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Onmyodo - A Game of Ancient Magic in Modern Tokyo

Dec 18, 2015

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A Game of Ancient Magic
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  • Onmyodo:

    A Game of Ancient Magicin Modern Tokyo

    - -

  • Cheat Sheet Taking Action Always start with what you want to do, and

    then try to explain it in rules. Going the

    other way is boring and lame. Generally, if

    its not dramatic or interesting, you dont

    need to roll.

    Roll the dice and add your skill ranks. You

    can either roll four fate dice (4dF) or

    1d6-1d6. Every point over your target

    number is called a shift.

    When you fail, you can choose to either fail

    or succeed with a major consequence. When

    you tie with the target number, you succeed

    at a minor cost. When you exceed the target

    number, you succeed at no cost. When you

    succeed by 3 or more (3 shifts), you get a

    boost. A boost is an aspect with one free

    invoke that disappears after you use it.

    To work as a team, choose one character to

    make the main roll, and add +1 for each

    character with one or more ranks in the skill

    who is helping. Alternatively, each other

    character could roll to create an aspect to

    help and give +2.

    Aspects When you want to do better at something,

    choose an aspect on your sheet, on the scene,

    or on the game as a whole that seems

    relevant. Describe your action according to

    that aspect. Spend a Fate Point to gain a +2

    on your roll or reroll the dice (not both).

    This is called invoking.

    Aspects are also the fuel for gaining more

    Fate Points. Whenever an aspect hurts you,

    you gain one Fate Point. This is called a

    compel.

    You can make a new aspect by using a skill.

    If you succeed, you create (or discover) an

    aspect and gain one free invoke. Succeed by

    3 or more, and you get 2 invokes. You can

    give these free invokes to other players.

    Free invokes stack with paid invokes and

    with one another.

    Conflicts Perception determines turn order. Only roll

    if you have the same number as another

    character in the scene.

    There is no grid, but play is divided up into

    zones, each of which has one or more

    aspects. Moving between zones takes an

    action, and may require a roll if there is an

    obstacle in the way.

    You can choose to do nothing proactive for

    a round and gain a +2 on defensive rolls.

    When you fail at a defense action, you must

    take stress equal to the number of shifts the

    attacker scored. Check off a stress box of

    the appropriate type (physical, mental,

    spiritual). A stress box absorbs up to the

    amount written, but they cannot be divided

    up. When you run out of stress boxes, you

    are taken out. If you concede the conflict,

    you can choose how your character fails, but

    if you are taken out, your opponent chooses.

    To avoid being taken out, you can choose to

    take a consequence. Mild consequences soak

    up 2 stress, moderate 4, and severe 6.

    In order to heal those consequences, you or

    someone else must succeed at an

    appropriate skill roll (difficulty 2/4/6). You

    can then rename the consequence to

    something less harsh (i.e. Broken Leg On

    Crutches), but you must wait to erase it.

    Mild takes one scene, moderate one session,

    and severe one storyline.

  • Magic Magic can be used for any of the major

    actions in the game: attack, defend, create an

    advantage, overcome, even recovery. Most

    of the time, everyone at the table will agree

    on roughly how powerful the effect you

    want is and will agree on a target number.

    When we dont agree, refer to this table.

    Abjurations protect something within an

    arcanums domain. Alterations change the

    essence of a target. Commands involve

    pressing an existing being or phenomenon

    to do your will. Creations summon things

    that are not present, either by creating them

    or calling to them from afar. Destructions

    remove obstacles. Divinations provide

    sensory perceptions or knowledge about

    something under an arcanums domain.

    Complexity is a subjective matter. Creating

    a solid block of iron would be fairly simple.

    Creating an iPad would be complex.

    Changing a spirit of hunger to a spirit of

    thirst would be simple. Changing a spirit of

    hunger to a spirit of rock and roll would be

    complex. Warding a room against all human

    beings would be simple. Warding a room

    against human beings from Kagoshima

    named Tetsuya would be complex. And so

    on.

    Practice Targets Size Connection

    (*with stunt only)

    Complexity Duration

    +0 divination Self cat touch (same zone) simple scene

    +1 command 1 target human sight (nearby zone) moderate session

    +2 alteration room full car personal item* complex story

    +3 abjuration building full house intimate

    knowledge*

    permanent

    +4 destruction town full airplane second-hand

    knowledge*

    +5 creation whole

    world

    building

    Paradox occurs whenever an unenlightened

    person witnesses magic. The onmyji

    attempts to overwrite someone elses vision

    of reality, and so a conflict occurs. Paradox

    can be avoided by making magic look like a

    coincidenceinstead of lightning from the

    hands, a circuit breaker erupts in sparks, for

    example.

    A paradox functions as an attack on the

    onmyjis soul. The onmyji rolls Mysticism

    as a Defense against a paradox attack,

    determined by the number of witnesses:

    Paradox Rolls

    1 witness 2

    A room full of witnesses 4

    Several rooms full of witnesses 6

    A building full of witnesses 8

    A whole town or more 10

  • Skills

    Stunts

    Arcana

    Wind

    Fire

    Water

    Earth

    Fate

    Mind

    Time

    Matter Life

    Space

    Forces

    Spirit

    VoidDeath Prime

    Athletics

    Burglary

    Drive

    Fight

    Shoot

    Stealth

    Academics

    Crafts

    Computers

    Mysticism

    Perception

    Will

    Contacts

    Deceive

    Empathy

    Provoke

    Rapport

    Resources

    (Name)

    Date of Birth

    Day Month Year

    Family Name Given Name(s)

    Height

    Weight

    kgcm

    (30mm x 40mm)

    Body (Athletics)

    Mind (Will)

    Soul (Mysticism)

    Consequences

    Mild

    Moderate

    Severe

    AspectsConflict

    Occupation

    Male

    Female

    Refresh

    Essence

  • 1

    Game Creation

    Game Aspects As a group, come up with two

    phrases, called Aspects, that

    describe the kind of game you

    want to play. Think of major

    issues or challenges that youd like

    your character to come up against.

    Your GM has some ideas for

    challenges, opponents, and

    scenarios, but you, the players, will

    decide the overall tone of the

    game. Youll decide what sort of

    group you are, how you know

    each other, and the general

    context in which you deal

    with the supernatural

    forces of modern Tokyo.

    To get the discussion

    going, here are a few

    example settings. Feel

    free to add your own

    ideas, mix and match and

    mash together to make

    the game thats best for

    everyone at the table.

    Game Creation

    As a group, come up with two

    phrases, called Aspects, that

    describe the kind of game you

    want to play. Think of major

    issues or challenges that youd like

    your character to come up against.

    Your GM has some ideas for

    challenges, opponents, and

    , the players, will

    decide the overall tone of the

    game. Youll decide what sort of

    group you are, how you know

    each other, and the general

    context in which you deal

    ural

    To get the discussion

    going, here are a few

    example settings. Feel

    free to add your own

    ideas, mix and match and

    mash together to make

    the game thats best for

    Weird Tales from Akeyami High School You were a normal student at a

    normal high school

    you witnessed an event which

    warped your mind and opened

    you up to the true nature of reality.

    Now, along with English, Calculus

    and Japanese History, you study

    the ancient ways of compelling

    spirits and weaving spells. Its a

    struggle juggling a mountain of

    homework, after

    and parents incessant questions

    about why you come home

    covered in bruises at

    morningbut its kind of fun

    Weird Tales from Akeyami

    re a normal student at a

    normal high schooluntil one day

    you witnessed an event which

    warped your mind and opened

    you up to the true nature of reality.

