewards you for mixing up your attacks, as they flow well into one another. Because of this
the Style is good and easy to use for beginners. The Style has good synergy with users that
possess a good mix of Agility, Constitution and Technique.
Flame: Description: “Flame Breathing is a Breathing Style that mimics flames and
replicates it with the user's movements, techniques and abilities. Most, if not all, known
techniques and forms involve extremely powerful singular strikes which 'burn' their
opponents, with most attacks being initiated from a high stance. Users of Flame Breathing
also visualize themselves seemingly creating and manipulating fire when unleashing its
techniques”. Gameplay: The Style possesses one of the highest base damage in the game
(not including other damage modifiers or effects), with the inclusion of also being able to
ramp the party’s damage quickly due to its residuary stacks of Vulnerability. It's hard hitting
“burning” Forms can inflict more stacks of Vulnerability towards Demons than other Forms
usually can (most common being 1). The Style has good synergy with characters with a high
Strength stat.
Stone: Description: “Stone Breathing is a Breathing Style that mimics earth and stone and
replicates it with the user's movements, techniques and abilities. Most, if not all, known
techniques and forms utilize the ground beneath the user and the vast surroundings to
generate powerful and sturdy attacks that specialize in both offense and defense”.
Gameplay: The Style possesses one of the highest base damage in the game and great
power to overwhelm an opponent that takes its strikes head-on (should the opponent choose
to use the Brace Combat Action). The Style has good access to ranged attacks, due to its
weapons often being accompanied with a long chain. However Stone-Breathing has big
penalties when switching between Forms. The Style has good synergy with characters with
high Constitution and very high Strength.
Wind: Description: “Wind Breathing is a Breathing Style that mimics wind, specifically
powerful torrents of air and whirlwinds, and replicates it with the user's movements,
techniques and abilities. Most, if not all, known techniques and forms involve purely
offensive attacks, most of which utilizing rotating movements to generate swift whirlwind-like
slashes that greatly increase the wielder's striking range or utilizing the air around them to
deliver sharp sickle-shaped attacks. Users of Wind Breathing also visualize themselves
seemingly creating and manipulating wind when unleashing its techniques”. Gameplay: A
Style with unmatched ability of dishing out AoE attacks at all directions of Arcs, striking
multiple times and with good capability to hit multiple targets at once. Staying on the move
and in the air allows maximum payoff from its techniques. Users of this Style also have the
added benefit of being able to strike while mid-air with no penalties. The Style has good
synergy with characters with a good mix of Agility, Technique and Strength.
Arcs: With the focus on breathing styles and their many Forms of techniques and attacks,
the angles in which your attacks strike are especially important. This is done through Arcs.
These Arcs start from 0-8: With 1/2/8 being the usual head and neck location, 7/3 being the
arm’s location, 4/5/6 being the waist, tail and leg’s location and 0 being the torso’s location
on demons. All Forms strike these Arcs in order to hit their weak points and cut off the
demon’s limbs or neck. In the case you face a demon with good movement, causing it to
shift its neck’s location from 8/2 to 2/4. Having a good mix of Forms to hit certain Arcs is
usually a good idea.
6. 4.
5.
Hidden: You cannot directly be selected as an attack target by enemies. (Ranged Bursts,
area of effects and Hazards can still target and affect you).
Advantage: Roll all the dice you used again and keep the highest results. If you have
multiple numbers of Advantage at the same time. Roll all the dice you used an extra number
of times equal to the number of Advantage you have and keep the highest results.
Disadvantage: Roll all the dice you used again and keep the lowest results. If you have
multiple numbers of Disadvantage at the same time. Roll all the dice you used an extra
number of times equal to the number of Disadvantage you have and keep the lowest
results.
Counterattack: Perform a new contested roll where you are the attacker instead. Continue
the previous contested roll if it is still possible to perform.
Prone: A prone being has its Base Speed reduced to 25%, rounded down and its attacks
have Disadvantage. Attacks made against a being that is Prone have Advantage if the
defender is within the attacker’s Melee Range, otherwise the attacker has Disadvantage. A
being that is Prone can spend its Shift Action to stand up to remove the condition. This
cannot be done however if the being that is Prone is within an enemies Melee Range.
Quick Surge: An action that can also be used as a Bonus Action. If an action with Quick
Surge has Requirements that make you spend your Main or Shift Action, spend your
Bonus Action instead.
Rough Terrain: Is caused by Ranged Burst or when the GM explains that the ground in this
area is uneven or destroyed. Rough Terrain causes all character’s movement to be halved
while they shift through this terrain.
Ranged Burst: Targets everything within range except the user if caused by a Form and
makes all affected terrain into Rough Terrain.
Single & Rapid Fire: Single Fire means that the Gun/Bow can only be fired once per turn.
Rapid Fire means the Gun/Bow can be fired any number of times per turn, with each
additional bullet/arrow fired (up to your Mastery Rank) adding your Base Hit Dice additional
times, as well as increasing the Damage Tier by 1 (including Fixed Damage Tiers).
Hazards: Are areas that are dangerous to traverse or go near to. The basic Hazards are:
Pitfall Hazard: All characters that shift into this Hazard must make an Agility Saving Throw
that requires 1 success + every 5 meters the Hazard covers, to not fall into it. If you cannot
shift out of this hazard with half your Base Speed movement, rounded down, you cannot
succeed the Saving Throw. If you succeed, shift half your Base Speed movement, rounded
down, until you exit the Hazard.
Gas Hazard: All characters that stand inside or shift into this Hazard must make a
Constitution Saving Throw that requires 3 successes to not get affected by it, + the
Technique modifier of the one who created this Hazard, if it was created by a character.
*Smoke Hazard: At the end of each round all non-demon beings inside must make a
Constitution Check of DC (15 + 5 per rounds spent inside of the hazard) to not gain 1 stack
of Exhaustion. All beings inside this hazard gains + 5 to the Check’s result when performing
the Action; Enter Stealth. In order for a being to break the Stealth of another being that is
Stealthing inside, it must succeed a Mentality Check of DC (5 +0the Stealth Result of the
being that is Hidden).
Any other types of Hazards are to be homebrewed by the GM.
Stat Points: Are points that can be spent to increase 1 your Base Stats by 1.
Execute: The Executed character dies and no Saving Throws are performed.
Vulnerability: When you are about to deal damage to a demon, + 1 Damage Tier and
Damage Dice for each stack of Vulnerability a target has on each body part you hit.
Whenever damage is inflicted to a demon’s body part, those body parts gain 1 stack of
Vulnerability for each time they were struck by the Arcs of your attack (-- -- Arcs still inflict
double damage to a body part that was hit by that specific Arc). When a demon’s HP is
restored to full, remove all their stacks of Vulnerability. The same applies to when a
demon’s specific body part is restored to full. Stacks of Vulnerability can only be inflicted on
demons.
Staggered: A character that has been Staggered cannot perform their next Main Action or
Reaction.
Rooted: The affected cannot shift until this condition is removed.
Delayed: An attack that is delayed requires time to prepare. The number after Delayed
shows how many turns need to pass before the attack happens. Once all turns for the delay
have passed, the attack is immediately performed, regardless whos turn it currently is. If a
character that is preparing a Delayed attack takes damage that equals half their current
maximum HP or more, rounded down, (not counting temporary HP), the Delayed attack
fails. Items such as bombs or other things that are Delayed will occur once the Delayed
amount of turns have passed. If the item or thing takes damage, the action is triggered
prematurely.
Burn: Whenever a being gains stacks of Burn, for each stack they take 1d6 fixed damage.
At the end of each of that being's turn, they take 1d6 fixed damage for each stack of Burn
they possess and if they take 24 or more damage, they must succeed a Constitution
Saving Throw to not skip their next turn. A character can spend their Main or Shift Action
to attempt to remove Burn stacks by making an Agility Check - 1 for each stack of Burn.
Based on the result of the check, the following happens:
1-6: Nothing.
7-13: Remove 1d4 stacks of Burn.
14-19: Remove 5 stacks of Burn.
20+: Remove all stacks of Burn.
Mortal Burn: A rare type of burn. Whenever a being is inflicted with Mortal Burn they take
10% of their maximum HP as fixed damage and they cannot regenerate that health. Demons
do not die if their maximum HP becomes 0% from this condition, but they become
continuously Staggered until they get rid of it. Demons exposed to Mortal Burn for an
uncertain number of rounds can start to naturally neutralize the status condition.
Poison: Whenever a being becomes infected with poison, if the poison’s potency is equal to
or higher than the Constitution of the infected being: At the end of each of that being’s
turns, they take 2d6 fixed damage and must succeed a Mentality Check with DC 25 to not
get Staggered. If the potency is more than twice of the infected’s Constitution, they take
12d6 fixed damage instead and must succeed both a Mentality and Constitution Saving
Throw to not fall Unconscious. Damage inflicted by Poison cannot inflict a Wound.
Whenever a being gets infected with more Poison, increase the current potency of the
poison by 1/4 of the potency of the new one, rounded down. Poison can only be removed by
certain items or Actions taken by some demons. Poisons have no effect on beings that
have neutralized its effectiveness. Demons exposed to a poison for an uncertain number of
rounds can start to naturally neutralize the poison’s effectiveness. Poisons with twice the
potency of a Poison that a demon has already neutralized, still remains effective. Demons
whose neck/head HP that reaches 0 from the Poison damage of your wisteria poison are
Executed.
Torment: A unique status condition that can only be inflicted through Hellfire-Breathing.
Torment can only be stacked up to 10. For each stack of Torment reduce the target’s
regeneration by 10%, rounded up. For each stack of Torment: Reduce the target’s Defense
Dice by 1, increase the Damage Tier of all attacks it takes by 1 and reduce its Mentality by
2. Demons exposed to Torment for an uncertain number of rounds can start to naturally
neutralize the status condition. This takes longer depending on the number of stacks of Burn
the target has.
Open Wounds: A condition that is uniquely inflicted on demons. If the amount of Open
Wounds inflicted is equal to or higher than their Technique, they become unable to use
Blood Demon Arts and cannot replenish their blood passively. Demons can replenish their
blood for example, by eating a human or by drinking some blood. Stacks of Open Wounds
can only be removed if the demon performs the Regeneration Ability actively (passive
healing does not affect this condition). When they do, stacks of Open Wounds are reduced
equal to their Constitution modifier.
Flanked: Whenever a being has two opposing enemies on each side, any attacks against
them gains 5 Successes on their Hit Dice. In addition if the defender performs any Action
other than a Combat Action, which also does not target each attacker, the attacker that is
not targeted has their attack become uncontested. The defender can use the remaining
Defense Dice they had from a different attacker (given they didn't lose that contested roll,
meaning that they have no Defense Dice left) to block the uncontested attacker. A large
being (2x2 squares) needs 3 enemies around them to be considered Flanked (1 on each
side and another on any other side). Huge beings (3x3 squares) need 4 enemies around
them to be considered Flanked (1 on each side of the being). Colossal beings (4x4+
squares) need 8 enemies around them to be considered Flanked (2 on each side of the
being).
Defense Modifier: This mechanic which your Weapons and Armor possess, which divides
the damage you take, rounded up, a number of times equal to the Defense Modifier’s
number. Other mechanics (such as Combat Actions) may apply this keyword’s rules.
Immobilize: When an Arc is struck that has (Demon’s Constitution Stat - your Mastery
Level) Open Wounds, and an additional 5 Open Wounds are added, that Arc becomes
Immobilized, and is considered Severed until the Demon reduce the amount of Open
Wounds back down to (Demon’s Constitution Stat - (you Strength modifier + your
Mastery Level)).
Fated Color: If your fated color matches your Breath Style, + (2 + your Mastery Rank)
Damage Dice and Damage Tiers when using said Breath Style.
Character Creation:
Roll 4d6s to determine your character's stats. Each time choose the 3 best results of the 4
rolled dice, add them together and do this 5 times in total writing down each result. In case 3
or more out of those 5 results is 13 or less, you can reroll your 2 lowest results and keep the
highest. Choose which result you want to make your Strength, Agility, Constitution,
Mentality and Technique respectively. Optional: After your stats are set you may increase
1 of your stats by 2 if you lower another by 2. You may only do this once.
The modifier of each stat is your (stat-10) / 2, rounded down. The calculation for your HP
(Health Points) is (Your Constitution Stat) + 10 + your Strength modifier. Your Base Speed
is 10 meters + half your Agility modifier, rounded down. Jump is equal to 25% of your Base
Speed, rounded down.
Demon Slayer Rank: Your Rank within the Demon Slayer Corps which ranges from:
Mizunoto - Mizunoe - Kanoto - Kanoe - Tsuchinoto - Tsuchinoe - Hinoto - Hinoe - Kinoto -
Kinoe - Hashira. (The ranks go in ascending order, the opposite of the manga which uses
descending. Mizunoto being rank 1 and hashira being rank 11, the highest rank). You start at
Rank 0 at character creation and remain as that Rank before you pass the Final Selection.
Mastery Level: Your level increases every time you slay 10 demons and/or have gathered
10 Kill Experience. The max level your Mastery Level can be is 25. You also gain Mastery
Points at character creation equal to your Mastery Level (1) + your Technique Modifier.
- Traits: Passives that grant you ongoing benefits. Can be anything from granting you
Hit/Defense Dice to miscellaneous abilities like increasing a certain Check or
granting you bonus Base Speed by a flat amount.
- Skills: Active abilities you can expend at intervals like: Once per combat/Once per
long rest, ect. Skills can be up to TWICE more powerful than passives but it comes
at the cost of them being less reliable. Once used they are one and done until the
cooldown comes off.
Create a mix of 5 traits and/or skills to make your character unique from others. Create them
at the GMs discretion. Generally they provide bonuses or buffs to certain aspects of your
character. When creating these useful effects, try to create abilities that accurately portray
your character’s quirks and special knowledge/abilities. You can only possess 1 Skill/Trait of
the same name. And PLEASE! Be mindful not to create different Skill/Traits that do the exact
same thing (for your GM’s mental health). You cannot start with traits or skills that are
granted by Breath Styles, trainings or Demon Slayer Ranks. At character creation the
maximum amount of skills/traits slots you have is 5.
Advanced guide for players using Demon Slayer: Alternative (link for GMs can be found
in the discord server. Page: 109):
• Guidelines:
Your first 5 Skills/Traits: These five are not meant to be the core to your build, instead they
are meant to be relatively weak effects that will give you an edge in combat, sure. But more
so, grant you useful benefits outside of them as well.
- Power level: Keep any effects that give you flat combat stats (such as Hit Dice or Defense
Dice) around 2 or less and Successes by half that amount. Any flat increases to a certain
type of Check can give you up to a max of 5, depending on how specific it is. Remember
that Skills can be balanced around twice the amount that a passive would give. Give them a
cooldown that reflects the power of these Skills.
- Power level: Now your character can start arming themself with more powerful abilities.
Effects that grant you low scaling abilities such as: + (half your Mastery Rank, rounded
down) Hit Dice on certain Actions or granting you more unique benefits in or outside of
combat.
9th-10th Skills/Trait Slot: Once you have reached these Skills/Traits you can finally start
making effects that increase your Base Stats.
- Power level: These abilities are the core to your build (if you made it this far). Here effects
that grant you combat stats equal to half of one of your Base Stats in Hit Dice or other
relevant combat stat. Even effects that increase one of your Base Stats can be allowed
here, capping at a maximum of 10. If you choose to forgo this, an extremely powerful Skill
can be designed here thanks to the 2x power scaling over passives. If you have any finishing
techniques (like the “opening thread”) in mind, be free to experiment with one here.
11th-15th Hashira Skills/Traits: These slots can only be acquired by becoming a Hashira.
When it comes to the power level, it is impossible to create a guideline that applies to every
campaign. Ask your GM what works for your specific campaign, as they have surely already
planned out the final enemies you will face at this point.
Here is a list of strong premade starter Skills and Traits you can choose, if you have a hard
time creating your own:
Heightened Sense: Super Trait: Requirements: Possesses no other Super Traits and
can only be acquired during Character Creation: Increase 1 of your 5 senses to superhuman
level:
● Super Hearing:
Character Creation: You can listen and remember what you hear around you while you are
asleep. Double the Damage Tier result of sonic/sound based attacks you take (including
Fixed Damage Tiers).
Mastery Level 5: Your passive perception is increased to ((2 x your Mentality modifier) +
10) instead of (Mentality modifier + 10).
Mastery Level 10: You can decipher what the heart beat and body sounds like within your
hearing range, giving you a clue of what kind of being it is, if they might be lying and their
emotional state.
Mastery Level 15: You can detect the exact location of a sound within 10x your (Mentality
Stat) meters.
Mastery Level 20: You can tell the category of demon you hear. + 5 Successes on Dodge
and Avoid Combat Actions.
Mastery Level 25: Ranged Attacks used against you have the DC on the attacker’s
Mentality Check doubled. + 10 Successes on your contested rolls. You can sense your
surroundings perfectly, enabling you to see your surroundings without looking.
● Super Smell:
Character Creation: Your passive perception is increased to ((2 x your Mentality modifier)
+ 10) instead of (Mentality modifier + 10). Your successes on your Saving Throws are
halved, rounded up and the results of your Checks are halved, rounded up if it involves
odor.
Mastery Level 5: You can smell the emotional state of a being within smelling range
(Mentality modifier). Whenever you attack, either by gaining 4 stacks of Exhaustion or if
Demon in range is at or below 25% hp, rounded up, you can make a Technique Check with
DC (15/20/25/30/35 depending on if the demon is a Low-Rank, Morphed, High-Rank,
Lower-Moon or Upper-Moon). If it succeeds, The Opening Thread is revealed, doubling your
Hit Dice during that contested roll. + 10 on Mentality or Technique Checks involving
tracking or detecting nearby beings or smelly objects.
Mastery Level 10: You can detect the exact location of a being or smelly object within 10x
your (Mentality Stat) meters.
Mastery Level 15: You can tell what category of demon a demon is within your smelling
range.
Mastery Level 25: Whenever an opponent attacks, you can check the Action the opponent
intends to use and see the result of it before making a decision. If you do, you gain + 6
Successes on your next contested roll against that enemy. You can sense your
surroundings perfectly, enabling you to see your surroundings without looking.
● Super Sight:
Character Creation: You can see far off things within line of sight with perfect perception,
allowing you to identify what it is. Your successes on your Saving Throws are halved,
rounded down and the result of your Checks are halved, rounded down, if it involves
something sight-impairing.
Mastery Level 10: You can spot things even if it is Obscured up to 10x your (Mentality
Stat) meters.
Mastery Level 15: Your passive perception is increased to ((2 x your Mentality modifier) +
10) instead of (Mentality modifier + 10). + 5 Defense Dice on your contested rolls when you
have a line of sight of the incoming attack.
Mastery Level 20: You become able to read the subtle shifts in other being’s joints, muscle
and eye movement, granting you + 5 Successes on your contested rolls vs living beings. +
10 Successes instead if you perform the Dodge Combat Action or a Counterattack.
Mastery Level 25: You Forms that can be used as a Reaction gain Counterattack. Double
your Mentality modifier when you make the Mentality Check for a Ranged Attack.
● Super Touch:
Character Creation: You can sense if something is looking at you, unless they have zero
malicious intent, regardless if they are Hidden or if you haven’t noticed their presence yet.
Whenever you take damage from an attack with Damage Tier 40, you become Staggered.
Mastery Level 5: Your passive perception is increased to ((2 x your Mentality modifier) +
10) instead of (Mentality modifier + 10).
Mastery Level 10: + 5 Defense Dice on your Avoid and Dodge Combat Action.
Mastery Level 15: Stealth Attacks performed against you coming from a living being
become Sneak Attacks instead. Sneak Attacks performed against you coming from a living
being become normal attacks instead. This effect does not apply on itself.
Mastery Level 20: You can sense your surroundings perfectly, enabling you to see your
surroundings without looking.
Mastery Level 25: You cannot become Flanked. You can sense what category a demon is.
Once per being, you can make a Mentality Check with DC 30, adding your Constitution
modifier to the result as well. If you succeed, you can gauge the Mastery Level and all Stats
of that being. You can sense the presence of everything within x10 your (Mentality Stat)
meters.
● Super Taste:
Character Creation: You can sense changes in the air such as invisible gas, Poison, if it is
about to rain, ect. You can eat anything without upsetting your body (your body can still be
damaged by what you eat except if you are a Demon Eater and have your Humanity not
fully restored). The Poison Potency of Poisons you become inflicted by are doubled.
Mastery Level 10: Your passive perception is increased to ((2 x your Mentality modifier) +
10) instead of (Mentality modifier + 10) on everything that isn’t odorless.
Mastery Level 15: If you taste a body part or the blood from a being you gain all knowledge
of that being’s gender, height, weight, Stats, Attacks and Abilities.
Mastery Level 20: You become able to identify if something is Poisonous or is capable of
inflicting Poison from the pheromones and bitterness in the air alone.
Mastery Level 25: You can sense your surroundings perfectly, enabling you to see your
surroundings without looking. You can taste the intentions of living beings, becoming able to
tell somewhat what they are thinking, which additionally grants you + 15 Successes on your
contested rolls against those beings. Whenever a demon is dealt damage or uses a Blood
Demon Art/Technique you can tell how much Demonic Blood they have and how much
they have left.
- Courageous: Skill: Once per long rest, after you roll an Mentality Check: You can
make the result on that Mentality Check become (20 + your Mentality modifier +
any effects that increase your Mentality Check) if you did not Crit.
- Alarm: Skill: Once per long rest, at the start of combat: +2 Initiative to the whole
party. (This does not stack).
- Rush: Skill: Once per long rest: Perform a Dash Action instead of your Shift
Action without sacrificing your Main Action.
- Adrenaline: Skill: Once per long rest, if your HP is 50% or less: Increase your
Exhaustion Cap by 1d4 for the rest of this combat and stabilize your Hemorrhage
and Mortal Wounds.
- Flashy: Skill: Twice per long rest: Gain aggro from an opponent on successful
Mentality Check vs that opponent, in which you also add your Technique modifier to
your result.
- Slippery: Skill: Once per short rest, you can make the Disengage Action as a Free
Action.
- Powerful Body: Skill: Once per long period of rest, when you fail the Saving Throw
on an Extreme Wound, you do not lose a limb.
- Crazy: Trait: All these following effects only apply during combat: You ignore the
negative effects from status conditions like Poison or Burn on yourself, except for
the damage. You can take 1 Large Wound instead of getting Staggered by an
enemy’s effect/attack. You can wake up from Unconsciousness at any time by
dealing 2d4 damage to yourself. Deal 1d8 damage to yourself once the combat ends
for each status condition that is still affecting you.
- Kindness: Trait: When healing other’s, grant them 1d8 + your Mentality modifier
temporary HP for the rest of the day. This Trait can only be used once a day on each
character.
- Unyielding Spirit: Trait: Whenever you make a Death Saving Throw, + 1 Death
Die. If you succeed the Saving Throw needing only 1 Success, you gain no Mortal
Wounds from that Saving Throw.
- Traversal Expert: Trait: Is unaffected by Rough Terrain when shifting through any
natural terrain and beings are not Obscured to you if they are within any one type of
weather of your choosing.
- Hard Headed: Trait: You gain Disadvantage on all Mentality Checks involving
conversation but gain Advantage on all Mentality Saving Throws involving
manipulation.
- Brutal Strength: Trait: +1 Damage Tier and + 2 Hit Dice on all attacks.
- Tactical Hitter: Trait: + 1 Success on Forms if target performs the Dodge or Avoid
Combat Action. But you lose 2 less Successes on your Hit Dice from those
Combat Actions.
- Not Fast Enough: Trait: Enemies cannot remove your ability to gain and perform an
Attack of Opportunity.
- Chugger: Trait: Can consume x 5 the amount of an Item, by using the user’s Main
Action.
- Juggernaut: Trait: Roll d8s instead of d6s when rolling for bonus health when you
level up. Roll d10s instead if you are a Magma-Breather.
Character Information: Create a background to your character to why they want to join the
Demon Slayer Corps and what that character’s story is thus far. Roll a d4 to determine the
amount of years you spent training with your Cultivator until you acquired your first Breath
Style. Your age is calculated by (12 + years spent training), you may add up to 5 additional
years to your character. Height is rolled 3 times with a d100. Pick the result you liked the
best and your height is calculated as (125cm + the d100 result). Weight is rolled once with a
d100 and is calculated as (30kg + the d100 result). You may increase or decrease the weight
by 50 to a minimum of 30kg and maximum of 150kg. Establish eye/hair/skin color, face/body
features and clothes (Haori design).
Exhaustion Cap:
Your Exhaustion Cap is (10 + your Constitution modifier), this can be further increased by
training, leveling up and through bonuses granted by Daily effects or other skills. As you
gain stacks of Exhaustion your character will start to perform noticeably worse. You can
only possess 1 of the 3 conditions granted by stacks of Exhaustion. Replace the old one
when you acquire a new one. Example: Going from Tired to Exhausted. Here is a list that
shows the drawbacks of certain thresholds:
Stacks of Exhaustion equal to 10%+ of your Exhaustion Cap, rounded up or 5+ Stacks of
Exhaustion (whichever which is higher): You become Tired: - 4 Mentality and Base
Speed. If this would bring your Mentality down to 1 or less, make a Death Saving Throw.
Stacks of Exhaustion equal to 50%+ of your Exhaustion Cap, rounded up or 10+ Stacks of
Exhaustion (whichever which is higher): You become Fatigued: - 8 Mentality and Base
Speed. - 2 on all other Base Stats. If this would bring any of your Base Stats down to 1 or
less, make a Death Saving Throw.
Stacks of Exhaustion equal to 100%+ of your Exhaustion Cap: You become Exhausted: -
12 Mentality and Base Speed. - 8 on all other Base Stats. If this would bring any of your
Base Stats down to 1 or less, make a Death Saving Throw. At the start of every new
round, make a Mentality Check of DC (20 - your Mastery Rank). If you fail the check, you
fall Unconscious.
Being Unconscious: You cannot perform any Actions. You automatically fail all Strength,
Agility and Technique Checks and Saving Throws, except Death Saving Throws. You
drop all your equipped weapons and items (excluding your armor/clothes) and also become
Prone. Attacks targeting you get Advantage on their Hit Dice and become Stealth Attacks.
If you are also currently Exposed, enemies within 2 meters, Crits on all their Hit Dice
(without rolling them) when performing an attack against you. While Unconscious you can
be Executed by a member of the twelve demon moons (Lower or Upper Moons) or by the
Primordial Demon depending on their Action. This instantly kills you regardless of HP and
no Saving Throws are performed. One way this can be possibly avoided is for the GM to let
the player make a Mentality Check with a DC that fits the situation, to allow the player a last
chance to wake up just in time in order to make a Reaction or possibly dodge the incoming
attack.
Waking Up From Unconsciousness: At the start of each new round and the start of that
character’s turn, a character that is Unconscious can make a Mentality Check of DC (25 -
5 per previous attempt to wake up) in order to wake up. Outside of combat, each character
can make the same check with the same DC every 5 minutes. If a character wakes up from
Unconsciousness, their HP is set to -50%, rounded down.
If your Exhaustion becomes 200% of your Exhaustion Cap or you gain a stack of
Exhaustion while your Exhaustion is at 200%, make Death Saving Throw which requires
4 additional Successes to succeed. This Death Saving Throw counts as if you had just
performed 5 Death Saving Throws.
Switching Between Breath Styles and Forms: Whenever you perform a Form the same
round you had already used one, you gain 1 additional stack of Exhaustion, 2 additional
stacks of Exhaustion instead if you used a different Form. Whenever you switch and use a
Form from a different Breath Style the same round/turn that you used another, you gain 2
additional stacks of Exhaustion and during all contested rolls this round/turn, reduce your
successes on those contested rolls by ((11 - your Mastery Rank) / 2, rounded down).
Alchemist:
Budding Scientist: Character Creation: You gain the item Alchemist’s Tools.
The Specimen Must Survive: Mastery Level 15: You can now analyze and experiment
with demonic blood 2 additional times before it expires. Halve the DC on Mentality Checks
of poisons and drugs you brew, that are meant for demons that you have successfully
analyzed. + 5 on Mentality Checks involving making a drug with Alchemy.
Creator of Death: Mastery Level 20: Halve the DC to Analyze demonic blood and increase
the potency of all poisons you create by 10.
Wonder Drug: Mastery Level 25: You can now craft the Wonder Drug: Requirements:
Succeed a Mentality Check of DC 25 with 50 Yen worth of resources: For 2d6 rounds, + 10
on all Base Stats and Base Speed. Once the effect or combat ends, you gain 5 stacks of
Exhaustion and 1 Mortal Wound.
The process of brewing an item through alchemy is allowed to be homebrewed by the GM.
Demon Slayer Alternative covers a method that GMs can utilize should they prefer it.
Notice! Players are not allowed to read Demon Slayer Alternative to check this method, as
such an act would lead to spoilers regarding the campaign.
Blacksmith:
Maintenance: Character Creation: You start with the items Repair Kit and Smithing
Permit.
Weapon Permit: Mastery Level 5: You can now forge Nichirin weapons in the local Smithy
and you may gain 1 Scarlet Ore (and Crimson Iron Sand) from the Demon Slayer Corp each
month by not gaining any Yen.
Expert Sharpener: Mastery Level 10: Until after 1 combat, + (1 + half your Mastery Rank,
rounded up) Damage Tier on non-Gun weapons you repair.
Built to Last: Mastery Level 15: + 5 on Mentality Checks to forge items and + 5 additional
Durability on all weapons you forge.
Forgemaster: Mastery Level 20: + 5 on Mentality Checks to forge items and you may
increase the stats any number of times on a weapon you forge by 1, as long as you also
decrease another by 1. Decrease or increase Durability by 20 when you do this. You cannot
use this effect if you would decrease a stat that is already at 0 or if this would result in the
decreased stat to become negative. You are not allowed to Durability to 0. (These stats
being: Durability, Capacity, Armor Tier, Defense Modifier, Range, and Damage Tiers).
Masterpiece: Mastery Level 25: After you finish crafting your Weapon, increase the
Durability stat by (1d20 + your Mentality modifier. If you successfully forge an item with the
Action: My Best Work, + 4 to its stats, split in any way you want. If the result of your
Mentality Check during forging is a natural 20 (Crit), + 8 to its stats instead. (These stats
being: Durability, Capacity, Armor Tier, Defense Modifier, Range, and Damage Tiers).
The process of Forging an item is allowed to be homebrewed by the GM. Demon Slayer
Alternative covers a method that GMs can utilize should they prefer it. Notice! Players are
not allowed to read Demon Slayer Alternative to check this method, as such an act would
lead to spoilers regarding the campaign.
Descendant of Hunters:
Hunter’s Legacy: Character Creation: The first time you buy a Rifle, the item is sold to
you at the discounted price of 75 Yen.
Aim Practise: Mastery Level 5: + 4 on your Mentality Checks to hit the target with a Gun
and Bow weapon.
Hawk Shot: Mastery Level 10: The DC on the Mentality Check when using a Rifle or
Bow, while you are 25m away from the target or more, instead becomes: (5 + 1 per 10
meters away from target).
Ammo Artillery: Mastery Level 15: Once per round, reloading a Gun or Bow weapon is a
Free Action.
Gunslinger: Mastery Level 20: You can Rapid Fire a Single Fire Gun weapon. Once per
each of your turns, you can perform a Ranged Attack as a Bonus Action instead.
Master-At-Arms: Mastery Level 25: Double the Damage Tier result when dealing damage
with a Gun or Bow weapon, regardless if the Damage Tier is Fixed or not.
Descendant of Warriors:
Warrior’s Legacy: Character Creation: The first time you buy War Armor, the item is sold
to you at the discounted price of 50 Yen.
Sword Discipline: Mastery Level 5: The Damage Tier of your non-Ranged attacks is
increased by 1 + (equal to your Ranks in Attack Training).
Ready For Battle: Mastery Level 10: + (3 + your Ranks in Defense Training) to your
Initiative at the start of combat.
Combat Expertise: Mastery Level 15: + 3 to your Base Hit Dice and Base Defense Dice.
+ 1 to your Weapon’s Defense Modifier.
Honorable Stance: Mastery Level 20: You gain + 4 Armor Tiers. If you are facing an
opponent that is much stronger than you (at the GM’s discretion): + 8 Armor Tiers instead
and you may Shift up to your Base Speed movement before performing the Basic
Reaction: Protect.
Champion of War: Mastery Level 25: + 5 Damage Tiers that cannot be reduced by your
opponent’s Armor Tiers, on all non-Gun and non-Ranged attacks.
Merchant:
Educated: Character Creation: You gain the item Messenger’s Tools and you start with
50 Yen instead of 20.
Quick Learner: Mastery Level 10: The first Consolation Point you get each time you start
to accumulate Consolation Points, rewards you with 1 Kill Experience instead of 0.5. This
effect can only occur once per day.
Bargain: Mastery Level 15: Whenever you buy an item worth 10 Yen or more, you get an
additional item worth less than 10 Yen for free.
Chain Network: Mastery Level 20: Horses you buy in cities, have their Base Stats rolled
with 6d6s instead of 5d6s. Once per year, when you are inside a city, you can gain a
temporary estate to treat your party’s wounds and train for no cost.
Friends in High Places: Mastery Level 25: While buying from a town or city, halve the
prices of all items you buy, rounded up. You can enter restricted/royal grounds by sending a
formal request of entry to the local Shogun. You can purchase nobility level Weapons and
Armor from such places, granted that you either complete a request or have a unique item
to trade (GM’s discretion).
Survivalist:
Traveler: Character Creation: You get the items Camping Kit and Cooking Tools.
Terrain Adapted: Mastery Level 5: + 5 Base Speed while not in a city or town.
Prey Seeker: Mastery Level 10: + 5 on Mentality or Technique Checks to find non-human
beings.
Wanderer: Mastery Level 20: Your travel time is reduced by half and your party’s collective
travel time, thanks to your guidance, is reduced by 25%, rounded up, while you are not
inside a town or a city. This effect does not stack.
One With Nature: Mastery Level 25: + 5 on Agility Checks involving stealth, + 15 instead
if you are in a forest. If you are Hidden inside a forest terrain you cannot be spotted as long
as you don’t move. You gain + 10 on Mentality Checks to not be intimidated by other beings
(including demon’s Menacing Aura), while also gaining the same benefit if you try to
intimidate wildlife.
Choose your Breath Style:
One if not the most important decision for your character. How are you going to fight? The
first choice will be to choose which will be your Main Breathing Style: Water, Flame,
Thunder, Stone or Wind. Depending on which you choose you may also then choose a
breathing style that is derived from your main one, such as Beast-Breathing if you choose
Wind as your Main Style. It’s your choice if you want to focus on the main breathing style or
your derived style. Learning techniques from both is fine too, just keep in mind that switching
between Forms is already taxing for your character, if you choose to change your breathing
style in the middle of combat, that can really push your character's exhaustion.
Once you have chosen your style it’s not set in stone. You can learn a new derived style or
even a new Main Style if your character notices that their current style is not a perfect fit for
them. Same as before, you need to be cautious how you use these styles, using 2 Main
Styles in the middle of combat is extremely taxing for your character. Abandoning your old
breathing styles altogether can be a good idea long term. Any abandoned breathing style will
refund you all Mastery Points you spent on that style. Disclaimer to GMs! Should anyone
want to change their style in the middle of the campaign be sure to create a scenario in
which that change feels natural. Finding an old man that retired from the Demon Slayer
Corps with a newfound resolve to train you his style, might be an ok way to justify one of
your players ability to now use a whole new breath style.
Each of the 5 Main Breathing Styles have 3 derived styles that you can choose from. Here is
a list of these Breath Styles. This system contains 8 completely new Breath Styles not
featured in the series. Be sure to check each one that catches your eye until you find the
perfect one for you!
Water-Breathing
Breath Style Bonus:
• + Hit Dice on your Water-Breathing Forms equal to your Technique modifier.
• After performing a Basic Attack it is treated as if it was a new unique Form.
• The user suffers no penalties of switching between different Forms or when using multiple
Forms during the same round/turn.
• + Successes on your Defense Dice equal to (your Constitution modifier + 1) on Avoid or
Intercept Combat Actions and when you perform a Form as a Reaction.
• Your movement does not trigger your opponent’s Attack of Opportunity.
• For each unique Form you have performed this round, + (2 + half your Agility modifier,
rounded down) Successes on your contested rolls while performing a Form.
First Form: Water Surface Slash: A horizontal full slash that strikes as if it is cutting
through the surface of a body of water.
• You may shift 2x your Agility modifier in meters. + Hit Dice equal to half your Agility
modifier, rounded up, if you didn’t move while using this Form.
• Hitting the Arcs: 2 <-> 8 or 3 <-> 7 or 4 <-> 6.
• + Damage Tiers equal to your Technique modifier and half of your Agility modifier
combined, rounded down.
• If you did shift while performing this Form, double the Damage Tier result.
Second Form: Water Wheel: A vertical full slash that can cut multiple foes with a fierce full
rotation.
• Reaction.
• Strikes up to 1 target in front of you, above you, behind you and underneath you, each.
• Can be used in midair.
• Can be performed instead of the Brace or Intercept Combat Action when you use the
Basic Reaction: Protect.
• Shift into/in the air up to your Agility and Constitution modifiers combined in meters. +
(half your Constitution modifier, rounded up) Defense Dice. + 10 additional Defense Dice if
used when performing the Basic Reaction: Protect.
• Hitting the Arcs: 1 -> 5 or 2 -> 4 or 8 -> 6 or --3-- or --7--.
• + Damage Tiers equal to your Technique modifier and half your Constitution modifier
combined, rounded down.
Third Form: Flowing Dance: A series of strikes that can hit multiple targets in a fluid
motion.
• Requirements: Spend your Shift Action.
• Can strike up to 3 targets.
• Shift your Base Speed movement + 3x your Agility modifier in meters. + 2 Successes on
your Hit Dice for each unique Form you have performed this round. You ignore Rough
Terrain and Hazards.
• Hitting the Arcs: -_-, -_-.
• + Damage Tiers equal to your Agility modifier.
• + 2 Damage Tiers for each unique Form you have performed this round.
Fourth Form: Striking Tides: A diagonal or horizontal full slash followed by a second full
slash.
• Requirements: Only perform the “then” part of the attack sequence if you target the same
enemy twice.
• Can be used in midair.
• Can hit up to 2 targets or 1 target twice, but changes direction on the second hit. +
Successes on your Hit Dice equal to half your Strength modifier, rounded down.
• Hitting the Arcs: 6/7/8 <-> 1/2/3 or 2/3/4 <-> 1/5/6 then 2/3/4 <-> 1/5/6.
• + Damage Tiers equal to your Technique modifier and half your Strength modifier,
rounded down.
Fifth Form: Blessed Rain After The Drought: A gentle full slash that delivers a painless
death that calms the soul of the target, comforting them like listening to the sound of rain.
• Requirements: Can only target the opponent’s neck.
• Can be used in midair.
• Executes enemies who have lost the will to fight and/or surrendered, giving them a
painless death and you gain 1 additional kill experience.
• Hitting the Arcs: _ <-> _.
• This attack has no Damage Tiers.
• If used on a being that has not lost their will to fight, inflict 10 stacks of Vulnerability on
each Arc you hit with this Form (even if this Form deals no damage).
Sixth Form: Whirlpool: A series of rising curving slashes that tears its surroundings apart
with multiple hits.
• Requirements: You gain 2 additional stacks of Exhaustion.
• Ranged Burst: Up to (Your Technique modifier/2, rounded down) meters.
• Reaction.
• While performing this Form, you ignore the drawbacks of being in or submerged in water. +
Defense Dice equal to your Constitution modifier
• Hitting the Arcs: -5- then -6/4- then -3/7- then -7/2- then -1-.
• + Damage Tier equal to half of your Constitution and Agility modifiers combined,
rounded up.
• + Damage Tier equal to half of your Technique modifier, rounded up, if used while being in
or standing on a body of water.
• Double the result of your combined modifiers instead of halving them if you are underwater.
Seventh Form: Drop Ripple Thrust: A fast stabbing lunge that removes all momentum
from an incoming attack.
• Reaction.
• Can be used in midair.
• If used as an Reaction, half the Successes on the opposing target’s Hit Dice if it’s
projectile. If the target attacks you while it is moving or if it started its attack right after
moving, reduce its Successes on their Hit Dice by (your Technique modifier).
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Constitution modifier.
• + Damage Tiers equal to your Agility modifier if this Form wasn’t used as a Reaction.
Eighth Form: Waterfall Basin: A downward vertical full slash that gets more effective if
used with downward momentum.
• Requirements: You gain 1 additional stack of Exhaustion, 3 additional stacks instead if
you ignored 9 or more meters of Fall Damage.
• Can be used while midair.
• Shift down from the air equal to your Constitution modifier.
• + Hit Dice equal to the amount of meters you’ve fallen since you became airborne, max
(your Mastery Level x 2). You ignore Fall Damage if you only fell from (10 + your
Constitution modifier) or less meters. If you deal damage using this Form while you’ve
fallen 5 or more meters, the damaged target falls Prone.
• Hitting the Arcs: 1 -> 5 or 2 -> 4 or 8 -> 6.
• + Damage Tiers equal to your Constitution modifier and half your Technique modifier
combined, rounded down.
Ninth Form: Splashing Water Form - Turbulent: The user changes their footwork in a way
that minimizes the landing time and surface needed when landing, allowing the user to move
without limits.
• Requirements: You gain 1 stack of Exhaustion.
• Quick Surge.
• Until the end of your turn, you ignore Rough Terrain and Hazards while shifting and can
move on any surface while you are shifting, suffering no penalty to your movement (you can
still only jump 25% of your Base Speed movement) and you do not need to roll any Agility
Checks.
Tenth Form: Constant Flux: A powerful rotating vertical strike seemingly taking the form of
a dragon made of water which gains power as the move gains momentum.
• Requirements: You gain 10 additional stacks of Exhaustion and spend your Shift Action.
You gain 5 additional stacks of Exhaustion for each consecutive round you’ve used this
Form in a row.
• Can be used while in midair.
• Shift up to your Strength, Agility, Constitution and Technique modifiers combined in
meters. You may shift into the air (by cutting your remaining movement to 25%, rounded
down). + Hit Dice equal to half the amount of meters you shifted, rounded up, before you
struck your target. + (Your Mastery Rank) Hit Dice for each consecutive round you’ve used
this Form in a row.
• Hitting the Arcs: -1-, -2-, -3-, -7-, -8-.
• + Damage Tiers equal to your Agility, Constitution and Technique modifiers combined.
Eleventh Form: Dead Calm: The user ceases all body movements and enters a state of
complete tranquility, deflecting, blocking and cutting any incoming attacks with imperceptible
speed with their blade.
• Requirements: Can only be used as a Reaction and you gain 8 additional stacks of
Exhaustion. You become Staggered and you cannot perform any Main Actions during
your next turn after performing this Form, unless your Mastery Rank is Hashira or above. •
Reaction.
• + Defense Dice equal to 2x your Mentality modifier. If you didn’t take any damage from
your attacker, double the Successes on your Hit Dice for this contested roll. If this attack
makes contact, your opponent becomes Staggered.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to your Technique modifier and 2x your Mentality modifier.
Flame-Breathing
Breath Style Bonus:
• + Hit Dice equal to your Strength modifier and half your Mastery Level combined,
rounded up, on all Flame-Breathing Forms.
• + Damage Tiers equal to your Strength modifier on all Flame-Breathing Forms.
• Your Basic Attacks grants each Arc hit (your Mastery Rank) additional stacks of
Vulnerability.
• Each contested roll you win while attacking will give 1 additional stack of Vulnerability on
each Arc hit.
• All stacks of Vulnerability you inflict also linger for an additional round, even after the body
parts that have them have been fully healed.
First Form: Unknowing Fire: A full slash in which the user dashes towards the target,
aiming to decapitate them.
• Requirements: Can only target your opponent’s neck.
• Can be used in midair.
• Shift up to (5 + your Mastery Level) meters. + Hit Dice equal to the amount of stacks of
Vulnerability on the target’s Arcs you attack has combined.
• Hitting the Arcs: _ <-> _.
• + Damage Tiers equal to half your Strength modifier, rounded up and your opponents
Vulnerability stacks on those attacked Arcs combined.
Second Form: Rising Scorching Sun: A rising arcing vertical full slash.
• Reaction.
• Counterattack.
• + Hit Dice equal to your Mastery Rank. Inflict 1 additional stack of Vulnerability on each
Arc hit. If you perform another Form this turn on the same target, you gain Successes
when performing that Form equal to the amount of stacks of Vulnerability you managed to
inflict with this Form.
• Hitting the Arcs: 5 -> 2 or 4 -> 7 or 6 -> 3 or 7 -> 1 or 3 -> 1.
• + Damage Tiers equal to your Strength modifier.
Third Form: Blazing Universe: A falling vertical full slash seemingly coated in thick flames.
• Can be used in midair.
• Inflict 2 additional stacks of Vulnerability on 1 Arc hit and if your opponent has 5 or more
stacks of Vulnerability on a single Arc, your opponent becomes Staggered.
• Hitting the Arcs: 1 -> 5 or 8 -> 6 or 2 -> 4.
• + Damage Tiers equal to half your Strength modifier, rounded up.
Fourth Form: Blooming Flame Undulation: A curving full slash that can hit multiple targets
in a circular motion.
• Reaction.
• Can be used in midair.
• Can hit up to 3 targets.
• + Defense Dice equal to your Strength modifier when used as a Reaction.
• Hitting the Arcs: 4 <-> 6 or 6 <-> 8 or 8 <-> 2 or 2 <-> 4.
• + Damage Tiers equal to your Strength modifier.
Fifth Form: Flame Tiger: A series of powerful slashes that can hit any angle and that takes
the shape of a tiger made of flames.
• Requirements: You gain 5 additional stacks of Exhaustion.
• + Hit Dice equal to your Strength modifier. Inflict 3 additional stacks of Vulnerability on
each Arc hit.
• Hitting the Arcs: -_-, -_-, -_-, -_-, -_-.
• + Damage Tiers equal to your Strength modifier and Mastery Level combined.
Sixth Form: Crimson Vow Circulation: A horizontal full slash that goes in a circle around
the user, gaining momentum and dealing bonus damage at the end of the slash.
• Requirements: You must choose the same attack sequence on each target.
• Can hit up to 4 targets.
• - 2 Successes on this contested roll. + Successes equal to half your Strength modifier,
rounded down on the 4:th target or if used on only 1 target.
• Hitting the Arcs: 3 <-> 7 or 8 <-> 2 or 6 <-> 4.
• + Damage Tiers equal to half your Strength modifier, rounded up.
• + Damage Tiers equal to half your Agility modifier and Mastery Level combined, rounded
up, on the 4:th target or if used on only 1 target.
Seventh Form: March of the Flaming Deity: A full slash that can strike any angle while
walking in a confident manner that terrifies the target into seeing the user as if they are
coated in flames.
• Shift (5 + your Mastery level) meters in walking speed. Your target must make a Mentality
Check of DC (20 + your Strength modifier) and gain - (2 + your Mastery Rank) Defense
Dice if they failed the Check.
• Hitting the Arcs: _ <-> _.
• + Damage Tiers equal to your Strength modifier, + your Mentality modifier as well if this is
the first time the Form is used against your target.
Eighth Form: Cleansing Flames: A powerful diagonal full slash that penetrates the
slightest gap in the target’s defenses.
• Can be used in midair.
• You can shift into/in the air up to your Strength modifier in meters. Your target gets - 1
Defense Dice for each stack of Vulnerability inflicted on the Arcs you target combined.
• Hitting the Arcs: 1/2/3 <-> 6 or 8/7/1 <-> 4.
• + Damage Tiers equal to your Strength modifier.
Ninth Form: Purgatory: The user assumes a high stance before performing an extremely
high-speed dash. Seemingly taking the form of a dragon made of flames that envelopes the
user as they are charging towards the target, unleashing a singular, devastating slash that
destroys the area as if a tornado of fire had erupted.
• Requirement: You gain 10 additional stacks of Exhaustion and spend your Shift Action.
Your Ranged Burst does not occur until you’ve reached your target.
• Ranged Burst: Up to (your Strength modifier/2, rounded down) meters.
• Shift your up to your Base Speed movement + 2x your Strength modifier in meters, but
you must end your movement on the target. Your target gains 1 stack of Vulnerability on
each Arc before performing the contested roll. + Hit Dice equal to your Strength modifier
and their total amount of stacks of Vulnerability on all the target’s Arcs.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to the amount of stacks of Vulnerability your opponent has on all
Arcs combined and 2x your Strength modifier.
Thunder-Breathing
Breath Style Bonus:
• + Successes on your Hit Dice on Thunder-Breathing Forms equal to your Agility
modifier.
• Whenever your Basic Attacks make contact with an opponent, until the end of this turn,
you can choose which Combat Action that enemy must perform, the next time they choose
to perform a Combat Action this turn.
• The user gains (5 + half your Agility modifier, rounded up) in their Base Speed.
• + Defense Dice equal to half your Agility modifier, rounded up, on your Avoid and Dodge
Combat Actions.
• Your target fails the contested roll if it performs the Dodge Combat Action against your
Basic Attacks.
First Form: Thunderclap and Flash: After sheathing their weapon, the user unsheathes
their katana after a short delay, dashes forward at blinding speeds and decapitates their
opponent faster than they can react with a horizontal full slash.
Second Form: Rice Spirit: A series of arching strikes that hits in quick succession, severely
limiting the opponent’s options.
Third Form: Thunder Swarm: A storm of strikes that envelopes its victims, hitting from all
directions.
Fourth Form: Distant Thunder: A swift flurry of strikes that can hit everything around the
user, making the user seem as if they have become a sphere of electricity.
• Reaction.
• Can hit 1 + up to (your Mastery Level) targets.
• Strike ((5 + your Mastery Level) / amount of targets, rounded up) additional different Arcs.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your 2x Agility modifier.
Fifth Form: Heat Lightning: A powerful rising vertical strike that cleaves the air like a ripple
of lightning.
• Requirements: You gain 2 additional stacks of Exhaustion or spend your Shift Action:
• Ranged: (Your Agility modifier and your Mastery Level combined) meters.
• Your target fails the contested roll if it performs the Avoid or Dodge Combat Action. If
your target is in the air, double your total amount of Successes on your Hit Dice on this
contested roll.
• Hitting the Arcs: 5 -> 1.
• + Damage Tiers equal to your Agility modifier and your Mastery Level combined.
• If the target is in the air double the Damage Tier result.
Sixth Form: Rumble and Flash: A series of powerful long ranged lightning-like strikes able
to hit your opponent from afar.
• Requirements: You gain 15 additional stacks of Exhaustion and spend your Shift Action.
• Delayed (21 - your Mastery Rank)
• This Form’s Delay can be finished early with - (your Mastery Level) turns on the Delay if
you also spend your Bonus Action. If you held the Delay for the full duration, your target
cannot perform any Action in response (Combat Action or otherwise). + Successes on
your Hit Dice equal to your Mastery Level and Hit Dice equal to your Agility modifier. Shift
your Base Speed movement x3 in a straight line and you may shift into the air (by cutting
your remaining movement to 25%, rounded down).
• Hitting the Arcs: 2 <-> 8 or 4 <-> 6.
• + Damage Tiers equal to your Mastery Rank and 3x your Agility modifier combined.
Stone-Breathing
Requirements: 2 large chained-attached Nichirin weapons and your Constitution is 18 or
higher.
Breath Style Bonus:
• + Hit Dice on your Stone-Breathing Forms and + Defense Dice on your Brace or
Intercept Combat Actions and Reactions, all being equal to your Constitution modifier.
• + Damage Tiers equal to (your Strength modifier + 5) on all attacks.
• A target of your attack is treated as if they are Flanked if you performed a Basic Attack
this turn against that target.
• Halve your opponent’s Successes on their Defense Dice, rounded down, if they perform
the Brace Combat Action.
• You gain 1 additional stack of Exhaustion if you switch between different Forms on the
same round/turn, 2 additional stacks of Exhaustion if you switch to a different Breath Style
and 5 additional stacks of Exhaustion if you switch to a different Main Breathing Style or
any its derived Breath Styles.
First Form: Serpentinite Bipolar: A double weapon throw that rotates and drills into its
target by the user manipulating the chain.
Second Form: Upper Smash: A throw of both weapons followed by a mighty stomp on the
chain which brings down the heaviest weapon to smash the target.
• + Hit Dice equal to half your Strength modifier, rounded up, unless the target performs the
Dodge Combat Action or a Reaction that shifts. If this Form makes contact, + Damage
Dice equal to the Armor Tier of your Weapon. Regardless of who wins the contested roll,
you hit the thing your attack made contact with, with the Damage Dice you got from this
Form. (If you didn’t win the contested roll, you gain no additional Damage Dice from that
contested roll, not counting your other Damage Dice increasing effects).
• Hitting the Arcs: -1-, -2-, -8-.
• + Damage Tiers equal to 2x your Strength modifier.
Third Form: Stone Skin: A series of slashes that uses one end of your weapon to deflect
nearby attacks.