    Now, along with English, Calculus

    and Japanese History, you study

    the ancient ways of compelling

    s and weaving spells. Its a

    struggle juggling a mountain of

    homework, after-school activities,

    and parents incessant questions

    about why you come home

    covered in bruises at two in the

    but its kind of fun.

  • 2

    Bureau of Yin and Yang Special Task Force For more than a thousand years,

    mages from the Bureau of Yin and

    Yang advised the most powerful

    men in Japan, overseeing the

    succession of emperors and

    deciding the movements of vast

    armies. Officially, the Bureau was

    disbanded during the Meiji period,

    amidst a wave of Westernizing

    influences. The Bureau continued

    on, however, in secret, protecting

    the Japanese people from mystical

    threats and ensuring that the

    public remains ignorant of the true

    nature of the world. You are a

    Bureau of Yin and Yang

    For more than a thousand years,

    mages from the Bureau of Yin and

    Yang advised the most powerful

    men in Japan, overseeing the

    succession of emperors and

    deciding the movements of vast

    armies. Officially, the Bureau was

    disbanded during the Meiji period,

    idst a wave of Westernizing

    influences. The Bureau continued

    on, however, in secret, protecting

    the Japanese people from mystical

    threats and ensuring that the

    public remains ignorant of the true

    nature of the world. You are a

    special agent of the Bureau o

    and Yang, instructed in the ancient

    ways of magic, and charged with a

    solemn duty to defend the land of

    your ancestors from dangers

    beyond our realm.

    The Abe Academy for Talented Youngsters Take the Yamanote line to

    Harajuku, then take the elevator

    down from the platform. If you

    look carefully, youll find the

    button: B14. A tram is there, with

    no conductors or station

    attendants, but it always arrives on

    time. Ride the line out to the last

    stop, and youll find the Abe

    special agent of the Bureau of Yin

    and Yang, instructed in the ancient

    ways of magic, and charged with a

    solemn duty to defend the land of

    your ancestors from dangers

    beyond our realm.

    The Abe Academy for Talented

    Take the Yamanote line to

    Harajuku, then take the elevator

    own from the platform. If you

    look carefully, youll find the

    button: B14. A tram is there, with

    no conductors or station

    attendants, but it always arrives on

    time. Ride the line out to the last

    stop, and youll find the Abe

  • 3

    Academy for Talented Youngsters,

    where students with special

    promise are trained to unlock their

    hidden potential.

    The Hidden Council You are part of a very select cabal

    of mages, the last in a succession

    of mentors and apprentices

    stretching back more than fifteen

    centuries. Your master and his

    colleagues have overseen Japans

    resurrection from the ashes of

    World War II, pulling strings in

    secret and arranging the threads of

    fate. Their time is now nearing its

    end. You and your fellow

    apprentices must step up and

    assume this awesome

    responsibility as the true power

    behind Japan. But a cloud looms

    over the horizon in the land of the

    rising sun. While the population

    declines and corruption eats away

    at the political establishment, a

    mystical power threatens to

    swallow Japan into a thousand

    years of darkness.

    Wisdom of the Elders It is the year 1514. You and your

    fellow will-workers of the Imperial

    Council of Magi have peered

    through the veil of ages, through

    generations of descendents, and

    seen a truly dark and horrifying

    fate for the city of Edo. Using a

    secret spell laid out in an ancient

    Chinese scroll, you transfer your

    consciousness forward, 500 years

    into the future, to the year 2014.

    Taking on a new form in this

    strange new era, you must prevent

    the coming apocalypse with

    magics long forgotten.

    Faces and Places Once the table has settled on two

    game-wide aspects to tie things

    together, its time to think of a few

    major figures and locations that

    will make the setting work. As a

    group, GM and players alike will

    come up with some important

    locations and NPCs that help to

    flesh out those themes. No need

    for a lot of details, just a name and

    one or two aspects for now. You

    can always come back to this.

  • 4

    Your Character Start with the Essence,

    Concept for your character. This

    should be a short phrase that

    describes the core idea of your

    character. If you were making

    Luke Skywalker, for instance, you

    might have something like

    the Jedi. Then, come up with a

    Conflict, or Trouble. This could

    be an internal or external struggle.

    Luke Skywalker might have

    something like On the Run from

    the Empire. Good aspects are a

    double-edged sword: they make

    you good at some things and

    complicate your life in other ways.

    or High

    Concept for your character. This

    should be a short phrase that

    describes the core idea of your

    character. If you were making

    Luke Skywalker, for instance, you

    might have something like Last of

    . Then, come up with a

    his could

    be an internal or external struggle.

    Luke Skywalker might have

    On the Run from

    Good aspects are a

    edged sword: they make

    you good at some things and

    complicate your life in other ways.

    For the third aspect, think

    your characters first encounter

    with the mystical world. How did

    you become enlightened? Did you

    witness something supernatural?

    Did you have a mentor? What

    problems did you face? Write

    down a short story, just a couple

    of sentences, on an index ca

    Then pass that card to your left.

    Now, take the card you just got

    and add a detail to it. You are a

    guest star in someone elses story,

    so find some way that you solve a

    problem for them, add

    complications, or otherwise make

    their story more interestin

    For the third aspect, think about

    your characters first encounter

    with the mystical world. How did

    you become enlightened? Did you

    witness something supernatural?

    Did you have a mentor? What

    problems did you face? Write

    down a short story, just a couple

    of sentences, on an index card.

    Then pass that card to your left.

    Now, take the card you just got

    and add a detail to it. You are a

    guest star in someone elses story,

    so find some way that you solve a

    problem for them, add

    complications, or otherwise make

    their story more interesting. Talk

  • 5

    to that player about it, make it

    something fun for both of you.

    Finally, write down two aspects,

    one describing your first story, and

    one describing your guest

    appearance in the other players

    story.

    That leaves one aspect left. For

    this one, you have a lot of

    freedom. You could have some

    minor magical effect, like

    5 Kilos. You could have a magical

    artifact or favorite tool. Maybe you

    have an important NPC

    connection, a day job, or a

    connection to another PC. Have

    fun, and be creative! If you

    cant think of anything, its okay to

    leave it blank and fill it in later.

    Now choose your characters

    element by circling one of the five

    elements. Casting spells f

    element is always free, but o

    elements cost 1 Fate Point each.

    For skills, your character starts

    with one skill at +4, two skills at

    +3, three skills at +2, and four

    skills at +1. No two players may

    have the same skill rated +4.

    to that player about it, make it

    something fun for both of you.

    Finally, write down two aspects,

    one describing your first story, and

    one describing your guest

    appearance in the other players

    That leaves one aspect left. For

    ave a lot of

    freedom. You could have some

    minor magical effect, like Weighs

    . You could have a magical

    artifact or favorite tool. Maybe you

    have an important NPC

    connection, a day job, or a

    connection to another PC. Have

    fun, and be creative! If you really

    cant think of anything, its okay to

    leave it blank and fill it in later.

    characters

    element by circling one of the five

    asting spells from that

    element is always free, but other

    elements cost 1 Fate Point each.

    lls, your character starts

    with one skill at +4, two skills at

    +3, three skills at +2, and four

    skills at +1. No two players may

    have the same skill rated +4.

    Your character begins play with

    three stunts, which you can design

    yourself or choose from the

    Core SRD (fate-srd.com/fate

    or from the Magic section of this

    document. You begin with 5

    Refresh, but you can trade 1

    refresh for 1 stunt. Your Refresh

    may never be lower than 3.

    Refresh gives you free Fate Points

    at the start of each sessi

    think carefully about whether the

    stunt is worth the loss of Fate

    Points.