• Requirements: Can only be used as a Reaction and you gain 4 additional stacks of
Exhaustion.
• Reaction.
• + Defense Dice equal to your Constitution modifier. If you win the contested roll vs an
opponent within your Strength modifier in meters, + Damage Dice equal to half your
Strength modifier, rounded down. Increase your Armor Tier when calculating the Damage
Tier of the incoming attack, equal to half your Strength modifier, rounded up.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Strength modifier.
Fourth Form: Volcanic Rock, Rapid Conquest: A manipulation of both ends of your
weapon by swinging the chain to hit your target on both sides.
• Requirements: Each strike must strike in different directions and you gain 3 additional
stacks of Exhaustion. You may choose to gain 6 additional stacks of Exhaustion instead.
• Halve the target’s Successes on their Defense Dice if they perform any Combat Action.
If you gained 6 stacks of Exhaustion from the Requirements of this Form, + Hit Dice equal
to your Technique modifier.
• Hitting the Arcs: 2 <-> 8 or 3 <-> 7 or 4 <-> 6 then 8 <-> 2 or 7 <-> 3 or 6 <-> 4.
• + Damage Tiers equal to your Strength and Constitution modifiers combined.
Fifth Form: Arcs of Justice: A powerful barrage of both ends of your weapon with each hit
being destined to also hit the target with the other end of your weapon.
Wind-Breathing
Breath Style Bonus:
• + Successes instead of Hit Dice (from your Breath Style Bonus) on Wind-Breathing
Forms while in midair.
• + Hit Dice on Wind-Breathing Forms equal to half your Agility, Strength and Technique
modifiers combined, rounded up.
• After performing a Basic Attack, you may shift up to (half your Strength modifier, rounded
down) meters into the air.
• The user suffers no penalties when performing their Wind-Breathing Forms or Basic
Attacks while in midair (you still gain + 2 Damage Die).
• + (Your Mentality and Technique modifiers combined) d10s on your Constitution Saving
Throws involving holding your breath and airborne Hazards.
• You can hold your breath for (your Constitution and Technique modifier combined)
rounds instead.
First Form: Dust Whirlwind Cutter: A series of horizontal slashes that strike continuously
in a cyclone pattern.
Second Form: Claws-Purifying Wind: A series of vertical full slashes that bend
downwards, striking multiple times if used towards a single target.
Third Form: Clean Storm Wind Tree: A whirlwind of slashes that surrounds and protects
the user from incoming attacks while slicing up the surroundings.
• Reaction.
• Can be used while in midair.
• Can strike up to any number of targets within range.
• If used as a Reaction while in midair, you gain no stacks of Exhaustion from any source
on use. + (2 + your Agility modifier) Defense Dice if used as a Reaction.
• Hitting the Arcs: -0-, -2/8-, -1-.
• + Damage Tiers equal to half your Agility, Strength and Technique modifiers combined,
rounded down.
Fourth Form: Rising Dust Tornado: A series of multiple slashes that cuts the target above
them, striking them multiple times.
• Requirements: Each target must be above you before you perform this Form.
• Ranged: (Your Agility, Strength and Technique modifiers combined) meters.
• Can be used while in midair.
• Can target any number of enemies.
• The targets cannot perform the Dodge or Avoid Combat Action in response to this Form.
• Hitting the Arcs: --5--, --6--,--7--, --4--, --3--.
• + Damage Tiers equal to half your Strength and Technique modifiers combined, rounded
up.
Fifth Form: Cold Mountain Wind: The user unleashes several circular arced slashes that
increase in size from above the target.
• Requirements: Each target must be below you before you perform this Form.
• Ranged: (Your Agility and Technique modifiers combined) meters.
• Can be used while in midair.
• Can strike up to (your Strength modifier) targets.
• Hitting the Arcs: -1-, -2-, -3-, -8-, -7-.
• + Damage Tiers equal to your Agility and Technique modifiers combined.
• The Form strikes each Arc additional times (- -) equal to your Mastery Level/8, rounded
down, up to a maximum of 3 additional times (---- ----).
Sixth Form: Black Wind Mountain Mist: A curved full strike in which the user rotates their
body in an uppercut movement.
• Ranged Burst: Up to (your Technique modifier/2, rounded up) meters.
• + Hit Dice equal to your Strength modifier, but you become Staggered if your attack did
not make contact and you took damage during this contested roll.
• Hitting the Arcs: --6--, --7-- -> --2-- or --4--, --3-- -> --8--.
• + Damage Tiers equal to half your Agility and Strength modifiers combined, rounded up.
Seventh Form: Gale, Sudden Gusts: A swinging blade attack that generates gale-force
winds that shreds the target.
• Requirements: You gain 6 additional stacks of Exhaustion and spend your Shift Action.
• Target everything in your path, once.
• You may shift your Base Speed movement + your Strength modifier meters into/in the air.
Each Arc is struck (- -) equal to the amount of Damage Dice you got from the contested roll
you won, up to a maximum of 6 times (------ ------).
• Hitting the Arcs: -_-, -_-, -2-, -8-.
• + Damage Tiers equal to your Agility and Technique modifiers combined.
Eighth Form: Primary Gale Slash: A swing of the blade that generates a circular torrent of
wind that slices the opponent up instantly.
• Requirements: You gain 10 additional stacks of Exhaustion and spend your Shift Action.
• Can be used while in midair.
• Count your full modifiers when calculating your Hit Dice/Successes from your Breath Style
Bonus. Shift into/in the air equal to your Agility, Strength and Technique modifiers
combined in meters.
• Hitting the Arcs: 2 <-> 6, 8 <-> 4, 2 <-> 8.
• + Damage Tiers equal to your Strength and Agility modifiers combined.
• Turn each Damage Die except (1 + your Mastery Rank) into +4 Damage Tiers each
instead.
• Gain triple Advantage on this Damage Roll (roll 4 times, keep the highest).
Ninth Form: Idaten Typhoon: A full slash that unleashes a powerful gust of circular wind
that tears apart anything below.
• Requirements: You gain 5 additional stacks of Exhaustion and the target must be below
you at the end of your shift.
• Can be used while in midair.
• Can strike up to 3 targets, as long as they are lined up in a straight line.
• Shift into/in the air up to your Strength, Agility and Technique modifiers combined in
meters, ending your movement so you are upside down. + Hit Dice equal to your Mastery
Level.
• hitting the Arcs: --7-- <-> --8-- <-> --1-- <-> --2-- <-> --3-- or ---5--- -> ---1--- and + Damage
Tiers equal to your Agility, Strength and Technique modifiers combined.
Serpent-Breathing
Description: ‘’Serpent Breathing is a Breathing Style derived from Water Breathing that
mimics serpents/snakes, specifically their slithering motions, and replicates it with the user's
movements, techniques and abilities. Most, if not all, known techniques and forms focus on
twisting and bending the sword like how a serpent slithers, the attacks are not direct and
constantly meander which can ultimately strike anywhere. Users of Serpent Breathing also
visualize themselves seemingly manifesting white serpents that accompany them when
unleashing its techniques’’. Gameplay: The slithery movement of this Style results in your
opponent always having reduced Defense Dice on their Actions. The quick and deadly
strikes offer the unique ability to double the amount of Damage Dice the user possesses
after winning the contested roll. The style has good synergy with users with high Agility and
Technique.
Second Form: Venom Fangs of the Narrow Head: An extremely swift dash followed by a
strike to slice off the head of the target from behind.
• Requirements: The user must end their movement behind the target and spend your Shift
Action.
• Shift your Base Speed movement + 3x your Agility modifier in meters. You do not trigger
your target’s Attack of Opportunity and the target cannot perform a Reaction in response
to this Form.
• Hitting the Arcs: 2 <-> 8.
• + Damage Tiers equal to your Agility modifier.
• If the amount of Damage Dice you have is 8 or higher, + Damage Tiers equal to your
Technique modifier.
Third Form: Coil Choke: The user circles the target, slicing them from all directions.
• Requirements: You gain 2 additional stacks of Exhaustion.
• Reaction.
• + (your Mastery Rank + 1) Successes on everything that you do during this contested roll
(both your Hit Dice and Defense Dice are increased, rather than splitting those Successes
between them. Also applies to your Saving Throws). If the amount of Damage Dice you
damaged the target with was 8 or higher, the target becomes Staggered, regardless if they
would normally be immune to the condition.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to half your Agility and Technique modifiers combined, rounded
up.
Fourth Form: Twin-Headed Reptile: A horizontal full slash as the user leaps towards the
target, cutting through them.
• Requirements: You gain 1 additional stack of Exhaustion and spend your Shift Action.
• Shift your Base Speed movement + 2x your Agility and Technique modifiers combined in
meters. If this Form manages to deal damage with 20 Damage Dice or more, you may
perform a Basic Attack as a Free Action, that attack becomes a Sneak Attack.
• Hitting the Arcs: ---3 <-> 7---.
• + Damage Tiers equal to your Agility and Technique modifiers combined.
Fifth Form: Slithering Serpent: A movement of strikes curving in multiple directions able to
hit multiple targets in succession.
• Requirements: Spend your Shift Action or you lose 1 of your Shift Actions on your next
turn.
• Reaction.
• Can strike up to 5 targets.
• Shift your Base Speed movement + 2x your Agility modifier in meters. You gain Defense
Dice equal to the amount of Hit Dice you would gain from your Breath Style Bonus.
• Hitting the Arcs: _ <-> _.
• + Damage Tiers equal to your Agility modifier.
Flower-Breathing
Description: ‘’Flower Breathing is a Breathing Style derived from Water Breathing that
mimics flowers and fruits and replicates with the user's movements, techniques and abilities.
Most, if not all, known techniques and forms are a combination of graceful attacks that focus
on agility. This Breathing Style also enhances and utilizes one's vision, albeit at the possible
cost of their eyesight. Users of Flower Breathing also visualize themselves seemingly
creating and manipulating flowers when unleashing its techniques’’. Gameplay: Due to the
nature of the Style, its quick attacks and the user's focus with sight, the effectiveness of the
user's Mentality is somewhat increased. It offers a high rate to hit the desired target at the
cost of some power behind the strike. The signature ability of this Breathing-Style is
however the ability it grants its user to gain unmatched levels of vision in combat, enabling
the user to predict the target’s movement and know what's going to happen next. Knowing
the next action your opponent makes grants some bonuses to your Forms. This Style has
good synergy with users with high Agility and optionally some Constitution.
First Form: Silver Persimmon Bloom: A forward lunging stab followed by extracting the
sword in quick succession to carve the body with twists and curves which looks like a
blooming flower.
• Requirements: Performs only the ‘’Then’’ part of the attack sequence if you either checked
your opponent’s chosen Action or won the contested roll while possessing at least 4
Damage Dice, after halving your Damage Dice by your Breath Style Bonus.
• Can be used in midair.
• + Hit Dice equal to half your Mastery Rank, rounded down.
• Hitting the Arcs: -0- then 2 <-> 4 <-> 6 <-> 8.
• + Damage Tiers equal to your Agility modifier. + your Technique modifier as well if you
performed the ‘’then’’ part of the attack sequence.
Second Form: Honorable Shadow Plum: A rotation of several slashes that can deflect
incoming attacks.
• Requirements: If used as a Reaction, next turn, you gain 1 additional Shift Action while
losing 1 of your Main Actions.
• Reaction.
• + Defense Dice equal to your Agility modifier, if used as a Reaction and + 10 additional
Defense Dice if you checked the incoming attack.
• Hitting the Arcs: -2-, -5-, -7- or -8-, -5-, -3-.
• + Damage Tiers equal to your Agility modifier.
Third Form: Midnight Cherry Spring, Petal Dance: The user moves in a tricky manner,
always moving the opposite direction the opponent intends to attack, by analyzing their
bodies’ giveaways on their next move.
• Requirements: You gain 1 additional stack of Exhaustion.
• Quick Surge.
• Until the end of this turn, you are Obscured while performing your Actions and all attacks
against you get - (your Mastery Rank) Successes on their Hit Dice. For the duration, your
Forms become Sneak Attacks.
Fourth Form: Crimson Hanagoromo: A single sword slash that curves and twists
gracefully.
• You can also perform this Form by spending your Shift Action instead of your Main
Action. If you only spent your Shift Action, you may shift up to (your Agility modifier)
meters. If you have checked your opponent’s chosen Action, the Arcs struck become _ in
the attack sequence.
• Hitting the Arcs: -4-, 2 <-> 8, -6-.
• + Damage Tiers equal to your Agility modifier.
Fifth Form: Peonies of Futility: A flurry of nine consecutive strikes that flow and weave in
on themselves.
• Can be used in midair.
• If you have checked your opponent’s next chosen Action, + (your Mastery Rank + 2)
Successes on your Hit Dice and this Form’s Arcs become -- -- (hit twice).
• hitting the Arcs: -2- then -_- then -4- then -_- then -6- then -_- then -8- then -_- then -0- and
+ Damage Tiers equal to half your Agility modifier, rounded down.
Sixth Form: Whirling Peach: A spin of the user to horizontally strike the target with their
body weight while moving in midair.
• Requirements: Can only be used as a Reaction and only after winning a contested roll in
which you performed the Dodge Combat Action.
• Reaction.
• Can be used while in midair.
• This Form grants no stacks of Exhaustion on use from any source.
• Hitting the Arcs: --1-- or 2 <-> 8 or 7 <-> 3.
• + Damage Tiers equal to your Agility modifier and half your Constitution modifier
combined, rounded up.
Final Form: Equinoctial Vermillion Eye: A focusing technique that raises the user's kinetic
vision to its maximum, while using this technique the user perceives the world as if it were in
slow motion.
• Requirements: Your Mentality and Constitution modifiers combined must be 12 or higher
and you must have functioning eyes. This Form replaces the Action checking effect from
your Breath Style Bonus (not including the one your Basic Attack can cause).
• Quick Surge.
• Can be used in midair.
• Until you choose to cancel the effect, your eyes gain a cap of durability equal to your
Mentality and Constitution modifiers combined. Up to your eye’s durability cap per round,
you can gain 1d4 stacks of Damage to your eyes to check 1 of the target’s possible Actions
and the result of it. Checked Actions gains - (your Mastery Level + 5) Successes on their
Hit Dice if it is used against you or an ally that you warned in beforehand. Also you gain + 5
Successes on that contested roll. + 5 Damage Dice on that contested roll as well if you win.
Once on each Action you have checked, by gaining 1d4 Damage to your eyes, you can
force that Action to happen if the target is directing their Actions towards you. At the end of
every round, you gain 1 stack of Damage to your eyes. If you gain a Damage stack and the
Damage stacks become equal to or higher than your eye’s durability cap, you must perform
a Constitution Saving Throw with - success for each Damage stack that exceeds your
eye’s durability cap). If you fail the check, the blood vessels in your eyes rupture, dealing
2D12 permanent damage to your maximum HP and you become blind, permanently. If you
cancel the effect, the Damage stacks remain until you’ve had a total of a Long Period of rest.
This Form can be performed with 1 eye and therefore only affects that one eye, by halving
all numbers in the Requirements, modifiers, Successes, Damage Dice and damage you
would take from your eyes rupturing, rounded down.
Insect-Breathing
Description: ‘’Insect Breathing is a Breathing Style derived from Water Breathing that
mimics insects, specifically their lethal stings and movements, and replicates it with user's
movements, techniques and abilities. Most, if not all, known techniques and forms include
stabbing, thrusting, and making shallow cuts with a specially coated/made sword to inflict
multiple wounds onto the intended target in order to inject various lethal Wisteria-based
poisons into them. Users of Insect Breathing also visualize themselves seemingly
manifesting insects (mainly butterflies) when unleashing its techniques’’. Gameplay: The
Style can be one of the strongest in the early and mid part of the campaign due to its
repeating and stacking poison damage, but the effectiveness of your poison falls off later
unless you research the biology of the Upper Moons Demons. With its weakness of being
unable to behead demons, it comes with the benefit of using your Agility to do damage
instead of Strength. The Style has good synergy with users with high Agility with less focus
on their Strength stat.
Butterfly Dance: Caprice: A series of stings with the blade to inject as much poison as
possible.
Dance of the Bee Sting: True Flutter: A fast full thrust lunge that uses its momentum to
pierce through its target.
Dance of the Dragonfly: Compound Eye Hexagon: A six strike attack that aims for its
target’s vitals.
Dance of the Centipede: Hundred-Legged Zigzag: A full speed attack with zigzag
movement followed by a full force stab to the neck.
• Requirements: Spend your Shift Action, can only target the opponent’s neck and you
may gain any number of additional stacks of Exhaustion up until you reach 200% of your
Exhaustion Cap.
• Shift your Base Speed movement + meters equal to the stacks of Exhaustion you gained
from this Form’s Requirements. This Form is a Stealth Attack. + (2 + the amount of
stacks of Exhaustion you gained from this Form’s Requirements) Poison damage on
each Damage Die.
• Hitting the Arc: -_-.
• + Damage Tiers equal to your Agility modifier and stacks of Exhaustion you gained from
this Form’s Requirements.
• + (2 + the amount of stacks of Exhaustion you gained from this Form’s Requirements)
Poison damage on each Damage Die, after applying the target’s Defense Modifier.
Love-Breathing
Description: ‘’Love Breathing is a Breathing Style derived from Flame Breathing that is
based on the emotion of love. Most, if not all, known techniques form a combination of mid to
long-ranged whip-like attacks that utilize the user's own flexibility, dexterity, agility and speed.
Due to the intense strength and movement the Breathing Style requires, it is assumed that
one's muscular density and overall body constitution must be on an insane level in order to
replicate the forms of this Breathing Style’’. Gameplay: An aggressive Style that can dish
out huge amounts of damage on its very last hit on its Forms, thanks to the unique echo
mechanic. While its requirements to use are steep, the payoff is that without optimizing in the
Agility stat you do get the advantage of not needing to roll for any Agility Checks. This
allows you to perform flashy and risk free movement and acrobatics with no worries of
failure. The Style has good synergy with users that possess high Constitution and a
good mix of Strength, Technique and Agility.
First Form: Shivers of First Love: A series of extended whip slashes that cuts around and
through the target.
• Requirements: You gain 2 additional stacks of Exhaustion and spend your Shift Action.
• Can be used in midair.
• Can strike up to 2 targets or 1 target twice.
• Shift your Base Speed movement + your Agility modifier. If you strike the same target
twice, + Successes on your Hit Dice equal to half your Technique modifier, rounded up.
• hitting the Arcs: 2 <-> 8 then 2 -> 6 then 8 -> 4 then 3 <-> 7 and + Damage Tiers equal to
your Technique or Strength modifier.
• + (your Constitution modifier) additional damage to your final echoed strike after applying
the target’s Defense Modifier, if you choose to echo each part of your attack sequence.
Second Form: Love Pangs: The user performs a singular, long-winding swing that cuts the
targets at multiple angles.
• Requirements: You gain 2 additional stacks of Exhaustion and make a Constitution
Check of DC (14 + your Mastery Rank) in which you automatically lose the contested roll if
you fail the check.
• Reaction.
• Can be used in midair.
• Can strike up to 8 targets.
• + Successes on your Defense Dice equal to your Constitution modifier. If used as a
Reaction, + Hit Dice equal to half the amount of Successes you got on your Defense Dice,
rounded down. Each new target struck can count as a ‘’then’’ in the attack sequence, for the
purpose of enabling you to echo your attack between each target if you choose to do so.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to half of your Technique and Constitution modifiers combined,
rounded up.
Third Form: Catlove Shower: The user leaps into the air and performs multiple arced
slashes in quick succession.
• Reaction.
• Can be used while in midair.
• Shift into/in the air equal to your Agility and Constitution modifiers combined in meters. +
(4 + your Mastery Rank) Hit Dice. If this Form is used against projectiles, + Successes on
your Defense Dice equal to your Constitution modifier.
• Hitting the Arcs: 8 -> 1 -> 2 then 2 -> 4 then 8 -> 6.
• + Damage Tiers equal to your Strength modifier.
Fourth Form: Purring Love: A series of horizontal full slashes that sway into one another.
• - (4 + your Mastery Rank) Defense Dice on your target’s Brace and Intercept Combat
Actions.
• Hitting the Arcs: 3 <-> 7 then 4 <-> 6 then 2 <-> 8.
• + Damage Tiers equal to half your Strength and Constitution modifiers combined,
rounded down.
Fifth Form: Swaying Love, Wildclaw: The user leaps into the air before performing a
somersault and releasing dozens of rapid, winding slashes from afar that essentially form a
tornado of slashes.
• Requirements: Spend your Shift Action and you may gain any number of additional
stacks of Exhaustion up until you reach 200% of your Exhaustion Cap.
• Ranged: (Your Weapon’s Range + your Strength modifier) meters.
• Can be used while in midair.
• Shift your Base Speed movement + your Agility and Technique modifiers combined
in/into the air in meters while performing a backflip motion. + Hit Dice equal to the amount of
stacks of Exhaustion gained from performing this Form + 1.
• Hitting the Arcs: -1- then each other Arc in order (1-8 with 0 being hit lastly) equal to your
total amount of stacks of Exhaustion you gained from performing this Form + 1 (each Arc
can only be struck once).
• + Damage Tiers equal to your Strength modifier and for each stack of Exhaustion you
gained from performing this Form.
Sixth Form: Cat-Legged Winds of Love: A series of multiple extending slashes that retract
and then expand again in quick succession.
• Requirements: You gain 2 additional stacks of Exhaustion.
• Shift 5 + your Constitution modifier meters in/into the air, ending your movement so you
are upside down. Perform 2 separate contested rolls against the target and on the second
one you gain + (2 + half your Technique modifier, rounded down) Successes, add all your
Damage Dice from the contested rolls you won together into one attack.
• Hitting the Arcs: 2 -> 6 or 8 -> 4 then 6 <-> 3 then _ <-> _.
• + Damage Tiers equal to your Strength and Constitution modifiers combined.
Hellfire-Breathing
Description: ”Hellfire Breathing is a Breath Style derived from Flame Breathing that focuses
on heavy and brutal strikes, with the specific cruel intent to inflict as much pain and injuries
as possible. The users of this Breath Style can ignite and manipulate real purple flames by
using a specific crafting method of mixing the steel's outer layer during the smithing process
with a special mix of wisteria flower, salt and oil. However, due to this the blades used by
swordsmen of this Breath Style are a bit frail compared to normal Nichirin Swords. Its
techniques and forms are based on the purgatory and punishment that would be inflicted on
the sinners in hell. It is common for users of this Breath Style to also have a
whetstone-attached armguard, so they can quickly ignite their sword”. Gameplay: A super
aggressive Breath Style with low durability on its weapons. It has Requirements on every
single Form with the risk of Burning the user if they do not fight cautiously. Users of this
Style can ignore their own safety and Burn themselves in order to make sure their attacks
have a higher chance to hit. The Style often severely Burns the target and all the user's
attacks inflicts a unique status condition called Torment, which debuffs and heavily prevents
demons from regenerating. The Style has good synergy with users that possess high
Technique, Mentality and optionally some Strength.
First Circle: Devil's Bane: A lunging stab into the target’s neck followed by a horizontal full
slash, while the sword is still stuck inside the target.
• Requirements: You gain 2 additional stacks of Exhaustion. Can only target the
opponent’s neck and spend your Shift Action. You take 1d4 stacks of Burn if your
Mentality modifier is negative.
• Shift your Base Speed movement + your Mentality modifier in meters. + Successes on
your Hit Dice equal to half your Mentality modifier, rounded down. If you deal damage using
this Form, if your Weapon is ignited, inflict 3 additional stacks of Torment and Burn.
• Hitting the Arcs: -8/2- then 8 <-> 2.
• + Damage Tiers equal to your Technique modifier (+ the impale bonus of 2 additional
Damage Tiers on the second hit).
Second Circle: Cruel Inferno: A downward diagonal full slash followed by an upwards
vertical full slash in the same motion.
• Requirements: You take 1d4 stacks of Burn if your Mentality modifier is negative.
• Can be used in midair.
• If you deal damage using this Form, if your Weapon is ignited, inflict 1 additional stack of
Torment or 2 stacks if the target does not perform the Avoid or Dodge Combat Action. If
the target performs the Avoid Combat Action you automatically win the contested roll and
in addition, if your Weapon is ignited, inflict 1d4 stacks of Burn.
• Hitting the Arcs: 2 -> 6 or 8 -> 4, 5 -> 1.
• + Damage Tiers equal to your Technique modifier.
Third Circle: Boiling Bloodbath: A rageful stab into the torso followed by a downward
diagonal cut while the sword is still stuck inside the target, that then leads into a horizontal
full slash.
• Requirements: You take 1d4 stacks of Burn if your Mentality modifier is negative.
• If you deal damage using this Form, if your Weapon is ignited, inflict 2 additional stacks of
Torment and 1 stack of Burn. If you deal damage using this Form, the target falls Prone.
• Hitting the Arcs: -0- then -6/4- then 6 <-> 4.
• + Damage Tiers equal to your Technique modifier.
• + Damage Tiers equal to half your Strength modifier, rounded up, if you were Burned this
round.
Fifth Circle: Hell’s Gate: A vertical rising slash that creates a wall of fire.
• Requirements: You gain 2 additional stacks of Exhaustion. You take 1d4 stacks of Burn if
your Mentality modifier is negative.
• Ranged: (2 + your half your Technique modifier, rounded up) meters.
• Reaction.
• + Defense Dice equal to your Mentality modifier. + (4 + your Mastery Rank) additional
Defense Dice if used as a Reaction against projectiles. If you deal damage using this
Form, if your Weapon is ignited, inflict 1 stack of Torment. If an attacking opponent shifts
through this Form, inflict 1d10 stacks of Burn.
• Hitting the Arcs: 5 -> 1, 4 -> 2, 6 -> 8.
• + Damage Tiers equal to half your Technique and Strength modifier, rounded up.
Sixth Circle: Whip of Repentment: A horizontal or diagonal slash to create a string of fire
to hit the target from afar.
• Requirements: You gain 1 additional stack of Exhaustion.
• Ranged: (5 + your Technique modifier and Mastery Level combined) meters.
• Can be used while in midair.
• If you deal damage using this Form, if your Weapon is ignited, inflict 2 additional stacks of
Torment and 1d4-2 stacks of Burn.
• Hitting the Arcs: -1- or -2- or -8- or -3- or -7-.
• + Damage Tiers equal to your Technique modifier.
• If the target is within your (Melee Range + 4 meters), + additional Damage Tiers equal to
half of your Mentality modifier, rounded down.
Seventh Circle: Dark Guillotine: A full slash in which the user takes ominous pleasure in
aiming for the neck, while the user is upside down in midair.
• Requirements: You gain 4 additional stacks of Exhaustion. You take 1d4 stacks of Burn if
your Mentality modifier is negative.
• Can be used while in midair.
• Shift your Agility and Technique modifiers combined in/into the air in meters, ending the
movement so you are upside down and right above the target’s head. If you deal damage
using this Form, if your Weapon is ignited, inflict 4 stacks of Torment and Burn. + (2 + your
Mentality modifier) Successes on your Hit Dice if 1 of your attacks in your attack sequence
would hit the opponent’s neck.
• Hitting the Arcs: 8/7 <-> 2/3 or 1 <-> 3/7.
• + Damage Tiers equal to half your Technique, Strength modifiers and Mastery Level
combined, rounded up.
Eighth Circle: Wavering Soul, Ring of Fire: A horizontal full slash that goes in a circle
around the user, forming an expanding ring of fire.
• Requirements: You gain 2 additional stacks of Exhaustion. You take 1d4 stacks of Burn if
your Mentality modifier is negative.
• Ranged Burst: Up to (Your Agility and Technique modifiers combined) meters.
• Reaction.
• + (your Technique modifier/2, rounded up) Hit Dice or + (half your Strength modifier,
rounded down) Defense Dice instead if used as a Reaction. If you deal damage using this
Form, if your Weapon is ignited, inflict 1 stack of Torment.
• Hitting the Arcs: 6 <-> 4 or 3 <-> 7 or 8 <-> 2.
• + Damage Tiers equal to your Technique and Mentality modifiers combined.
Ninth Circle: Judgment: An all out attack with so much force that the air ignites and fuels
your burning sword, turning its flames blue.
• Requirements: Can only be used if the target has 10 stacks of Torment. You gain 10
additional stacks of Exhaustion. If your Mentality modifier is negative you die (Executed)
after performing this Form.
• + Successes on your Hit Dice equal to your Mentality modifier and + Hit Dice equal to
your Technique and Strength modifiers combined. + 10 Mortal Burn if you hit the target
and your Weapon is ignited.
• Hitting the Arcs: --All--.
• + Damage Tiers equal to your Strength, Technique and Mentality modifiers and stacks of
Torment on the target combined.
Smoke-Breathing
Description: “Smoke Breathing is a Breathing Style derived from Flame Breathing that uses
real smoke to disorientate opponents and hide the user. The Style was created by accident
when a young and irresponsible blacksmith used charred Scarlet Crimson Iron Sand and
charred Scarlet Ore to present their first made Nichirin Sword. Which in the end, ended up
producing a smoke-emitting Nichirin Blade. This in turn, ended up creating the Breath Style
when the sword was picked up by a powerful demon slayer swordsman that liked the idea of
using smoke to enhance his techniques. The forms and techniques of this Breath Style are
based on the many methods of assassination and war tactics, such as ambush techniques,
while manipulating the smoke to strike their target from hidden angles or locations”.
Gameplay: The Style focuses on stealth and obscuring your attacks by setting up smoke on
your turn, taking advantage of the bonuses granted from doing so. The biggest, granting
your attacks the most powerful surprise attack called, Stealth Attack. The Forms also
possess some two-part attacks that can roll separate contested rolls, allowing you a second
chance to deal damage, depending on the situation. Additionally the Style allows you to
ignore Constitution and Mentality Checks that involve smoke. Meaning that you do not
gain a stack of Exhaustion while ending the round inside of smoke, nor impairing your
ability to detect enemies that are hiding inside it. The Breath Style has good synergy with
users that possess high Technique and Agility.
First Form: Stalking Shadows: A rising full slash as the user unleashes two additional fake
slashes cloaked in smoke to feint the attack.
• Requirements: Your Weapon is Obscured or Hidden in smoke.
• The opponent must make a Mentality Check of DC (15 + 2x your Technique modifier). If
your opponent fails the Check, this Form becomes a Stealth Attack.
• Hitting the Arcs: 5 -> 1 or 4 -> 8 or 6 -> 2.
• + Damage Tiers equal to your Technique modifier.
Second Form: Death Sentence: A fast dash from the shadows followed by a horizontal full
slash from behind the target.
• Requirements: You are Obscured or Hidden. You gain 4 additional stacks of Exhaustion
and spend your Shift Action.
• This Form becomes a Sneak Attack. Shift your Base Speed movement + 3x your Agility
modifier in meters, ending your movement behind the target. + Hit Dice equal to your Agility
modifier.
• Hitting the Arcs: 8 <-> 2.
• + Damage Tiers equal to your Agility and Technique modifiers combined.
Third Form: Parthian Cloak, Hollow Step: The user retreats into the cloak of smoke, luring
the enemy into a trap, as you unleash a series of slashes from the shadows.
• Requirements: Can only be used as a Reaction and only when an opponent runs into you
while you are Obscured or Hidden in smoke.
• Reaction.
• This Form becomes a Stealth Attack. After performing this Form, Disengage as a Free
Action and shift 1/4 of your Base Speed movement, rounded down.
• Hitting the Arcs: -_-, -_-, -_- , -_- and + Damage Tiers equal to half of your Technique and
Agility modifiers combined, rounded up.
Fourth Form: Dark Claws - Chilling Raid: A string of slashes that forms a claw of smoke,
which is then followed by a horizontal full slash through the target.
• Requirements: Spend your Shift Action and you gain 2 additional stacks of Exhaustion.
• Shift your Base Speed movement + your 2x your Agility modifier in meters, ending your
movement at the target without using all of it. After performing this Form’s first strike in the
attack sequence or if you failed to deal damage with this attack, shift the rest of the
movement. After shifting your remaining movement, you become Obscured, Ignore the first
part of the attack sequence and perform another contested roll and this Form is now treated
as a Sneak Attack.
• Hitting the Arcs: -1-, -2-, -3- or -1-, -8-, -7- then 8 <-> 2 or 3 <-> 7.
• + Damage Tiers equal to half of your Technique modifier, rounded up, on the first part in
the attack sequence.
• + Damage Tiers equal to your Agility modifier and double your Damage Tier Result on
the second part of your attack sequence.
Fifth Form: Lord of Shadows: The user envelops the area with smoke by skillfully handling
their smoking weapon at the expense of its durability. The user becomes cloaked in smoke,
making them appear as a demon made of darkness.
• Requirements: Your weapon takes 10% of its Durability in damage.
• Quick Surge.
• Can be used in midair.
• For (1 + your Mastery Rank) rounds, everything up to a 25 meter radius of the user
becomes Obscured in smoke and all attacks against you and your allies that are inside
smoke get - (your Agility and Technique modifiers combined) Successes on their Hit Dice,
unless the defenders are in the attacker’s Melee Range. Once per round, as long as you
remain in the smoke, you may perform a Stealth Action as a Free Action (you still need to
meet the Requirements on the chosen Action’s specific effects). + (5 + your Mastery
Level) on your Agility Checks to perform the Action: Enter Stealth. Your Basic Attacks
and Forms that are Sneak Attacks automatically become Stealth Attacks.
Sixth Form: Treacherous Steed - Trojan Invasion: A mad dash at the target’s side, cutting
them while running past them, which is then followed by a backward stab which converts into
a horizontal full slash.
• Requirements: Spend your Shift Action.
• Shift your Base Speed movement in meters and end your movement behind the target. +
(3 + your Mastery Rank) Hit Dice. + (1 + half your Mastery Rank, rounded down) Hit Dice
instead if this is the second contested roll performed during this Form. If you fail to deal
damage during the first contested roll you may perform another one, but if you succeed to
deal damage on that roll, skip the first part of the attack sequence and perform the rest as
normal.
• Hitting the Arcs: -3- or -7- then -0- then --3 <-> 7-- or --4 <-> 6--.
• + Damage Tiers equal to your Agility modifier and half your Strength modifier combined,
rounded up.
Seventh Form: Mortal Reminder: A deadly strike from the shadows makes the user appear
as a demon made of darkness, with a swift precise slash that aims at the target’s weak point.
• Requirements: You must be Hidden and you gain 10 additional stacks of Exhaustion.
You gain 15 additional stacks of Exhaustion unless your Mastery Rank is 11 (Hashira) or
above.
• This Form becomes a Stealth Attack. + Hit Dice equal to your Agility modifier. If this
Form makes contact, you gain + 10 Damage Dice, regardless of who wins the contested
roll, you hit the thing your attack made contact with, with the Damage Dice you got from this
Form. (If you didn’t win the contested roll, you gain no additional Damage Dice from that
contested roll, not counting your other Damage Dice increasing effects).
• Hitting the Arcs: _ <-> _.
• Damage Tiers equal to your Agility modifier and x2 your Technique modifier.
Sound-Breathing
Description: “Sound Breathing is a Breathing Style derived from Thunder Breathing that
mimics sound, specifically its disorientating loudness, and replicates it with the user's
movements, techniques and abilities. Most, if not all, known techniques and forms utilize
explosives to deal massive amounts of damage while making use of extremely fast
movements similar to how fast sound travels as well as the user's sense of hearing. The
known users of this Breath Style, uses a technique called Musical Score that depends on
using the user’s sense of hearing. The technique is used to read their opponent’s
movements, deconstruct them into sound and analyze the rhythm to turn their movements
into a musical score. Through this, the users of this Breath Style are able to take advantage
of their opponent’s openings to much greater effect by striking in a way similar to making the
beat to a song. In conjunction with this, they often use small but powerful anti-demon bombs
that are even capable of damaging the bodies of Upper Rank demons”.
Gameplay: A style that focuses on detonating bombs on the opponent to deal separate
bonus damage in conjunction with your Forms. The amount of bombs used can increase the
effectiveness of some forms. The Style offers a unique Skill to analyze the opponent's
moves and gain stacks of notes. When fully stacked, your opponent's movement becomes
that of a musical score and you gain + 5 Defense Dice and + 5 successes on contested rolls
against that opponent for the rest of the combat, as long as the opponent does not transform
or drastically change their fighting style/attacks patterns. The Style has good synergy with
users that possess high Strength and Technique.
Skill: Musical Score: Whenever a being you are focusing on makes a Main or Shift
Action: Roll 1d8 + your Mentality modifier and gain that many notes. If the total number of
notes you have is equal to or higher than your target's Technique, you gain + (your Mastery
Level) Defense Dice and + (4 + your Mastery Rank) Successes on all contested rolls
against that opponent. If the opponent transforms or drastically changes their fighting
style/attack patterns, you lose half your notes.
First Form: Roar: A downward dual full slash with both weapons that also causes a big
flashy explosion.
• Requirements: Spend up to 2 anti-demons bombs.
• The bombs explodes, if any is used, before the contested roll occurs. + (2 + your
Technique modifier) Successes on your Hit Dice if the opponent failed the Agility Check
on the bombs that exploded either before the contested roll or when this Form made
contact, if it did or any bombs were used. (Recalculate the contested roll if you gained
Successes this way).
• Hitting the Arcs: 8/7 -> 4, 2/3 -> 6.
• + Damage Tiers equal to your Strength modifier.
Second Form: Firework Festival, Flashy Rain: The user launches a cluster of bombs into
the air, followed up by a flashy spin that ends with a horizontal slash to grab and pull the
target into the falling bombs.
• Requirements: Spend any number of anti-demon bombs (minimum 1) and make an
Agility Check of DC (10 + your Mastery Rank). If you fail, the bombs are dropped on the
ground instead of being spent and they do not explode while performing this Form, nor is the
explosion Delayed.
• Reaction.
• Can be used in midair.
• Throw bombs into the air and the bombs become Delayed up to (1 + your Strength
modifier). You gain Advantage on both your Hit Dice and Defense Dice and + (half your
Agility modifier, rounded down) Hit Dice or Defense Dice on this contested roll if the
opponent pays attention to the bombs, otherwise the opponent gets Disadvantage on their
Agility Check to avoid the explosion if they choose to ignore the bombs and the explosion
occurs before that being’s next turn begins.
• Hitting the Arcs: -3- or -2- or -7- or -8-.
• + Damage Tiers equal to your Technique modifier.
Third Form: Thrumming Bolts: A spin of one of your cleavers to send off a flurry of flashy
explosions to hit a target from afar.
• Requirements: Spend any number of anti-demon bombs (minimum 1).
• Ranged: (10 + Your Technique modifier + 2x your Strength modifier combined) meters.
• Can be used in midair.
• Your target gets - 1 Success on their Defense Dice for each bomb and explosion that
occurs when performing this Form. (Recalculate the contested roll if you gained Successes
on your Hit Dice or your opponent lost Successes on their Defense Dice this way).
• Hitting the Arcs: -All-.
• + Fixed Damage Tiers to your bombs equal to half of your Technique modifier, rounded
up.
• Your Strength Base Stat and Damage Tiers granted from other sources does not
increase the Damage Tier of this attack unless they increase Fixed Damage Tiers.
Fourth Form: Constant Resounding Slashes: A flashy rapid spin of both weapons in
conjunction with releasing bombs, in order to deal massive damage while flashily protecting
the user from attacks.
• Requirements: You gain 2 additional stacks of Exhaustion and you may spend any
number of anti-demon bombs.
• Reaction.
• + Defense Dice equal to your Technique modifier and + additional Defense Dice equal to
the amount of bombs used to perform this Form.
• Hitting the Arcs: -0-, -1-, -2-, -3-, -4-, -5- or -0-, -1-, -8-, -7-, -6-, -5-.
• + Damage Tiers equal to your Strength and Technique modifiers combined.
Fifth Form: String Performance: The user reverses their grip on the weapons and spins
them both using the chain that connects them, in order to release and detonate numerous
bombs to deal massive damage.
• Requirements: Spend your Shift Action. You gain 6 additional stacks of Exhaustion and
you may spend any number of anti-demon bombs.
• Can target all opponents in your path, once, while you shift.
• Shift in a flashy manner your Base Speed movement + 2x your Agility modifier + your
Strength modifier combined in meters. The bombs explode while shifting, if any were used.
+ Hit Dice equal to half your Strength and Technique modifiers combined, rounded down.
• Hitting the Arcs: 4 <-> 2, 6 <-> 8, 3 <-> 1, 7 <-> 1.
• + Damage Tiers equal to your Strength and Technique modifiers combined.
• Each target that failed the Agility Check on any bombs has your Damage Tier result on
your Form to those targets doubled.
Plasma-Breathing
Description: ”Plasma Breathing is a Breath Style derived from Thunder Breathing which is
often depicted as the complete reverse of Thunder Breathing while still retaining its core
principles. The forms and techniques focus on using extremely fast arm and hand
movements to seemingly phase through their opponent's defenses. Users of this Breath
Style often imagine themselves controlling and manipulating an invincible blade of raw
energy that can slash through anything. It has been noted that highly skilled swordsmen of
this Breath Style have had their blades glow in a bright blue color with seething heat being
emitted from their swords. Many assume that this state can only be achieved when the
speed of the user’s slashes has reached its absolute peak”.
Gameplay: A Breath Style that excels at dealing damage even when you fail on contested
rolls, as long as you make contact, while also being one of the most effective Breath Styles
at cutting off limbs. The high speed and flexibility of the user’s arm movements means high
probability of success to hit your attacks. Its Forms, despite being scarce, offer a decent
variety of combat options and many have great synergy with your Breath Style Bonus. On
top of it all, there's the high pay off once you have reached the Rank or Mastery Level to
unlock the Skill: Plasma Blade. The Style has good synergy with users that possess high
Agility and Technique.
Skill: Plasma Blade: Requirements: You gain 5 stacks of Exhaustion: Quick Surge: For
the rest of this combat or until you fall Unconscious, + 10 Damage Tiers on all your attacks
and if you make contact but fail a contested roll, your attack hits anyway with the pre
mitigated Successes you got. This effect replaces the similar effect from your Breath Style
Bonus.
First Form: Photon Saber: A diagonal full slash that travels at immense speed to
guarantee that the blade makes contact.
• Can be used in midair.
• Your target gains Disadvantage on their Defense Dice if they perform the Dodge or Avoid
Combat Action or an Action that shifts. If your target won the contested roll with any
Action which resulted in your slash not making contact, you can make an Agility Check of
DC (5 + your target’s Successes on their Defense Dice). If you succeed the Check your
attack makes contact, but you still lose the contested roll.
• Hitting the Arcs: 4 <-> 7/8/1 or 6 <-> 3/2/1.
• + Damage Tiers equal to your Agility modifier.
• Double the Damage Tier result if you use the Skill: Plasma Blade.
Second Form: Electromagnetic Storm: A storm of slashes to repel incoming attacks and
cut everything in a dome shape around the user while also charging the user’s muscles.
Third Form: Infinite Fusion: A vibrating downward diagonal full slash followed by a
horizontal full slash in the same motion.
Fourth Form: Force of Fours: A seemingly single swing of the sword that unleashes four
simultaneous slashes.
• Requirements: You gain 4 additional stacks of Exhaustion.
• Can be used in midair.
• + 4 Successes. + 4 Hit Dice. + 4 Damage Dice. After performing this Form, shift 4 meters
past the target if possible. If this Form is about to deal damage, halve your Damage Dice,
rounded down, if you lost the contested roll.
• Hitting the Arcs: -4-, -2-, -3-, -7-.
• The Damage Tier of this attack will always result in 4, (even after accounting for your and
the opponent’s effects), except by this Form’s own effects.
• If you won the contested roll with 44 Successes on your Hit Dice or more, increase the
Damage Tier Result by x4.
• If you win the contested roll with 4 or more Successes on your Hit Dice than the
opponent’s Defense Dice, the total Defense Modifier on the opponent can never become
higher than 4.
Fifth Form: Flash Universe, Warp: The user puts the full agility of their arms into one
hyperfast full slash, that messes with the defender's vision of the blade. Making it appear as
if the blade teleports towards the cut.
Light-Breathing
Description: “Light Breathing is a Breath Style derived from Thunder Breathing that uses
calm and precise strikes to soothe and restore their ally’s breathing and muscles. This is
done by striking their pressure points with the weapon’s Kashira (Cap) or with the user’s
hands in a way that resembles acupuncture. Users of this Breath Style imagine themselves
controlling and manipulating light, with its forms and techniques resembling warm light to
bring peace and harmony to both allies and enemies alike. The softness of the sharp but
gentle slashes made through the forms of this Breath Style, is said to give demons a
soothing and painless death. Due to its nature of helping others and its merciful way to
decapitate demons, the Breath Style earned the nickname, “The Breath of Kindness”.
Gameplay: The Style specializes in buffing your allies with effects and restoring their
Exhaustion, with half its Forms being purely meant for this. The Style gets stronger if you
successfully support others with the decapitation of demons, by earning yourself
Consolation Points, while also granting you bonus kill experience if you decapitate demons
yourself. The Style has good synergy with users that possess high Mentality and
Technique.
First Form: Caress of First Daylight: A mesmerizing full slash that gently strikes to behead
the target.
Second Form: Harmonic Restoration: A flurry of jabs with the intent to restore the target's
breathing.
Third Form: Brilliant Twilight: A curved full slash done with beautiful form with the user
running to its allies’ aid, assuming a defensive stance.
• Requirements: If used as a Reaction for an ally, you must be within 2 meters of the ally
when the contested roll starts and you cannot perform a Basic Attack or odd-numbered
Form on your next turn.
• Reaction.
• Can be used as a Reaction for an ally, making you the target instead. You do not need to
meet the Requirement of this Form until after you have shifted. You may shift your Agility
and Mentality modifiers combined x2 in meters. + Defense Dice equal to Mentality modifier
and + 1 additional Defense Dice or Hit Dice for every 3 Consolation Points you have.
• Hitting the Arcs: 7 <-> 8 <-> 2 <-> 3.
• + Damage Tiers equal to your Technique modifier.
Fourth Form: Light of Salvation: A flurry of jabs on the target’s primary joints and neck, in
order to increase their blood circulation.
• Requirements: You gain 3 additional stacks of Exhaustion. This Form can only be used
once per combat on the same target, and the Form itself can only be used to a maximum of
(your Mastery Rank + 1) amount of times per combat.
• Can be used in midair.
• Can be used to target yourself and others.
• Until the end of this combat or 1 minute if out of combat, the target no longer becomes
impaired and suffers no drawbacks by the Tired / Fatigued / Exhausted condition, the
Exposed condition, Wounds (except Mortal Wounds) and their Strength, Agility and
Constitution is increased by (1 + your Mastery Rank + 1/4 of your Consolation Points,
rounded down you have combined).
Fifth Form: Shining Radiance: A spinning dance of horizontal slashes that are hard to
follow with the naked eye.
Sixth Form: Rays of Hope: A triple jab around the torso to strengthen the target’s muscles
and temporarily break their limits.
Seventh Form: Divine Deliverance: After inhaling deeply, a powerful shining full slash is
sent out like a wave of light.
• Requirements: Either your attack is Delayed 5 and you gain 2 additional stacks of
Exhaustion or you gain 4 additional stacks of Exhaustion.
• Ranged Cone: Your Mastery Level in width and your Mentality modifier in length, in
meters.
• Can hit up to 7 targets.
• + (5 + your Mastery Rank) Successes on your Hit Dice. If you have 7 or more
Consolation Points, all targets hit become Staggered.
• Hitting the Arcs: 2 <-> 8, 3 <-> 7, 4 <-> 6 or -1-, 2 <-> 7, 3 <-> 6.
• + Damage Tiers equal to your Technique and half your Mentality modifier combined,
rounded down.
Sand-Breathing
Description: ”Sand Breathing is a Breath Style derived from Stone Breathing which forms,
techniques and abilities, mimics the rough and coarse sand of the desert. Users of this
Breath Style often imagine themselves conjuring and manipulating sandstorms to tear the
demons' flesh apart. The Breath Style was developed when a user of Stone Breathing
wanted to use the rapid cutting slashes of Wind Breathing together with the weight of Stone
Breathing techniques. On rare occasions, a user of this Breath Style develops a higher
sense of touch with their feet from the extreme training of retaining a strong foundation for
each stance. Through this they gain the ability to read the vibrations in the ground. It is said
that the forms of this style can only be performed with a serrated scimitar like weapon”.
Gameplay: A merciless Breath Style that focuses on swarming the target with slashes to
inflict deep but small cuts all over the target's body. These cuts will drain the target of its
blood causing them to eventually dry up, (rendering demons unable to conjure their Blood
Demon Arts). The relentless slashes from This Breath Style gives the opponent the feeling of
being buried alive, as the effectiveness of the attacks increases depending on how many Hit
Dice is used for the contested roll. The Style has good synergy with users that possess high
Strength and Agility.
Tremor Sense: Trait: While you are grounded. Whenever a grounded being shifts within (5x
your Mentality) meters, you automatically gain knowledge of the location and size of that
being.
First Form: Streaming Oasis: A series of slashes that aim to wound the target all over their
body.
Second Form: Raging Sandstorm: A series of full slashes that shreds the target.
Third Form: Immovable Pyramid: Raising the sword above the user, the user prepares a
counterattack while burying their feet into the ground.
• Requirements: Can only be used as a Reaction and skip your next Shift Action or gain 2
additional stacks of Exhaustion. You need to be standing on earth or sand and bury your
feet in it:
• Reaction.
• Counterattack.
• + (3 + Your Mastery Rank) Hit Dice. + (5 + your Strength modifier) Defense Dice. You
cannot be pushed or forced to shift, but the Damage Tier of an attack which would normally
be impossible to resist the forced movement of (more than your Constitution modifier), is
increased by 4. In addition the Damage Tier of an attack that failed to push or force your
shift that was possible to resist the movement of (more than your Constitution modifier) is
reduced by (2 + your Mastery Level).
• Hitting the Arcs: 1 -> 5.
• + Damage Tiers equal to half your Strength and Constitution modifiers combined,
rounded up.
Fourth Form: Sand Wave: A powerful rising slash that creates an updraft to weaken
incoming projectiles.
• Reaction.
• + (1 + your Mastery Rank) Defense Dice. + (2 + your Mastery Level) Defense Dice for all
allies vs projectiles that pass by you or that are aimed towards you, including anything above
that passed by you for up to (your Strength modifier) meters.
• Hitting the Arcs: 5 -> 1 or 4 -> 2 or 6 -> 8.
• + Damage Tiers equal to your Strength modifier.
Fifth Form: Maw of the Desert: A string of rising horizontal full slashes that violently cuts
up the target.
• + 1 Hit Die for every Open Wound the target has. After dealing damage with this Form,
inflict Open Wounds equal to your Agility modifier.
• Hitting the Arcs: 6 <-> 4, 7 <-> 3, 8 <-> 2.
• + Damage Tiers equal to half your Strength modifier, rounded up. If you rolled 10 or more
Crits, double the Damage Tier result.
Sixth Form: Violence and Chaos, Awakening Storm: An unstoppable barrage of attacks
that tears the target to shreds.
• Requirements: You gain 12 additional stacks of Exhaustion and spend your Shift Action.
• Shift your Base Speed movement + 3x your Agility modifier in meters, passing your target
in the process if possible. + Hit Dice for each Crit you roll during this contested roll and roll
these additional Hit Dice gained from this effect as well, (this effect can stack on itself).
Inflicts additional Open Wounds equal to the total amount of damage that was inflicted by
this attack. The target automatically fails the contested roll if it performs the Brace Combat
Action. If the target performs a Reaction, you cannot perform a Combat Action in
response, while performing this Form. This Form cannot be interrupted by the user’s death
or if they fall Unconscious.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to your Strength and Agility modifiers combined.
Seventh Form: Desert Tomb: The user rushes and dances around the target with slashes
and stabs seemingly at random.
• Requirements: You gain 15 additional stacks of Exhaustion, you may choose to spend
your Shift Action.
• Shift up to (10 + your Agility Modifier) Meters. + Hit Dice equal to your (Agility Modifier
and your Mastery Level combined), if the target uses the Brace or Intercept Combat
Action, + Successes on your Hit Dice equal to your Agility modifier.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to the amount of Open Wounds the target has. Deals double
damage to the Neck/Head body part.
Eighth Form: Forgotten Burial: An all out attack that utilizes the users speed in order
creates many small cuts on the target, as well as dig deeper into their wounds.
• Requirements: Gain 12 stacks of Exhaustion and spend your Shift Action, you must
shift your entire movement. You become Staggered after performing this Form, unless your
Mastery Rank is Hashira or above.
• + Hit Dice equal to your Technique Modifier. After dealing damage with this Form, inflict
Open Wounds equal to your Technique modifier and can apply the Immobilize Condition.
You can strike additional Arcs a number of times equal to half your Agility modifier, rounded
down. Each Arc can only be struck once.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Strength modifier and your Mastery Rank combined.
Magma-Breathing
Description: “Magma Breathing is a Breath Style derived from Stone Breathing in which the
user mimics the destructive power of volcanic eruptions with their stance, forms and
techniques. While Magma Breathing is considered to be the most powerful Breath Style in
terms of physical destructive power. It is also the toughest Style to both learn and maintain.