    Your character begins play with

    three stunts, which you can design

    yourself or choose from the Fate

    srd.com/fate-core-menu)

    or from the Magic section of this

    document. You begin with 5

    Refresh, but you can trade 1

    refresh for 1 stunt. Your Refresh

    may never be lower than 3.

    Refresh gives you free Fate Points

    at the start of each session, so

    think carefully about whether the

    stunt is worth the loss of Fate

  • 6

    The Mystical

    World

    Onmyodo: the Way of Yin and Yang (Onmyd, literally the Way

    of Shadow and Light) is a set of

    mystical practices dating back at

    least fifteen hundred years. Its

    practices are dividing among five

    elementsEarth, Water, Fire,

    Wind, and Voidas well as

    between Yin (shadow) and Yang

    (light). Its practitioners once held

    Japan in the palms of their hands,

    controlling the comings and

    goings of nobles, the waging of

    war, and the succession of

    Emperors. Yet modern Japanese

    as a whole do not believe in magic.

    Modern Japanese are mistaken.

    A Brief History of the Onmyoji Onmyd was introduced to

    Japan under the rule of Empress

    Suiko in the year 603, by the

    Buddhist monk Kwalluk. The first

    (onmyji, shaman) were

    devotees of the Chinese

    philosophy (w xng, the

    Five Movements), as well as

    students of Buddhism and

    Confucianism. They were diviners,

    scholars and advisers to the

    wealthy and powerful, and much

    feared for their unique skills. Over

    time, onmyoji developed a

    complex set of arcane practices

    based on the five elements, as well

    as Yin and Yang, darkness and

    light. They blended in knowledge

    from Taoism and Shinto, and their

    influence grew.

    In the 7th and 8th centuries, their

    art was governed by an official

    government bureau, the

    (onmyry, Bureau of Yin and

    Yang). They had an official place

    in the Imperial bureaucracy and

    enjoyed high status. Nobles all

    across Japan sought the wisdom of

    the onmyji, and many would

    refuse even to leave their palace

    grounds without consulting the

    divinations first. Onmyji

    sometimes refer to this as the

    Golden Age of Onmyd.

  • 7

    During this the

    Fujiwara Clan rose

    to dominate the

    Bureau of Yin and

    Yang, and gained

    preeminence over

    the onmyji of

    Japan. They ruled

    over the Imperial

    Court in regency, seeing to all of

    the duties of state as the Emperor

    lived in secluded luxury. By the

    year 1000 they gained the right to

    enthrone and dethrone Em

    Their power was curbed a few

    decades later by Emperor

    Go-Sanj, as he wrested back

    control of the Chrysanthemum

    Throne. Their influence remained

    immense, however, and

    centuries thereafter, until 1924, the

    principle consorts and marriages

    of the Imperial family were

    recruited from the Fujiwara Clan.

    At the turn of the 11th century, a

    great onmyji named

    (abe no seimei) codified many of the

    practices of the onmyji in a book,

    (senji ryakketsu

    Summary of the Judgment of

    Court in regency, seeing to all of

    the duties of state as the Emperor

    lived in secluded luxury. By the

    year 1000 they gained the right to

    enthrone and dethrone Emperors.

    Their power was curbed a few

    by Emperor

    , as he wrested back

    control of the Chrysanthemum

    remained

    immense, however, and for

    ter, until 1924, the

    principle consorts and marriages

    of the Imperial family were

    recruited from the Fujiwara Clan.

    century, a

    ) codified many of the

    in a book,

    enji ryakketsu, A

    Summary of the Judgment of

    considered the greatest

    who ever lived.

    Abe no Seimeis influence lived on

    in a new form of Sh

    in a lineage of powerful magi. His

    descendent, Abe Arinaga, was

    elevated to head of the Bureau of

    Yin and Yang in the 16

    during the Muromachi period.

    Thereafter, their lineage was

    known as the Tsuchimikado

    family. In 1683 Empero

    decreed that the Tsuchimikado

    family would have hereditary

    control over the Bureau and over

    all onmyd throughout Japan.

    They presided over the accession

    of each new Emperor,

    transmitting his wishes to heaven.

    In 1870, the Meiji government

    took upon itself authority over

    Divinations).

    He performed

    many famous

    miracles

    during his

    time, and his

    acts have

    passed into

    legend. He is

    considered the greatest onmyji

    Abe no Seimeis influence lived on

    in a new form of Shinto, as well as

    in a lineage of powerful magi. His

    descendent, Abe Arinaga, was

    elevated to head of the Bureau of

    Yin and Yang in the 16th century,

    during the Muromachi period.

    Thereafter, their lineage was

    known as the Tsuchimikado

    family. In 1683 Emperor Reigen

    decreed that the Tsuchimikado

    family would have hereditary

    control over the Bureau and over

    throughout Japan.

    They presided over the accession

    of each new Emperor,

    transmitting his wishes to heaven.

    In 1870, the Meiji government

    pon itself authority over

  • 8

    astrology and calendar making,

    and onmyd was banished along

    with all other forms of

    superstition. The Bureau was

    disbanded, the onmyji went into

    hiding, and onmyd became a

    secret cult. Following Japans

    defeat in World War II, freedom

    of belief was instated, and the ban

    on onmyd was lifted. The

    damage had already been done,

    however. Japan had become a

    secular nation, where

    technological innovation and

    economical development ruled

    supreme.

    Spirits (kami, spirit) are spirits that

    exist in all things. Some might say

    that kami are reflections of this

    world, and are strengthened by

    whatever phenomenon they

    embody. In every candle there

    exists a small flame kami, and it

    grows stronger as the candle burns

    hotter and brighter. Others would

    say that our world reflects the

    Spirit Realm of the kami, and their

    constant struggle for dominance

    produces all that we perceive.

    There is some truth in both

    perspectives. The kami themselves

    are limited in their ability to

    influence our world, however.

    Each kami is representative of a

    single phenomenonhunger, a

    waterfall, lust, beautyand can

    only affect that particular facet of

    our reality. The larger or more

    powerful the force in our world,

    the stronger the kami in the spirit

    world. In game terms, this means

    that kami generally have just two

    skills: their domain, and Will. Thus

    a kami of pride would have the

    skill Pride, for example, and its

    ranks would range from 1 to 5,

    depending on the amount of pride

    to be found in that location.

    A skilled onmyoji can cause a

    spirit to manifest in our world,

    however, through the use of

    (shikigami) and other forms of

    possession. Most commonly this

    means binding the spirit to a small,

    artfully folded, cut-paper manikin,

    but many other forms are possible.

    It is entirely possible for a

    shikigami to possess a living

  • 9

    creature, and if the host is

    unwilling, this results in a struggle

    of wills between the host and the

    spirit. Although kami themselves

    do not have physical stress tracks,

    the forms they possess do.

    The reverse, mortal beings

    entering the Spirit Realm, is a far

    more dangerous proposition. Most

    lesser kami lack any kind of

    consciousness or intelligence, and

    are only able to perceive

    phenomena within their domain.

    More powerful kami are aware of

    humans, and will react to an

    Onmyoji standing in their midst.

    creature, and if the host is

    unwilling, this results in a struggle

    of wills between the host and the

    Although kami themselves

    do not have physical stress tracks,

    ms they possess do.

    The reverse, mortal beings

    entering the Spirit Realm, is a far

    more dangerous proposition. Most

    lesser kami lack any kind of

    consciousness or intelligence, and

    are only able to perceive

    phenomena within their domain.

    are aware of

    humans, and will react to an

    Onmyoji standing in their midst.