The burden that the Breath Style puts on the human body is metaphorically equivalent to
pressuring carbon into a diamond. Users of this Breath Style undergoes inhuman levels of
physical training that usually take up to 10 years for a demon slayer to finish. The muscles of
the user must be extremely dense from birth, similar to Love Breathing, but they must also
be able to handle a great amount of stress. Due to this, not many slayers survive the training
in the first place. Another problem is that a lot of material is required to craft the weapon
needed to perform this Breath Style, meaning that only a few are allowed to ask for their
weapon to be crafted. This has led Magma Breathing to become a very uncommon Breath
Style that not many dare to learn”. Gameplay: The most powerful Breath Style in terms of
damage by far. This Breath Style is ideal to those that prides themselves as a juggernaut.
With the Style granting you unmatched levels of tankiness and attacks that can sunder the
earth. As well as granting you the ability to enter certain body states that greatly enhances
your combat prowess. All of this comes at a steep price however. The requirements to use
this Breath Style are harsh and all attacks performed with this Style are Delayed. The Style
has good synergy with users that possess extremely high Constitution and high Strength.
Requirements: The Rank of “Learn _______: Rank 1: Long: You learn that specific Breath
Style.” Is increased to 10, and Rank 10 in this training is required in order to learn this
Breath Style. The player must make a check with a d100 (d100 result + your Constitution
modifier) 10 times, in order to get the result of 500+. Each time the player fails the check and
attempts to redo it, they must reduce their lowest Base Stat by 4 and increase their
Constitution by 2. If this would result in 1 of the character’s base stats to be 1 or less, the
character dies. Reroll and redo the Base Stats from scratch, (you can let everything else
about your character be the same, to save time). Additionally, if your character dies due to
this, for the rest of this campaign, you cannot learn Magma-Breathing. If you succeed the
check with a result of 750+, you gain an additional + 2 to all your Base Stats. If you
successfully acquired this Breath Style: Add 7 to the result of your d4, when rolling for the
amount of years spent training your first Breath Style. You need a bladed Nichirin mace-like
Kanabo called “The Ogre’s Jaw”, with an enlarged ring below the handle. Your Constitution
must be 18 or higher and you must perform 1 hour of constitution training every day, in which
you roll a d10 10 times adding your Constitution modifier to the final result, in order to get
the result of 50+. If you fail the check your character must make a Death Saving Throw with
+ 2 additional Death Dice.
Dormant State: “Your body steams with sweat and your muscles compresses slightly. An
omen for something greater to come”.
As long as you are in this State:
• + 2 Constitution to your Base Stat and + (10 + your Constitution modifier) temporary HP
when you enter this state.
• - 2 turns on your Delayed Basic Attacks or Forms.
Active State: Requirements: You are currently in the Dormant State. Succeed a check
with 1 d10: “Your muscles compresses, forming cracks seething with heat. The earth tremors
ever so slightly in your presence”.
As long as you are in this State:
• + 4 Constitution to your Base Stat and + (20 + your Constitution modifier) temporary HP
when you enter this state.
• - 4 turns on your Delayed Basic Attacks or Forms.
• + 5 Damage Tiers on all attacks.
• + 5 Armor Tiers when calculating the Damage Tier of incoming attacks.
• At the start of your turn, you gain 2 stacks of Exhaustion. If your Exhaustion Cap is
exceeded, you exit from this body state and take 2 d10s fixed damage.
Extinction State: Requirements: You are currently in the Dormant or Active State.
Succeed both checks with 2 d10s: “Your skin turns black with red cracks seething with heat.
The earth shakes at every step you take, while screams from your muscles can be heard as
steam trumpets. The only path now leads to death”. As long as you are in this State:
• + 10 Constitution to your Base Stat and + (50 + your Constitution modifier) temporary
HP when you enter this State.
• - 6 turns on your Delayed Basic Attacks or Forms.
• + 10 Damage Tiers on all attacks.
• + 10 Armor Tiers when calculating the Damage Tier of incoming attacks.
• You gain 1 additional Main Action each turn.
• At the start of your turn, you gain 4 stacks of Exhaustion. If your Exhaustion Cap is
exceeded, you exit from this body state, you must make a Death Saving Throw and reduce
your Constitution Base Stat by 4 permanently.
First Form: Cataclysm: A single mighty downward slam that shatters the earth.
Second Form: Molten Rock Impact: The user spins the weapon holding onto the large ring
at the bottom to create momentum with each swing, striking the target with tremendous
force.
• You can make this Form Delayed up to an additional (4 + your Mastery Level) turns. + 1
Success on your Hit Dice for each turn that this Form was Delayed.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to 2x your Constitution modifier.
Third Form: Eruption: The user spins to create momentum and to repel incoming attacks,
ending the spin with a powerful swing that creates an enormous updraft.
Steel-Breathing
Description: “Steel Breathing is a Breath Style derived from Stone Breathing that uses a
mix of firearms and swordplay to be deadly at both long, medium and close quarters combat.
Users of this Breath Style carry a mix of normal ammunition along with specially crafted
Nichirin Bullets that they carry in less quantities due to their scarcity. The most common
strategy involves incapacitating the target with the normal ammunition, so the user can then
deal the finishing blow with a Nichirin Bullet or with their wakizashi sized Nichirin Sword. The
forms and techniques are based on the versatility and the raw power of metal and steel.
Being an easy Breath Style to learn overall, it is quite common for people with hunter
experience, previous to becoming a demon slayer, to pick up this Style”. Gameplay: At the
cost of cutting-power this Breath Style offers a lot of versatility and utility in combat.
Equipping yourself with a wide selection of tools, guns and ammunition. The identity of this
Breath Style can largely be compared to the tool and setup heavy class in other rpgs. Adapt
yourself to long, mid and close range combat by equipping yourself with a rifle, pistol or
sawed-off shotgun. In addition users of this Breath Style have proficiency with handling tools
and setting up traps. Steel-Breathing users are also known for possessing specific
techniques known as: Weapon Arts which functions very similarly to Forms. The Style has
good synergy with users that possess a mix of Mentality, Agility, Technique and optionally
some Strength.
First Form: Shredder: A horizontal or diagonal full slash that shreds the target, as if they
were sawed.
• Can be used in midair.
• + 2 Hit Dice for every shot you have made with Ranged Attacks this round. + 2 Damage
Dice for every shot you’ve fired that dealt damage to the target, during this round.
• Hitting the Arcs: 6/7/8 <-> 1/2/3 or 2/3/4 <-> 1/5/6.
• + Damage Tiers equal to your Technique modifier.
Second Form: Draconic Breath - Mountain Drill: A shot with your gun to distract and
damage the target, followed by a slash from behind the target in a drilling motion.
• Requirements: Spend your Shift Action and you gain 3 additional stacks of Exhaustion.
Must also have a Gun equipped and be able to take a shot.
• You take 1 shot with a Ranged Attack as a Free Action with the Mentality Check being
DC (2 + 1 for every 2 meters away from target) instead, + (your Mastery Rank) Successes
on your Hit Dice and + Damage Tiers equal to (your half your Mentality modifier, rounded
up. + 2 if you used a Nichirin Bullet) on your Gun’s Fixed Damage Tiers. + (your Mastery
Level) Successes on your Hit Dice and + Damage Tiers equal to (your half your Mentality
modifier, rounded up. + 4 if you used a Nichirin Bullet) on your Gun’s Fixed Damage Tiers,
if performed with a Sawed-off Shotgun instead. Then shift your Base Speed movement +
your Agility modifier in meters, ending your movement behind the target. Then this Form
becomes a Sneak Attack.
• Hitting the Arcs: -0- or -1- or -2- or -8-.
• + Damage Tiers equal to half your Technique and Agility modifiers combined, rounded
down.
Third Form: Roaring Impact: A powerful downward full slash that uses the user's full might
to cause as much destruction as possible, making the action seem like an explosive
excavation.
• Requirements: You gain 2 additional stacks of Exhaustion.
• + (4 + half your Mastery Rank, rounded down) Successes on your Hit Dice + 1 for every
Ranged Attack you have performed this round.
• Hitting the Arcs: --3-- or --7-- or 2 -> 6 or 8 -> 4 or 1 -> 5.
• + Damage Tiers equal to your Technique and Strength modifier and the amount of times
the target took damage from your Ranged Attacks this round.
Fourth Form: Sunder Roots: A horizontal full slash while the user glides past the target,
cutting off their body’s support, like cutting the trunk of a tree.
• Requirements: Spend your Shift Action.
• Shift your Base Speed movement + 2x your Agility modifier in meters, ending your
movement behind the target. The damage threshold required to dismember the target with
this Form is lowered by 50%, rounded down.
• Hitting the Arcs: --4 <-> 6--.
• + Damage Tiers equal to your Technique modifier.
Mist-Breathing
Description: “Mist Breathing is a Breathing Style that mimics mist, specifically the obscurity
of mist, and replicates it with the user's movements, techniques and abilities. Most, if not all
known techniques and forms involve swift strikes and movements performed in a unique
pattern that obscures the opponent's senses and surroundings as if the battlefield were
enveloped in mist. Users of Mist Breathing also visualize themselves seemingly creating and
manipulating mist when unleashing its techniques. It is assumed that most users have to
wear baggy clothing that covers their arms and legs in order to obscure their movements to
fully maximize the potential of this Breathing Style”. Gameplay: One of most unpredictable
Breath Styles that in plain sight feints the angles of its attacks. The opponent must always
stay guessing since you can get Advantage against multiple Actions taken by your
opponent. Another unique effect that this Breath Style possesses is its ability to conceal the
amount of damage it inflicted by making that damage become Delayed. This Style has good
synergy with users that possess high Agility and Technique.
First Form: Low Clouds, Distant Haze: A powerful thrust strike that is difficult to block.
• You gain Advantage on your Hit Dice if your opponent performs the Brace Combat
Action. + (Your Mastery Level/2, rounded down) Successes on your Hit Dice if your
opponent uses any Action that makes your attack make contact. If this Form deals damage,
you gain Advantage on your Hit Dice (and the impale bonus of +2 Damage Tiers, unless
either of you shift away from one another,) on your next attack against that target this round.
• Hitting the Arcs: -0/2/8-.
• + Damage Tiers equal to your Agility modifier.
• Reduce the opponent's Armor Tier up to (your Technique modifier) when calculating the
Damage Tier of this attack.
Second Form: Eight-Layered Mist: The user unleashes eight forward slashes with each
one on top of the other in extremely quick succession.
• Requirements: You gain 1 additional stacks of Exhaustion.
• You gain Advantage on your Hit Dice if your opponent performs the Avoid or Brace
Combat Action. If you don’t have Advantage while performing this Form, + 8 Hit Dice.
• Hitting the Arcs: -2-, -8-, --3--, --7--, -4-, -6-.
• + Damage Tiers equal to half your Technique and Agility modifiers combined, rounded
up.
Third Form: Scattering Mist Splash: A powerful circular slash that can be used to blow
away projectiles.
• Reaction.
• + (3 + your Mastery Rank) Defense Dice. + (6 + your Mastery Level) Defense Dice
instead, if you are targeted by projectiles. Removes non-grounded Hazards within (your
Agility modifier) meters. You gain Advantage on your Hit Dice if your opponent performs
the Avoid Combat Action.
• Hitting the Arcs: 3 <-> 6 <-> 1 or 7 <-> 4 <-> 1.
• + Damage Tiers equal to your Technique modifier.
Fourth Form: Shifting Flow Slash: The user assumes a low stance before dashing
towards the target at blinding speeds to deliver a quick slash from beneath them.
• Requirements: Spend your Shift Action.
• Shift your Base Speed movement + 3x your Agility modifier in meters, passing your target
if possible. You gain Advantage on your Hit Dice if your opponent performs the Avoid,
Brace or Intercept Combat Action.
• Hitting the Arcs: 4 <-> 6 or --5--.
• + Damage Tiers equal to 2x your Agility modifier.
Fifth Form: Sea of Clouds and Haze: A high speed dash as the user unleashes a flurry of
slashes that cover a wide area while obscuring their movements.
• Requirements: You gain 4 additional stacks of Exhaustion and spend your Shift Action.
• Shift up to your Base Speed movement + your 2x Agility modifier in meters. You are
Obscured while performing this Form. You gain Advantage on your Hit Dice while
performing this Form.
• Hitting the Arcs: -7-, -3-, -2-, -4-, -_-.
• + Damage Tiers equal to your Agility and Technique modifiers combined.
Sixth Form: Lunar Dispersing Mist: The user backflips into the air and while upside down,
delivers countless ranged slashes downwards.
• Can be used while in midair.
• Can strike up to (your Technique modifier) targets at once.
• Shift up to your Agility modifier in/into the air in meters, ending your shift so you are upside
down. You gain Advantage on your Hit Dice if your opponent performs the Intercept or
Avoid Combat Action.
• Hitting the Arcs: -1-, -2-, -3-, -8-, -7-.
• + Damage Tiers equal to half your Agility and Technique modifiers combined, rounded
down.
Seventh Form: Obscuring Clouds: A technique in which the user drastically changes the
tempo of their movement to disorient their enemy, which seemingly takes the form of clouds
of mist enveloping a wide area. When the user shows themselves, their speed will appear to
be extremely slow but when they hide, the user moves in the blink of an eye.
• Requirements: You gain 15 additional stacks of Exhaustion. You gain 15 additional
stacks of Exhaustion, unless you are Mastery Rank 11 (Hashira) or above.
• You become Hidden while performing this Form. You have Advantage on everything while
performing this Form. No contested roll is performed if this is the first time you used this
Form against the target, (you still roll to see how many hits you land). If the Form has been
used on the target before they get - (your Mastery Level) Successes on both their Hit and
Defense Dice.
• Hitting the Arcs: _ <> _.
• + Damage Tiers equal to your Agility and Technique modifiers and Mastery Rank
combined.
Cold-Breathing
Description: Cold Breathing is a Breath Style derived from Wind Breathing that shreds the
target from inside by inviting hyper-cooled air into the target's wounds using extremely
precise strikes. Users of this Breath Style often imagine themselves controlling and
manipulating hyper-cooled air and snow while performing their techniques. The forms and
techniques of this Breath Style focuses on cutting through the air with such precision and
force that the user creates an area of vacuum behind the blade, imbuing their attacks with
hyper-cooled air as the liquid nitrogen in the vacuum turns back into a gas again mid-strike.
To have reached this level of technique it is said that one needs to train and put their lungs
through hell in a super cold environment for months or years of training. Due to the level of
concentration needed to perform these techniques successfully, users of this Breath Style
are only able to move half as much as other demon slayers during combat. Gameplay: The
best Breath Style at inflicting the Staggered condition. While the Style has some of its
movement restricted it possesses many Forms that can be used as a Reaction. Due to this
the Breath Style’s playstyle is heavily counter-attack focused. The Style has good synergy
with users that possess high Strength and extremely high Technique.
First Form: Frostbite: A diagonal or horizontal full slash that severely cripples the target,
making them feel like they are freezing.
• Reaction.
• Counterattack.
• Can be used in midair.
• Make up to (half your Strength modifier, rounded up) dice rolled or Successes into Crits. If
this Form deals damage to the target, reduce the total movement of the target’s next shift by
half, rounded up.
• Hitting the Arcs: 6/7/8 <-> 1/2/3 or 2/3/4 <-> 1/5/6.
• + Damage Tiers equal to your Technique modifier.
Second Form: Frozen Mountain Peak: The user takes a high stance and counterattacks
with a downward vertical strike, sending chills down the target body.
• Requirements: You gain 3 additional stacks of Exhaustion. If used as a Reaction, you
lose 1 of your Shift Actions next turn.
• Reaction.
• Counterattack.
• Make up to (your Mastery Rank) of your dice rolled or Successes into a Crit. + Defense
Dice equal to the amount of Successes you rolled with your Hit Dice.
• Hitting the Arcs: 1 -> 5.
• + Damage Tiers equal to your Technique modifier.
Third Form: Blizzard: A storm of slashes that overwhelms the target’s body as if they are
experiencing freezing temperatures.
• Requirements: You gain (your Mastery Rank) additional stacks of Exhaustion.
• Reaction.
• - (14 - your Mastery Rank) Successes on both your Hit and Defense Dice before turning
them into Crits. All your Successes on both your Hit and Defense Dice become Crits. Strike
an amount of different Arcs during the attack sequence up to (your Strength modifier)
times.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Technique modifier and amount of Crits you got on your Hit
Dice combined.
Fourth Form: Heartbeat of Winter, Singing Blade: The user stops emitting any signs of
hostility as the user’s blade starts to seemingly sing like the ice from a frozen lake, before
delivering a horizontal full slash.
• Requirements: Spend your Shift Action and can only target the opponent’s neck.
• You may shift your Base Speed movement + your Technique modifier meters in walking
speed. This Form does not trigger your opponent’s prepared Actions. If this is the first time
this Form is seen by the target, they cannot perform a Reaction in response. If this Form
makes contact, the target becomes Staggered, regardless if they would normally be
immune to the condition.
• Hitting the Arcs: _ <-> _.
• + Damage Tiers equal to half your Strength and Technique modifiers combined, rounded
up.
Fifth Form: Cold Embrace: The user gives off a cold aura before unleashing a relentless
flurry of slashes.
• Requirements: You gain 8 additional stacks of Exhaustion and this Form can only be
used as a Reaction.
• Reaction.
+ Defense Dice equal to your Technique modifier. Shift up to 5 meters past the target, if
possible, after performing this Form. + (Your Strength modifier) Armor Tiers when
calculating the Damage Tier of an incoming attack. Your Successes on your Defense Dice
determines the result of Successes you get on your Hit Dice (which you do not roll in this
case). If this Form makes contact with the target and the target becomes Staggered, they
remain Staggered for 1 additional Main Action or Reaction.
• Hitting the Arcs: -All-.
• + Damage Tiers equal to half your Strength modifier, rounded down.
Sixth Form: Glacial Shattering Winds: The user performs a series of slashes imbued with
cold wind to infiltrate the target’s body. Inflicting hellish pain as the hyper-cooled air is later
forced out of the target’s body by a chain-reaction to a powerful external force.
• If this Form makes contact, for ((your Strength modifier and 2x your Mastery Level) - the
target’s Constitution modifier. Minimum being 1) turns, the target’s whole body is inflicted
with a special Vulnerability that can’t be regenerated. The next attack the target receives
that has a Damage Tier of 10 or higher, while possessing this Vulnerability, doubles the
damage dealt and causes the target to be Staggered for additional Main Actions or
Reactions, equal to your Mastery Rank. Regardless if they would normally be immune to
the condition.
• Hitting the Arcs: -5-, -1-, --6--, --4--.
• + Damage Tiers equal to your Technique modifier.
Seventh Form: Winter Solstice: An extremely rapid dash that takes the opponent by
surprise, while taking advantage of an opening. Delivering a very powerful rising full slash
that immediately converts into a horizontal full slash in the same motion.
• Requirements: Spend your Shift Action and you gain 6 additional stacks of Exhaustion
+ 1 for every 10 meters you shifted while performing this Form.
• Shift up to your Base Speed movement + 2x your Strength and Technique modifiers
combined in meters. If the target is Staggered, all your Hit Dice and Successes on your Hit
Dice become Crits (you do not roll any Hit Dice in this case). If the target isn’t Staggered, +
Hit Dice equal to your Strength modifier and you can turn up to (your Mastery Rank) of
your dice rolled or Successes into a Crit.
• Hitting the Arcs: 5 -> 1, 2 <-> 8.
• + Damage Tiers equal to your Strength and Technique modifiers and amount of Crits you
got on your Hit Dice combined.
Eighth Form: Winter Maiden’s Curse: A sheathe of the sword while the user concentrates
immensely, in which after a certain delay, sends out a powerful and precise single full slash
that digs and chills deep into the flesh of the target.
• Requirements: You gain 20 additional stacks of Exhaustion. Skip your next turn after
performing this Form and you gain 10 additional stacks of Exhaustion unless your Mastery
Rank is 11 (Hashira) or above. Your weapon is sheathed, your attack is Delayed (your
choice).
• Perform the Equip Action as a Free Action with the Technique Check being DC 30. If
the check fails, you automatically fail the contested roll and you take an Extreme Wound to
your arm that you automatically fail the Saving Throw on (the arm remains attached but has
become completely broken and paralyzed). + Hit Dice equal to your Technique modifier and
+ Successes equal to your Mastery Level, Rank and the amount of turns this Form was
Delayed. If this Form makes contact, the target is inflicted with a unique Condition called
The Winter Maiden’s Curse, regardless if they would normally be immune to the condition.
• Hitting the Arcs: _ -> _.
• + Damage Tiers equal to your Strength modifier and 2x your Technique modifier.
(The Winter Maiden’s Curse: After Delayed (2d20 - the user’s Mastery Rank) the target
explodes, sending out chilling winds of cold air and taking 15d20 Fixed Damage to all Arcs.
The specific Arcs this effect was inflicted on cannot Regenerate for the rest of this combat.)
Beast-Breathing
Description: “Beast Breathing is a Breathing Style that mimics beasts/wild animals,
specifically their unpredictable, ferocious and wild nature, including movements, attacks and
senses, and replicates it with the user's movements, techniques and abilities. Most, if not all,
known techniques and forms are simple, straightforward yet wild, unpredictable and
animalistic movements and attacks. One of them utilizes the powerful sense of touch to
replicate an animal's primal senses. Users of Beast Breathing also visualize themselves
seemingly manifesting the fangs and claw slashes of a wild animal when unleashing its
techniques”. Gameplay: A unique Breath Style that enhances your Base Stats and relies on
them to take down the target. The Breath Style’s Forms are simple but have very high
synergy with your Base Stat modifiers, with each Form possessing unique bonuses if you
can reach a certain number with the corresponding Base Stat. The user also has a much
higher level of control over their body. The Style has good synergy with users that possess a
good mix of all Base Stats.
Requirements: 2 Nichirin Swords. You can chip the blades in order to: reduce their
Durability by 5, reduce their Armor Tiers by 1 and increase their Damage Tiers by 1.
Breath Style Bonus:
• + Hit Dice equal the modifier of any of your Base Stats (your choice), on all your
Beast-Breathing Forms.
• Whenever your Basic Attack makes contact with a being, that being gains - (your Mastery
Rank) Armor Tiers until the end of this turn.
• While this Breath Style Bonus is active, you gain (5 + your Mastery Rank) on all your
Base Stats.
• Free Action when you can Quick Surge or use a Reaction: You can shift your internal
organs before getting hit by an attack or dislocate any of your joints without taking damage in
order to either: Dislocate a joint or Make a Constitution Saving Throw. If you succeed in
the Saving Throw, Reduce the Tier of the Wound you got by 1.
• Quick Surge: Until the end of this round, you can give 1 of your Base Stats - 6 to increase
another by 6. If this results in one of your Base Stats becoming 1 or less, make a Death
Saving Throw.
First Fang: Pierce: A stab with both swords.
• If your Strength is 25 or higher, + Successes on your Hit Dice equal to your Mastery
Rank.
• Can be used in midair.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Strength modifier.
• Reduce your opponent’s Armor Tiers up to (your Strength modifier) when calculating the
Damage Tier.
Second Fang: Slice: A double full slash with both blades in an X-shaped cut.
• You can shift up to (your Technique modifier) meters and you may shift into/in the air (by
cutting your remaining movement to 25%, rounded down).
• Can be used in midair.
• Hitting the Arcs: 2 <-> 6, 8 <-> 4.
• + Damage Tiers equal to your Technique modifier.
• If your Technique is 25 or higher, + 5 additional Damage Tiers that cannot be reduced by
your opponent’s Armor Tiers.
Third Fang: Devour: A simultaneous horizontal full slash with both blades towards the
target's throat to decapitate them.
• Requirements: You gain 3 additional stacks of Exhaustion.
• Hitting the Arcs: 2 <-> 8.
• + Damage Tiers equal to 2x your Strength modifier.
• If your Strength is 30 or higher, half the damage threshold for decapitation while
performing this Form, rounded up.
Fourth Fang: Slice ´n´ Dice: A series of diagonal double full strikes with both swords.
• Requirements: You gain 3 additional stacks of Exhaustion.
• Can be used in midair.
• You may shift (2x your Technique modifier) meters and you may shift into/in the air (by
cutting your remaining movement to 25%, rounded down).
• Hitting the Arcs: 1 <-> 3, 1 <-> 7 or 7 <-> 5, 3 <-> 5 then --2 <-> 6-- or --8 <-> 4--
• + Damage Tiers equal to your Technique modifier.
• If your Technique is 30 or higher, ignore (1 of your Base Stat modifiers of your choice) of
your opponent’s Armor Tiers and then double the Damage Tier result.
Fifth Fang: Crazy Cutting: The user slices everything in all directions.
Sixth Fang: Palisade Bite: A simultaneous horizontal slash with two swords from both
directions in a saw-like motion.
• If your Agility is 25 or higher and your target performs the Brace Combat Action, you may
perform an additional contested roll alone and add the Successes on your Hit Dice from
that contested roll to this one. The damage threshold to dismember the target is halved while
performing this Form, rounded up.
• Hitting the Arcs: 2 <-> 8 or 3 <-> 7 or 4 <-> 6.
• + Damage Tiers equal to your Agility modifier.
Seventh Fang: Spatial Awareness: The user utilizes their sense of touch to identify the
position of enemies and their weaknesses by feeling small disturbances in the air.
• Ranged: (Your Mastery Level and 5x your Mentality Stat combined + your other sense
increasing effects) meters.
• Quick Surge.
• Can be used while in midair.
• You gain knowledge of the location of all beings of your choosing within range.
• If your Mentality is 30 or higher, increase the range of this Form by an additional x 10.
Eighth Fang: Explosive Rush: The user charges towards the target at blinding speeds
while swinging their swords.
• Requirements: Spend your Shift Action and you gain 3 additional stacks of Exhaustion.
• Shift up to your Base Speed movement + 2x your Agility modifier in meters, in a straight
line. While performing this Form, + 2 Defense Modifiers to your Armor (yourself if you wear
no armor) and all damage dealt by Conditions and special effects are halved, rounded down.
If your Agility is 30 or higher, you can make the target fail this contested roll, but they can
instead perform a Reaction or Basic Attack towards you, which you automatically fail the
contested roll on.
• Hitting the Arcs: -_-, -_-.
• + Damage Tiers equal to 2x your Agility modifier.
Ninth Fang: Extending Bendy Slash: The user dislocates the joints of their arm to increase
the range of their attack, and then unleashes a fast swinging horizontal strike.
• Requirements: You used your Quick Surge this turn to dislocate your joints and you gain
4 additional stack of Exhaustion.