    Precisely how

    depends on the kami. A kami of

    Tradition, for example, may be

    scandalized by the presence of

    fleshly creatures in her parlor, while a

    kami of Innovati

    welcome someone with new ideas

    or wearing interesting fashions

    (oni, demons) are a special

    subclass of kami. They tend to

    represent the more vicious and

    basal tendencies of human nature,

    such as Violence and Greed.

    Jealous of the world of human

    they frequently seek to possess

    bodies of the weak

    they will react

    depends on the kami. A kami of

    Tradition, for example, may be

    scandalized by the presence of

    in her parlor, while a

    Innovation might

    welcome someone with new ideas

    or wearing interesting fashions.

    , demons) are a special

    subclass of kami. They tend to

    represent the more vicious and

    basal tendencies of human nature,

    such as Violence and Greed.

    Jealous of the world of humans,

    they frequently seek to possess

    weak-willed.

  • 10

    Ghosts Ghosts are the spirits of the dead,

    existing on the border of this

    world and the next. That border is

    called the Twilight, or

    (chuuin, middle shadow). A

    it is not visible to most human

    beings, some natural

    creaturesdogs, catscan sense

    the smell of an unearthly presence.

    Most Japanese are cremated

    shortly after their death, usually

    within a week, and family

    members place their bones in an

    urn as part of the initial funeral

    rites. However, there is a second

    rite to be performed forty

    days after death. During the

    interim, the soul of the deceased

    tends to remain with its remains,

    and ascends to heaven after the

    second rite is performed.

    In some cases, however, the ghost

    clings to this world, and becomes

    an (onry, vengeful ghost)

    If the proper rites have not been

    performed, or if the ghost has

    some unfinished business or

    emotional attachment to this

    world, they may remain in the

    Ghosts are the spirits of the dead,

    existing on the border of this

    world and the next. That border is

    Twilight, or

    Although

    most human

    beings, some natural

    can sense

    the smell of an unearthly presence.

    Most Japanese are cremated

    shortly after their death, usually

    within a week, and family

    place their bones in an

    urn as part of the initial funeral

    tes. However, there is a second

    rite to be performed forty-nine

    days after death. During the

    interim, the soul of the deceased

    tends to remain with its remains,

    and ascends to heaven after the

    In some cases, however, the ghost

    , and becomes

    , vengeful ghost).

    If the proper rites have not been

    performed, or if the ghost has

    some unfinished business or

    emotional attachment to this

    world, they may remain in the

    Twilight. The longer a ghost

    remains in the Twilight, the more

    it comes to resent the living, and a

    ghost that stays behind long

    enough invariably

    twisted and hateful.

    Like kami, ghosts

    two skills: Grudge, and Will.

    may also retain some of the skills

    they had in life.

    physical stress track, but can be

    possess bodies, much like kami.

    Twilight. The longer a ghost

    e Twilight, the more

    it comes to resent the living, and a

    ghost that stays behind long

    enough invariably becomes

    twisted and hateful.

    Like kami, ghosts by default have

    two skills: Grudge, and Will. They

    may also retain some of the skills

    they had in life. They lack a

    physical stress track, but can be

    possess bodies, much like kami.

  • 11

  • 12

    Rules

    Skills

    The Ladder # Rank

    +8 Legendary Among the greatest

    achievements

    in history.

    +7 Epic

    +6 Fantastic A once-in-a-lifetime

    achievement

    for the

    average

    person.

    +5 Superb

    +4 Great An expert can

    reliably

    achieve this

    under

    favorable

    circumstances.

    +3 Good

    +2 Fair Nearly anyone

    could do it

    with just a

    little help.

    +1 Average

    0 Mediocre Most people could

    do it most of

    the time.

    -1 Poor

    -2 Terrible

    For most types of actions, its

    enough for everyone at the table

    to agree and say, Yeah, you

    should be able to do that. When

    theres a conflict or a genuine

    challenge, roll the dice and add the

    relevant skill. See fate-srd.com for

    more detail on what each skill

    does.

    Dice There are two alternative forms of

    dice-rolling, and you may choose

    to use one or both of them. All

    rolls are essentially the

    sameskill+diceso you can

    choose whichever die rolling

    method you like best.

    Fate Dice are six-sided dice with

    two pluses, two minuses, and two

    blanks. Pluses add one to the roll,

    minuses subtract one, and blanks

    are ignored. Roll four Fate Dice

    (4dF) and add your skill. This

    results in fairly uniform results,

    mostly within one point of your

    skill ranking, and a (very rare)

    maximum deviation of four over

    or under the skill.

  • 13

    Two pluses, one minus, one blank, for

    a total of +1.

    Alternatively, you can use

    sided dice of two different colors.

    The darker die represents

    is subtracted from the total. The

    lighter die represents yang

    added to the total. Skill - yin

    = result. This results in more

    widely distributed results, up to

    five over or under the skill rank in

    rare cases. The average and most

    common result is still equal to a

    characters skill rank.

    To work as a team, choose one

    character to make the main roll,

    and add +1 for each character

    with one or more ranks in the skill

    who is helping. Alternatively, each

    other character could roll to create

    an aspect to help and give +2.

    Two pluses, one minus, one blank, for

    Alternatively, you can use two six

    sided dice of two different colors.

    The darker die represents yin, and

    is subtracted from the total. The

    yang, and is

    yin + yang

    This results in more

    widely distributed results, up to

    five over or under the skill rank in

    rare cases. The average and most

    still equal to a

    , choose one

    character to make the main roll,

    and add +1 for each character

    with one or more ranks in the skill

    who is helping. Alternatively, each

    other character could roll to create

    help and give +2.

    The Four Actions Overcome:

    obstacle (the normal use of skills

    in most games).

    Create an Advantage:

    an aspect and/or invoke for free.

    Attack: Try to harm another

    character (physically, socially,

    mentally, etc).

    Defend: Mitigate an attack.

    Overcome Use the overcome action to

    achieve assorted goals appropriate

    to your skill. When you fail

    action, you have two options.

    You can simply fail, which

    means you dont attain your

    goal or get what you were after,

    or you can succeed at a serious

    cost.

    When you tie

    action, you attain your goal or

    get what you were after, but a

    a minor cost.

    When you succeed

    overcome action, you attain

    your goal without any cost.

    Four Actions Overcome: get past an

    obstacle (the normal use of skills

    Create an Advantage: Create

    an aspect and/or invoke for free.

    Try to harm another

    character (physically, socially,

    Mitigate an attack.

    Use the overcome action to

    achieve assorted goals appropriate

    When you fail an overcome

    action, you have two options.

    You can simply fail, which

    means you dont attain your

    goal or get what you were after,

    or you can succeed at a serious

    When you tie an overcome

    action, you attain your goal or

    get what you were after, but at

    When you succeed at an

    overcome action, you attain

    your goal without any cost.

  • 14

    When you succeed with style

    (3 over target) at an overcome

    action, you attain your goal and

    get a boost, an aspect that you

    or an ally can invoke once for

    free.

    Create an Advantage Use the create an advantage action

    to make a situation aspect that

    gives you a benefit, or to claim a

    benefit from any aspect you have

    access to. When you fail, you either

    dont create the aspect, or you

    create it but someone else gets

    the free invokewhatever you

    end up doing works to

    someone elses advantage

    instead.

    When you tie, you get a boost

    instead of the situation aspect

    you were going for.

    When you succeed, you create

    a situation aspect with a free

    invocation.

    When you succeed with style,

    you get a situation aspect with

    two free invocations instead of

    one.

    Attack Use the attack action to harm

    someone in a conflict or take them

    out of a scene.

    When you fail at an attack,

    you dont cause any harm to

    your target. (It also means that

    your target succeeded on the

    defend action, which could get

    you saddled with other effects.)

    When you tie an attack, you

    dont cause any harm, but you

    gain a boost.

    When you succeed on an

    attack, you inflict a hit on your

    target equal to the number of

    shifts you got. That forces the

    target to try and buy off the

    value of your hit by taking

    stress or consequences; if thats

    not possible, your target gets

    taken out of the conflict.

    When you succeed with style

    on an attack, it works like a

    normal success, but you also

    have the option to reduce the

    value of your hit by one to gain

    a boost as well.

  • 15

    Defend

    Use the defend action to avoid an

    attack or prevent someone from

    creating an advantage against you.

    When you fail at a defense

    you suffer the consequences of

    whatever you were trying to

    prevent. You might take a hit

    or have an advantage created

    on you.

    When you tie a defense

    grant your opponent a

    When you succeed at a

    defense, you successfully avoid

    the attack or the attempt to

    gain an advantage on you.

    When you succeed with style

    at a defense, it works like a

    normal success, but you also

    gain a boost as you turn the

    tables momentarily.

    Damage Fill in one stress box greater than

    or equal to the value of an attack,

    take a consequence, or fill in one

    stress box and take a

    Consequenceif you cant do one

    of these three things, youre

    Out. What that means is up to the

    Use the defend action to avoid an

    attack or prevent someone from

    creating an advantage against you.

    When you fail at a defense,

    uences of

    whatever you were trying to

    prevent. You might take a hit

    or have an advantage created

    When you tie a defense, you

    grant your opponent a boost.

    When you succeed at a

    , you successfully avoid

    the attack or the attempt to

    advantage on you.

    When you succeed with style

    , it works like a

    normal success, but you also

    gain a boost as you turn the

    greater than

    or equal to the value of an attack,

    fill in one

    stress box and take a

    if you cant do one

    of these three things, youre Taken

    . What that means is up to the

    group, but it generally means that

    the character is out of play for at

    least a scene, and perhaps

    permanently.

    Consequences Consequences are basically aspects,

    but with a negative bent. Most

    characters have three:

    Moderate (4), and

    You use consequences to soak

    damage when you run out of

    stress boxes and dont want to be

    taken out. Taking a consequenc

    group, but it generally means that

    the character is out of play for at

    least a scene, and perhaps

    Consequences are basically aspects,

    but with a negative bent. Most

    characters have three: Mild (2),

    (4), and Severe (6).

    You use consequences to soak

    damage when you run out of

    stress boxes and dont want to be

    Taking a consequence

  • 16

    reduces an attack by the number

    listed and uses up that

    consequence slot. Recovering

    from a consequence requires an

    Overcome action with a relevant

    skill, difficulty set at the value of

    the consequence. When you

    recover, you rename the

    consequence to something less

    serious, and then wait. Mild

    consequences take one whole

    scene, moderate take a session,

    and severe take a whole scenario

    to recover.

    Aspects An aspect is a phrase that

    describes something unique or

    noteworthy about whatever its

    attached to. Theyre the primary

    way you spend and gain fate

    points, and they influence the

    story by providing an opportunity

    for a character to get a bonus,

    complicating a characters life, or

    adding to another characters roll

    or passive opposition.

    Invoking Aspects The main way youre going to use

    aspects in a game of Fate is to

    invoke them. If youre in a

    situation where an aspect is

    beneficial to your character

    somehow, you can invoke it.

    In order to invoke an aspect,

    explain why the aspect is relevant,

    spend a fate point, and you can

    choose one of these benefits:

    Take a +2 on your current skill

    roll after youve rolled the dice.

    Reroll all your dice.

    Pass a +2 benefit to another

    characters roll, if its

    reasonable that the aspect

    youre invoking would be able

    to help.

    Add +2 to any source of

    passive opposition, if its

    reasonable that the aspect

    youre invoking could

    contribute to making things

    more difficult. You can also use

    this to create passive

    opposition at Fair (+2) if there

    wasnt going to be any.

  • 17

    Free Invocations When you succeed at creating an

    advantage, you stick a free

    invocation onto an aspect. If you

    succeed with style, you get two

    invocations. Some of the other

    actions also give you free boosts.

    You also get to stick a free

    invocation on any consequences

    you inflict in a conflict.

    Free invocations work like normal

    ones except in two ways: no fate

    points are exchanged, and you can

    stack them with a normal

    invocation for a better bonus. So

    you can use a free invocation and

    pay a fate point on the same

    aspect to get a +4 bonus instead

    of a +2, two rerolls instead of one,

    or you can add +4 to another

    characters roll or increase passive

    opposition by +4. Or you could

    split the benefits, getting a reroll

    and a +2 bonus. You can also

    stack multiple free invocations

    together.

    After youve used your free

    invocation, if the aspect in

    question is still around, you can

    keep invoking it by spending fate

    points.

    Compelling Aspects The other way you use aspects in

    the game is called a compel. If

    youre in a situation where having

    or being around a certain aspect

    means your characters life is more

    dramatic or complicated, someone

    can compel the aspect. That aspect

    can be on your character, the

    scene, location, game, or anywhere

    else thats currently in play. Well

    start with character aspects, and

    then talk about situation aspects in

    a bit.

    In order to compel an aspect,

    explain why the aspect is relevant,

    and then make an offer as to what

    the complication is. You can

    negotiate the terms of the

    complication a bit, until you reach

    a reasonable consensus. Whoever

    is getting compelled then has two

    options:

  • 18

    Accept the complication and

    receive a fate point

    Pay a fate point to prevent the

    complication from happening

    Finally, and this is very important:

    if a player wants to compel

    another character, it costs a fate

    point to propose the

    complication. The GM can

    always compel for free, and any

    player can propose a compel on

    his or her own character for free.

    Fate Points GMs and players both have a pool

    of points called fate points

    can use to influence the game.

    Accept the complication and

    Pay a fate point to prevent the

    complication from happening

    Finally, and this is very important:

    wants to compel

    another character, it costs a fate

    point to propose the

    The GM can

    always compel for free, and any

    player can propose a compel on

    his or her own character for free.

    both have a pool

    d fate points they

    can use to influence the game.

    Players, you start with a certain

    number of points every scenario,

    equal to your characters refresh.

    Youll also reset to your refresh

    rate if you ended a mid

    session with fewer fate points than

    your rate. At the beginning of

    every scene, the GM

    of one fate point to spend

    character in the scene.

    When your aspects come into play,

    you will usually spend or gain a

    fate point.

    Players, you start with a certain

    number of points every scenario,

    equal to your characters refresh.

    Youll also reset to your refresh

    rate if you ended a mid-scenario

    session with fewer fate points than

    At the beginning of

    he GM gets a budget

    fate point to spend for each

    scene.

    When your aspects come into play,

    you will usually spend or gain a

  • 19

    Spending Fate Points You spend fate points in any of

    the following ways:

    Invoke an Aspect: Invoking

    an aspect costs you one fate

    point, unless the invocation is

    free.

    Power a Stunt: Some stunts

    are very potent, and as such,

    cost a fate point in order to

    activate.

    Refuse a Compel: Once a

    compel is proposed, you can

    pay a fate point to avoid the

    complication associated with it.

    Declare a Story Detail: To

    add something to the narrative

    based on one of your aspects,

    spend a fate point.

    Earning Fate Points You earn fate points in any of the

    following ways:

    Accept a Compel: You get a

    fate point when you agree to

    the complication associated

    with a compel.