• Ranged: (2x your Constitution modifier, up to a maximum of your (1 + Mastery Rank))
meters.
• If your Constitution is 30 or higher, double the total amount of Successes on your Hit
Dice you got during this contested roll and you may gain a Major Wound to double the
range of this Form.
• Hitting the Arcs: -_-.
• + Damage Tiers equal to your Constitution modifier.
Tenth Fang: Whirling Fangs: The user rapidly spins their swords in a circular motion,
deflecting enemy attacks such as projectiles.
• Requirements: Can only be used as a Reaction and you gain 8 additional stacks of
Exhaustion.
• Reaction.
• + (2 + your Mentality modifier) Defense Dice or + (2x your Mentality modifier) Defense
Dice instead, if used as a Reaction to incoming projectiles. If your Mentality is 25 or higher,
+ Hit Dice equal to your total amount of Defense Dice.
• Hitting the Arcs: 6 -> 8, 4 -> 2.
• + Damage Tiers equal to your Mentality modifier.
Demon Eater:
Description: By consuming the flesh of a demon, a Demon Eater can temporarily gain
demonic attributes and with time even develop their own Blood Demon Art. However, being
a Demon Eater is not a pleasant experience, not to mention that Demon Eaters are often
met with discrimination. It is not uncommon for people with no skill for learning Breathing
Styles to adopt this method in order to be able to fight and join the Demon Slayer Corps.
They walk a fine line in order to stay human while not turning into a demon themselves.
Requirements: In order for you to become a Demon Eater, you can make your character
during character creation into a Demon Eater for free (your Constitution Stat does not need
to be 20 and you do need to perform the Constitution Saving Throw). If you wish to turn
into one during a session/campaign, you must have a Constitution Stat of 20 or higher and
must make a Constitution Saving Throw of DC (1 + your Mastery level) when you eat the
flesh of a demon. If the Check fails, you vomit and take 1d6 fixed damage. If it succeeds,
you lose 1d10 Humanity, you become a Demon Eater and gain all effects/abilities/Actions
that relate to it. Demon Eaters must manage their Humanity which is calculated (10 +
Mentality modifier + Mastery Rank). Whenever you use a Demonic Action, you lose some
of your Humanity. If your Humanity ever becomes 0, you must make a Death Saving
Throw which requires 4 additional Successes to succeed. If it fails you must roll a d100 with
- (your Mastery Rank) to the result. If the result is 51+: You completely turn into a demon. If
the result is 50-: You die from your cells being destroyed. If you didn't fail the Saving Throw,
your Humanity is set to 5 and your maximum Humanity is permanently reduced by 1.
If you become a Demon Eater: You can spend your Main Action to perform the Action:
Demonic Transformation and you gain the Blood Demon Art Score: Trait (reminder that
this consumes a trait/skill slot).
(Blood Demon Art Score: Trait: By performing certain Demonic Actions you can increase
the score of your Blood Demon Art Score: Trait. The score starts at: 0 / 1000. If the score
becomes 1000: Replace this trait with a Blood Demon Art (Discuss with your GM what you
would like your power to be and create 1 Blood Demon Art: Technique for it. You can have
up to (1 for every 10 Technique) Blood Demon Art: Techniques.)
((Blood Demon Art/Technique Guide:
Blood Demon Art Template:
Blood Demon Art: Name: Description.
• Type of Action needed to spend (Main/Bonus/Shift or Quick Surge?).
• Cost: _ DB or Humanity.
• (Optional): Requirements?.
• (Optional): Range?.
• Effects.
Blood Demon Art Technique Template:
Blood Demon Art: Technique/Technique Development (or insert other name label for an
ultimate Technique): Name: Description.
• Type of Action needed to spend (Main/Bonus/Shift or Quick Surge?).
• Cost: _ DB or Humanity.
• (Optional): Requirements?.
• (Optional): Range?.
• Effects.))
Action: Demonic Transformation:
• Requirements: Cannot be performed while you are in the sunlight. You may force the
transformation for - 8 Humanity and you must succeed on a Constitution Check with a DC
of (10 + your Mastery level) or you may ingest the flesh of a demon, get - 4 Humanity and
transform without any issues.
• Reaction.
• The transformation can be deactivated, either by using a Cleansing Drug or at the end of a
round.
For as long as your Demonic Transformation remains active:
• Each time you would pay the cost in the Requirements for Total Concentration Breathing,
you must also lower your Humanity by 1.
• Whenever you perform a Form, you must make a Constitution Saving Throw. If you fail
the Saving Throw you take 3d8 damage.
• If you ate demonic flesh, + 1/2/3/4/5 Death Dice (Depending on if you ate a
Low-Rank/Morphed/High-Rank/Lower-Moon/Upper Moon Demon).
• + 6 Strength, Agility, Constitution and Exhaustion Cap. This bonus is reduced to + 4
Strength, Agility, Constitution and Exhaustion Cap if you did not ingest the flesh of a
demon to transform.
• You do not receive the Exposed condition when your HP is 0% or negative.
• Only make a Death Saving Throw when an incoming attack would hit you while your HP is
-100% or more or if it would deal 200% of your current maximum HP.
• The amount of Mortal Wounds needed to be Executed is doubled to 20, your Mortal
Wounds do not deal damage to you and you can only heal/restore 5% per Mortal Wound,
of your maximum HP, rounded down instead of 10%.
• Quick Surge: You can reattach your severed limbs.
• If you gained - 8 Humanity from the Requirements, you temporarily gain 1/2/3 Demonic
Abilities (Depending on if you are Mastery Level 1/10/15+). Otherwise if you ate demonic
flesh, you temporarily gain 1/2/3/4/5 Demonic Abilities (depending on if you ate a
Low-Rank/Morphed/High-Rank/Lower-Moon/Upper Moon Demon).
• You can perform Demonic Actions.
• Your Humanity becomes unstable, granting you the following drawbacks at certain
thresholds (all these effects can apply at the same time):
Loss of Humanity: Tier 1: 75%-, rounded down or 8- Humanity remaining (whichever
which is higher): “You start to lose focus on yourself, as the transformation slowly starts to
warp your behavior”. - 1 Humanity at the start of each of your turns.
Loss of Humanity: Tier 2: 50%-, rounded down or 6- Humanity remaining (whichever
which is higher): “Your aggression spikes and you start to lose control”. You can only spend
your Main Action for the purpose of performing an Action that would result in an attack.
Loss of Humanity: Tier 3: 25%-, rounded down or 4- Humanity remaining (whichever
which is higher): “The temptation is almost too much to handle. You can’t help but stare at
your prey”. You can only shift towards human beings or demons. You cannot perform the
Disengage Action.
Loss of Humanity: Tier 4: 10%-, rounded down or 2- Humanity remaining (whichever
which is higher): “The border between human and demon is slim to none. Your demonic
instincts start to take over”. You must make a Mentality Saving Throw at the start of each of
your turns and/or whenever another human takes damage, to not go feral for that round.
Outside of combat, you do the same every minute with the same consequences. If you go
feral, the GM will take control of your character and will treat it as an enemy to your party.
• Instead of possessing the regular weaknesses of a demon, the following weaknesses
instead affects you as follows:
(The Sun: Restores your Humanity to full and your Humanity cannot be lowered as long as
you remain in sunlight. Your limbs created by your Demonic Actions incinerate in the sun.
Your Demonic Transformation deactivates and you cannot perform any Blood Demon
Arts/Techniques or the Action: Demonic Transformation.
Wisteria: Poison inflicted on you from a Wisteria source increases the PP (Poison Potency)
by x4. If Poison from such a source would trigger a Death Saving Throw, your Demonic
Transformation deactivates and you cannot perform any Blood Demon Arts/Techniques
or the Action: Demonic Transformation until the Poison is removed.
Nichirin Swords: Whenever a Weapon of this type or a Anti-Demon Bomb, triggers a
Death Saving Throw (in which your neck was damaged in the process) while the Action:
Demonic Transformation is active, you need 10 additional Successes to succeed the
Saving Throw.
The Primordial Demon’s Curse: Does not affect you, unless you fully transform into a
demon and is no longer human. If you eat the flesh of a demon that is receiving a direct
signal from the Demon King or an Upper Moon, you also gain access to the Ability:
Information Sharing which remains as long as your Demonic Transformation remains
active. (Your GM can share you the details about its effects by reading them in the Demon
Slayer Alternative document).
Other Scenarios: Effects from a Form/Condition or other effect, affects you the same way
as a regular demon, if your Demonic Transformation is currently active.)
Demonic Actions:
Claws: Natural Weapon: (10 + your Constitution modifier) Durability: Armor Tier 2:
Defense Modifier (1 + your Technique modifier/8, rounded up): Range: Melee: + 3
Damage Tiers: This Weapon is restored to full Durability and regains its functionality,
whenever you restore your limbs with Demonic Action: Regenerate.
Fangs: Natural Weapon: (10 + your Constitution modifier) Durability: Armor Tier 2:
Defense Modifier (1 + your Technique modifier/8, rounded up): Range: Melee: + 4
Damage Tiers: This Weapon is restored to full Durability and regains its functionality,
whenever you restore your limbs with Demonic Action: Regenerate.
Demonic Action: Scent:
• Requirements: Demonic Transformation must be active and spend your Bonus Action,
- 2 Humanity and make a Mentality Check with DC 10.
• If it succeeds, you can tell the position of all beings within (20 + Mentality modifier) meters,
as well as being able to track the scent of all beings that have left a trail of scent behind at
your current location. The scent is lost if it goes to a river, lake or ocean. It is also lost if
there is heavy rain, a blizzard or a wind storm.
Demonic Abilities:
You may come up with your own abilities (at the GM’s discretion), same as when you make
traits/skills. The difference here is that Demonic Abilities are at a higher power ceiling. You
are allowed to make them moderately stronger than a normal trait/skill. Make sure the power
remains linier to your progression or quality of flesh eaten. Use this as a guideline:
“(Depending on if you are Mastery Level 1/10/15+). (Depending on if you ate a
Low-Rank/Morphed/High-Rank/Lower-Moon/Upper Moon Demon).”
Demonic Abilities List:
Feral Ferocity: Count the 2x modifier when calculating Hit Dice for Basic Attacks.
Feral Rampage: Requirements: You get - 3 Humanity whenever this ability is used: You
can perform Basic Attacks as a Bonus Action.
Rising Aggressor: Requirements: You cannot deactivate your Demonic Transformation
by choice anymore and can only deactivate it either by the effect of a Demon Weakness or
by using a Cleansing Drug: At the end of each of your turns, - (1 + 1 per round that has
passed) Humanity. You gain these following effects depending on the number of rounds that
has passed:
Round 2+: Once per round, you can give Advantage on your Hit Dice for 1 of your attacks.
Round 3+: You gain twice the amount of bonus Damage Tiers from repeated rounds.
Round 5+: You get - 20 Humanity but + 1 additional turn at 1/2 your Initiative, rounded
down.
Fatal Slash: You can perform the following attack:
(Fatal Slash: + 8 Damage Tiers: Range: Melee: Treated and performed the same way as a
Basic Attack. Can be used in midair. If you reduce a demon’s HP to 0 (Neck/Weak spot),
you may perform a Strength Check with DC (10 + the demon’s Strength modifier). If it
succeeds, you may devour that demon and Execute it. If you do, you get - 1/2/3/4/5
Humanity (Depending on if you ate a Low-Rank/Morphed/High-Rank/Lower-Moon/Upper
Moon Demon). Then you may also use Demonic Action: Blood Feast as a Free Action.)
Tear Apart: You can perform the following attack:
(Tear Apart: + 4 Damage Tiers: Range: Melee: + (2 + your Mastery Rank) Hit Dice.
Treated and performed the same way as a Basic Attack. Can be used in midair. The
threshold to dismember the target is reduced to 50%, rounded up.)
High-Jumper: You can jump 75% of your Base Speed movement. If you land on top of a
being, you may perform any attack as a Reaction.
Armor Tier Ability: Increase your natural Armor Tier either by a low amount (1-3,
depending on your level or category of demon eaten), or by a higher amount if there is a
clause or restriction tied to it (at the GM’s discretion).
Superior Armor Tier Ability: Requirements: You are Mastery Level 25 or have eaten the
flesh of an Upper Moon demon for your Demonic Transformation: Increase your natural
Armor Tier either by (10 + your Mastery Rank) or by a even higher amount if there is a
clause or restriction tied to it (at the GM’s discretion).
Prone Pouncer: Whenever a being falls Prone, you may shift 10 meters and perform an
Attack of Opportunity (this counts as your Reaction for the turn. Cannot be used if you
already have made a Reaction this turn).
Night Cloak: Requirements: Can only be used during nighttime and only if you are
Mastery Level 20 or above: Quick Surge: You cover your body in the darkness of the night,
you become Hidden and invisible for 1 round (max: 30 seconds) or until you take damage.
Extreme Agility: Requirements: You are Mastery Level 15 or above: While shifting the
user never triggers the prepared Actions, Basic Reaction: Attack of Opportunity or Basic
Reaction: Protect, of non-Upper Moon characters.
Aquatic: Double your Base Speed if you are in water instead of halving it. Your vision is not
impaired and beings cannot be Obscured or Hidden from you while you are underwater and
they are in the water.
Deep Sea Dweller: Immune to damage dealt by water pressure and you can breathe
underwater.
Body Mutation Ability: Requirements: You are Mastery Level 15 or above, or have eaten
the flesh of a High-Rank demon or stronger: Can be anything from growing wings, insect
legs or natural weapons found in the animal kingdom, to tools or materials as body parts or
skin (at the GM’s discretion).
(Example: Body Mutation Ability: Wings: Has 2 Shift Actions per turn, instead of 1. Halve
the DC for other beings to Grapple you. - 3 Defense Dice on all contested rolls. Can shift
in/into the air with the same Base Speed as regular movement. Count 2x your Agility
modifier when performing the Dodge or Avoid Combat Actions, if you are outside the
attacker’s Melee Range. Whenever the user enters the Melee Range of an enemy, Delayed
2 the user can shift in/into the air with 25% of their Base Speed movement and does not
trigger Attack of Opportunity, (this cannot be done if the user is flanked).
Combat
Tutorial: How Combat Works: Once the GM decides that the disposition of a character in
the world will turn violent or if you come face to face with a demon, this will usually trigger
combat. The primary goal is to survive, everything else comes second. Don’t be afraid to run
if the situation seems dire. In order to defeat your enemy you need to make them lose the
will to fight, either by negotiating with them or to fight them off until they either surrender or
die. Keep in mind that most demons will never surrender, but they can be prone to run away
if they deem you too strong. Before combat starts you may equip 1 item you have as a Free
Action.
Initiative:
Combat starts by every character rolling initiative by performing an Agility Check (1d20 +
your Agility modifier), this Check cannot Crit. The result of the Agility Check determines
the order in which each character takes a turn. The turn order is decided from the highest
score in order to the lowest. If a tie is rolled between an enemy and a player, the players
always go first. In case two or more player characters tie, they should consider themselves
super lucky! Players that share the same initiative can take their turn at the same time and
also perform attacks in unison in order to deal massive damage! The only drawback is that
players that attack together without the Skill: Coordination all gain - (5 - Coordination
Rank) successes on that contested roll. Of course they may also choose who takes their
turn first, instead of performing their turns at the same time. They can also choose to change
the order every new round, giving the players some flexibility in case they don’t have
sufficient coordination yet. Teamwork is the key in order to take down strong demons!
non-Moon Demons of the same category (Low-Rank, High-Rank/Morphed) share the same
initiative.
Actions:
There are 7 types of Actions:
Main Action: Primarily the action you spend in order to attack a target. The main action can
be spent in order to: Perform a Basic Attack, Form, Dash, Disengage, or Prepare an
Action. In some cases a requirement, effect or Action can only occur by spending your
Main Action.
Shift Action: Primarily the action you spend in order to move your character. The shift action
can be spent in order to: Move your Base Speed movement or jump. In some cases a
requirement, effect or Action can only occur by spending your Shift Action.
Bonus Action: A versatile action that you can spend to do, well pretty much anything that
does not require your character to move from where they are standing or attack. For
example: Look for an object or potential weak spots on the opponent, spot traps, equip an
item, open or close an object, or to yell something out to an enemy or ally. A common way
the bonus action is spent is by using a Quick Surge and using Total Concentration
Breathing. Quick Surge means that this Action or effect can be used by spending your
Bonus Action.
Free Action: An action that is never naturally gained but can be granted by Forms, effects
or other Actions. Except for a few exceptions, whenever something lets you perform a Free
Action you either do it right then and there or you don’t. Free Actions can not be saved for
later. There is no limit to how many Free Actions you can perform on a single turn or round.
Combat Actions: Combat actions can be performed whenever you are targeted by an
attack or would be affected by a harmful effect. You can perform these actions even if you
are in the middle of an attack, as long as the target responds with an attack of their own. You
can perform 1 of the following Combat Actions:
Dodge: Requirements: If a condition, effect or the narrative has made you unable to shift,
you cannot perform this Combat Action. You cannot perform the Dodge Combat Action if
you are Flanked: Your Base Defense Dice + (your Agility modifier) Defense Dice for this
contested roll. Halve your opponent’s Successes on their Hit Dice, rounded down. If you
win, your opponent’s attack does not make contact and you take no damage. You must shift
up to (3 + 1/4 Base Speed, rounded down) meters, minimum being 1. If you lose, you take
all your opponent’s remaining Successes on their Hit Dice as Damage Dice. If you were in
the middle of attacking a target, the contested roll ends. After rolling the Damage Result,
apply the Defense Modifier of your Armor.
Avoid: Your Base Defense Dice + (your Agility, Technique modifier or 2x your Mentality
modifier) Defense Dice for this contested roll. Reduce your opponent’s Successes on their
Hit Dice by 25%, rounded up. If you win, your opponent’s attack does not make contact and
you take no damage. If you lose, you take all your opponent’s remaining Successes on their
Hit Dice to hit as Damage Dice. After rolling the Damage Result, apply the Defense
Modifier of your Armor.
Brace: Your Base Defense Dice + (your Constitution or Strength modifier) Defense Dice
+ (your equipped weapon(s) Armor Tiers) Defense Dice for this contested roll . For each
Success you get on your Defense Dice, reduce your opponent's Successes on their Hit
Dice by 1. Your opponent’s attack makes contact. When calculating the Damage Tier, +
(half your Constitution or Strength modifier, rounded up) Armor Tiers. After rolling the
Damage Result, apply the Defense Modifier of your Armor. If you were in the middle of
attacking a target, the contested roll ends.
Intercept: Your Base Defense Dice + (your Technique or Strength modifier) Defense Dice
+ (your equipped weapon(s) Armor Tiers) Defense Dice for this contested roll. If you win,
halve your opponent’s Successes on their Hit Dice and then your opponent gains - (your
Mastery Level) Successes on their Hit Dice as well. You are still hit by your opponent’s
remaining Successes on their Hit Dice. If you lose, you take all your opponent’s Successes
on their Hit Dice as Damage Dice. Add your weapon’s Armor Tier to your own when
calculating the Damage Tier. After rolling the Damage Result, apply the Defense Modifier
of your Armor and 1 of your equipped Weapons combined. You may split the damage you
take between your character and your equipped Weapons. If your character takes damage,
your opponent’s attack makes contact. Otherwise your opponent’s attack only makes contact
with your equipped Weapons/items.
Stealth Action: This action is used in order to hide and stealth. Some actions can only be
performed while you are Obscured or Hidden. You become Obscured whenever you are
inside of an area that is hard for others to see into/out off, or when you hide behind
something while in plain sight. The benefit of being Obscured is that all incoming attacks get
- 2 Successes on their Hit Dice to hit you. In order to become Hidden, your location must
be unknown to all enemies. The benefit of being Hidden is that you cannot directly be
selected as an attack target by enemies and you become able to use the most powerful form
of attack, Stealth Attack. Once you are either Obscured or Hidden you can perform a
Stealth Action.
Stealth Actions:
Requirements: Spend your Main Action and your character must be Obscured or Hidden
in order to perform 1 of the following Stealth Actions:
Enter Stealth: Requirements: You are Obscured: Make an Agility Check. Each category
of enemies makes a Mentality Check. If you roll the highest, you become Hidden.
Set a Trap: Requirements: You possess the materials to set the trap: You can set a trap up
to (your Technique modifier) meters size around you. Make a Technique Check to set it up.
If you are Hidden, increase the result of your check by 5. Whenever a character moves onto
the trap they must make an Agility Check with the DC being the result of the Technique
Check you made when you set up the trap. If they fail the check, the trap activates.
Ambush: Requirements: Must be at the start of combat and all characters involved must
be Hidden: Take an entire round only for the characters involved in performing the ambush.
Beings not involved in performing the ambush cannot perform or gain any Reactions.
Sneak Attack: Requirements: You are Obscured: Perform Use a Form or Basic Attack
Action. You do not need to spend a Main Action for the Requirements of these Actions. +
(2 + 1/4 your Technique modifier) Successes on this contested roll. Your target’s amount of
Successes is halved, rounded down, if they choose to perform the Avoid or Dodge
Combat Action.
Stealth Attack: Requirements: You are Hidden: Perform Use a Form or Basic Attack
Action. You do not need to spend a Main Action for the Requirements of these Actions. +
(2 + 1/4 your Technique modifier) Successes on this contested roll. Your target’s amount of
Successes is halved, rounded down.
Shadow Run: Requirements: You are Obscured or Hidden. Spend your Shift Action and
make an Agility Check with DC ((20 - 10 if you are Hidden) + the Mentality modifier of the
enemy which is highest): Shift your Base Speed movement. If you succeed the check and
you end your shift somewhere where you are Obscured, you automatically become Hidden.
Take a Rest: Requirements: You are Hidden: You fall asleep and all attacks aimed towards
you get Advantage and are treated as Stealth Attacks. Restore your HP and Humanity by
1d4 and again every new round using a 1d6. You can wake up at the start of any new round
and reduce your Exhaustion by 1d8 for each round you spend asleep. If you are awoken
prematurely, reduce your Exhaustion by 1d4-2 instead.
Reactions: Reactions can only be used when the condition (such as their requirements) to
use them is met and cannot be actively used on your turn. Whenever you are targeted for an
attack or harmful effect, except when you are attacking, you are allowed to use 1 Reaction
among any that you possess. Reactions can only be used once per turn, but any number of
times per round. They usually come with a cost and/or requirement, however some Forms
or Actions can also be a Reaction on top of what they already are. This does not mean
however that the Form or Action cannot be actively used on your turn. It simply means that
when you are able to use a Reaction (like when you are targeted for an attack or harmful
effect), you will then also be able to use that Form or Action as a Reaction. In case you do
not possess any Forms or Actions with Reaction on your character, or you simply do not
want to use the ones you currently own. You can also choose to perform a Basic Reaction.
Basic Reactions:
Parry: Make a Technique Check with DC (10 + the attacker’s Agility modifier) or (10 + the
attacker’s Agility modifier + (8x the attacker’s Mastery Rank if the defender is a
demon/demon eater)), against an opponent that is attacking you. If successful, turn that
Sneak Attack or Stealth Attack into a normal Attack/Blood Demon Art Technique and
then you may perform any Combat Action. If you fail, you lose the contested roll, as if you
performed the Intercept Combat Action.
Counter: Requirements: You gain 2 stacks of Exhaustion: Perform the Intercept Combat
Action. If you win the contested roll, you may perform a Basic Attack as a Free Action.
Protect: Requirements: The ally is within 2 meters of you and you gain 2 stacks of
Exhaustion: Change the attack target from your ally to yourself or shield them from a
Ranged Attack. You perform the contested roll instead and your ally takes no damage from
this contested roll, unless the opponent’s attack has Ranged Burst. Also you must choose
and perform the Intercept or Brace Combat Action for this contested roll.
Attack of Opportunity: Requirements: A target is shifting out or within your Melee Range:
You may use the Use a Form or Basic Attack Action as a Free Action. You do not need to
spend a Main Action for the Requirements of these Actions.
Taking a Turn:
When it becomes your turn you gain 1 Main Action, 1 Shift Action and 1 Bonus Action to
spend. Naturally you are allowed to use any of the 7 types of actions as long as you meet
their Requirements or conditions to be used. Through these actions you can do almost
anything you would also be able to do in real life. Here is a list of examples you can spend
your Actions to do:
Basic Attack: Requirements: Spend your Main Action: Make a contested roll against a
target within your weapon’s range (usually within 1 meter). Can be used in midair. Roll your
Base Hit Dice + (your Strength, Agility, Mentality or Technique modifier). Strike the Arcs:
-_- or _ <-> _ and + (half your Technique, Agility, Mentality or Strength modifier, rounded
down) Damage Tiers.
Ranged Attack: Requirements: Spend your Main Action, succeed a Mentality Check of
DC (5 + 1 per meters away from the target) and can only be performed with a Gun or Bow
while you are able to take a shot: Roll your Base Hit Dice + (half your Mentality modifier,
rounded down). Strike the Arcs: -_- and + no Damage Tiers.
Dash: Requirement: Spend your Main Action: When you spend your Shift Action to shift
this turn, double your Base Speed movement.
Charge: Requirements: Spend your Shift Action and Main Action: Shift (your Base
Speed movement x 1.5, rounded up) meters and perform a Basic Attack, or shift (your
Base Speed movement + 5m) meters and perform a Basic Attack or Form.
Disengage: Requirements: Spend your Main Action: For the rest of this turn, your shift
does not trigger your opponent’s Attack of Opportunity as long as you are moving away
from all nearby enemies.
Use a Form: Requirements: Spend your Main Action if used on your turn, Total
Concentration Breathing must be active and you gain 1 stack of Exhaustion: Use 1 of
your known Forms from your learned Breath Styles. If not specified, the range of your
Forms is always the Range of your Weapon and + any effects that extend the range further.
You must have been in range at least at one point while performing a Form in order for it to
affect your targets. If you perform a Form in midair, + 1 additional stack of Exhaustion, - 1
Success and + 2 Damage Dice. If you use a Form as a Reaction, use the same rules as
the Intercept Combat Action.
Prepare an Action: Requirements: Spend any number of your Actions: Declare when you
would like to use these Actions and what they will be used for. After the condition is met you
may use these Actions before the current character has finished their current Action. If the
conditions were not met, you can still perform these Actions before starting your next turn.
Help: Requirements: Spend your Bonus Action: Aid an ally with an activity which requires
a Strength Check. Make a Strength Check yourself and add the result to your ally’s result.
Equip/Sheath: Requirements: Spend your Bonus Action or once per turn as a Free
Action you may attempt to succeed a Mentality Check of DC (5 + 15 if an enemy is within
Melee Range). If this Action is performed during another character’s turn, the DC becomes
(15 + 15 if an enemy is within Melee Range) instead: If you succeed the Check, equip or
sheath an item or Weapon you own of your choice. If it fails, nothing is equipped/sheathed
and if this was performed during a contested roll, your opponent gains Advantage on
everything for this contested roll.
Take a Breather: Requirements: Spend all your Actions: Reduce the Exhaustion you
have gained this round or the previous (1 minute if out of combat) by 1d6, or 1d4 if you are
Exhausted/Fatigued, or 1d4-2 if the only Actions you spent where Bonus Actions.
Grapple: Requirements: Spend your Main Action: Make a Strength Check with the DC
(10 + the target’s Constitution modifier), if within Melee Range the target cannot perform an
Action in response except prepared actions. If you succeed the target becomes Staggered
and remains Staggered while they are grappled. At the start of each of their turns, they can
make a Strength or Technique Check against you. Make a Strength Check + 5. If the
target wins the Check, they break free from you.
Lob an Object: Requirements: Spend your Bonus Action: Lob a small item object half
your Strength modifier meters, rounded up.
Throw: Requirements: Spend your Main Action and succeed on a Mentality Check of DC
(10 + 1 per meters away from target): Throw something within your lift limit (Strength Stat)
2x your Strength modifier meters. If you throw something harmful towards something, it
becomes a Ranged Attack.
Switch Style: Requirements: You gain 1 stack of Exhaustion if you are switching to a
derived Breath Style from your Main Breath Style, or vice versa, when it is not your turn.
You gain 3 stacks of Exhaustion if you switch from one Main Breath Style to another, or
any of that new Main Breath Style’s derived Styles: Is a Free Action on your turn and
during any time you can use a Reaction or Combat Action, but you still need to meet/pay
the Requirements. Change your current Breathing Style and Breath Style Bonus with
another you have learned. (Breath Style Bonuses remain active as long as Total
Concentration Breathing remains active. Which means always, if you have Constant).
Unified Attack:
If you are taking your turn at the same time with another ally or player. By performing a
Basic Attack or Form at the same time, you can attack the same target in unison. When
doing so, both of you roll your separate contested rolls against the target, with one of you
automatically winning the contested roll if the target fails to perform an action that targets
both of you at the same time (Combat Actions affects you all and does therefore target all
of you). Otherwise combine your Successes on your Hit Dices together and compare
against the opponent’s in one contested roll. Calculate the Damage Tier of your attacks for
each character that won the contested roll (which means all of you if you did combine your
Successes and won), and combine your Damage Tier results (meaning each of you
compare your Damage Tiers against the target’s Armor Tiers alone, before they combine)
and Damage Dice into a single attack (you roll only 1 Damage Roll). In this case, all the
Arcs struck, are struck an additional time (- -) for each other ally that took part in the Unified
Attack. All of this functions the same way, if you do this with 3 or more characters. Just
remember that you all grant one another - (5 - your Coordination Rank) successes for each
character that takes part in the Unified Attack.
Total Concentration Breathing: Requirements: You gain 1 stack of Exhaustion and you
gain 1 additional stack of Exhaustion at the start of your turn, as long as this technique
remains active: Quick Surge: Active until you choose to deactivate it. You can deactivate
this technique on your turn as a Free Action. As long as this technique remains active, + (1
+ your Mastery Rank) on all your Base Stats and Base Speed movement. You do not gain
Exhaustion from the Requirement of the Action: Use a Form during your turn. Can be
used as a Free Action whenever you can perform a Reaction but you gain 1 additional
stack of Exhaustion.
Contested Rolls:
When You Attack: You gain your 3 Base Hit Dice. This number is not affected by your
Base Stats, but the number of dice you get from your Base Hit Dice can be increased
through training.
When You Defend: You gain your Base Defense Dice. The number of your Base Defense
Dice is always equal to your Armor Tier (which usually is just the Armor Tier of your
Armor).
Whenever you attack or are targeted by an attack or harmful effect, you and the opponent
perform a contested roll. There are two types of dice in a contested roll, Hit Dice and
Defense Dice. Hit Dice are d10s that are rolled to see how many successes you roll on
hitting the opponent. While Defense Dice are d10s rolled to see how many successes you
roll on not getting hit by an attack. During a contested roll there are a plethora of effects
and/or Actions that can grant you and your opponent Hit and Defense Dice, like from your
Breath Style Bonus. This occurs before you roll the dice. Some effects affect you and your
opponent’s Hit, Defense Dice or successes specifically. This is also done before any dice
are rolled, unless specified otherwise. If an effect of any kind grants you successes but does
not specify which kind of dice (Hit or Defense Dice) you get successes on. You can choose
to apply and split those successes to your Hit or Defense Dice in any way you like. You also
get to choose when you want those successes to apply, meaning that you can even do so
after you have rolled and checked the result of each kind of dice. While successes granted
by effects are not rolled, and therefore cannot naturally Crit, they do offer some great
versatility during the contested roll where they apply. Successes can Crit however by the
result of an effect.
Normally when it is a character’s turn and they choose to perform an attack which starts a
contested roll. It's fair to assume that wasting effects, skills, etcetera, in order to get more
Defense Dice is redundant. It's usually a good idea to focus less on acquiring Defense Dice
when initiating an attack and focus more on getting additional Hit Dice or successes in
general. However, always be ready for possible counterattacks when launching an attack.
Your bonuses do not need to be applied until after your target has chosen what Action they
will respond to your attack with. However, keep in mind that some effects and Forms grant
you their bonuses the moment you choose to use them.
A contested roll may not always go the way you want it to. Some opponent’s may respond to
your attack with their own, for example, by using their Blood Demon Art. Whenever this
happens it basically leads to a second contested roll, that is performed before the real one.
You always need to respond to their counterattack first. Perform a Combat Action and
compare your successes gained from your Defense Dice to your opponent’s Hit Dice. Keep
in mind that you cannot respond to your opponent’s Reaction or counterattack with your
own Reactions if you are the one who initiated an attack to begin with. Resolve the result of
your Combat Action and this counterattack as later shown below. After having dealt with
your opponent’s counterattack, continue your attack as normal if your attack is still possible
to perform. From this point onwards, the opponent can no longer use any Reactions during
this contested roll, unless they can do one as a Free Action. All of this works the same but
vice-versa, if you ever would choose to respond to your opponent’s attack with a Form or a
kind of attack of your own.
After you and your opponent have rolled your dice: Check how many successes you
each have on hits and defense. Each attacking character that possesses more successes on
their Hit Dice than the defender Defense Dice, scores hits on the defender, equal to the
difference in successes. These hits come in the form of Damage Dice. The amount of
Damage Dice determines up to how many dice you can roll in order to inflict damage.
Before those dice are rolled, you need to check the Damage Tier of the attack to determine
what type of dice you will be rolling. Apply your Strength modifier + stacks of Vulnerability
the target has on each body part that is being hit, + any Damage Tiers granted from other
sources, (like the Form you are using). Keep in mind that successfully performing an attack
while your weapon is impaled into the target, rewards an additional 2 Damage Tiers. Next
reduce the Damage Tier equal to the defender’s Armor Tier and you have reached the
Damage Tier result. Finally perform the Damage Roll to check the damage result. Add 1
damage to the damage result for every Damage Tier that went over 40 (after applying the
target’s Defense Modifier). Here is a list that shows which dice are used for each tier:
Damage Tiers:
0: No damage.
1: 1d4-3.
2: 1d4-2.
3: 1d4-1.
4: 1d4.
5: 1d4+1.
6: 1d6.
7: 1d6+1
8: 1d8
9: 1d8+1.
10: 1d10
11: 1d10+1.
12: 1d12.
13: 1d12+1
14: 1d12+2.
15: 1d12+3.
16: 1d12+4.
17: 1d10+6.
18: 1d10+7.
19: 1d10+8.
20: 1d10+9.
21: 1d10+10.
22: 1d10+11.
23: 1d10+12.
24: 1d10+13.
25: 1d10+14.
26: 1d10+15.
27: 1d20+10.
28: 1d20+11.
29: 1d20+12.
30: 1d20+13.
31: 1d20+14.
32: 1d20+15.
33: 1d20+16.
34: 1d20+17.
35: 1d20+18.
36: 1d20+19.
37: 1d20+20.
38: 1d50+5 or 1d100/2, rounded up+5.
39: 1d50+10 or 1d100/2, rounded up+10.
40+: 1d100.
Repeated Rounds:
“Each new round increases the tension of the situation, as all attacks get heavier with each
blow taken”. Each time a new round starts, except the one at the start of combat. Increase
the Damage Tier of all attacks for all characters by 1.
If the result is 10 or higher: A Decisive Moment occurs: Each ally and player character gain
1 additional Main or Shift Action this round.
If the result is 1 or less: A Despairing Moment occurs: All enemies gain 1 additional Main
and Shift Action this round.
Head/Neck: 100% of the demon’s max HP. If this HP becomes 0 or less, or already is 0 or
less when it is struck by a nichirin weapon, the demon’s neck is severed and the demon is
Executed. The demon dies and rewards the killer 1 Kill Experience. If this HP becomes 0 or
less, but it was severed by a non-Nichirin method or only Arc 1 was hit, the head is only
decapitated. For as long as the head is decapitated (but the demon is not Executed), all
attacks against this demon become Stealth Attacks unless it has another sensory to see its
surroundings with or if it has eyes on other body parts left. Vertical slashes/cuts towards
these areas or an attack that only strikes the head (Arc 1) cannot decapitate a demon, but
they do still deal damage towards those areas. All attacks that strike the Arcs = 1,2 or 8, will
typically deal damage towards this HP, but that will also depend on the demon's position and
body type.
Torso/Waist: 75% of the demon’s max HP, rounded down. If this HP becomes 0 or less, or
already is 0 or less when it is struck by a weapon, the body is dismembered. All the demon’s
Actions, except from Blood Demon Arts, gain Disadvantage on everything while this area
is dismembered. All attacks that strike the Arcs = 0 or 5 will typically deal damage towards
this HP, but that will also depend on the demon's position and body type. This includes
attacks that strike from 1 Arc across to another, but not if that attack would not realistically
go across the torso. For example: 2 -> 6 hits 0 because the sword is going from the neck
down towards the demon’s leg on the other side. An example where this does not occur
would be: 2 -> 4 since here the sword is going from the neck, straight down towards the leg
on the same side. It would cut a small chunk of the torso, but not enough to where this could
be considered a dismemberment of a demon’s torso.
Legs: 50% of the demon’s max HP, rounded down. If this HP becomes 0 or less, or already
is 0 or less when it is struck by a weapon, a leg is dismembered depending on which of Arc
4 or 6 was struck. If both were struck, then both legs are dismembered. While the demon
has 1 leg left, it gains Disadvantage on everything for the Dodge Combat Action and all
terrain is treated as Rough Terrain while it shifts. If all its legs are dismembered then the
demon cannot perform the Dodge Combat Action, all terrain is treated as Rough Terrain
while it shifts and its total movement is halved. This does not apply to flying enemies though.
All attacks that strike the Arcs = 4 or 6 will typically deal damage towards this HP, but that
will also depend on the demon's position and body type.
Arms: 25% of the demon’s max HP, rounded down. If this HP becomes 0 or less, or already
is 0 or less when it is struck by a weapon, an arm is dismembered depending on which of
Arc 3 or 7 was struck. If both were struck, then both arms are dismembered. While the
demon has 1 arm left, it gains Disadvantage on everything for the Intercept Combat
Action and all Basic Attacks. If all its arms are dismembered then the demon cannot
perform the Intercept Combat Action or Basic Attacks, unless stated otherwise by an
effect/ability or it can attack with other body parts. All attacks that strike the Arcs = 3 or 7 will
typically deal damage towards this HP, but that will also depend on the demon's position and
body type.
Extras (such as wings or tentacles): 10% of the demon’s max HP, rounded down. If this HP
becomes 0 or less, or already is 0 or less when it is struck by a weapon, the extra body part
is dismembered. If the extra body part is dismembered/decapitated/destroyed its effects
cannot be used, unless stated otherwise (depending on what the “extra” does). All attacks
that strike the Arcs the extra is located at, will also deal damage towards this HP.
While the only way to slay a demon is to decapitate them or destroy their neck. Severing
their limbs can prove useful to temporarily disable some of their natural weapons or Actions,
or to clear off some of their armor. In rare cases, their necks might not be what they seem…
When you deal damage to these body parts you also inflict stacks of Vulnerability to them.
Reminder:
(Vulnerability: When you are about to deal damage to a demon, + 1 Damage Tier and Damage Dice
for each stack of Vulnerability a target has on each body part you hit. Whenever damage is inflicted
to a demon’s body part, those body parts gain 1 stack of Vulnerability for each time they were struck
by the Arcs of your attack (-- -- Arcs still inflict double damage to a body part that was hit by that
specific Arc). When a demon’s HP is restored to full, remove all their stacks of Vulnerability. The
same applies to when a demon’s specific body part is restored to full. Stacks of Vulnerability can only
be inflicted on demons.)
Consolation Points: Whenever you acquire a Consolation Point you gain half of 1 Kill
Experience (0.5). Half a Kill Experience does not really grant you any progress to leveling up
on its own (since you need 10 Kill Experience to level up), but as this starts to occur multiple
times you will start to rank up some actual experience. Other than this Consolation Points
does not really do anything once you have them. You can own any number of them, but on
their own they don’t grant you any benefits (only exception being Light-Breathing users). The
main function of Consolation Points is that once you score a kill on a demon yourself. For
each Consolation Point you have, you gain 1 additional Kill Experience! This incentivises
the players to work together and at least eventually, divide the killing among the whole party
so everyone can cash out on their saved up Consolation Points, and get a chance to be in
the spotlight. It also makes sure the others can get a chance to keep up and even get
rewarded overtime doing so, should they choose to let one of their teammates hog all the
glory for the moment. At this point you might be asking:
“But if you are rewarded with the experience for slaying the demons while fighting, what do
you get out of the fight once it's over?”. The short answer is…nothing! The long answer is:
Demon slaying can sometimes be a thankless job. You fight a monster in the dead of night,
sometimes only surviving at the brink of death and most people know nothing of what you
accomplished. With the demons disintegrating once their head is cut off or when they are
exposed to sunlight, leaving no trace behind. The Demon Slayer Corps is always keeping
track of you however, making sure that you receive medical attention at the nearest
mansion/estate or sympathizer. Fill a certain criteria and you can be promoted within the
ranks (more of that later within: “Your Path Begins” on page 65). But a victory does not
always have to be bittersweet. Sometimes your actions can be the reason a family was
spared a tragic fate, that might have already befallen your own family earlier in your
character’s life. These acts can sometimes earn you benefits that might not be apparent
immediately. Tip to GMs: Sometimes you can have your players find some items or loot that
the demon might have been carrying around if that makes sense in the current scenario. It is
very likely that enemies they have been beaten that aren’t demons might have something
useful once they're defeated. Like: an animal’s body being salvaged for food, a samurai or
warrior carrying some secret map or orders, or just money in general.
Mortal Wounds: Is a condition that you cannot restore while in combat. For each Mortal
Wound you have, 10%, rounded down of your maximum HP cannot be restored/healed.
While in combat, at the end of your turn, you take 1d4-2 damage for each Mortal Wound
you have. This damage does not count towards your Exposed condition or any stabilizing
effects. If you ever have 10 Mortal Wounds your character dies and no Death Saving
Throw is performed.
Hemorrhage: A condition that inflicts 1 Mortal Wound to you every round, at the end of
your turn.
Being Exposed: Whenever your character’s HP goes down to 0 or less, you become
Exposed and remain Exposed as long as your HP is 0 or negative. Exposed is a nasty
condition that inflicts 1 Mortal Wound to you each time you take damage while in this
condition. The Damage Tier of all attacks that hits you is increased by 5.
Wound Tiers: There is more bad news I'm afraid. Whenever you take damage from an
attack, you suffer one of the following, depending on the damage you took:
Tier 1: Small Wounds: 10%- your maximum HP, rounded down or 10- damage (whichever
which is higher): “Minor cuts and bruises”. No effect.
Tier 2: Large Wound: 11%-49% your maximum HP, rounded down or 11-24 damage
(whichever which is higher): “Bleeding wounds or broken bone”. Increase the Damage Tier
for all attacks you receive by 1 for each Large Wound you have.
Tier 3: Major Wound: 50%-99% your maximum HP, rounded down or 25-49 damage
(whichever which is higher): “Open wound, shattered bone or internal bleeding”. Roll 1d10.
On success (6-10), nothing happens. On failure (1-5), + 1 Mortal Wound. For each Major
Wound you have, decrease the Damage Tier of your attacks by 1.
Tier 4: Extreme Wound: 100%+ your maximum HP or 50+ damage (whichever which is
higher): “A loss of limb, heavy internal bleeding or crushed organ”. Make a Constitution
Saving Throw - 1 Success per 50% past 100% of your maximum HP you take as damage
or for every 25 damage past 50 you take (whichever which is higher). If you succeed: + 1
Mortal Wound and you become inflicted by Hemorrhage. If you already have Hemorrhage,
you gain 1 additional Mortal Wound instead. If you fail: + 3 Mortal Wounds, you become
inflicted by Hemorrhage and you lose 1 random (or the GMs choice) limb permanently. For
each Extreme Wound you have, decrease all your Base Stats by 1.
Death and Saving Throws: If your HP becomes -100% you need to make a Death Saving
Throw. Saving Throws are rolls you make using d10s and they rarely occur compared to
checks. Whenever you need to make a Saving Throw, roll 1d10 + additional d10s depending
on what type of Saving Throw you are making. A Saving Throw that mentions 1 of your Base
Stats (like a Constitution Saving Throw) is done with 1d10 + d10s equal to the modifier to
that specific Base Stat. A Death Saving Throw is performed with 1d10 + d10s equal to your
Mastery Level. Roll all your d10s and count the amount of successes you got (6-10s),
remember that dice that result in a 10 are counted as Crits and counts as 2 successes. If
you get at least 1 success, you succeed in the Saving Throw. However, each time you need
to make the same kind of Saving Throw again during the same day. The amount of
successes you need to succeed the Saving Throw is increased by 1. If you fail a Death
Saving Throw, your character dies. If you succeed in a Death Saving Throw, make a
Mentality Check with a DC of 20. If you succeed the Mentality Check, set your HP to
-50%, rounded down. If you fail the Check, your character falls Unconscious (read more on
page 11). Tip to the GM: Whenever a character makes a Death Saving Throw, have the
GM roll it in secret or have the player that is rolling, do so in secret. Make sure to also roll a
d20 (for the Mentality Check) along those dice so it is not a dead giveaway that the
character survived. So your party can’t hear you roll another die, because you are checking
if you fall Unconscious or not. This can create some powerful roleplay moments, where the
rest of the party in a frenzy, desperately tries to get to their fallen friend to check if they are
still alive. Remember that in stressful situations it can be hard to judge if someone on the
ground is breathing or not, especially if you are surrounded by enemies and incoming
attacks. Should someone want to stop everything they are doing in order to focus and see if
their ally far away on the ground is breathing or not. Make them roll a Mentality Check with
decently high DC (depending on the distance) to see if they succeed and don’t have to worry
about their friends life. But should they choose to do so, it makes a lot of sense for the
enemies around to get Advantage on that person, since he stopped paying attention to the
whole situation in order to focus on their fallen friend.
Instant Death: If your character ever takes 200% of your maximum HP, your character is
Executed (dies).
(Optional! You can have 3/3 lifelines. Whenever you fail a Death Saving Throw, you lose
1/3 of your lifelines. If you die from Mortal Wounds, you lose 1/3 of your lifelines and reduce
your Mortal Wounds down to 5. If your lifelines become 0/3, your character dies).
Fall Damage:
Whenever you fall from 5 meters or higher you must make an Agility or Constitution
Saving Throw and get Successes equal to every 3 meters you fell to dampen the impact,
reducing the damage taken by half, rounded down, then reduce it further equal to the
amount of Successes you got over the DC. Otherwise you take the full damage as normal.
Alternatively you can perform the Action: Use a Form as a Free Action. If your Hit Dice’
Successes is equal to every 3 meters that you fell, you do not take any fall damage but gain
additional stacks of Exhaustion for every 3 meters you fell. Otherwise you take the full
damage as normal. If the Form isn't used to target the ground or is used to shift, the amount
of Exhaustion you gain is doubled.
Fall Damage chart:
5-9 meters: 2d6 fixed damage.
10-19 meters: 4d8s fixed damage.
20-29 meters: 8d10s fixed damage.
30-39 meters: 10d12s fixed damage.
40-59+ meters: 20d20s fixed damage.
60+ meters: Executes you.
Items
Items are great and grants you a lot of versatility both inside and outside of combat. Here is
a list of the most common items you will probably use:
Food: Only Dinner can remove starvation and they can grant you powerful daily effects that
last until you perform a Long Rest or 24h have passed. You can only have 1 Dinner per day.
Snacks prevent you from suffering stage 1 and 2 drawbacks of starvation, but it does not
remove it. You can eat Snacks during combat and they can be eaten a number of times up
to your Constitution modifier per day.
Food items:
Onigiri: Snack: 3 Pieces: 1 Yen: No effects.
Mochi: Snack: 1 Yen: Reduce Exhaustion by 1d4-1.
Dorayaki: Snack: 2 Yen: 1 Heal Dice.
Taiyaki: Snack: 2 Yen: + 2 on your next Check (max: 6).
Dango: Snack: 2 Yen: + 3 meters on your next Shift Action (max: 9).
Anpan: Snack: 3: Yen: + 1 Hit Dice on the next contested roll (max: 3).
Ramen: Dinner: 3 Yen: Daily: + 2 to your Exhaustion Cap and removes all stacks of
Dehydration.
Dumplings: Dinner: Requirements: You can only eat a maximum of 6 pieces per day: 2
Yen per piece: Daily: + 1 Hit Dice or + 1 Defense Dice on all contested rolls per piece.
Udon: Dinner: 5 Yen: Daily: + 3 to your Exhaustion Cap, + 1 Constitution and removes all
stacks of Dehydration.
Yakitori: Dinner: 5 Yen: Daily: + 1 Hit Dice on all contested rolls and + 1 Agility.
Yakiniku: Dinner: 6 Yen: Daily: + 4 to your Exhaustion Cap + 2 Strength.
Sushi: Dinner: 8 Yen: Daily: + 2 to your Exhaustion Cap and + 2 Mentality.
Weapon items:
Nichirin Sword: 300 Yen: 40 Durability: Armor Tier 4: Defense Modifier (2 + your
Technique modifier/4, rounded up): Range: Melee: + 2 Damage Tiers: Can be used to
behead demons.
Large Nichirin Weapon: 600 Yen: 50 Durability: Armor Tier 5: Defense Modifier (3 +
your Technique modifier/4, rounded up): Range: Melee or Chain length+1: + 4 Damage
Tiers: Requirements: User with 18 Constitution or higher: Can be used to behead
demons. Destroying a demon’s (real) head with this weapon will also destroy their neck
area, resulting in the demon being Executed. Can be attached with a chain up to 10m. Each
meter of chain you add to the weapon increases the Constitution needed in the
Requirements by 2.
Curved Nichirin Sword: 350 Yen: 30 Durability: Armor Tier 3: Defense Modifier (2 + your
Technique modifier/4, rounded up): Range: Melee: + 3 Damage Tier: Can be used to
behead demons.
Stinger Nichirin Sword: 200 Yen: 30 Durability: Armor Tier 1: Defense Modifier (1 + your
Technique modifier/4, rounded up): Range: Melee: Cannot behead or dismember the target.
+ 2 Agility. + 1 Damage Die.
Nichirin Whip Sword: 400 Yen: 35 Durability: Armor Tier 2: Defense Modifier (1 + your
Technique modifier/4, rounded up): Range: 4m: + 3 Damage Tiers: Can be used to behead
demons. If your Technique is below 18, you take half the Damage Dice you inflict on a
target and calculate the Damage Tier of the attack on yourself as well.
Burning Nichirin Sword: 400 Yen: 25 Durability: Armor Tier 2: Defense Modifier (1 +
your Technique modifier/4, rounded up): Range: Melee: + 2 Damage Tiers: Can be ignited
to deal 1d4-2 stacks of Burn when your Basic Attacks or Forms makes contact. Can be
used to behead demons. If ignited while you perform a Basic Attack and your Mentality is
negative: Inflict 1d4-2 Burn on yourself.
Smoking Nichirin Sword: 350 Yen: 35 Durability: Armor Tier 3: Defense Modifier (2 +
your Technique modifier/4, rounded up): Range: Melee: + 2 Damage Tiers: Emits smoke.
Can be used to behead demons.
Nichirin Cleaver: 450 Yen: 45 Durability: Armor Tier 5: Defense Modifier (3 + your
Technique modifier/4, rounded up): Range: Melee or Chain length+1: + 3 Damage Tiers:
Can be used to behead demons. Can be attached with a 1m chain.
Exploding Nichirin Cleaver: 4500 Yen: 45 Durability: Armor Tier 5: Defense Modifier (3
+ your Technique modifier/4, rounded up): Range: Melee or Chain length+1: + 3 Damage
Tiers: Requirements: You have Sound-Breathing learned or have trained with this Weapon
for a minimum of 1 year: Can be used to behead demons. Whenever your attack with this
Weapon makes contact, the Weapon causes an explosion as if 2 Anti-Demon Bombs
exploded (using the Anti-Demon Bomb rules), all beings automatically fail the Check if they
are not immune to the explosion. Can be attached with a 1m chain.
Serrated Nichirin Scimitar: 450 Yen: 40 Durability: Armor Tier 3: Defense Modifier (2 +
your Technique modifier/4, rounded up): Range: Melee: + 3 Damage Tiers: Inflicts + 2
Open Wounds (Major Wounds on non-demon targets). Can be used to behead demons.
The Ogre’s Jaw: 1500 Yen: 80 Durability: Armor Tier 8: Defense Modifier (4 + your
Technique modifier/4, rounded up): Range: 2m: + 5 Damage Tiers: Requirements: User
with 28 Constitution or higher: Can be used to behead demons. Destroying a demon’s
(real) head with this weapon will also destroy their neck area, resulting in the demon being
Executed.
Wakizashi Nichirin Sword: 150 Yen: 30 Durability: Armor Tier 2: Defense Modifier (1 +
your Technique modifier/4, rounded up): Range: Melee: + 2 Damage Tier: Can be used to
behead demons. Can be thrown.
Pistol: Gun: 100 Yen. 5 Yen/clip: 15 Durability: Capacity: 8: Max Range: 50m:
Ammunition: Fixed Damage Tier 4/6: Rapid Fire: Quick Surge: Reload. Nichirin Bullets
can behead demons and do more damage than standard ammunition.