    Have Your Aspects Invoked

    Against You: If someone pays

    a fate point to invoke an aspect

    attached to your character, you

    gain their fate point at the end

    of the scene. This includes

    advantages created on your

    character, as well as

    consequences.

    Concede in a Conflict: You

    receive one fate point for

    conceding in a conflict, as well

    as an additional fate point for

    each consequence that youve

    received in that conflict. You

    choose how you fail, so dont

    hesitate to use this option if

    things are going poorly!

    Stunts and Refresh Stunts are additional little tweaks

    that allow your character to use a

    skill in a different or more

    powerful way. Feel free to make

    up your own stunts or choose

    them from the Fate Core list. They

    basically come in three flavors:

    You can use in

    provided that

    .

    Gain a +2 bonus to

    when doing

  • 20

    youll probably do once

    twice a session>.

    Something else interesting.

    Really powerful stunts might cost

    a Fate Point in order to balance

    them.

    By default, every character

    with three free stunts and a refresh

    of 3. Refresh is the number of

    Fate Points your character has

    the start of each session. You can

    take up to two additional stunts by

    spending 1 refresh for each: the

    more cool stuff you can do, the

    less fuel you have for

    awesomeness.

    Feel free to choose any stunt from

    the Fate Core rulebook, from the

    section below on magic skills, or

    make your own.

    Conflicts Perception determines turn

    order. Only roll if you have

    the same number as another

    character in the scene.

    There is no grid, but play is

    divided up into zones, each of

    which has one or more

    youll probably do once or

    Something else interesting.

    Really powerful stunts might cost

    a Fate Point in order to balance

    character starts

    with three free stunts and a refresh

    . Refresh is the number of

    Fate Points your character has at

    the start of each session. You can

    take up to two additional stunts by

    spending 1 refresh for each: the

    more cool stuff you can do, the

    less fuel you have for

    Feel free to choose any stunt from

    the Fate Core rulebook, from the

    below on magic skills, or

    Perception determines turn

    order. Only roll if you have

    the same number as another

    There is no grid, but play is

    divided up into zones, each of

    which has one or more

    aspects. Moving

    takes one turn, and may require a

    roll if there is an obstacle in the

    way.

    You can choose to do nothing

    proactive for a round and gain a

    +2 on defensive rolls.

    concede the conflict, you can

    choose how your character fails,

    but if you are taken out, your

    opponent chooses.

    Advancement & ChangeAfter each session

    one (and only one) of the

    following:

    Switch the rank values of any

    two skills, or replace one

    Average (+1) skill with one that

    isnt on your sheet.

    aspects. Moving between zones

    , and may require a

    roll if there is an obstacle in the

    You can choose to do nothing

    proactive for a round and gain a

    +2 on defensive rolls. If you

    the conflict, you can

    choose how your character fails,

    are taken out, your

    opponent chooses.

    Advancement & Change session, you may do

    one (and only one) of the

    Switch the rank values of any

    two skills, or replace one

    Average (+1) skill with one that

    isnt on your sheet.

  • 21

    Change any single stunt for

    another stunt.

    Purchase a new stunt, provided

    you have the refresh to do so.

    (Remember, you cant go below

    1 refresh.)

    Rename one character aspect

    that isnt your high concept.

    After each scenario, you can do

    one thing from the session list,

    plus:

    Add one point to an existing

    skill or buy a new skill at +1.

    If you have any severe

    consequences, you can rename

    them to begin the recovery

    process, if you havent already.

    After each story arc, you can do

    one thing from both of the above

    lists, plus:

    Take an additional point of

    refresh, which allows you to

    immediately buy a new stunt or

    keep it in order to give yourself

    more fate points at the

    beginning of a session.

    Rename your characters high

    concept if you desire.

    stunt for

    Purchase a new stunt, provided

    you have the refresh to do so.

    (Remember, you cant go below

    Rename one character aspect

    that isnt your high concept.

    , you can do

    one thing from the session list,

    Add one point to an existing

    skill or buy a new skill at +1.

    If you have any severe

    consequences, you can rename

    them to begin the recovery

    process, if you havent already.

    , you can do

    one thing from both of the above

    Take an additional point of

    refresh, which allows you to

    immediately buy a new stunt or

    keep it in order to give yourself

    more fate points at the

    Rename your characters high

  • 22

    Magic Magic skills in this game work

    essentially like any other skill.

    Your character can overcome,

    create an advantage, attack, or

    defend with magical skills. You

    can even use magic to recover

    from consequences, where

    appropriate. There are, however,

    four major limitations: sensory

    connection, primary elements, the

    arcane ladder, and paradox.

    Sensory Connection In order to cast a spell on a target,

    the caster must be able to sense

    the target in some way. Normal

    sight, hearing, or touch will do for

    most spells. The mundane senses

    can be enhanced with Life magic,

    granting infrared vision or

    magnetic detection, which some

    living creatures possess. Mind

    magic can enhance the perception

    of senses, but cannot actually give

    a mage sensory perceptions she

    does not already have. Space

    magic can create a portal which

    the mage could then activate by

    visiting a second location, thereby

    opening up a conduit for the

    senses.

    To perform magic at some

    distance, and particularly in order

    to perform more impressive acts

    with Space magic, an onmyji

    should master the art of

    Sympathetic Magic (a stunt). Using

    this technique, spells can be cast

    on any target with which the mage

    has some physical connectiona

    personal object, a piece of the

    target, etc.

    The Elements There are five elements,

    collectively called the (godai,

    The Great Five), describe the

    connections between various

    fundamental essences of existence.

    They are representative of an

    outlook on life or a style of doing

    things, and not so much classical

    elements like those found in the

    West or in typical fantasy

    roleplaying games. If youre

    familiar with the I Ching or Feng

    Shui, thats the kind of thing were

    talking about here.

  • 23

    In Onmyodo, each element

    governs two schools of magic,

    called arcana. In these pairings,

    one arcanum represents the Yin

    the elementsubtle, shadowy,

    femininewhile the other

    represents the Yang

    bright, masculine.

    Each onmyji gains a focus

    of the five elements (Void, Wind,

    Fire, Water, or Earth). This is her

    Governing Element, and

    spells from that element is always

    free. Casting spells from any

    other element costs a Fate

    Point.

    Stunt: Extra Element. You

    may choose a second

    Governing Element. Casting

    spells from this element no

    longer costs a Fate Point.

    Example spells below are not to

    be construed as a complete menu

    of possibilities. They are merely

    provided in order to spur the

    imagination and give a se

    what is possible.

    In Onmyodo, each element

    governs two schools of magic,

    called arcana. In these pairings,

    arcanum represents the Yin of

    subtle, shadowy,

    while the other

    vibrant,

    gains a focus in one

    of the five elements (Void, Wind,

    Fire, Water, or Earth). This is her

    nd casting

    spells from that element is always

    Casting spells from any

    other element costs a Fate

    Extra Element. You

    may choose a second

    Governing Element. Casting

    spells from this element no

    longer costs a Fate Point.

    Example spells below are not to

    be construed as a complete menu

    of possibilities. They are merely

    provided in order to spur the

    imagination and give a sense of

  • 24

    "Earth" represents our connection to

    this realm, to living things and the

    matter that surrounds them. Onmyji

    with a connection to the earth tend

    toward stubbornness, traditional

    thinking, and a focus on the collective

    good.

    They are conservative in their views,

    resistant to change. They also tend to

    be the most physical of shamans,

    mixing their own skills in athletics or

    martial arts into their rituals.

    The stone, resolute,

    remains calm and unperturbed

    in rushing waters.

    Matter has dominion over soil, water,

    metal, air, and other kinds of non-living substances. The alchemists arcanum.