Rifle: Gun: 350 Yen. 15 Yen/clip: 25 Durability: Capacity: 5: Max Range: 450m:
Ammunition: Fixed Damage Tier 6/8: Single Fire: Main Action: Reload. Nichirin Bullets
can behead demons and do more damage than standard ammunition.
Shotgun: Gun: 400 Yen. 20 Yen/clip: 30 Durability: Capacity: 2: Max Range: 25m:
Ammunition: Fixed Damage Tier 8/10: Single Fire: Main Action: Reload. Nichirin Bullets
can behead demons and do more damage than standard ammunition.
Longbow: Bow: 50 Yen. 1 Yen/arrow: 20 Durability: Armor Tier 1: Capacity: 15: Max
Range: 150m: + (4/6 + your Strength modifier or Technique modifier) Damage Tiers:
Single Fire: Quick Surge: Reload. Nichirin arrows can behead demons and do more
damage than standard arrows.
Anti-Demon Bombs: Limited Stock: 2d20 per location found. Refreshes after each Period
of Rest: 10 Yen/piece: Ranged Burst: 5 meters + 1 for each additional exploding bomb. All
beings must make an Agility Check with DC ((20 + per bomb used) - 1 per meter away from
the explosion). Damage Tier 5 fixed damage and + (per bomb used) Damage Dice:
Detonate on contact. Can be thrown. Can behead demons.
Kunai: 15 Yen: 20 Durability: Armor Tier 1: Defense Modifier (1 + your Technique
modifier/4, rounded up): Range: Melee: + 1 Damage Tier: Can be thrown.
Smoke Bomb: 5 Yen/piece: Detonate on contact. Can be thrown. When detonated,
everything within a 15m radius becomes Obscured in smoke. (*Page 5: Smoke Hazard)
Medical items:
Bandage: 1 Yen: 1=Quick Surge/ 2-5=Main Action: 2 Heal Dice for each bandage used.
Splint: 2 Yen: Effects differ on Short Rest/Long Rest.
Alcohol: 3 Yen: Quick Surge: Until you take damage, stabilize Large Wounds. While
stabilized you do not suffer the drawbacks of Large Wounds.
Antidote: 4 Yen: Quick Surge: Reduce the effectiveness of poisons from demons by half
for 1d4 rounds. Cures poison from natural sources.
Cleansing Drug: Limited Stock: 1d20 per location. Refreshes after each Period of Rest: 5
Yen: Quick Surge: Restore your Humanity by 2.
First Aid Kit: 10 Yen: Effects differ on Short Rest /Long Rest, or Main Action: 10 Heal Dice
and stabilize Large Wounds and Major Wounds.
Flask: 3 Yen: Can store up to 2dl liquid. Drinking a full flask of water removes all stacks of
Dehydration.
Lantern: 3 Yen/1 Yen Refill: Usage: 10 times: Can illuminate the area within a 15 meter
radius, halving the Stealth result of all beings within its range.
Mini-Whetstone: 3 Yen: Can be attached to other non-weapon items with Rope. Can create
sparks to ignite a fire.
Armguard: 5 Yen: + 1 Success on your Defense Dice if you perform the Brace Combat
Action.
Cooking Tools: 10 Yen: Can prepare to cook meat and other foods.
Camping Kit: 15 Yen: Reduce your Exhaustion by 5 in addition to your Short Rest. + 1d8
Temporary HP until you rest again, if used during a Long Rest.
Repair Kit: 20 Yen: During Short/Long Rests you can repair an item’s Durability by 5/15 (5
for Short Rest/ 15 for Long Rest).
Smithing Permit: 30 Yen: Requirement: Blacksmith as Role: You gain access to use the
local Smithy in a city or town to make non-weapon items.
Alchemist’s Tools: 40 Yen: Allows you to make custom drugs and poisons (at the GM’s
discretion).
War Armor: 200 Yen: Armor Tier 5: Defense Modifier 4: - 4 Agility. Cannot be burned.
When performing the Brace Combat Action, + 4 additional Armor Tiers when calculating
the Damage Tier of incoming attacks. Whenever you roll a Death Saving Throw while
wearing this item, you may automatically succeed the Saving Throw and destroy this item. If
you choose not to, you gain + 1 Death Die instead for that Saving Throw. (Remember this
does not protect you from Executes).
Horse: 400 Yen: Base Stats: No Technique stat, Mentality is 4, Roll 5d6 for Strength,
Agility and Constitution: Base Speed: Roll a d20 with Advantage + 5: Reduce travel time
by half. HP = ((Constitution Stat x 2) + (20 + Strength modifier)).
Demon Slayer Uniform: - Yen: Armor Tier 2: Defense Modifier 2: Cannot be bought.
When performing the Brace Combat Action, + 2 additional Armor Tiers when calculating
the Damage Tier of incoming attacks. Burn and Water resistant.
Kasugai Crow: - Yen: Base Stats: No Technique stat, roll 1d6 for Strength, roll 2d6 for
Constitution, roll 3d6 for Mentality and roll 4d6 for Agility: Base Speed: Roll a d20 with
Advantage + 10: Cannot be bought. Reaches travel destinations 4 times faster. HP =
(Constitution Stat) + 10 + Strength modifier.
Starvation
Stage 1: - 4 on your Exhaustion Cap and Strength.
Stage 2: - 2 on all Base Stats and your Base Speed.
Stage 3: Halve your Exhaustion Cap, rounded down.
Stage 4: You die, no Saving Throw is performed.
Dehydration
Stage 1: - 4 Mentality.
Stage 2: All your Actions now grants you 1 additional stack of Exhaustion.
Stage 3: Halve your Maximum HP, rounded down.
Stage 4: You die, no Saving Throw is performed.
Demons
Demons are a carnivorous species whose primary diet is based on preying on humans, by
consuming their flesh and mostly the blood. Sunlight is deadly to them and will burn them to
ash, so they strictly operate at night. Demons have an abnormally powerful physical
constitution and regenerative ability which makes them immune to normal weaponry and
grants them the ability to regenerate from any wound with ease, even re-growing their head.
Only the Nichirin Swords, special weapons made from special ore with sunlight absorption
properties, can inflict life-threatening wounds on demon kind. Of course, even with a Nichirin
Sword, the only method guaranteed to kill a demon is by chopping their head off. They are
also known to hate Wisteria flowers which are poisonous to them and whose smell is
repudiated by them.
Practically all demons possess a murderous instinct to kill and devour humans, and have
lost most of their memories from their human life. While they do still retain their original
personality, most times it becomes a darker version of what it used to be. However, there are
a few demons who have completely retained their human emotions and memories. All
demons do regain their memories moments before they die, which possibly means that
demons also have their lives flash before their eyes before they turn into complete ash.
The demon species is also known to mutate and grow stronger over time as they consume
more humans, allowing them to grow into more monstrous forms and improve their physical
and regenerative abilities among other attributes. Once demons consume enough humans,
they can develop Blood Demon Arts, an array of supernatural powers and techniques which
are unique to each demon.
Different human blood types have different levels of nutrition for demons: the rarer the blood
type, the greater the nutrition. The rarest blood type is known as Marechi; eating a single
human with this blood type provides a demon with roughly the same nutrition as eating one
hundred ordinary humans.
The blood of the Primordial Demon is also shown to have special properties that can
strengthen a demon, proportional to the amount of blood infused. The blood, however, is
dangerously toxic in higher concentrations and can force a mutation in the recipient's body
far beyond what they can withstand, causing death. However, if they do endure the process
which is shown to be more excruciating the higher the dose is, their strength will grow
tremendously.
The Demon Slayers are the central adversary to the demon race as they are an organization
trained to destroy them through a multitude of well refined techniques and tools developed
across centuries to exterminate them. As a result, demons tend to live in secrecy with the
population at large being ignorant to their existence. Even more, some demons blend into
human society as a way to hide from persecutors and also to have a much easier access to
prey.
Appearance
Demons come in a variety of forms. Most are humanoid in appearance, only with slight
alterations to their physiology, including but not limited to: paler skin, fangs, pointed nails,
catlike eyes with unusually-colored sclera, dark markings that come in various patterns
across their bodies, and/or a change in hair color. The changes differ from demon to demon,
as some demons can still retain their normal appearance while others gain distorted features
like multiple heads, mouths, or limbs. There are also cases where demons possess bizarre
monstrous physiologies more akin to beasts than humans.
Types of Demons:
Low-Rank Demons: Difficulty: Easy: Low ranked demons are the weakest of the bunch.
They often consist of people who have recently turned into demons and this type of demon
has usually only eaten 1-3 people at most. While they can be dealt with even by Mizunotos
or participants of the Final Selection, they do pose a threat. They are still demons afterall. As
demons they possess strength greater than a human and their attacks can cause a
respectable amount of damage.
High-Rank Demons: Difficulty: Hard: Demons whose power have evolved to the point to
where they have developed a Blood Demon Art. These demons’ strength varies greatly.
Some high ranked demons spend most of their energy in order to increase the potency of
their Blood Demon Art, while others just use it in conjunction with their strength that is far
beyond the capability of a morphed demon. Other than a member of the twelve demon
moons or the Primordial Demon, these demons are the hardest you can face. The path to
defeating them is often uncertain as the supernatural nature of them changes how the
battles are fought. Figuring out what their ability does is usually the best course of action.
Demons that have reached this level of power have usually eaten around 50-100 people.
With the only exception being demons that have focused more on eating people that are
more nutritious, rather than eating a large quantity.
Lower-Moon Demons: Difficulty: Very Hard: These demons are miles stronger than the
previous demons. As a member of the twelve demon moons (or Kizuki), they have usually
lived for a long time and possess very powerful Blood Demon Arts. They work directly for
the Primordial Demon as its servants, with each of them bearing a rank within the order. The
level of their strength is measured in a power hierarchy where the rank of each demon is
displayed in their eye. With each of them showing a number that ties them to the rank they
possess within this hierarchy. The rank and number shown starts at lower-6 and goes down
to lower-1, which is the strongest of the lower-moons. In order to have reached this level,
they have most likely consumed over 200+ people during their lives and received an ample
sample of the Primordial Demon’s blood. As strong as they are, being 6 out of the 12
strongest demons in existence next to the Primordial Demon, they are usually no match for a
Hashira and will often run if they are confronted by one.
Behaviour
Demons for the most part work in solitude not bothering to group up and are in fact shown to
be highly territorial and fight over both prey and potential hunting grounds. Nonetheless,
demons are all for the most part connected to the Primordial Demon, who through an array
of curses is able to read their minds, witness what they see, discern their location, and even
destroy them remotely, operating akin to a hive-mind. All demons pledge obedience to this
Demon, which uses fear and manipulation to maintain loyalty. However, the Primordial
Demon’s control over its progeny is not omnipotent. An individual with a strong will might be
able to sever their connection with it, rendering them immune to its curse and making them
mostly undetectable by it.
Known Abilities: (GMs can find the actual gameplay effects of these abilities in the
document here: Demons: Known Abilities Keep in mind that only GMs (Game Masters)
may read through this document)
Accelerated Growth Rate: “Demons grow at superhumanly fast rates, dependent on the
number of humans they have consumed and the amount of the Primordial Demon’s blood
they have assimilated. This allows even the weakest humans to become one of the most
powerful beings in existence in mere months. As a result, demons are able to reach further
heights that are impossible to attain when human as long as they keep assimilating the
Primordial Demon’s blood and consuming humans. Some demons, however, have a limit to
how much they can use to grow stronger, and they might be not compatible with a higher
amount of the Primordial Demon’s blood and die if they don't consume enough humans”.
Biological Absorption: ”Some demons have displayed the ability to absorb biological
matter into their bodies through physical contact, mainly as an alternative method for
consumption. It is also implied that demons can kill other demons by absorbing them into
their bodies”.
Disease Immunity: ”Demons have an innate immunity to all types of diseases and ailments,
with complex anti-demon drugs and the poison of a Wisteria flower being the only exception,
the former being able to effectively weaken demons and the latter able to kill demons if they
receive even milligrams of the substance”.
Enhanced Senses: ”Due to their predatory nature, demons possess sharper sensory
abilities. Most notably, demons can discern normal blood from marechi blood. Even a low
level demon is able to track the smell of an object back to its source. Demons are able to
distinguish things humans hardly understand, such as blood type, sickness, and genes”.
Flesh Manipulation: “All demons have the shared ability which allows them to control and
alter their own body's flesh to a certain extent, such as growing limbs, creating identical
clones of themselves, and detaching body parts and remotely controlling them. Weaker
demons are capable of completely creating extra limbs, while members of the Twelve Kizuki
possess flesh alteration abilities so advanced they can flawlessly generate fully-functioning
weapons or clothing out of their flesh, to the point that they are indistinguishable from their
normal counterparts”.
Immortality: “Demons don't age, possessing eternal life that allows them to live for centuries
without showing the slightest sign of deterioration or aging. They are unable to be killed by
conventional means, like suffering excessive injuries, but can be killed by sunlight, through
decapitation by Nichirin Swords, Wisteria poison or if the Primordial Demon wills it”.
Information Sharing: “Demons possess the ability to disseminate and transmit information
to one another through psychic means”.
Inhuman Physical Capabilities: “Even the weakest of demons possess inhuman strength,
speed and endurance, being able to outmatch the average person in all physical categories
effortlessly. A demon's physical abilities are implied to be directly tied to the amount of the
Primordial Demon’s blood they have assimilated and how much humans they have
consumed”.
Menacing Aura: “Demons have a naturally menacing presence and aura that evokes fear,
with stronger demons having a more intense aura. The aura of Lower-Moon demons can
make the air feel heavy and thick with a mere gaze, while Upper-Moon demons possess
auras that can induce fear and physical pain into their opponents or even make them lose
the will to fight”.
Regeneration: “Demons have incredible regenerative abilities far superior than any living
being or human due to the properties of the Primordial Demon's demonic blood, able to heal
any sort of physical injury in mere seconds, including deep cuts, organs, chunks of flesh,
entire limbs or even their head and entire body.] Stronger demons can heal more serious
injuries faster and more precisely than weaker demons. For example, the average demon
would take a dozen seconds to regrow an entire arm, while the likes of the Upper Ranks can
repair it in the same second it was sliced off, faster than even most skilled Demon Slayers
can react to, making it seem like it happened instantaneously”.
Shapeshifting: “All demons have a shared ability and attribute of shapeshifting through the
precise manipulation of their body. For weaker demons, shapeshifting is automatic and
usually random. For example, humans that recently became demons could have horns,
sharp nails, fangs or extra limbs that are granted through demonization. Demons that
possess more of the Primordial Demon’s blood would be able to control their own
shapeshifting more precisely, enabling them to change their appearance at will”.
Supernatural Blood: All demons have supernatural and special blood that is the main
source of all their abilities, characteristics, attributes and capabilities, thus being the most
important aspect of demons. The higher the concentration of the Primordial Demon’s blood a
demon possesses, the overall stronger they are. Once demons grow strong enough, they
develop supernatural abilities unique to themselves known as Blood Demon Arts, magic
uses a demon's blood as a medium. While demons can’t die from wounds, it can eventually
drain them of all their blood, rendering them unable to use their Blood Demon Art. Their
blood will regenerate with time or immediately if they consume a human’s flesh and/or
blood”.
Unlimited Stamina & Endurance: “All demons have a shared physical trait of endless and
limitless stamina and vitality, simply being unable to accumulate fatigue or get tired no matter
how hard they try to exert themselves. Demons can also endure pain and discomfort much
better than humans and even the likes of Hashira, taking on onslaught of attacks as if they
were nothing, such that a severed arm or slashed neck wouldn't even bother them. It is also
stated that demons don't need to sleep or rest”.
Weaknesses:
Sunlight: “The greatest threat to all demons is sunlight, which ignites their cells, severely
limits their regeneration, and fatally burns them to ashes”. Gameplay (Demon Eaters or
Humans affected by Blood Demon Arts or have lost Humanity due to demonic interference):
Restores your Humanity to full and your Humanity cannot be lowered as long as you
remain in sunlight. The effects of all Blood Demon Arts/demonic abilities/demonic effects
are cleansed and erased in sunlight.
Nichirin Swords: “Nichirin Swords are blades made out of Scarlet Crimson Iron Sand and
Scarlet Crimson Ore, which absorb sunlight to such an extent that a decapitation strike with
such a weapon can instantly kill a demon. There are exceptions, however, some powerful
demons can overcome this weakness and survive decapitation by these blades. Although
records of this happening are slim to none”.
Wisteria Flowers: “The Wisteria flower is poisonous to demons, and releases a scent that
can repel demons. Wisteria flowers can be used to create deadly and highly potent poison
mixtures to easily kill demons in small amounts. If it is as potent on strong demons such as
Upper Moons is unknown”.
Curse of the Primordial: “Every demon created through the Primordial Demon’s blood is
also inflicted with a deadly curse which activates if they call out divulge any information
about it, most commonly by saying its name in the presence of Demon Slayers”.
Today, demons are running rampant in the country, with reports of people disappearing all
over. They seem to only really strike whole villages if they are far out in the outskirts. Due to
this people are confused and afraid, while the Shogunates refuse to accept the existence of
demons, believing the rumors to be exaggerations of wild animal attacks or even secret ops
of rival shoguns. Perhaps due to the influence of demons. The history of Japan is far from
our own. The current era, what would normally be the Taishō period, is now the second
Sengoku period, with Japan currently being in the state of Civil War. The country is divided
between the Ex-Shogunate Clans: Rantamichi [Lantern, Path], Shinokami [True, Wolves]
and Shinkunshu [Crimson, Monarchs], who are fighting to take the missing role of Emperor.
After the Emperor and his family was mysteriously murdered 62 years ago (1850), as only a
pool of blood was ever found at the scene at the dead of night.
Map
Status:
Today, more families than ever succumb as prey to demons all over the country. Due to this,
one could say that this is the saddest golden era for the Demon Slayer Corps. Since more
and more people are now training and attempting to join the organization than ever before,
due to them losing their family members or homes.
Will you and your group be able to successfully join the Demon Slayer Corps in the Final
Selection, defeat the demons and potentially stop the war? Try your luck in the original
alternative story of Kimetsu no Yaiba: Demon Slayer Alternative.
As your adventure begins you start off with 20 Yen. Your character may use these Yen to
purchase any items they think will aid them in the Final Selection, before they are sent off
from their respective villages/cultivators.
Should you survive and clear the task: You will be rewarded with selecting an ore (2 ores
if you require 2 weapons for your Breath Style) that will become 1 free Nichirin weapon, 20
Yen, 1 Demon Slayer Uniform and 1 Kasugai Crow. You are also promoted to Mastery
Rank: Mizunoto (1) and your rank is inscribed into your hand through a process called
“Wisteria Flower Engraving”. You can check your current rank at any time by saying the
password and flexing your arm.
Once you have received your very own Nichirin Weapon instead of using your cultivator’s
hand me down. Players decide the color on the sword and its design: They all must choose
a color that matches 1 of the Breath Styles that exist. This Breath Style is the one they are
fated to use well. + 2 Damage Dice and Damage Tiers when using said Breath Style.
Ranking up:
As you complete missions and defeat demons, your rank within the Demon Slayer Corps will
increase. Here is a list of the Requirements to rank up your Mastery Rank and their
bonuses:
Mizunoto: Requirements: Complete the Final Selection: + 1 Stat Point. New training
unlocked. + 20 Yen each month.
Kinoe: Requirements: Complete 1 Very Difficult Mission: + 3 Stat Points. (optional): + You
may create your own Breath Style and change your fated color to that Style’s color. + 1
Skill/Trait Slot. + 1000 Yen each month.
Trainings:
Trainings are effects that require no skill/trait slots in order to be active, (this does not apply
to Skills or Traits gained through training). In between missions when your party needs time
to heal their wounds, the Demon Slayer Corps (the GM) can give you some time until the
next mission. When this happens you will be taken in by an estate where you can train both
before and after you have healed. These breaks come in short, medium and long periods,
depending on how badly injured you all are after finishing a mission. How much of this time
can be spent training also depends on how badly injured you are, (GM’s can adjust this
based on how many Mortal Wounds you have). Each training requires a certain amount of
time between short, medium and long until the training is complete. 1 long training = 3 short
and 1 medium = 2 shorts. If there is not enough time to finish the training you started, you
can continue the same training during the next rest at an estate with the same progress.
Once you have finished your training you gain the effects granted from said training. The
Ranks on a training determines the maximum amount of times that training can be
performed. These trainings are unlocked after ranking up to the corresponding Mastery
Rank:
In order to succeed in this training, your character must use Total Concentration Breathing
for 24h and never lose their breath. Your food item’s Daily effects do not increase your
Exhaustion Cap when performing this training. Each hour your character gains 1 stack of
Exhaustion. If your Exhaustion Cap is exceeded, you fail the training. Each time your
Exhaustion Cap is about to be exceeded, Make a Constitution Saving Throw. If you
succeed the Saving Throw, you do not gain the stack of Exhaustion. (Reminder:
Remember that each time the same type of Saving Throw is performed again, the successes
needed to succeed is increased by 1).
If you manage to not exceed your Exhaustion Cap in 24h, you finish the training and gain
the technique: Total Concentration Breathing: Constant.
This test can only be attempted 3 times per Short, Medium or Long periods of rest.
Change of Fate: Rank 1: Short: You may change your fated color on your Breath Style and
change the color of your Nichirin swords to any other color you choose. (Fated Color: If your
fated color matches your Breath Style, + 2 Damage Dice and Damage Tiers when using
said Breath Style.)
Tsuchinoto: Mastery Rank 5:
Deadshot: Rank 2: Medium: + 1 Damage Tiers on all Gun and Bow weapons you use.
This bonus is applied to Fixed Damage Tiers as well.
Dark Intentions: Rank 1: Long: Demon Eaters can use the Action: Demonic
Transformation as a Bonus Action instead.
Decisive Mind: Rank 1: Medium: Whenever a Decisive Moment occurs, you gain both 1
Main Action and a Shift Action instead of 1 or the other.
Sense Demons: Rank 5: Medium: If you do not possess the Skill: Sense Demons, you
gain it. Skill: Sense Demons: Whenever a demon comes within ((Your Mentality modifier +
Mastery Rank) x your Rank in Sense Demon) meters, you instantly become aware of its
presence. If your Rank in Sense Demons is 5: You also become aware of its general
strength and what type of demon it is, (you do not become aware of its Rank, if that demon
is a member of the 12 Demon Moons).
Initiator: Rank 1: Medium: + (1 + your Mastery Rank) Initiative and Base Speed on the
first round, at the start of combat.
Tough Slayer: Rank 3: Short: + 5 Armor Tiers when calculating the Damage Tier of
incoming attacks.
Guardian Angel: Rank 1: Medium: Once per session, you may immediately gain a full turn
if any of your allies is about to gain their 10:th Mortal Wound or fail their Death Saving
Throw. Perform your bonus turn before those results apply, but you can only spend your
Actions to attempt to save that ally. If that ally's HP becomes 0% or higher during your turn,
they succeed their Death Saving Throw instead. This effect of Guardian Angel can only be
used by 1 player character per session.
Master of Evil: Rank 1: Long: Demon Eaters can gain 1 additional Main Action at the
start of their turn. That Main Action can only be spent to use the Action: Demonic
Transformation, a Demonic Action, your Blood Demon Art or a Blood Demon Art
Technique. If they did, their Humanity is reduced by (15 - their Mastery Rank).
Apply to Become a Tsuguko: Rank 1: Unique: Instead of taking a certain amount of time
to learn. One must succeed on a unique test. The test will vary depending which Hashira
character you are trying to impress. The corresponding Hashira will give you a unique
mission; which upon completion, will earn you the title of Tsuguko, earn you the Approval of
the Demon Slayer Corps and make you a successor to that Hashira.
Untouchable: Rank 1: Medium: Whenever a Decisive Moment occurs, + 15 Armor Tiers
for that round.
Living Death: Rank 10: Medium: You can plant 1 poison or bomb item inside of you that all
trigger if your character dies.
Top Performance: Rank 1: Long: You gain 2 Main Actions on each of your turns.
Determined Protector: Rank 1: Medium: Once per round, whenever you perform the
Basic Reaction: Protect, you may also choose to perform a Form you know that can be
used as a Reaction instead of performing the Brace or Intercept Combat Action.
Hashira Training: Rank 10: Long: + 2 Stat Points, + 2 to your Exhaustion Cap and + 2 to
your Base Speed movement.
Dojos (Optional):
By traveling, your party might encounter a dojo that teaches unique training that cannot be
learned elsewhere. Allowing your party to learn new fighting techniques that might also help
when facing demons. The GM: Can come up with a new unique training for their players. A
player can only have 1 dojo training effect that they have learned, active at a time. But they
can learn any number of dojo training skills. In order to train a dojo technique, the player
needs to spend 1-4 weeks to learn a dojo skill that requires a short training period, 1-3
months for a skill that requires a medium training period and 4-6 months to learn a skill that
requires a long training period.
Here is an example of dojo training skill:
Netuani Warrior Style: Rank 5: Short/Medium/Long:
Requirements: Short period: At rank 1: Randomly select 1 rolled Defense or Hit Die to
remove when facing a stronger opponent with more Hit Dice/Defense Dice than you.
Requirements: Short period: At rank 2: Randomly select 2 rolled Defense or Hit Die to
remove when facing a stronger opponent with more Hit Dice/Defense Dice than you.
Requirements: Medium period: At rank 3: Randomly select 3 rolled Defense or Hit Die to
remove when facing a stronger opponent with more Hit Dice/Defense Dice than you.
Requirements: Medium period: At rank 4: Randomly select 4 rolled Defense or Hit Die to
remove when facing a stronger opponent with more Hit Dice/Defense Dice than you.
Requirements: Long period: At rank 5: Randomly select 5 rolled Defense or Hit Die to
remove when facing a stronger opponent with more Hit Dice/Defense Dice than you.
A pre-constructed campaign that will feature drawn unique characters in an epic tale in order
to take down the progenitor of all demons, The Primordial Demon. Shape the story and the
future of Japan as the conflict of the 3 Clans: Rantamichi, Shinokami and Shinkunshu
escalates. All while the Primordial Demon’s evil plan slowly comes to light, as the Demon
Slayer Corps and the demons are in a fierce battle behind the scenes. Will the slayer’s HQ
be destroyed or will the Primordial Demon finally be found and beheaded. It all unfolds in the
alternate story of Demon Slayer: Demon Slayer Alternative.
Character Sheet
Discord Server
[Link]
Patch Notes:
Notice: The system is still being playtested for the first time, so please excuse any errors in
balance or "jank" mechanics as I try to improve the system to the best of my abilities. Here is
a huge update that hopefully will increase the balance and quality of life for this roleplaying
system, as well as adding new content/mechanics.