    Stunt: Earthly craftsmanship. Can use Matter

    in place of Prime to create an artifact.

    Example spells Curse of Steel [Attack, Physical] the

    enemys weapon explodes in a shower of shrapnel.

    Saintly Robes [Defend] The onmyjis clothing becomes as hard as iron.

    Sense Weakness [Divination (0)] find the weakest point in a structure in order to destroy it more easily.

    Cruel Masters Training Sword [Alteration (2)] make a piece of wood as strong as steel, and a much deadlier weapon.

    Zone of Nature [Abjuration (6)] Protect a temple so that no man-made materials may enter.

    Heavens Craftsman [Creation (7)] create complex machinery out of nothing.

    Life magic has dominion over animals, pl ants, disease, evolution, and healing. The physicians arcanum.

    Stunt: Blood magic. Take a minor consequence

    before rolling to add 2 to a magic die roll, or

    a moderate consequence to add 2 after.

    Example spells Wrath of Nature [Attack, Physical]

    snakes slither out from the shadows to attack the victim.

    Scales of Steel [Defend] The onmyji develops thick scales to deflect attacks.

    Touch of Heaven [Recovery, Physical] a touch closes wounds and relieves pain.

    Rapid Growth [Command (1)] Brambles grow up to inhibit an enemys movement.

    Plague [Alteration (3)] A touched human being contracts a disease.

    Aquatic Form [Alteration (4)] Grow gills and webbed digits for swimming.

    Mighty Serpent [Creation (10)] Summon a celestial dragon.

  • 25

    "Water" is the element of endless,

    flowing change, of things without

    form or substance. Take it once in

    your hand, and it is gone in an

    instant, but its power can raze cities

    or foster future life. Mentally, it is

    the acceptance of lifes constant

    changes, a oneness with the flow of

    things. Onmyji of water are adaptable,

    rarely surprised by the vicissitudes of

    life, but frightfully powerful when

    roused to anger. They are rarely found

    in leadership positions, but take readily

    to working with others.

    The leaf floats softly

    on rushing river waters

    as bough and branch snap

    Time magic has dominion over the past, present, and future, acceleration and deceleration. The oracles arcanum. Stunt: Temporal magic. Can cast a spell with a

    time delay, such that it triggers at a

    particular time in the future.

    Example spells Flow of Time [Attack, Soul] send an enemy forward in time. Stop the Sands [Defend] move an instant into the future to avoid an attack. Kaerimiru (Look Back) [Divination (0)] watch the last minute of activity over again. Fleet of Foot [Alteration (2)] Your body and mind move faster. Rewind [command (5)] everyone in your zone replays the last round of combat. Scroll of Futures [Divination (7)] see into the web of possible futures for the world. Time Gate [Creation (8)] Open a rift in time to walk through. Requires an object from the target time.

    Space has dominion over scrying, teleportation, wards, and summoning. The travelers arcanum. Stunt: Sympathetic Magic. Can cast spells on

    targets not present in the scene.

    Example spells Forced Teleportation [Attack, Physical] shunt the target into another area. Zenos Paradox [Defend] Projectiles appear to draw ever nearer to you, but never quite make it. Scrying [Divination (3)] Open a window to a distant location known to you. Anything on the other side can see you just as easily, though. Infinite Bag [Alteration (2)] Make a container connect to a distant holding area for near-infinite storage. The Essence of Nothingness [Destruction 7] an area the size of a house ceases to beeverything inside is pushed out.. Portal [Creation (8)] Open a rift in space to walk through. Requires an object from the location.

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    "Fire" governs the dynamic, the

    forceful. It is the sudden outburst

    that rends asunder and the

    pounding heat that drives men mad.

    It is passion, drive, desire, and

    firmness of intention. The onmyji

    of fire are readily known by the intensity

    of their gaze and the zeal in their words.

    They are born leaders, rarely content to

    do as others have done, charging

    headlong into the fires of hell without

    thought of peril.

    Flames of mens passions,

    burning for but a moment.

    Ah, but how brightly!

    Mind magic has dominion over mind control, telepathy, mental projections, imagination, and hallucinations. The mind-readers arcanum. Stunt: Dreamweaving. Can cast a spell on a

    person who is not present but

    currently asleep.

    Example spells Mind Control [Attack, Mental] gain control of a subject. Mind Reading [Attack, Mental] read the contents of a subjects mind. Mental Bulwark [Defend] block others from using mind control against you. Surface Ripples [Divination (0)] Get a sense of the zeitgeist around you. Parallel Processing [Alteration (2)] Perform multiple mental actions simultaneously. Zone of Peace [Abjuration (6)] bar hostile intentions inside of a given building. Locus of Hate [Creation (7)] Creates a cloud that instills feelings of hate.

    Force magic has dominion over energy and forces: light, sound, electricity, radiation, fire, kinetic energy; gravity, conductivity. The physicists arcanum. Stunt: Arcane Technician. Use Forces in place

    of Academics or Craft for rolls

    involving electronics.

    Example spells Shocking Tendrils [Attack, Physical] Delivers a powerful electric shock. Weight of the World [Defend] Gravity around attackers triples, slowing their blows. Spectral Conversion [Alteration (2)] Convert heat energy into harmless light. Invisibility [Abjuration (4)] Cause light and sound to pass through you. Gaze of Heaven [Divination (4)] tap into a satellite feed to watch the movements of cell phones. Fireball [Creation (5)] create balls of flame to throw. Reverse Gravity [Alteration (7)] The area inside an entire building has its gravitational field reversed.

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    "Wind" is the element of freedom,

    chance, chaos, and the unseen

    spirits that bring the ripple across

    still waters. An onmyji of wind

    shows independence and care-free

    thinking, prone to flights of fancy

    and moments of divine inspiration.

    Revolutionaries, poets, wanderers and

    merrymakers find their paths lead

    toward the wind. Yet there is also a

    benevolence and patience to the breeze

    that blows even in the heat of summer,

    cooling hotter heads and uplifting

    spirits.

    Gentle summer breeze

    makes ripples across a pond,

    whispers things to come

    Spirit magic has dominion over kami, demons, exorcism, and protection of the soul. The shamans arcanum. Stunt: Counsel of the Spirits. Can use Spirit in

    place of Empathy to recover a mental

    consequence.

    Example spells Admonish Spirits [Attack, Soul] speak a command that saps a spirits energy. Ethereal Barrier [Defend] project a magical field that blocks spirits from attacking. See Spirits [Divination (0)] gain the ability to see into the Spirit Realm. Spirit Call [Creation (5)] summon a spirit to assist you. Shifts may increase the rank of the spirit called. Human Shikigami [Alteration (5)] allow a kami to possess a willing or unconscious host. Spirit Guide [Creation (8)] create a portal connecting the physical and spirit realms.

    Fate magic has dominion over blessings, luck, destiny, curses, oaths, gambling, and probability. The soothsayers arcanum. Stunt: Ritual magic. Can cast a spell and save

    it for later, using the same die result.

    Example spells Evil Eye [Attack, Soul] inflict a horrible curse on the target. Turn of Bad Luck [Defend] Attacker stumbles and misses. Will of Heaven [Divination (0)] sense the strength of others destinies. Supernal Haze [Alteration (4)] Supernatural effects in the area treat blanks as minuses. Font of Fortune [Creation (5)] create a pool of free rerolls for your allies. Despair [Destruction (5)] Suppress a targets destiny for one scene. Fortunes Friend [Abjuration (6)] ward self permanently against curses. Destiny [Creation (8)] Instill a blessing that makes you destined to perform some particular great deed.

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    "Void" is the representation of

    those things beyond our experience,

    the unknowable Other. It is the

    realm invisible, the Great Beyond.

    Those who wish to truly know the

    secrets of creation, to peer beyond

    this life and into the next, are drawn

    to the path of Void.

    Most onmyji of the Void are

    unfulfilled by normal, mundane life, and

    seek ever higher understanding through

    adventure or asceticism. A mage of the

    void is a scholar, an explorer, an

    inventor, one who often has little time

    or patience for the trifling concerns of

    this world.

    Only empty minds

    with empty hands and empty hearts

    can know true fullness.

    Death magic has dominion over ghosts, decay, weakness, and the stealing of souls. The necromancers arcanum. Stunt: Rebuke death. You can use Death to

    recover from consequences involving

    physical injury or weakening effects.

    Example spells Deathbane [Attack, Soul] you pass your hand through a ghost, disrupting its connection to this world. Shield of Decay [Defend] an aura of death around you weakens others. Ghost Sight [Divination (0)] See ghosts in the Twilight. Eerie Visage [Alteration (2)] You appear deadno respiration, no pulse, no body temperature. Circle of Protection [Abjuration (5)] create a circle through which ghosts and other dead creatures may not pass. Chains of Undeath [Creation (8)] create a permanent undead minion.

    Prime has dominion over magic itself: hallows, ley lines, counterspells, enchantment, and artifacts. The archmages arcanum. Stunt: Countermagic. +2 to Defense rolls

    against any magic or supernatural ability

    when using Prime.

    Example spells Arcane Feedback [Attack, Soul] an enemy mages own magic turns against him. Mana Barrier [Defend] deflect incoming supernatural effects. Detect Magic [Divination (0)] See the remaining resonance of spells cast in the area. Mage Armor [Abjuration (3)] increases defenses against supernatural effects. Altered Runes [Alteration (3)] Slightly change the effect of an existing spell. Artifact [Creation (8)] Create an item with a permanent magical effect.

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    The Arcane Ladder For magic, its difficult to say what

    should constitute a mediocre,

    fair, or legendary spell. Hence,

    we have the arcane ladder, ranking

    the difficulty of spells according to

    the sort of effect they might

    produce. Simply add together the

    factors of the spell to determine

    the difficulty of casting. The

    consensus of the group comes

    first. This table is only a

    guideline.

    This table is used for generating

    static difficulty targets, so the

    Attack, Defend, and Recover

    actions will be treated separately.

    This table is mainly for

    adjudicating the difficulty of using

    a particular type of spell to

    Overcome or Create Advantage,

    and should not be considered set

    in stoneguidelines to keep

    things from devolving into Yes, I

    can! and No, you cant!

    Divinations provide sensory

    perceptions or knowledge about

    something under an arcanums

    domain. Commands involve

    pressing an existing being or

    phenomenon to do your will.

    Alterations change the essence of

    a target. Abjurations protect

    something within an arcanums

    domain. Destructions remove

    obstacles. Creations summon

    things that are not present, either

    by creating them or calling to

    them from afar.

    Practice Targets Size Connection

    (*with stunt only)

    Complexity Duration

    +0 divination Self cat touch (same zone) simple scene

    +1 command 1 target human sight (nearby zone) moderate session

    +2 alteration room full car personal item* complex story

    +3 abjuration building full house intimate

    knowledge*

    permanent

    +4 destruction town full airplane second-hand

    knowledge*

    +5 creation whole

    world

    building

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    Complexity is a subjective matter.

    Creating a solid block of iron

    would be fairly simple. Creating an

    iPad would be complex. Changing

    a spirit of hunger to a spirit of

    thirst would be simple. Changing a

    spirit of hunger to a spirit of rock

    and roll would be complex.

    Warding a room against all human

    beings would be simple. Warding a

    room against human beings from

    Kagoshima named Tetsuya would

    be complex. And so on.

    Connection is a measure of the

    casters metaphysical distance

    from the target. Normally, the

    caster needs to at least be able to

    see a target in order to cast a spell.

    However, mages who master

    Sympathetic Magic (a stunt) can

    cast spells on targets they cannot

    see by holding a part of the target

    (a lock of hair, a branch of a tree)

    or personal item owned by the

    target. Casting by knowledge alone

    is more difficult, but not

    impossible. Of course, failure

    could mean the spell targets

    someone or something entirely

    unintended.

    Paradox The onmyjis enlightenment

    comes from realizing that all the

    world around us is but an illusion

    crafted by the minds of those who

    inhabit itto perceive is to create.

    Knowing this, she can will herself

    to see other presents, other

    realities, and impose her will above

    others. Where the onmyjis vision

    of reality conflicts with the

    consensus of those around her,

    paradox arises.

    A clever onmyji avoids paradox by

    making his magic appear

    coincidental or natural. A bolt of

    lightning from a persons hand

    would surely seem supernatural,

    but the same bolt from a shorting

    circuit breaker might appear to be

    Paradox Rolls

    1 witness 2

    A room full of witnesses 4

    Several rooms full of

    witnesses

    6

    A building full of witnesses 8

    A whole town or more 10

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    just an unlucky coincidence for the

    onmyjis foe.

    Animals, supernatural creatures,

    ghosts, spirits, and other

    do not count as witnesses. Only

    unenlightened human beings,

    whose paradigm does not include

    the existence of the supernatural,

    are considered when determining

    paradox. It is said that in the old

    days the onmyji were m

    restricted by paradox, before

    science and learning were the

    default point of view for most

    Japanese. A paradox functions as an attack

    on the onmyjis soul. The

    onmyji rolls Mysticism

    Defense against a paradox attack,

    determined by the number of

    witnesses:

    Success means that the

    has imposed his will on

    reality, and witnesses are

    able to somehow justify the

    bizarre occurrence or block

    it out. On a tie, the spell

    succeeds and the onmyji

    takes no stress, but

    generates a scene aspect

    just an unlucky coincidence for the

    Animals, supernatural creatures,

    ghosts, spirits, and other onmyji

    do not count as witnesses. Only

    unenlightened human beings,

    whose paradigm does not include

    the existence of the supernatural,

    are considered when determining

    in the old

    were much less

    restricted by paradox, before

    science and learning were the

    default point of view for most

    an attack

    s soul. The

    rolls Mysticism as a

    Defense against a paradox attack,

    determined by the number of

    Success means that the onmyji

    has imposed his will on

    reality, and witnesses are

    able to somehow justify the

    bizarre occurrence or block

    spell

    onmyji

    takes no stress, but

    generates a scene aspect,

    and witnesses may be left with a

    vague feeling of unease or even

    partial memory of the casting

    When you fail, the spell does not

    succeed, and you take

    soul track, which may be mit

    by consequences as normal.

    Consequences as always will be

    negotiated by the table as a whole,

    but the following are some

    examples of possible

    consequences of paradox:

    The spell goes

    the casters control

    A form of insanity set

    the target or caster.

    Reality shatter

    impossible event takes place.

    The casters body, mind or soul

    are scarred.

    An evil spirit slips through the

    crack in reality to cause havoc.

    and witnesses may be left with a

    vague feeling of unease or even

    partial memory of the casting.

    When you fail, the spell does not

    you take stress on the

    soul track, which may be mitigated

    by consequences as normal.

    Consequences as always will be

    negotiated by the table as a whole,

    but the following are some

    examples of possible

    consequences of paradox:

    es haywire, beyond

    the casters control

    A form of insanity sets in on

    the target or caster.

    Reality shatters, and an

    impossible event takes place.

    The casters body, mind or soul

    An evil spirit slips through the

    crack in reality to cause havoc.

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